You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
303 lines
7.7 KiB
303 lines
7.7 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ====
|
|
//
|
|
// To give an NPC the ability to shoot while moving:
|
|
//
|
|
// - In the NPC's Spawn function, add:
|
|
// CapabilitiesAdd( bits_CAP_MOVE_SHOOT );
|
|
//
|
|
// - The NPC must either have a weapon (return non-NULL from GetActiveWeapon)
|
|
// or must have bits_CAP_INNATE_RANGE_ATTACK1 or bits_CAP_INNATE_RANGE_ATTACK2.
|
|
//
|
|
// - Support the activities ACT_WALK_AIM and/or ACT_RUN_AIM in the NPC.
|
|
//
|
|
// - Support the activity ACT_GESTURE_RANGE_ATTACK1 as a gesture that plays
|
|
// over ACT_WALK_AIM and ACT_RUN_AIM.
|
|
//
|
|
//=============================================================================
|
|
|
|
#include "cbase.h"
|
|
|
|
#include "ai_moveshoot.h"
|
|
#include "ai_basenpc.h"
|
|
#include "ai_navigator.h"
|
|
#include "ai_memory.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
BEGIN_SIMPLE_DATADESC( CAI_MoveAndShootOverlay )
|
|
DEFINE_FIELD( m_bMovingAndShooting, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bNoShootWhileMove, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_initialDelay, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_flSuspendUntilTime, FIELD_TIME ),
|
|
END_DATADESC()
|
|
|
|
#define MOVESHOOT_DO_NOT_SUSPEND -1.0f
|
|
|
|
//-------------------------------------
|
|
|
|
CAI_MoveAndShootOverlay::CAI_MoveAndShootOverlay() : m_bMovingAndShooting(false), m_initialDelay(0)
|
|
{
|
|
m_flSuspendUntilTime = MOVESHOOT_DO_NOT_SUSPEND;
|
|
m_bNoShootWhileMove = false;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CAI_MoveAndShootOverlay::NoShootWhileMove()
|
|
{
|
|
m_bNoShootWhileMove = true;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
bool CAI_MoveAndShootOverlay::HasAvailableRangeAttack()
|
|
{
|
|
return ( ( GetOuter()->GetActiveWeapon() != NULL ) ||
|
|
( GetOuter()->CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK1 ) ||
|
|
( GetOuter()->CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK2 ) );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CAI_MoveAndShootOverlay::StartShootWhileMove()
|
|
{
|
|
if ( GetOuter()->GetState() == NPC_STATE_SCRIPT ||
|
|
!HasAvailableRangeAttack() ||
|
|
!GetOuter()->HaveSequenceForActivity( GetOuter()->TranslateActivity( ACT_WALK_AIM ) ) ||
|
|
!GetOuter()->HaveSequenceForActivity( GetOuter()->TranslateActivity( ACT_RUN_AIM ) ) )
|
|
{
|
|
NoShootWhileMove();
|
|
return;
|
|
}
|
|
|
|
GetOuter()->GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + m_initialDelay );
|
|
m_bNoShootWhileMove = false;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
bool CAI_MoveAndShootOverlay::CanAimAtEnemy()
|
|
{
|
|
CAI_BaseNPC *pOuter = GetOuter();
|
|
bool result = false;
|
|
bool resetConditions = false;
|
|
CAI_ScheduleBits savedConditions;
|
|
|
|
if ( !GetOuter()->ConditionsGathered() )
|
|
{
|
|
savedConditions = GetOuter()->AccessConditionBits();
|
|
GetOuter()->GatherEnemyConditions( GetOuter()->GetEnemy() );
|
|
}
|
|
|
|
if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
result = true;
|
|
}
|
|
else if ( !pOuter->HasCondition( COND_ENEMY_DEAD ) &&
|
|
!pOuter->HasCondition( COND_TOO_FAR_TO_ATTACK ) &&
|
|
!pOuter->HasCondition( COND_ENEMY_TOO_FAR ) &&
|
|
!pOuter->HasCondition( COND_ENEMY_OCCLUDED ) )
|
|
{
|
|
result = true;
|
|
}
|
|
|
|
// If we don't have a weapon, stop
|
|
// This catches NPCs who holster their weapons while running
|
|
if ( !HasAvailableRangeAttack() )
|
|
{
|
|
result = false;
|
|
}
|
|
|
|
if ( resetConditions )
|
|
{
|
|
GetOuter()->AccessConditionBits() = savedConditions;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CAI_MoveAndShootOverlay::UpdateMoveShootActivity( bool bMoveAimAtEnemy )
|
|
{
|
|
// FIXME: should be able to query that transition/state is happening
|
|
// FIXME: needs to not try to shoot if the movement type isn't understood
|
|
Activity curActivity = GetOuter()->GetNavigator()->GetMovementActivity();
|
|
Activity newActivity = curActivity;
|
|
|
|
if (bMoveAimAtEnemy)
|
|
{
|
|
switch( curActivity )
|
|
{
|
|
case ACT_WALK:
|
|
newActivity = ACT_WALK_AIM;
|
|
break;
|
|
case ACT_RUN:
|
|
newActivity = ACT_RUN_AIM;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch( curActivity )
|
|
{
|
|
case ACT_WALK_AIM:
|
|
newActivity = ACT_WALK;
|
|
break;
|
|
case ACT_RUN_AIM:
|
|
newActivity = ACT_RUN;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( curActivity != newActivity )
|
|
{
|
|
// Transitioning, wait a bit
|
|
GetOuter()->GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + 0.3f );
|
|
GetOuter()->GetNavigator()->SetMovementActivity( newActivity );
|
|
}
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CAI_MoveAndShootOverlay::RunShootWhileMove()
|
|
{
|
|
if ( m_bNoShootWhileMove )
|
|
return;
|
|
|
|
if ( gpGlobals->curtime < m_flSuspendUntilTime )
|
|
return;
|
|
|
|
m_flSuspendUntilTime = MOVESHOOT_DO_NOT_SUSPEND;
|
|
|
|
CAI_BaseNPC *pOuter = GetOuter();
|
|
|
|
// keep enemy if dead but try to look for a new one
|
|
if (!pOuter->GetEnemy() || !pOuter->GetEnemy()->IsAlive())
|
|
{
|
|
CBaseEntity *pNewEnemy = pOuter->BestEnemy();
|
|
|
|
if( pNewEnemy != NULL )
|
|
{
|
|
//New enemy! Clear the timers and set conditions.
