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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "ai_motor.h"
#include "ai_behavior_rappel.h"
#include "beam_shared.h"
#include "rope.h"
#include "eventqueue.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_DATADESC( CAI_RappelBehavior ) DEFINE_FIELD( m_bWaitingToRappel, FIELD_BOOLEAN ), DEFINE_FIELD( m_bOnGround, FIELD_BOOLEAN ), DEFINE_FIELD( m_hLine, FIELD_EHANDLE ), DEFINE_FIELD( m_vecRopeAnchor, FIELD_POSITION_VECTOR ), END_DATADESC();
//=========================================================
//=========================================================
class CRopeAnchor : public CPointEntity { DECLARE_CLASS( CRopeAnchor, CPointEntity );
public: void Spawn( void ); void FallThink( void ); void RemoveThink( void ); EHANDLE m_hRope;
DECLARE_DATADESC(); };
BEGIN_DATADESC( CRopeAnchor ) DEFINE_FIELD( m_hRope, FIELD_EHANDLE ),
DEFINE_THINKFUNC( FallThink ), DEFINE_THINKFUNC( RemoveThink ), END_DATADESC();
LINK_ENTITY_TO_CLASS( rope_anchor, CRopeAnchor );
//---------------------------------------------------------
//---------------------------------------------------------
#define RAPPEL_ROPE_WIDTH 1
void CRopeAnchor::Spawn() { BaseClass::Spawn();
// Decent enough default in case something happens to our owner!
float flDist = 384;
if( GetOwnerEntity() ) { flDist = fabs( GetOwnerEntity()->GetAbsOrigin().z - GetAbsOrigin().z ); }
m_hRope = CRopeKeyframe::CreateWithSecondPointDetached( this, -1, flDist, RAPPEL_ROPE_WIDTH, "cable/cable.vmt", 5, true );
ASSERT( m_hRope != NULL );
SetThink( &CRopeAnchor::FallThink ); SetNextThink( gpGlobals->curtime + 0.2 ); }
//---------------------------------------------------------
//---------------------------------------------------------
void CRopeAnchor::FallThink() { SetMoveType( MOVETYPE_FLYGRAVITY );
Vector vecVelocity = GetAbsVelocity();
vecVelocity.x = random->RandomFloat( -30.0f, 30.0f ); vecVelocity.y = random->RandomFloat( -30.0f, 30.0f );
SetAbsVelocity( vecVelocity );
SetThink( &CRopeAnchor::RemoveThink ); SetNextThink( gpGlobals->curtime + 3.0 ); }
//---------------------------------------------------------
//---------------------------------------------------------
void CRopeAnchor::RemoveThink() { UTIL_Remove( m_hRope ); SetThink( &CRopeAnchor::SUB_Remove ); SetNextThink( gpGlobals->curtime ); }
//=========================================================
//=========================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CAI_RappelBehavior::CAI_RappelBehavior() { m_hLine = NULL; m_bWaitingToRappel = false; m_bOnGround = true; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_RappelBehavior::KeyValue( const char *szKeyName, const char *szValue ) { if( FStrEq( szKeyName, "waitingtorappel" ) ) { m_bWaitingToRappel = ( atoi(szValue) != 0); m_bOnGround = !m_bWaitingToRappel; return true; }
return BaseClass::KeyValue( szKeyName, szValue ); }
void CAI_RappelBehavior::Precache() { CBaseEntity::PrecacheModel( "cable/cable.vmt" ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define RAPPEL_MAX_SPEED 600 // Go this fast if you're really high.
#define RAPPEL_MIN_SPEED 60 // Go no slower than this.
#define RAPPEL_DECEL_DIST (20.0f * 12.0f) // Start slowing down when you're this close to the ground.
void CAI_RappelBehavior::SetDescentSpeed() { // Trace to the floor and see how close we're getting. Slow down if we're close.
