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

474 lines
12 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Bullseyes act as targets for other NPC's to attack and to trigger
// events
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basecombatcharacter.h"
#include "ai_basenpc.h"
#include "decals.h"
#include "filters.h"
#include "npc_bullseye.h"
#include "collisionutils.h"
#include "igamesystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CBullseyeList : public CAutoGameSystem
{
public:
CBullseyeList( char const *name ) : CAutoGameSystem( name )
{
}
virtual void LevelShutdownPostEntity()
{
Clear();
}
void Clear()
{
m_list.Purge();
}
void AddToList( CNPC_Bullseye *pBullseye );
void RemoveFromList( CNPC_Bullseye *pBullseye );
CUtlVector< CNPC_Bullseye * > m_list;
};
void CBullseyeList::AddToList( CNPC_Bullseye *pBullseye )
{
m_list.AddToTail( pBullseye );
}
void CBullseyeList::RemoveFromList( CNPC_Bullseye *pBullseye )
{
int index = m_list.Find( pBullseye );
if ( index != m_list.InvalidIndex() )
{
m_list.FastRemove( index );
}
}
CBullseyeList g_BullseyeList( "CBullseyeList" );
int FindBullseyesInCone( CBaseEntity **pList, int listMax, const Vector &coneOrigin, const Vector &coneAxis, float coneAngleCos, float coneLength )
{
if ( listMax <= 0 )
return 0;
int count = 0;
for ( int i = g_BullseyeList.m_list.Count() - 1; i >= 0; --i )
{
CNPC_Bullseye *pTest = g_BullseyeList.m_list[i];
if ( IsPointInCone( pTest->GetAbsOrigin(), coneOrigin, coneAxis, coneAngleCos, coneLength ) )
{
pList[count] = pTest;
count++;
if ( count >= listMax )
break;
}
}
return count;
}
ConVar sk_bullseye_health( "sk_bullseye_health","0");
BEGIN_DATADESC( CNPC_Bullseye )
DEFINE_FIELD( m_hPainPartner, FIELD_EHANDLE ),
DEFINE_KEYFIELD( m_fAutoaimRadius, FIELD_FLOAT, "autoaimradius" ),
DEFINE_KEYFIELD( m_flFieldOfView, FIELD_FLOAT, "minangle" ),
DEFINE_KEYFIELD( m_flMinDistValidEnemy, FIELD_FLOAT, "mindist" ),
// DEFINE_FIELD( m_bPerfectAccuracy, FIELD_BOOLEAN ), // Don't save
// Function Pointers
DEFINE_THINKFUNC( BullseyeThink ),
DEFINE_INPUTFUNC( FIELD_VOID, "InputTargeted", InputTargeted ),
DEFINE_INPUTFUNC( FIELD_VOID, "InputReleased", InputReleased ),
// Outputs
DEFINE_OUTPUT( m_OnTargeted, "OnTargeted"),
DEFINE_OUTPUT( m_OnReleased, "OnReleased"),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_bullseye, CNPC_Bullseye );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CNPC_Bullseye::CNPC_Bullseye( void )
{
m_takedamage = DAMAGE_YES;
m_iHealth = sk_bullseye_health.GetFloat();
m_hPainPartner = NULL;
g_BullseyeList.AddToList( this );
m_flFieldOfView = 360;
m_flMinDistValidEnemy = 0;
}
CNPC_Bullseye::~CNPC_Bullseye( void )
{
g_BullseyeList.RemoveFromList( this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Bullseye::Precache( void )
{
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Bullseye::Spawn( void )
{
Precache();
// This is a dummy model that is never used!
