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474 lines
12 KiB
C++
474 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Bullseyes act as targets for other NPC's to attack and to trigger
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// events
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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 "basecombatcharacter.h"
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#include "ai_basenpc.h"
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#include "decals.h"
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#include "filters.h"
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#include "npc_bullseye.h"
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#include "collisionutils.h"
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#include "igamesystem.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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class CBullseyeList : public CAutoGameSystem
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{
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public:
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CBullseyeList( char const *name ) : CAutoGameSystem( name )
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{
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}
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virtual void LevelShutdownPostEntity()
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{
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Clear();
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}
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void Clear()
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{
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m_list.Purge();
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}
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void AddToList( CNPC_Bullseye *pBullseye );
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void RemoveFromList( CNPC_Bullseye *pBullseye );
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CUtlVector< CNPC_Bullseye * > m_list;
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};
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void CBullseyeList::AddToList( CNPC_Bullseye *pBullseye )
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{
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m_list.AddToTail( pBullseye );
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}
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void CBullseyeList::RemoveFromList( CNPC_Bullseye *pBullseye )
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{
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int index = m_list.Find( pBullseye );
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if ( index != m_list.InvalidIndex() )
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{
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m_list.FastRemove( index );
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}
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}
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CBullseyeList g_BullseyeList( "CBullseyeList" );
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int FindBullseyesInCone( CBaseEntity **pList, int listMax, const Vector &coneOrigin, const Vector &coneAxis, float coneAngleCos, float coneLength )
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{
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if ( listMax <= 0 )
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return 0;
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int count = 0;
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for ( int i = g_BullseyeList.m_list.Count() - 1; i >= 0; --i )
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{
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CNPC_Bullseye *pTest = g_BullseyeList.m_list[i];
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if ( IsPointInCone( pTest->GetAbsOrigin(), coneOrigin, coneAxis, coneAngleCos, coneLength ) )
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{
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pList[count] = pTest;
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count++;
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if ( count >= listMax )
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break;
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}
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}
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return count;
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}
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ConVar sk_bullseye_health( "sk_bullseye_health","0");
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BEGIN_DATADESC( CNPC_Bullseye )
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DEFINE_FIELD( m_hPainPartner, FIELD_EHANDLE ),
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DEFINE_KEYFIELD( m_fAutoaimRadius, FIELD_FLOAT, "autoaimradius" ),
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DEFINE_KEYFIELD( m_flFieldOfView, FIELD_FLOAT, "minangle" ),
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DEFINE_KEYFIELD( m_flMinDistValidEnemy, FIELD_FLOAT, "mindist" ),
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// DEFINE_FIELD( m_bPerfectAccuracy, FIELD_BOOLEAN ), // Don't save
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// Function Pointers
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DEFINE_THINKFUNC( BullseyeThink ),
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DEFINE_INPUTFUNC( FIELD_VOID, "InputTargeted", InputTargeted ),
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DEFINE_INPUTFUNC( FIELD_VOID, "InputReleased", InputReleased ),
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// Outputs
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DEFINE_OUTPUT( m_OnTargeted, "OnTargeted"),
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DEFINE_OUTPUT( m_OnReleased, "OnReleased"),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( npc_bullseye, CNPC_Bullseye );
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CNPC_Bullseye::CNPC_Bullseye( void )
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{
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m_takedamage = DAMAGE_YES;
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m_iHealth = sk_bullseye_health.GetFloat();
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m_hPainPartner = NULL;
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g_BullseyeList.AddToList( this );
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m_flFieldOfView = 360;
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m_flMinDistValidEnemy = 0;
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}
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CNPC_Bullseye::~CNPC_Bullseye( void )
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{
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g_BullseyeList.RemoveFromList( this );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Bullseye::Precache( void )
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{
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Bullseye::Spawn( void )
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{
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Precache();
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// This is a dummy model that is never used!
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UTIL_SetSize(this, Vector(-16,-16,-16), Vector(16,16,16));
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SetMoveType( MOVETYPE_NONE );
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SetBloodColor( BLOOD_COLOR_RED );
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ClearEffects();
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SetGravity( 0.0 );
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m_flFieldOfView = cos( DEG2RAD(m_flFieldOfView) / 2.0 );
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//Got blood?
