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

497 lines
12 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc.h"
#include "ai_hull.h"
#include "ai_senses.h"
#include "ai_memory.h"
#include "soundent.h"
#include "smoke_trail.h"
#include "weapon_rpg.h"
#include "gib.h"
#include "ndebugoverlay.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "hl2_shareddefs.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define MD_FULLAMMO 50
#define MD_BC_YAW 0
#define MD_BC_PITCH 1
#define MD_AP_LGUN 2
#define MD_AP_RGUN 1
#define MD_GIB_COUNT 4
#define MD_GIB_MODEL "models/gibs/missile_defense_gibs.mdl"
#define MD_YAW_SPEED 24
#define MD_PITCH_SPEED 12
//=========================================================
//=========================================================
class CNPC_MissileDefense : public CAI_BaseNPC
{
DECLARE_CLASS( CNPC_MissileDefense, CAI_BaseNPC );
DECLARE_DATADESC();
public:
CNPC_MissileDefense( void ) { };
void Precache( void );
void Spawn( void );
Class_T Classify( void ) { return CLASS_NONE; }
int GetSoundInterests( void ) { return SOUND_NONE; }
float MaxYawSpeed( void ) { return 90.f; }
void RunAI(void);
void FireCannons( void );
void AimGun( void );
void EnemyShootPosition(CBaseEntity* pEnemy, Vector *vPosition);
void Event_Killed( const CTakeDamageInfo &info );
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
void Gib();
void GetGunAim( Vector *vecAim );
~CNPC_MissileDefense();
Vector m_vGunAng;
int m_iAmmoLoaded;
float m_flReloadedTime;
};
LINK_ENTITY_TO_CLASS( npc_missiledefense, CNPC_MissileDefense );
//=========================================================
//=========================================================
BEGIN_DATADESC( CNPC_MissileDefense )
DEFINE_FIELD( m_iAmmoLoaded, FIELD_INTEGER ),
DEFINE_FIELD( m_flReloadedTime, FIELD_TIME ),
DEFINE_FIELD( m_vGunAng, FIELD_VECTOR ),
END_DATADESC()
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_MissileDefense::Precache( void )
{
PrecacheModel("models/missile_defense.mdl");
PrecacheModel(MD_GIB_MODEL);
PrecacheScriptSound( "NPC_MissileDefense.Attack" );
PrecacheScriptSound( "NPC_MissileDefense.Reload" );
PrecacheScriptSound( "NPC_MissileDefense.Turn" );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_MissileDefense::GetGunAim( Vector *vecAim )
{
Vector vecPos;
QAngle vecAng;
GetAttachment( MD_AP_LGUN, vecPos, vecAng );
vecAng.x = GetLocalAngles().x + GetBoneController( MD_BC_PITCH );
vecAng.z = 0;
vecAng.y = GetLocalAngles().y + GetBoneController( MD_BC_YAW );
Vector vecForward;
AngleVectors( vecAng, &vecForward );
*vecAim = vecForward;
}
#define NOISE 0.035f
#define MD_ATTN_CANNON 0.4
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_MissileDefense::FireCannons( void )
{
// ----------------------------------------------
// Make sure I have an enemy
// ----------------------------------------------
if (GetEnemy() == NULL)
{
return;
}
// ----------------------------------------------
// Make sure I have ammo
// ----------------------------------------------
if( m_iAmmoLoaded < 1 )
{
return;
}
// ----------------------------------------------
// Make sure gun it pointing in right direction
// ----------------------------------------------
Vector vGunDir;
GetGunAim( &vGunDir );
Vector vTargetPos;
EnemyShootPosition(GetEnemy(),&vTargetPos);
Vector vTargetDir = vTargetPos - GetAbsOrigin();
VectorNormalize( vTargetDir );
float fDotPr = DotProduct( vGunDir, vTargetDir );
if (fDotPr < 0.95)
{
return;
}
// ----------------------------------------------
