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460 lines
12 KiB
C++
460 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_motor.h"
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#include "ai_behavior_rappel.h"
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#include "beam_shared.h"
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#include "rope.h"
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#include "eventqueue.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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BEGIN_DATADESC( CAI_RappelBehavior )
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DEFINE_FIELD( m_bWaitingToRappel, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bOnGround, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hLine, FIELD_EHANDLE ),
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DEFINE_FIELD( m_vecRopeAnchor, FIELD_POSITION_VECTOR ),
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END_DATADESC();
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//=========================================================
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//=========================================================
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class CRopeAnchor : public CPointEntity
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{
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DECLARE_CLASS( CRopeAnchor, CPointEntity );
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public:
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void Spawn( void );
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void FallThink( void );
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void RemoveThink( void );
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EHANDLE m_hRope;
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DECLARE_DATADESC();
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};
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BEGIN_DATADESC( CRopeAnchor )
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DEFINE_FIELD( m_hRope, FIELD_EHANDLE ),
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DEFINE_THINKFUNC( FallThink ),
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DEFINE_THINKFUNC( RemoveThink ),
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END_DATADESC();
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LINK_ENTITY_TO_CLASS( rope_anchor, CRopeAnchor );
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//---------------------------------------------------------
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//---------------------------------------------------------
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#define RAPPEL_ROPE_WIDTH 1
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void CRopeAnchor::Spawn()
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{
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BaseClass::Spawn();
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// Decent enough default in case something happens to our owner!
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float flDist = 384;
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if( GetOwnerEntity() )
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{
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flDist = fabs( GetOwnerEntity()->GetAbsOrigin().z - GetAbsOrigin().z );
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}
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m_hRope = CRopeKeyframe::CreateWithSecondPointDetached( this, -1, flDist, RAPPEL_ROPE_WIDTH, "cable/cable.vmt", 5, true );
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ASSERT( m_hRope != NULL );
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SetThink( &CRopeAnchor::FallThink );
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SetNextThink( gpGlobals->curtime + 0.2 );
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CRopeAnchor::FallThink()
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{
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SetMoveType( MOVETYPE_FLYGRAVITY );
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Vector vecVelocity = GetAbsVelocity();
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vecVelocity.x = random->RandomFloat( -30.0f, 30.0f );
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vecVelocity.y = random->RandomFloat( -30.0f, 30.0f );
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SetAbsVelocity( vecVelocity );
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SetThink( &CRopeAnchor::RemoveThink );
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SetNextThink( gpGlobals->curtime + 3.0 );
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CRopeAnchor::RemoveThink()
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{
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UTIL_Remove( m_hRope );
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SetThink( &CRopeAnchor::SUB_Remove );
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SetNextThink( gpGlobals->curtime );
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}
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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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CAI_RappelBehavior::CAI_RappelBehavior()
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{
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m_hLine = NULL;
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m_bWaitingToRappel = false;
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m_bOnGround = true;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CAI_RappelBehavior::KeyValue( const char *szKeyName, const char *szValue )
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{
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if( FStrEq( szKeyName, "waitingtorappel" ) )
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{
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m_bWaitingToRappel = ( atoi(szValue) != 0);
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m_bOnGround = !m_bWaitingToRappel;
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return true;
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}
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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void CAI_RappelBehavior::Precache()
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{
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CBaseEntity::PrecacheModel( "cable/cable.vmt" );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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#define RAPPEL_MAX_SPEED 600 // Go this fast if you're really high.
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#define RAPPEL_MIN_SPEED 60 // Go no slower than this.
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#define RAPPEL_DECEL_DIST (20.0f * 12.0f) // Start slowing down when you're this close to the ground.
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void CAI_RappelBehavior::SetDescentSpeed()
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{
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// Trace to the floor and see how close we're getting. Slow down if we're close.
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// STOP if there's an NPC under us.