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if ( m_spawnflags & SF_BULLSEYE_BLEED )
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{
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SetBloodColor(BLOOD_COLOR_RED);
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}
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else
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{
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SetBloodColor(DONT_BLEED);
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}
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AddFlag( FL_NPC );
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AddEFlags( EFL_NO_DISSOLVE );
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SetThink( &CNPC_Bullseye::BullseyeThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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if( m_spawnflags & SF_BULLSEYE_NONSOLID )
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{
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AddSolidFlags( FSOLID_NOT_SOLID );
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}
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if ( m_spawnflags & SF_BULLSEYE_VPHYSICSSHADOW )
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{
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VPhysicsInitShadow( false, false );
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}
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if( m_spawnflags & SF_BULLSEYE_NODAMAGE )
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{
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m_takedamage = DAMAGE_NO;
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}
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else
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{
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m_takedamage = DAMAGE_YES;
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}
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AddEffects( EF_NODRAW );
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//Check our water level
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PhysicsCheckWater();
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CapabilitiesAdd( bits_CAP_SIMPLE_RADIUS_DAMAGE );
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m_iMaxHealth = GetHealth();
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if( m_fAutoaimRadius > 0.0f )
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{
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// Make this an aimtarget, since it has some autoaim influence.
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AddFlag(FL_AIMTARGET);
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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 CNPC_Bullseye::Activate( void )
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{
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BaseClass::Activate();
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if ( m_spawnflags & SF_BULLSEYE_PERFECTACC )
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{
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m_bPerfectAccuracy = true;
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}
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else
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{
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m_bPerfectAccuracy = false;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose : Override so doesn't fall to ground when killed
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//------------------------------------------------------------------------------
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void CNPC_Bullseye::Event_Killed( const CTakeDamageInfo &info )
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{
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BaseClass::Event_Killed( info );
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if( GetParent() )
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{
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if( GetParent()->ClassMatches("prop_combine_ball") )
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{
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// If this bullseye is parented to a combine ball, explode the combine ball
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// and remove this bullseye.
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variant_t emptyVariant;
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GetParent()->AcceptInput( "explode", this, this, emptyVariant, 0 );
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// Unhook.
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SetParent(NULL);
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UTIL_Remove(this);
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return;
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}
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}
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SetMoveType( MOVETYPE_NONE );
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AddSolidFlags( FSOLID_NOT_SOLID );
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UTIL_SetSize(this, vec3_origin, vec3_origin );
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SetNextThink( gpGlobals->curtime + 0.1f );
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SetThink( &CBaseEntity::SUB_Remove );
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}
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//------------------------------------------------------------------------------
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// Purpose : Override base implimentation to let decals pass through
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// me onto the surface beneath
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CNPC_Bullseye::DecalTrace( trace_t *pOldTrace, char const *decalName )
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{
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int index = decalsystem->GetDecalIndexForName( decalName );
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if ( index < 0 )
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return;
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// Get direction of original trace
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Vector vTraceDir = pOldTrace->endpos - pOldTrace->startpos;
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VectorNormalize(vTraceDir);
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// Create a new trace that passes through me
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Vector vStartTrace = pOldTrace->endpos - (1.0 * vTraceDir);
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Vector vEndTrace = pOldTrace->endpos + (MAX_TRACE_LENGTH * vTraceDir);
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trace_t pNewTrace;
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AI_TraceLine(vStartTrace, vEndTrace, MASK_SHOT, this, COLLISION_GROUP_NONE, &pNewTrace);
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CBroadcastRecipientFilter filter;
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te->Decal( filter, 0.0, &pNewTrace.endpos, &pNewTrace.startpos,
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ENTINDEX( pNewTrace.m_pEnt ), pNewTrace.hitbox, index );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Bullseye::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
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{
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// Get direction of original trace
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Vector vTraceDir = pTrace->endpos - pTrace->startpos;
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VectorNormalize(vTraceDir);
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// Create a new trace that passes through me
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Vector vStartTrace = pTrace->endpos - (1.0 * vTraceDir);
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Vector vEndTrace = pTrace->endpos + (MAX_TRACE_LENGTH * vTraceDir);
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trace_t pNewTrace;
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AI_TraceLine(vStartTrace, vEndTrace, MASK_SHOT, this, COLLISION_GROUP_NONE, &pNewTrace);
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CBaseEntity *pEntity = pNewTrace.m_pEnt;
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// Only do this for BSP model entities
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if ( ( pEntity ) && ( pEntity->IsBSPModel() == false ) )
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return;
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BaseClass::ImpactTrace( pTrace, iDamageType, pCustomImpactName );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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// Output :