|
|
pOuter->SetEnemy( pNewEnemy );
|
|
pOuter->SetState( NPC_STATE_COMBAT );
|
|
}
|
|
else
|
|
{
|
|
pOuter->ClearAttackConditions();
|
|
}
|
|
// SetEnemy( NULL );
|
|
}
|
|
|
|
if( !pOuter->GetNavigator()->IsGoalActive() )
|
|
return;
|
|
|
|
if ( GetEnemy() == NULL )
|
|
{
|
|
if ( pOuter->GetAlternateMoveShootTarget() )
|
|
{
|
|
// Aim at this other thing if I can't aim at my enemy.
|
|
pOuter->AddFacingTarget( pOuter->GetAlternateMoveShootTarget(), pOuter->GetAlternateMoveShootTarget()->GetAbsOrigin(), 1.0, 0.2 );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
bool bMoveAimAtEnemy = CanAimAtEnemy();
|
|
UpdateMoveShootActivity( bMoveAimAtEnemy );
|
|
if ( !bMoveAimAtEnemy )
|
|
{
|
|
EndShootWhileMove();
|
|
return;
|
|
}
|
|
|
|
Assert( HasAvailableRangeAttack() ); // This should have been caught at task start
|
|
|
|
Activity activity;
|
|
bool bIsReloading = false;
|
|
|
|
if ( ( activity = pOuter->TranslateActivity( ACT_GESTURE_RELOAD ) ) != ACT_INVALID )
|
|
{
|
|
bIsReloading = pOuter->IsPlayingGesture( activity );
|
|
}
|
|
|
|
if ( !bIsReloading && HasAvailableRangeAttack() )
|
|
{
|
|
// time to fire?
|
|
if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1, false ) )
|
|
{
|
|
if ( pOuter->GetShotRegulator()->IsInRestInterval() )
|
|
{
|
|
EndShootWhileMove();
|
|
}
|
|
else if ( pOuter->GetShotRegulator()->ShouldShoot() )
|
|
{
|
|
if ( m_bMovingAndShooting || pOuter->OnBeginMoveAndShoot() )
|
|
{
|
|
m_bMovingAndShooting = true;
|
|
pOuter->OnRangeAttack1();
|
|
|
|
activity = pOuter->TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 );
|
|
Assert( activity != ACT_INVALID );
|
|
|
|
pOuter->RestartGesture( activity );
|
|
|
|
// FIXME: this seems a bit wacked
|
|
pOuter->Weapon_SetActivity( pOuter->Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 );
|
|
}
|
|
}
|
|
}
|
|
else if ( pOuter->HasCondition( COND_NO_PRIMARY_AMMO, false ) )
|
|
{
|
|
if ( pOuter->GetNavigator()->GetPathTimeToGoal() > 1.0 )
|
|
{
|
|
activity = pOuter->TranslateActivity( ACT_GESTURE_RELOAD );
|
|
if ( activity != ACT_INVALID && GetOuter()->HaveSequenceForActivity( activity ) )
|
|
pOuter->AddGesture( activity );
|
|
}
|
|
}
|
|
}
|
|
|
|
// try to keep facing towards the last known position of the enemy
|
|
Vector vecEnemyLKP = pOuter->GetEnemyLKP();
|
|
pOuter->AddFacingTarget( pOuter->GetEnemy(), vecEnemyLKP, 1.0, 0.8 );
|
|
}
|
|
|
|
|
|
//-------------------------------------
|
|
|
|
void CAI_MoveAndShootOverlay::EndShootWhileMove()
|
|
{
|
|
if ( m_bMovingAndShooting )
|
|
{
|
|
// Reset the shot regulator so that we always start the next motion with a new burst
|
|
if ( !GetOuter()->GetShotRegulator()->IsInRestInterval() )
|
|
{
|
|
GetOuter()->GetShotRegulator()->Reset( false );
|
|
}
|
|
|
|
m_bMovingAndShooting = false;
|
|
GetOuter()->OnEndMoveAndShoot();
|
|
}
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CAI_MoveAndShootOverlay::SuspendMoveAndShoot( float flDuration )
|
|
{
|
|
EndShootWhileMove();
|
|
m_flSuspendUntilTime = gpGlobals->curtime + flDuration;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CAI_MoveAndShootOverlay::SetInitialDelay( float delay )
|
|
{
|
|
m_initialDelay = delay;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|