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304 lines
7.7 KiB
C++
304 lines
7.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// To give an NPC the ability to shoot while moving:
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//
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// - In the NPC's Spawn function, add:
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// CapabilitiesAdd( bits_CAP_MOVE_SHOOT );
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//
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// - The NPC must either have a weapon (return non-NULL from GetActiveWeapon)
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// or must have bits_CAP_INNATE_RANGE_ATTACK1 or bits_CAP_INNATE_RANGE_ATTACK2.
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//
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// - Support the activities ACT_WALK_AIM and/or ACT_RUN_AIM in the NPC.
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//
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// - Support the activity ACT_GESTURE_RANGE_ATTACK1 as a gesture that plays
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// over ACT_WALK_AIM and ACT_RUN_AIM.
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//
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//=============================================================================
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#include "cbase.h"
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#include "ai_moveshoot.h"
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#include "ai_basenpc.h"
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#include "ai_navigator.h"
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#include "ai_memory.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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//-----------------------------------------------------------------------------
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BEGIN_SIMPLE_DATADESC( CAI_MoveAndShootOverlay )
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DEFINE_FIELD( m_bMovingAndShooting, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bNoShootWhileMove, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_initialDelay, FIELD_FLOAT ),
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DEFINE_FIELD( m_flSuspendUntilTime, FIELD_TIME ),
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END_DATADESC()
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#define MOVESHOOT_DO_NOT_SUSPEND -1.0f
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//-------------------------------------
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CAI_MoveAndShootOverlay::CAI_MoveAndShootOverlay() : m_bMovingAndShooting(false), m_initialDelay(0)
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{
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m_flSuspendUntilTime = MOVESHOOT_DO_NOT_SUSPEND;
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m_bNoShootWhileMove = false;
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}
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//-------------------------------------
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void CAI_MoveAndShootOverlay::NoShootWhileMove()
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{
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m_bNoShootWhileMove = true;
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}
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//-------------------------------------
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bool CAI_MoveAndShootOverlay::HasAvailableRangeAttack()
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{
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return ( ( GetOuter()->GetActiveWeapon() != NULL ) ||
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( GetOuter()->CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK1 ) ||
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( GetOuter()->CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK2 ) );
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}
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//-------------------------------------
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void CAI_MoveAndShootOverlay::StartShootWhileMove()
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{
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if ( GetOuter()->GetState() == NPC_STATE_SCRIPT ||
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!HasAvailableRangeAttack() ||
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!GetOuter()->HaveSequenceForActivity( GetOuter()->TranslateActivity( ACT_WALK_AIM ) ) ||
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!GetOuter()->HaveSequenceForActivity( GetOuter()->TranslateActivity( ACT_RUN_AIM ) ) )
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{
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NoShootWhileMove();
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return;
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}
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GetOuter()->GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + m_initialDelay );
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m_bNoShootWhileMove = false;
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}
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//-------------------------------------
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bool CAI_MoveAndShootOverlay::CanAimAtEnemy()
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{
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CAI_BaseNPC *pOuter = GetOuter();
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bool result = false;
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bool resetConditions = false;
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CAI_ScheduleBits savedConditions;
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if ( !GetOuter()->ConditionsGathered() )
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{
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savedConditions = GetOuter()->AccessConditionBits();
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GetOuter()->GatherEnemyConditions( GetOuter()->GetEnemy() );
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}
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if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1 ) )
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{
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result = true;
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}
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else if ( !pOuter->HasCondition( COND_ENEMY_DEAD ) &&
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!pOuter->HasCondition( COND_TOO_FAR_TO_ATTACK ) &&
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!pOuter->HasCondition( COND_ENEMY_TOO_FAR ) &&
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!pOuter->HasCondition( COND_ENEMY_OCCLUDED ) )
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{
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result = true;
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}
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// If we don't have a weapon, stop
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// This catches NPCs who holster their weapons while running
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if ( !HasAvailableRangeAttack() )
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{
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result = false;
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}
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if ( resetConditions )
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{
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GetOuter()->AccessConditionBits() = savedConditions;
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}
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return result;
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}
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//-------------------------------------
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void CAI_MoveAndShootOverlay::UpdateMoveShootActivity( bool bMoveAimAtEnemy )
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{
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// FIXME: should be able to query that transition/state is happening
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// FIXME: needs to not try to shoot if the movement type isn't understood
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Activity curActivity = GetOuter()->GetNavigator()->GetMovementActivity();
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Activity newActivity = curActivity;
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if (bMoveAimAtEnemy)
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{
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switch( curActivity )
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{
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case ACT_WALK:
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newActivity = ACT_WALK_AIM;
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break;
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case ACT_RUN:
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newActivity = ACT_RUN_AIM;
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break;
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}
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}
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else
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{
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switch( curActivity )
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{
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case ACT_WALK_AIM:
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newActivity = ACT_WALK;
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break;
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case ACT_RUN_AIM:
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newActivity = ACT_RUN;
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break;
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}
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}
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if ( curActivity != newActivity )
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{
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// Transitioning, wait a bit
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GetOuter()->GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + 0.3f );
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GetOuter()->GetNavigator()->SetMovementActivity( newActivity );
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}
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}
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//-------------------------------------
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void CAI_MoveAndShootOverlay::RunShootWhileMove()
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{
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if ( m_bNoShootWhileMove )
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return;
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if ( gpGlobals->curtime < m_flSuspendUntilTime )
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return;
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m_flSuspendUntilTime = MOVESHOOT_DO_NOT_SUSPEND;
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CAI_BaseNPC *pOuter = GetOuter();
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// keep enemy if dead but try to look for a new one
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if (!pOuter->GetEnemy() || !pOuter->GetEnemy()->IsAlive())
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{
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CBaseEntity *pNewEnemy = pOuter->BestEnemy();
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if( pNewEnemy != NULL )
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{
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//New enemy! Clear the timers and set conditions.