// STOP if there's an NPC under us.
trace_t tr; AI_TraceLine( GetOuter()->GetAbsOrigin(), GetOuter()->GetAbsOrigin() - Vector( 0, 0, 8192 ), MASK_SHOT, GetOuter(), COLLISION_GROUP_NONE, &tr );
float flDist = fabs( GetOuter()->GetAbsOrigin().z - tr.endpos.z );
float speed = RAPPEL_MAX_SPEED;
if( flDist <= RAPPEL_DECEL_DIST ) { float factor; factor = flDist / RAPPEL_DECEL_DIST;
speed = MAX( RAPPEL_MIN_SPEED, speed * factor ); }
Vector vecNewVelocity = vec3_origin; vecNewVelocity.z = -speed; GetOuter()->SetAbsVelocity( vecNewVelocity ); }
void CAI_RappelBehavior::CleanupOnDeath( CBaseEntity *pCulprit, bool bFireDeathOutput ) { BaseClass::CleanupOnDeath( pCulprit, bFireDeathOutput );
//This will remove the beam and create a rope if the NPC dies while rappeling down.
if ( m_hLine ) { CAI_BaseNPC *pNPC = GetOuter();
if ( pNPC ) { CutZipline(); } } } //-----------------------------------------------------------------------------
// Purpose:
// Input : *pTask -
//-----------------------------------------------------------------------------
void CAI_RappelBehavior::StartTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_MOVE_AWAY_PATH: GetOuter()->GetMotor()->SetIdealYaw( UTIL_AngleMod( GetOuter()->GetLocalAngles().y - 180.0f ) ); BaseClass::StartTask( pTask ); break;
case TASK_RANGE_ATTACK1: BaseClass::StartTask( pTask ); break;
case TASK_RAPPEL: { CreateZipline(); SetDescentSpeed(); } break;
case TASK_HIT_GROUND: m_bOnGround = true;
if( GetOuter()->GetGroundEntity() != NULL && GetOuter()->GetGroundEntity()->IsNPC() && GetOuter()->GetGroundEntity()->m_iClassname == GetOuter()->m_iClassname ) { // 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.
variant_t val; val.SetFloat( 0 ); g_EventQueue.AddEvent( GetOuter()->GetGroundEntity(), "sethealth", val, 0, GetOuter(), GetOuter() ); }
TaskComplete(); break;
default: BaseClass::StartTask( pTask ); break; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTask -
//-----------------------------------------------------------------------------
void CAI_RappelBehavior::RunTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_RAPPEL: { // If we don't do this, the beam won't show up sometimes. Ideally, all beams would update their
// bboxes correctly, but we're close to shipping and we can't change that now.
if ( m_hLine ) { m_hLine->RelinkBeam(); }
if( GetEnemy() ) { // Face the enemy if there's one.
Vector vecEnemyLKP = GetEnemyLKP(); GetOuter()->GetMotor()->SetIdealYawToTargetAndUpdate( vecEnemyLKP ); }
SetDescentSpeed(); if( GetOuter()->GetFlags() & FL_ONGROUND ) { CBaseEntity *pGroundEnt = GetOuter()->GetGroundEntity();
if( pGroundEnt && pGroundEnt->IsPlayer() ) { // try to shove the player in the opposite direction as they are facing (so they'll see me)
Vector vecForward; pGroundEnt->GetVectors( &vecForward, NULL, NULL ); pGroundEnt->SetAbsVelocity( vecForward * -500 ); break; }
GetOuter()->m_OnRappelTouchdown.FireOutput( GetOuter(), GetOuter(), 0 ); GetOuter()->RemoveFlag( FL_FLY ); CutZipline();
TaskComplete(); } } break;
default: BaseClass::RunTask( pTask ); break; } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_RappelBehavior::CanSelectSchedule() { if ( !GetOuter()->IsInterruptable() ) return false;
if ( m_bWaitingToRappel ) return true;
if ( m_bOnGround ) return false;
return true; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_RappelBehavior::GatherConditions() { BaseClass::GatherConditions();
if( HasCondition( COND_CAN_RANGE_ATTACK1 ) ) { // Shoot at the enemy so long as I'm six feet or more above them.