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trace_t tr;
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AI_TraceLine( GetOuter()->GetAbsOrigin(), GetOuter()->GetAbsOrigin() - Vector( 0, 0, 8192 ), MASK_SHOT, GetOuter(), COLLISION_GROUP_NONE, &tr );
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float flDist = fabs( GetOuter()->GetAbsOrigin().z - tr.endpos.z );
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float speed = RAPPEL_MAX_SPEED;
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if( flDist <= RAPPEL_DECEL_DIST )
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{
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float factor;
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factor = flDist / RAPPEL_DECEL_DIST;
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speed = MAX( RAPPEL_MIN_SPEED, speed * factor );
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}
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Vector vecNewVelocity = vec3_origin;
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vecNewVelocity.z = -speed;
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GetOuter()->SetAbsVelocity( vecNewVelocity );
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}
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void CAI_RappelBehavior::CleanupOnDeath( CBaseEntity *pCulprit, bool bFireDeathOutput )
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{
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BaseClass::CleanupOnDeath( pCulprit, bFireDeathOutput );
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//This will remove the beam and create a rope if the NPC dies while rappeling down.
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if ( m_hLine )
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{
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CAI_BaseNPC *pNPC = GetOuter();
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if ( pNPC )
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{
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CutZipline();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pTask -
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//-----------------------------------------------------------------------------
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void CAI_RappelBehavior::StartTask( const Task_t *pTask )
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{
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switch( pTask->iTask )
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{
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case TASK_MOVE_AWAY_PATH:
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GetOuter()->GetMotor()->SetIdealYaw( UTIL_AngleMod( GetOuter()->GetLocalAngles().y - 180.0f ) );
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BaseClass::StartTask( pTask );
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break;
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case TASK_RANGE_ATTACK1:
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BaseClass::StartTask( pTask );
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break;
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case TASK_RAPPEL:
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{
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CreateZipline();
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SetDescentSpeed();
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}
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break;
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case TASK_HIT_GROUND:
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m_bOnGround = true;
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if( GetOuter()->GetGroundEntity() != NULL && GetOuter()->GetGroundEntity()->IsNPC() && GetOuter()->GetGroundEntity()->m_iClassname == GetOuter()->m_iClassname )
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{
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// Although I tried to get NPC's out from under me, I landed on one. Kill it, so long as it's the same type of character as me.
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variant_t val;
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val.SetFloat( 0 );
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g_EventQueue.AddEvent( GetOuter()->GetGroundEntity(), "sethealth", val, 0, GetOuter(), GetOuter() );
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}
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TaskComplete();
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break;
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default:
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BaseClass::StartTask( pTask );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pTask -
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//-----------------------------------------------------------------------------
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void CAI_RappelBehavior::RunTask( const Task_t *pTask )
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{
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switch( pTask->iTask )
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{
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case TASK_RAPPEL:
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{
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// If we don't do this, the beam won't show up sometimes. Ideally, all beams would update their
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// bboxes correctly, but we're close to shipping and we can't change that now.
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if ( m_hLine )
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{
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m_hLine->RelinkBeam();
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}
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if( GetEnemy() )
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{
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// Face the enemy if there's one.
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Vector vecEnemyLKP = GetEnemyLKP();
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GetOuter()->GetMotor()->SetIdealYawToTargetAndUpdate( vecEnemyLKP );
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}
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SetDescentSpeed();
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if( GetOuter()->GetFlags() & FL_ONGROUND )
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{
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CBaseEntity *pGroundEnt = GetOuter()->GetGroundEntity();
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if( pGroundEnt && pGroundEnt->IsPlayer() )
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{
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// try to shove the player in the opposite direction as they are facing (so they'll see me)
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Vector vecForward;
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pGroundEnt->GetVectors( &vecForward, NULL, NULL );
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pGroundEnt->SetAbsVelocity( vecForward * -500 );
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break;
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}
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GetOuter()->m_OnRappelTouchdown.FireOutput( GetOuter(), GetOuter(), 0 );
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GetOuter()->RemoveFlag( FL_FLY );
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CutZipline();
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TaskComplete();
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}
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}
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break;
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default:
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BaseClass::RunTask( pTask );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CAI_RappelBehavior::CanSelectSchedule()
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{
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if ( !GetOuter()->IsInterruptable() )
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return false;
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if ( m_bWaitingToRappel )
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return true;
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if ( m_bOnGround )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CAI_RappelBehavior::GatherConditions()
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{
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BaseClass::GatherConditions();
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if( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
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{
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// Shoot at the enemy so long as I'm six feet or more above them.