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pOuter->SetEnemy( pNewEnemy );
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pOuter->SetState( NPC_STATE_COMBAT );
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}
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else
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{
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pOuter->ClearAttackConditions();
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}
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// SetEnemy( NULL );
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}
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if( !pOuter->GetNavigator()->IsGoalActive() )
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return;
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if ( GetEnemy() == NULL )
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{
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if ( pOuter->GetAlternateMoveShootTarget() )
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{
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// Aim at this other thing if I can't aim at my enemy.
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pOuter->AddFacingTarget( pOuter->GetAlternateMoveShootTarget(), pOuter->GetAlternateMoveShootTarget()->GetAbsOrigin(), 1.0, 0.2 );
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}
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return;
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}
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bool bMoveAimAtEnemy = CanAimAtEnemy();
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UpdateMoveShootActivity( bMoveAimAtEnemy );
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if ( !bMoveAimAtEnemy )
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{
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EndShootWhileMove();
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return;
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}
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Assert( HasAvailableRangeAttack() ); // This should have been caught at task start
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Activity activity;
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bool bIsReloading = false;
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if ( ( activity = pOuter->TranslateActivity( ACT_GESTURE_RELOAD ) ) != ACT_INVALID )
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{
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bIsReloading = pOuter->IsPlayingGesture( activity );
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}
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if ( !bIsReloading && HasAvailableRangeAttack() )
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{
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// time to fire?
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if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1, false ) )
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{
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if ( pOuter->GetShotRegulator()->IsInRestInterval() )
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{
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EndShootWhileMove();
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}
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else if ( pOuter->GetShotRegulator()->ShouldShoot() )
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{
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if ( m_bMovingAndShooting || pOuter->OnBeginMoveAndShoot() )
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{
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m_bMovingAndShooting = true;
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pOuter->OnRangeAttack1();
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activity = pOuter->TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 );
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Assert( activity != ACT_INVALID );
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pOuter->RestartGesture( activity );
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// FIXME: this seems a bit wacked
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pOuter->Weapon_SetActivity( pOuter->Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 );
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}
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}
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}
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else if ( pOuter->HasCondition( COND_NO_PRIMARY_AMMO, false ) )
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{
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if ( pOuter->GetNavigator()->GetPathTimeToGoal() > 1.0 )
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{
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activity = pOuter->TranslateActivity( ACT_GESTURE_RELOAD );
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if ( activity != ACT_INVALID && GetOuter()->HaveSequenceForActivity( activity ) )
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pOuter->AddGesture( activity );
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}
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}
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}
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// try to keep facing towards the last known position of the enemy
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Vector vecEnemyLKP = pOuter->GetEnemyLKP();
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pOuter->AddFacingTarget( pOuter->GetEnemy(), vecEnemyLKP, 1.0, 0.8 );
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}
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//-------------------------------------
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void CAI_MoveAndShootOverlay::EndShootWhileMove()
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{
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if ( m_bMovingAndShooting )
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{
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// Reset the shot regulator so that we always start the next motion with a new burst
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if ( !GetOuter()->GetShotRegulator()->IsInRestInterval() )
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{
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GetOuter()->GetShotRegulator()->Reset( false );
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}
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m_bMovingAndShooting = false;
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GetOuter()->OnEndMoveAndShoot();
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}
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}
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//-------------------------------------
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void CAI_MoveAndShootOverlay::SuspendMoveAndShoot( float flDuration )
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{
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EndShootWhileMove();
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m_flSuspendUntilTime = gpGlobals->curtime + flDuration;
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}
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//-------------------------------------
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void CAI_MoveAndShootOverlay::SetInitialDelay( float delay )
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{
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m_initialDelay = delay;
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}
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//-----------------------------------------------------------------------------
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