if( (GetAbsOrigin().z - GetEnemy()->GetAbsOrigin().z >= 36.0f) && GetOuter()->GetShotRegulator()->ShouldShoot() ) { Activity activity = GetOuter()->TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 ); Assert( activity != ACT_INVALID ); GetOuter()->AddGesture( activity ); // FIXME: this seems a bit wacked
GetOuter()->Weapon_SetActivity( GetOuter()->Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 );
GetOuter()->OnRangeAttack1(); } } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CAI_RappelBehavior::SelectSchedule() { if ( HasCondition( COND_BEGIN_RAPPEL ) ) { m_bWaitingToRappel = false; return SCHED_RAPPEL; }
if ( m_bWaitingToRappel ) { return SCHED_RAPPEL_WAIT; } else { return SCHED_RAPPEL; } return BaseClass::SelectSchedule(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_RappelBehavior::BeginRappel() { // Send the message to begin rappeling!
SetCondition( COND_BEGIN_RAPPEL );
m_vecRopeAnchor = GetOuter()->GetAbsOrigin();
trace_t tr;
UTIL_TraceEntity( GetOuter(), GetAbsOrigin(), GetAbsOrigin()-Vector(0,0,4096), MASK_SHOT, GetOuter(), COLLISION_GROUP_NONE, &tr );
if( tr.m_pEnt != NULL && tr.m_pEnt->IsNPC() ) { Vector forward; GetOuter()->GetVectors( &forward, NULL, NULL );
CSoundEnt::InsertSound( SOUND_DANGER, tr.m_pEnt->EarPosition() - forward * 12.0f, 32.0f, 0.2f, GetOuter() ); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_RappelBehavior::CutZipline() { if( m_hLine ) { UTIL_Remove( m_hLine ); }
CBaseEntity *pAnchor = CreateEntityByName( "rope_anchor" ); pAnchor->SetOwnerEntity( GetOuter() ); // Boy, this is a hack!!
pAnchor->SetAbsOrigin( m_vecRopeAnchor ); pAnchor->Spawn(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_RappelBehavior::CreateZipline() { #if 1
if( !m_hLine ) { int attachment = GetOuter()->LookupAttachment( "zipline" );
if( attachment != -1 ) { CBeam *pBeam; pBeam = CBeam::BeamCreate( "cable/cable.vmt", 1 ); pBeam->SetColor( 150, 150, 150 ); pBeam->SetWidth( 0.3 ); pBeam->SetEndWidth( 0.3 );
CAI_BaseNPC *pNPC = GetOuter(); pBeam->PointEntInit( pNPC->GetAbsOrigin() + Vector( 0, 0, 80 ), pNPC );
pBeam->SetEndAttachment( attachment );
m_hLine.Set( pBeam ); } } #endif
}
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_RappelBehavior )
DECLARE_TASK( TASK_RAPPEL ) DECLARE_TASK( TASK_HIT_GROUND )
DECLARE_CONDITION( COND_BEGIN_RAPPEL )
//===============================================
//===============================================
DEFINE_SCHEDULE ( SCHED_RAPPEL_WAIT,
" Tasks" " TASK_SET_ACTIVITY ACTIVITY:ACT_RAPPEL_LOOP" " TASK_WAIT_INDEFINITE 0" "" " Interrupts" " COND_BEGIN_RAPPEL" );
//===============================================
//===============================================
DEFINE_SCHEDULE ( SCHED_RAPPEL,
" Tasks" " TASK_SET_ACTIVITY ACTIVITY:ACT_RAPPEL_LOOP" " TASK_RAPPEL 0" " TASK_SET_SCHEDULE SCHEDULE:SCHED_CLEAR_RAPPEL_POINT" "" " Interrupts" "" " COND_NEW_ENEMY" // Only so the enemy selection code will pick an enemy!
);
//===============================================
//===============================================
DEFINE_SCHEDULE ( SCHED_CLEAR_RAPPEL_POINT,
" Tasks" " TASK_HIT_GROUND 0" " TASK_MOVE_AWAY_PATH 128" // Clear this spot for other rappellers
" TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" "" " Interrupts" "" );
AI_END_CUSTOM_SCHEDULE_PROVIDER()
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