// Check line of sight
// ----------------------------------------------
trace_t tr;
AI_TraceLine( GetEnemy()->EyePosition(), GetAbsOrigin(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
if (tr.fraction < 1.0)
{
return;
}
Vector vecRight;
Vector vecDir;
Vector vecCenter;
AngleVectors( GetLocalAngles(), NULL, &vecRight, NULL );
vecCenter = WorldSpaceCenter();
if( GetEnemy() == NULL )
{
return;
}
bool fSound = false;
if( random->RandomInt( 0, 3 ) == 0 )
{
fSound = true;
}
EmitSound( "NPC_MissileDefense.Attack" );
Vector vecGun;
QAngle vecAng;
GetAttachment( MD_AP_LGUN, vecGun, vecAng );
Vector vecTarget;
EnemyShootPosition(GetEnemy(),&vecTarget);
vecDir = vecTarget - vecCenter;
VectorNormalize(vecDir);
vecDir.x += random->RandomFloat( -NOISE, NOISE );
vecDir.y += random->RandomFloat( -NOISE, NOISE );
Vector vecStart = vecGun + vecDir * 110;
Vector vecEnd = vecGun + vecDir * 4096;
UTIL_Tracer( vecStart, vecEnd, 0, TRACER_DONT_USE_ATTACHMENT, 3000 + random->RandomFloat( 0, 2000 ), fSound );
vecDir = vecTarget - vecCenter;
VectorNormalize(vecDir);
vecDir.x += random->RandomFloat( -NOISE, NOISE );
vecDir.y += random->RandomFloat( -NOISE, NOISE );
vecDir.z += random->RandomFloat( -NOISE, NOISE );
GetAttachment( MD_AP_RGUN, vecGun, vecAng );
vecStart = vecGun + vecDir * 110;
vecEnd = vecGun + vecDir * 4096;
UTIL_Tracer( vecStart, vecEnd, 0, TRACER_DONT_USE_ATTACHMENT, 3000 + random->RandomFloat( 0, 2000 ) );
m_iAmmoLoaded -= 2;
if( m_iAmmoLoaded < 1 )
{
// Incite a reload.
EmitSound( "NPC_MissileDefense.Reload" );
m_flReloadedTime = gpGlobals->curtime + 0.3;
return;
}
// Do damage to the missile based on distance.
// if < 1, make damage 0.
float flDist = (GetEnemy()->GetLocalOrigin() - vecGun).Length();
float flDamage;
flDamage = 4000 - flDist;
flDamage /= 1000.0;
if( flDamage > 0 )
{
if( flDist <= 1500 )
{
flDamage *= 2;
}
CTakeDamageInfo info( this, this, flDamage, DMG_MISSILEDEFENSE );
CalculateBulletDamageForce( &info, GetAmmoDef()->Index("SMG1"), vecDir, GetEnemy()->GetAbsOrigin() );
GetEnemy()->TakeDamage( info );
}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_MissileDefense::Spawn( void )
{
Precache();
SetModel( "models/missile_defense.mdl" );
UTIL_SetSize( this, Vector( -36, -36 , 0 ), Vector( 36, 36, 64 ) );
SetSolid( SOLID_BBOX );
SetMoveType( MOVETYPE_NONE );
m_takedamage = DAMAGE_YES;
SetBloodColor( DONT_BLEED );
m_iHealth = 10;
m_flFieldOfView = 0.1;
m_NPCState = NPC_STATE_NONE;
CapabilitiesClear();
CapabilitiesAdd ( bits_CAP_INNATE_RANGE_ATTACK1 );
// Hate missiles
AddClassRelationship( CLASS_MISSILE, D_HT, 5 );
m_spawnflags |= SF_NPC_LONG_RANGE;
m_flReloadedTime = gpGlobals->curtime;
InitBoneControllers();
NPCInit();
SetBoneController( MD_BC_YAW, 10 );
SetBoneController( MD_BC_PITCH, 0 );
SetBodygroup( 1, 1 );
SetBodygroup( 2, 1 );
SetBodygroup( 3, 1 );
SetBodygroup( 4, 1 );
m_NPCState = NPC_STATE_IDLE;
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
int CNPC_MissileDefense::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
// Only take blast damage
if (info.GetDamageType() & DMG_BLAST )
{
return BaseClass::OnTakeDamage_Alive( info );
}
else
{
return 0;
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_MissileDefense::Event_Killed( const CTakeDamageInfo &info )
{
StopSound( "NPC_MissileDefense.Turn" );
Gib();
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_MissileDefense::Gib(void)
{
// Sparks
for (int i = 0; i < 4; i++)
{
Vector sparkPos = GetAbsOrigin();
