source-engine/game/server/hl2/npc_apcdriver.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

299 lines
8.1 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npc_vehicledriver.h"
#include "vehicle_apc.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SF_APCDRIVER_NO_ROCKET_ATTACK 0x10000
#define SF_APCDRIVER_NO_GUN_ATTACK 0x20000
#define NPC_APCDRIVER_REMEMBER_TIME 4
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CNPC_APCDriver : public CNPC_VehicleDriver
{
DECLARE_CLASS( CNPC_APCDriver, CNPC_VehicleDriver );
public:
DECLARE_DATADESC();
DEFINE_CUSTOM_AI;
virtual void Spawn( void );
virtual void Activate( void );
virtual bool FVisible( CBaseEntity *pTarget, int traceMask, CBaseEntity **ppBlocker );
virtual bool WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions );
virtual Class_T Classify ( void ) { return CLASS_COMBINE; }
virtual void PrescheduleThink( );
virtual Disposition_t IRelationType(CBaseEntity *pTarget);
// AI
virtual int RangeAttack1Conditions( float flDot, float flDist );
virtual int RangeAttack2Conditions( float flDot, float flDist );
private:
// Are we being carried by a dropship?
bool IsBeingCarried();
// Enable, disable firing
void InputEnableFiring( inputdata_t &inputdata );
void InputDisableFiring( inputdata_t &inputdata );
CHandle<CPropAPC> m_hAPC;
float m_flTimeLastSeenEnemy;
bool m_bFiringDisabled;
};
BEGIN_DATADESC( CNPC_APCDriver )
//DEFINE_FIELD( m_hAPC, FIELD_EHANDLE ),
DEFINE_FIELD( m_bFiringDisabled, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flTimeLastSeenEnemy, FIELD_TIME ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnableFiring", InputEnableFiring ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableFiring", InputDisableFiring ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_apcdriver, CNPC_APCDriver );
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CNPC_APCDriver::Spawn( void )
{
BaseClass::Spawn();
m_flTimeLastSeenEnemy = -NPC_APCDRIVER_REMEMBER_TIME;
CapabilitiesClear();
CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 );
m_bFiringDisabled = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_APCDriver::Activate( void )
{
BaseClass::Activate();
m_hAPC = dynamic_cast<CPropAPC*>((CBaseEntity*)m_hVehicleEntity);
if ( !m_hAPC )
{
Warning( "npc_apcdriver %s couldn't find his apc named %s.\n", STRING(GetEntityName()), STRING(m_iszVehicleName) );
UTIL_Remove( this );
return;
}
SetParent( m_hAPC );
SetAbsOrigin( m_hAPC->WorldSpaceCenter() );
SetLocalAngles( vec3_angle );
m_flDistTooFar = m_hAPC->MaxAttackRange();
SetDistLook( m_hAPC->MaxAttackRange() );
}
//-----------------------------------------------------------------------------
// Enable, disable firing
//-----------------------------------------------------------------------------
void CNPC_APCDriver::InputEnableFiring( inputdata_t &inputdata )
{
m_bFiringDisabled = false;
}
void CNPC_APCDriver::InputDisableFiring( inputdata_t &inputdata )
{
m_bFiringDisabled = true;
}
//-----------------------------------------------------------------------------
// Purpose: Let's not hate things the APC makes
//-----------------------------------------------------------------------------
Disposition_t CNPC_APCDriver::IRelationType(CBaseEntity *pTarget)
{
if ( pTarget == m_hAPC || (pTarget->GetOwnerEntity() == m_hAPC) )
return D_LI;
return BaseClass::IRelationType(pTarget);
}
//------------------------------------------------------------------------------
// Are we being carried by a dropship?
//------------------------------------------------------------------------------
bool CNPC_APCDriver::IsBeingCarried()
{
// Inert if we're carried...
Vector vecVelocity;
m_hAPC->GetVelocity( &vecVelocity, NULL );
return ( m_hAPC->GetMoveParent() != NULL ) || (fabs(vecVelocity.z) >= 15);
}
//------------------------------------------------------------------------------
// Is the enemy visible?