UTIL_SetSize(this, Vector(-16,-16,-16), Vector(16,16,16));
SetMoveType( MOVETYPE_NONE );
SetBloodColor( BLOOD_COLOR_RED );
ClearEffects();
SetGravity( 0.0 );
m_flFieldOfView = cos( DEG2RAD(m_flFieldOfView) / 2.0 );
//Got blood?
if ( m_spawnflags & SF_BULLSEYE_BLEED )
{
SetBloodColor(BLOOD_COLOR_RED);
}
else
{
SetBloodColor(DONT_BLEED);
}
AddFlag( FL_NPC );
AddEFlags( EFL_NO_DISSOLVE );
SetThink( &CNPC_Bullseye::BullseyeThink );
SetNextThink( gpGlobals->curtime + 0.1f );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
if( m_spawnflags & SF_BULLSEYE_NONSOLID )
{
AddSolidFlags( FSOLID_NOT_SOLID );
}
if ( m_spawnflags & SF_BULLSEYE_VPHYSICSSHADOW )
{
VPhysicsInitShadow( false, false );
}
if( m_spawnflags & SF_BULLSEYE_NODAMAGE )
{
m_takedamage = DAMAGE_NO;
}
else
{
m_takedamage = DAMAGE_YES;
}
AddEffects( EF_NODRAW );
//Check our water level
PhysicsCheckWater();
CapabilitiesAdd( bits_CAP_SIMPLE_RADIUS_DAMAGE );
m_iMaxHealth = GetHealth();
if( m_fAutoaimRadius > 0.0f )
{
// Make this an aimtarget, since it has some autoaim influence.
AddFlag(FL_AIMTARGET);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Bullseye::Activate( void )
{
BaseClass::Activate();
if ( m_spawnflags & SF_BULLSEYE_PERFECTACC )
{
m_bPerfectAccuracy = true;
}
else
{
m_bPerfectAccuracy = false;
}
}
//------------------------------------------------------------------------------
// Purpose : Override so doesn't fall to ground when killed
//------------------------------------------------------------------------------
void CNPC_Bullseye::Event_Killed( const CTakeDamageInfo &info )
{
BaseClass::Event_Killed( info );
if( GetParent() )
{
if( GetParent()->ClassMatches("prop_combine_ball") )
{
// If this bullseye is parented to a combine ball, explode the combine ball
// and remove this bullseye.
variant_t emptyVariant;
GetParent()->AcceptInput( "explode", this, this, emptyVariant, 0 );
// Unhook.
SetParent(NULL);
UTIL_Remove(this);
return;
}
}
SetMoveType( MOVETYPE_NONE );
AddSolidFlags( FSOLID_NOT_SOLID );
UTIL_SetSize(this, vec3_origin, vec3_origin );
SetNextThink( gpGlobals->curtime + 0.1f );
SetThink( &CBaseEntity::SUB_Remove );
}
//------------------------------------------------------------------------------
// Purpose : Override base implimentation to let decals pass through
// me onto the surface beneath
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_Bullseye::DecalTrace( trace_t *pOldTrace, char const *decalName )
{
int index = decalsystem->GetDecalIndexForName( decalName );
if ( index < 0 )
return;
// Get direction of original trace
Vector vTraceDir = pOldTrace->endpos - pOldTrace->startpos;
VectorNormalize(vTraceDir);
// Create a new trace that passes through me
Vector vStartTrace = pOldTrace->endpos - (1.0 * vTraceDir);
Vector vEndTrace = pOldTrace->endpos + (MAX_TRACE_LENGTH * vTraceDir);
trace_t pNewTrace;
AI_TraceLine(vStartTrace, vEndTrace, MASK_SHOT, this, COLLISION_GROUP_NONE, &pNewTrace);
CBroadcastRecipientFilter filter;
te->Decal( filter, 0.0, &pNewTrace.endpos, &pNewTrace.startpos,
ENTINDEX( pNewTrace.m_pEnt ), pNewTrace.hitbox, index );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Bullseye::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
{
// Get direction of original trace
Vector vTraceDir = pTrace->endpos - pTrace->startpos;
VectorNormalize(vTraceDir);
// Create a new trace that passes through me
Vector vStartTrace = pTrace->endpos - (1.0 * vTraceDir);
Vector vEndTrace = pTrace->endpos + (MAX_TRACE_LENGTH * vTraceDir);
trace_t pNewTrace;
AI_TraceLine(vStartTrace, vEndTrace, MASK_SHOT, this, COLLISION_GROUP_NONE, &pNewTrace);
CBaseEntity *pEntity = pNewTrace.m_pEnt;
// Only do this for BSP model entities
if ( ( pEntity ) && ( pEntity->IsBSPModel() == false ) )