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//-----------------------------------------------------------------------------
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Class_T CNPC_Bullseye::Classify( void )
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{
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return CLASS_BULLSEYE;
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}
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void CNPC_Bullseye::OnRestore( void )
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{
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if ( m_spawnflags & SF_BULLSEYE_VPHYSICSSHADOW )
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{
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IPhysicsObject *pObject = VPhysicsGetObject();
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if ( pObject == NULL )
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{
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VPhysicsInitShadow( false, false );
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}
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}
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BaseClass::OnRestore();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Bullseye::BullseyeThink( void )
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{
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ClearCondition( COND_LIGHT_DAMAGE );
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ClearCondition( COND_HEAVY_DAMAGE );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CNPC_Bullseye::CanBecomeRagdoll()
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{
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return false;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CNPC_Bullseye::CanBeAnEnemyOf( CBaseEntity *pEnemy )
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{
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static const float flFullFov = cos( DEG2RAD(360) / 2.0 );
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if ( fabsf( m_flFieldOfView - flFullFov ) > .01 )
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{
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if ( !FInViewCone( pEnemy ) )
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{
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return false;
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}
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}
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if ( m_flMinDistValidEnemy > 0 )
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{
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float distSq = ( GetAbsOrigin().AsVector2D() - pEnemy->GetAbsOrigin().AsVector2D() ).LengthSqr();
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if ( distSq < Square( m_flMinDistValidEnemy ) )
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{
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return false;
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}
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}
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return BaseClass::CanBeAnEnemyOf( pEnemy );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Bullseyes should always report light damage if any amount of damage is taken
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// Input : fDamage - amount of damage
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// bitsDamageType - damage type
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//-----------------------------------------------------------------------------
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bool CNPC_Bullseye::IsLightDamage( const CTakeDamageInfo &info )
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{
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return ( info.GetDamage() > 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pAttacker -
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// flDamage -
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// &vecDir -
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// *ptr -
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// bitsDamageType -
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//-----------------------------------------------------------------------------
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void CNPC_Bullseye::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
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{
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//If specified, we must be the enemy of the target
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if ( m_spawnflags & SF_BULLSEYE_ENEMYDAMAGEONLY )
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{
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CAI_BaseNPC *pInstigator = info.GetAttacker()->MyNPCPointer();
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if ( pInstigator == NULL )
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return;
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if ( pInstigator->GetEnemy() != this )
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return;
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}
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//We can bleed if we want to, we can leave decals behind...
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if ( ( m_spawnflags & SF_BULLSEYE_BLEED ) && ( m_takedamage == DAMAGE_NO ) )
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{
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TraceBleed( info.GetDamage(), vecDir, ptr, info.GetDamageType() );
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}
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BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pInflictor -
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// *pAttacker -
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// flDamage -
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// bitsDamageType -
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// Output : int
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//-----------------------------------------------------------------------------
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int CNPC_Bullseye::OnTakeDamage( const CTakeDamageInfo &info )
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{
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SetNextThink( gpGlobals->curtime );
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//If specified, we must be the enemy of the target
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if ( m_spawnflags & SF_BULLSEYE_ENEMYDAMAGEONLY )
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{
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CAI_BaseNPC *pInstigator = info.GetAttacker()->MyNPCPointer();
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if ( pInstigator == NULL )
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return 0;
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if ( pInstigator->GetEnemy() != this )
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return 0;
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}
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//If we're a pain proxy, send the damage through
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if ( m_hPainPartner != NULL )
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{
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m_hPainPartner->TakeDamage( info );
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//Fire all pain indicators but take no real damage
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CTakeDamageInfo subInfo = info;
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subInfo.SetDamage( 0 );
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return BaseClass::OnTakeDamage( subInfo );
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}
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return BaseClass::OnTakeDamage( info );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void CNPC_Bullseye::SetPainPartner( CBaseEntity *pOther )
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{
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m_hPainPartner = pOther;
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}
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void CNPC_Bullseye::InputTargeted( inputdata_t &inputdata )
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{
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m_OnTargeted.FireOutput( inputdata.pActivator, inputdata.pCaller, 0 );
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}
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void CNPC_Bullseye::InputReleased( inputdata_t &inputdata )
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{
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m_OnReleased.FireOutput( inputdata.pActivator, inputdata.pCaller, 0 );
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}
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