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if( (GetAbsOrigin().z - GetEnemy()->GetAbsOrigin().z >= 36.0f) && GetOuter()->GetShotRegulator()->ShouldShoot() )
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{
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Activity activity = GetOuter()->TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 );
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Assert( activity != ACT_INVALID );
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GetOuter()->AddGesture( activity );
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// FIXME: this seems a bit wacked
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GetOuter()->Weapon_SetActivity( GetOuter()->Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 );
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GetOuter()->OnRangeAttack1();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : int
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//-----------------------------------------------------------------------------
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int CAI_RappelBehavior::SelectSchedule()
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{
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if ( HasCondition( COND_BEGIN_RAPPEL ) )
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{
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m_bWaitingToRappel = false;
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return SCHED_RAPPEL;
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}
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if ( m_bWaitingToRappel )
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{
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return SCHED_RAPPEL_WAIT;
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}
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else
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{
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return SCHED_RAPPEL;
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}
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return BaseClass::SelectSchedule();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CAI_RappelBehavior::BeginRappel()
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{
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// Send the message to begin rappeling!
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SetCondition( COND_BEGIN_RAPPEL );
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m_vecRopeAnchor = GetOuter()->GetAbsOrigin();
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trace_t tr;
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UTIL_TraceEntity( GetOuter(), GetAbsOrigin(), GetAbsOrigin()-Vector(0,0,4096), MASK_SHOT, GetOuter(), COLLISION_GROUP_NONE, &tr );
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if( tr.m_pEnt != NULL && tr.m_pEnt->IsNPC() )
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{
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Vector forward;
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GetOuter()->GetVectors( &forward, NULL, NULL );
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CSoundEnt::InsertSound( SOUND_DANGER, tr.m_pEnt->EarPosition() - forward * 12.0f, 32.0f, 0.2f, GetOuter() );
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CAI_RappelBehavior::CutZipline()
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{
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if( m_hLine )
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{
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UTIL_Remove( m_hLine );
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}
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CBaseEntity *pAnchor = CreateEntityByName( "rope_anchor" );
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pAnchor->SetOwnerEntity( GetOuter() ); // Boy, this is a hack!!
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pAnchor->SetAbsOrigin( m_vecRopeAnchor );
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pAnchor->Spawn();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CAI_RappelBehavior::CreateZipline()
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{
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#if 1
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if( !m_hLine )
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{
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int attachment = GetOuter()->LookupAttachment( "zipline" );
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if( attachment > 0 )
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{
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CBeam *pBeam;
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pBeam = CBeam::BeamCreate( "cable/cable.vmt", 1 );
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pBeam->SetColor( 150, 150, 150 );
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pBeam->SetWidth( 0.3 );
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pBeam->SetEndWidth( 0.3 );
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CAI_BaseNPC *pNPC = GetOuter();
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pBeam->PointEntInit( pNPC->GetAbsOrigin() + Vector( 0, 0, 80 ), pNPC );
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pBeam->SetEndAttachment( attachment );
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m_hLine.Set( pBeam );
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}
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}
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#endif
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}
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AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_RappelBehavior )
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DECLARE_TASK( TASK_RAPPEL )
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DECLARE_TASK( TASK_HIT_GROUND )
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DECLARE_CONDITION( COND_BEGIN_RAPPEL )
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//===============================================
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//===============================================
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DEFINE_SCHEDULE
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(
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SCHED_RAPPEL_WAIT,
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" Tasks"
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" TASK_SET_ACTIVITY ACTIVITY:ACT_RAPPEL_LOOP"
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" TASK_WAIT_INDEFINITE 0"
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""
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" Interrupts"
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" COND_BEGIN_RAPPEL"
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);
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//===============================================
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//===============================================
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DEFINE_SCHEDULE
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(
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SCHED_RAPPEL,
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" Tasks"
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" TASK_SET_ACTIVITY ACTIVITY:ACT_RAPPEL_LOOP"
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" TASK_RAPPEL 0"
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" TASK_SET_SCHEDULE SCHEDULE:SCHED_CLEAR_RAPPEL_POINT"
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""
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" Interrupts"
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""
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" COND_NEW_ENEMY" // Only so the enemy selection code will pick an enemy!
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);
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//===============================================
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//===============================================
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DEFINE_SCHEDULE
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(
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SCHED_CLEAR_RAPPEL_POINT,
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" Tasks"
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" TASK_HIT_GROUND 0"
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" TASK_MOVE_AWAY_PATH 128" // Clear this spot for other rappellers
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" TASK_RUN_PATH 0"
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" TASK_WAIT_FOR_MOVEMENT 0"
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""
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" Interrupts"
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""
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);
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AI_END_CUSTOM_SCHEDULE_PROVIDER()
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