return;
BaseClass::ImpactTrace( pTrace, iDamageType, pCustomImpactName );
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
// Output :
//-----------------------------------------------------------------------------
Class_T CNPC_Bullseye::Classify( void )
{
return CLASS_BULLSEYE;
}
void CNPC_Bullseye::OnRestore( void )
{
if ( m_spawnflags & SF_BULLSEYE_VPHYSICSSHADOW )
{
IPhysicsObject *pObject = VPhysicsGetObject();
if ( pObject == NULL )
{
VPhysicsInitShadow( false, false );
}
}
BaseClass::OnRestore();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Bullseye::BullseyeThink( void )
{
ClearCondition( COND_LIGHT_DAMAGE );
ClearCondition( COND_HEAVY_DAMAGE );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Bullseye::CanBecomeRagdoll()
{
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Bullseye::CanBeAnEnemyOf( CBaseEntity *pEnemy )
{
static const float flFullFov = cos( DEG2RAD(360) / 2.0 );
if ( fabsf( m_flFieldOfView - flFullFov ) > .01 )
{
if ( !FInViewCone( pEnemy ) )
{
return false;
}
}
if ( m_flMinDistValidEnemy > 0 )
{
float distSq = ( GetAbsOrigin().AsVector2D() - pEnemy->GetAbsOrigin().AsVector2D() ).LengthSqr();
if ( distSq < Square( m_flMinDistValidEnemy ) )
{
return false;
}
}
return BaseClass::CanBeAnEnemyOf( pEnemy );
}
//-----------------------------------------------------------------------------
// Purpose: Bullseyes should always report light damage if any amount of damage is taken
// Input : fDamage - amount of damage
// bitsDamageType - damage type
//-----------------------------------------------------------------------------
bool CNPC_Bullseye::IsLightDamage( const CTakeDamageInfo &info )
{
return ( info.GetDamage() > 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pAttacker -
// flDamage -
// &vecDir -
// *ptr -
// bitsDamageType -
//-----------------------------------------------------------------------------
void CNPC_Bullseye::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
//If specified, we must be the enemy of the target
if ( m_spawnflags & SF_BULLSEYE_ENEMYDAMAGEONLY )
{
CAI_BaseNPC *pInstigator = info.GetAttacker()->MyNPCPointer();
if ( pInstigator == NULL )
return;
if ( pInstigator->GetEnemy() != this )
return;
}
//We can bleed if we want to, we can leave decals behind...
if ( ( m_spawnflags & SF_BULLSEYE_BLEED ) && ( m_takedamage == DAMAGE_NO ) )
{
TraceBleed( info.GetDamage(), vecDir, ptr, info.GetDamageType() );
}
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pInflictor -
// *pAttacker -
// flDamage -
// bitsDamageType -
// Output : int
//-----------------------------------------------------------------------------
int CNPC_Bullseye::OnTakeDamage( const CTakeDamageInfo &info )
{
SetNextThink( gpGlobals->curtime );
//If specified, we must be the enemy of the target
if ( m_spawnflags & SF_BULLSEYE_ENEMYDAMAGEONLY )
{
CAI_BaseNPC *pInstigator = info.GetAttacker()->MyNPCPointer();
if ( pInstigator == NULL )
return 0;
if ( pInstigator->GetEnemy() != this )
return 0;
}
//If we're a pain proxy, send the damage through
if ( m_hPainPartner != NULL )
{
m_hPainPartner->TakeDamage( info );
//Fire all pain indicators but take no real damage
CTakeDamageInfo subInfo = info;
subInfo.SetDamage( 0 );
return BaseClass::OnTakeDamage( subInfo );
}
return BaseClass::OnTakeDamage( info );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CNPC_Bullseye::SetPainPartner( CBaseEntity *pOther )
{
m_hPainPartner = pOther;
}
void CNPC_Bullseye::InputTargeted( inputdata_t &inputdata )
{
m_OnTargeted.FireOutput( inputdata.pActivator, inputdata.pCaller, 0 );
}
void CNPC_Bullseye::InputReleased( inputdata_t &inputdata )
{
m_OnReleased.FireOutput( inputdata.pActivator, inputdata.pCaller, 0 );
}