//------------------------------------------------------------------------------
bool CNPC_APCDriver::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions)
{
if ( m_hAPC->m_lifeState != LIFE_ALIVE )
return false;
if ( IsBeingCarried() || m_bFiringDisabled )
return false;
float flTargetDist = ownerPos.DistTo( targetPos );
if (flTargetDist > m_hAPC->MaxAttackRange())
return false;
return true;
}
//-----------------------------------------------------------------------------
// Is the enemy visible?
//-----------------------------------------------------------------------------
bool CNPC_APCDriver::FVisible( CBaseEntity *pTarget, int traceMask, CBaseEntity **ppBlocker )
{
if ( m_hAPC->m_lifeState != LIFE_ALIVE )
return false;
if ( IsBeingCarried() || m_bFiringDisabled )
return false;
float flTargetDist = GetAbsOrigin().DistTo( pTarget->GetAbsOrigin() );
if (flTargetDist > m_hAPC->MaxAttackRange())
return false;
bool bVisible = m_hAPC->FVisible( pTarget, traceMask, ppBlocker );
if ( bVisible && (pTarget == GetEnemy()) )
{
m_flTimeLastSeenEnemy = gpGlobals->curtime;
}
if ( pTarget->IsPlayer() || pTarget->Classify() == CLASS_BULLSEYE )
{
if (!bVisible)
{
if ( ( gpGlobals->curtime - m_flTimeLastSeenEnemy ) <= NPC_APCDRIVER_REMEMBER_TIME )
return true;
}
}
return bVisible;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CNPC_APCDriver::RangeAttack1Conditions( float flDot, float flDist )
{
if ( HasSpawnFlags(SF_APCDRIVER_NO_GUN_ATTACK) )
return COND_NONE;
if ( m_hAPC->m_lifeState != LIFE_ALIVE )
return COND_NONE;
if ( IsBeingCarried() || m_bFiringDisabled )
return COND_NONE;
if ( !HasCondition( COND_SEE_ENEMY ) )
return COND_NONE;
if ( !m_hAPC->IsInPrimaryFiringCone() )
return COND_NONE;
// Vehicle not ready to fire again yet?
if ( m_pVehicleInterface->Weapon_PrimaryCanFireAt() > gpGlobals->curtime + 0.1f )
return COND_NONE;
float flMinDist, flMaxDist;
m_pVehicleInterface->Weapon_PrimaryRanges( &flMinDist, &flMaxDist );
if (flDist < flMinDist)
return COND_NONE;
if (flDist > flMaxDist)
return COND_NONE;
return COND_CAN_RANGE_ATTACK1;
}
int CNPC_APCDriver::RangeAttack2Conditions( float flDot, float flDist )
{
if ( HasSpawnFlags(SF_APCDRIVER_NO_ROCKET_ATTACK) )
return COND_NONE;
if ( m_hAPC->m_lifeState != LIFE_ALIVE )
return COND_NONE;
if ( IsBeingCarried() || m_bFiringDisabled )
return COND_NONE;
if ( !HasCondition( COND_SEE_ENEMY ) )
return COND_NONE;
// Vehicle not ready to fire again yet?
if ( m_pVehicleInterface->Weapon_SecondaryCanFireAt() > gpGlobals->curtime + 0.1f )
return COND_NONE;
float flMinDist, flMaxDist;
m_pVehicleInterface->Weapon_SecondaryRanges( &flMinDist, &flMaxDist );
if (flDist < flMinDist)
return COND_NONE;
if (flDist > flMaxDist)
return COND_NONE;
return COND_CAN_RANGE_ATTACK2;
}
//-----------------------------------------------------------------------------
// Aim the laser dot!
//-----------------------------------------------------------------------------
void CNPC_APCDriver::PrescheduleThink( )
{
BaseClass::PrescheduleThink();
if ( m_hAPC->m_lifeState == LIFE_ALIVE )
{
if ( GetEnemy() )
{
m_hAPC->AimPrimaryWeapon( GetEnemy()->BodyTarget( GetAbsOrigin(), false ) );
}
m_hAPC->AimSecondaryWeaponAt( GetEnemy() );
}
else if ( m_hAPC->m_lifeState == LIFE_DEAD )
{
UTIL_Remove( this );
}
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_apcdriver, CNPC_APCDriver )
AI_END_CUSTOM_NPC()