sparkPos.x += random->RandomFloat(-12,12);
sparkPos.y += random->RandomFloat(-12,12);
sparkPos.z += random->RandomFloat(-12,12);
g_pEffects->Sparks(sparkPos);
}
// Smoke
UTIL_Smoke(GetAbsOrigin(), random->RandomInt(10, 15), 10);
// Light
CBroadcastRecipientFilter filter;
te->DynamicLight( filter, 0.0,
&GetAbsOrigin(), 255, 180, 100, 0, 100, 0.1, 0 );
// Remove top parts
SetBodygroup( 1, 0 );
SetBodygroup( 2, 0 );
SetBodygroup( 3, 0 );
SetBodygroup( 4, 0 );
m_takedamage = 0;
SetThink(NULL);
// Throw manhackgibs
CGib::SpawnSpecificGibs( this, MD_GIB_COUNT, 300, 500, MD_GIB_MODEL);
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_MissileDefense::RunAI( void )
{
// If my enemy is dead clear the memory and reset m_hEnemy
if (GetEnemy() != NULL &&
!GetEnemy()->IsAlive())
{
ClearEnemyMemory();
SetEnemy( NULL );
}
if (GetEnemy() == NULL )
{
GetSenses()->Look( 4092 );
SetEnemy( BestEnemy( ) );
if (GetEnemy() != NULL)
{
m_iAmmoLoaded = MD_FULLAMMO;
m_flReloadedTime = gpGlobals->curtime;
}
}
if( m_iAmmoLoaded < 1 && gpGlobals->curtime > m_flReloadedTime )
{
m_iAmmoLoaded = MD_FULLAMMO;
}
AimGun();
FireCannons();
SetNextThink( gpGlobals->curtime + 0.05 );
}
//------------------------------------------------------------------------------
// Purpose : Add a little prediction into my enemy aim position
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_MissileDefense::EnemyShootPosition(CBaseEntity* pEnemy, Vector *vPosition)
{
// This should never happen, but just in case
if (!pEnemy)
{
return;
}
*vPosition = pEnemy->GetAbsOrigin();
// Add prediction but prevents us from flipping around as enemy approaches us
float flDist = (pEnemy->GetAbsOrigin() - GetAbsOrigin()).Length();
Vector vPredVel = pEnemy->GetSmoothedVelocity() * 0.5;
if ( flDist > vPredVel.Length())
{
*vPosition += vPredVel;
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_MissileDefense::AimGun( void )
{
if (GetEnemy() == NULL)
{
StopSound( "NPC_MissileDefense.Turn" );
return;
}
Vector forward, right, up;
AngleVectors( GetLocalAngles(), &forward, &right, &up );
// Get gun attachment points
Vector vBasePos;
QAngle vBaseAng;
GetAttachment( MD_AP_LGUN, vBasePos, vBaseAng );
Vector vTargetPos;
EnemyShootPosition(GetEnemy(),&vTargetPos);
Vector vTargetDir = vTargetPos - vBasePos;
VectorNormalize( vTargetDir );
Vector vecOut;
vecOut.x = DotProduct( forward, vTargetDir );
vecOut.y = -DotProduct( right, vTargetDir );
vecOut.z = DotProduct( up, vTargetDir );
QAngle angles;
VectorAngles(vecOut, angles);
if (angles.y > 180)
angles.y = angles.y - 360;
if (angles.y < -180)
angles.y = angles.y + 360;
if (angles.x > 180)
angles.x = angles.x - 360;
if (angles.x < -180)
angles.x = angles.x + 360;
float flOldX = m_vGunAng.x;
float flOldY = m_vGunAng.y;
if (angles.x > m_vGunAng.x)
m_vGunAng.x = MIN( angles.x, m_vGunAng.x + MD_PITCH_SPEED );
if (angles.x < m_vGunAng.x)
m_vGunAng.x = MAX( angles.x, m_vGunAng.x - MD_PITCH_SPEED );
if (angles.y > m_vGunAng.y)
m_vGunAng.y = MIN( angles.y, m_vGunAng.y + MD_YAW_SPEED );
if (angles.y < m_vGunAng.y)
m_vGunAng.y = MAX( angles.y, m_vGunAng.y - MD_YAW_SPEED );
m_vGunAng.y = SetBoneController( MD_BC_YAW, m_vGunAng.y );
m_vGunAng.x = SetBoneController( MD_BC_PITCH, m_vGunAng.x );
if (flOldX != m_vGunAng.x || flOldY != m_vGunAng.y)
{
EmitSound( "NPC_MissileDefense.Turn" );
}
else
{
StopSound( "NPC_MissileDefense.Turn" );
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
CNPC_MissileDefense::~CNPC_MissileDefense(void)
{
StopSound( "NPC_MissileDefense.Turn" );
}