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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npc_vehicledriver.h"
#include "vehicle_apc.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SF_APCDRIVER_NO_ROCKET_ATTACK 0x10000
#define SF_APCDRIVER_NO_GUN_ATTACK 0x20000
#define NPC_APCDRIVER_REMEMBER_TIME 4
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CNPC_APCDriver : public CNPC_VehicleDriver { DECLARE_CLASS( CNPC_APCDriver, CNPC_VehicleDriver ); public: DECLARE_DATADESC(); DEFINE_CUSTOM_AI;
virtual void Spawn( void ); virtual void Activate( void ); virtual bool FVisible( CBaseEntity *pTarget, int traceMask, CBaseEntity **ppBlocker ); virtual bool WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions ); virtual Class_T Classify ( void ) { return CLASS_COMBINE; } virtual void PrescheduleThink( ); virtual Disposition_t IRelationType(CBaseEntity *pTarget);
// AI
virtual int RangeAttack1Conditions( float flDot, float flDist ); virtual int RangeAttack2Conditions( float flDot, float flDist );
private: // Are we being carried by a dropship?
bool IsBeingCarried();
// Enable, disable firing
void InputEnableFiring( inputdata_t &inputdata ); void InputDisableFiring( inputdata_t &inputdata );
CHandle<CPropAPC> m_hAPC; float m_flTimeLastSeenEnemy; bool m_bFiringDisabled; };
BEGIN_DATADESC( CNPC_APCDriver )
//DEFINE_FIELD( m_hAPC, FIELD_EHANDLE ),
DEFINE_FIELD( m_bFiringDisabled, FIELD_BOOLEAN ), DEFINE_FIELD( m_flTimeLastSeenEnemy, FIELD_TIME ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnableFiring", InputEnableFiring ), DEFINE_INPUTFUNC( FIELD_VOID, "DisableFiring", InputDisableFiring ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_apcdriver, CNPC_APCDriver );
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CNPC_APCDriver::Spawn( void ) { BaseClass::Spawn();
m_flTimeLastSeenEnemy = -NPC_APCDRIVER_REMEMBER_TIME; CapabilitiesClear(); CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 ); m_bFiringDisabled = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_APCDriver::Activate( void ) { BaseClass::Activate();
m_hAPC = dynamic_cast<CPropAPC*>((CBaseEntity*)m_hVehicleEntity); if ( !m_hAPC ) { Warning( "npc_apcdriver %s couldn't find his apc named %s.\n", STRING(GetEntityName()), STRING(m_iszVehicleName) ); UTIL_Remove( this ); return; } SetParent( m_hAPC ); SetAbsOrigin( m_hAPC->WorldSpaceCenter() ); SetLocalAngles( vec3_angle );
m_flDistTooFar = m_hAPC->MaxAttackRange(); SetDistLook( m_hAPC->MaxAttackRange() ); }
//-----------------------------------------------------------------------------
// Enable, disable firing
//-----------------------------------------------------------------------------
void CNPC_APCDriver::InputEnableFiring( inputdata_t &inputdata ) { m_bFiringDisabled = false; }
void CNPC_APCDriver::InputDisableFiring( inputdata_t &inputdata ) { m_bFiringDisabled = true; }
//-----------------------------------------------------------------------------
// Purpose: Let's not hate things the APC makes
//-----------------------------------------------------------------------------
Disposition_t CNPC_APCDriver::IRelationType(CBaseEntity *pTarget) { if ( pTarget == m_hAPC || (pTarget->GetOwnerEntity() == m_hAPC) ) return D_LI;
return BaseClass::IRelationType(pTarget); }
//------------------------------------------------------------------------------
// Are we being carried by a dropship?
//------------------------------------------------------------------------------
bool CNPC_APCDriver::IsBeingCarried() { // Inert if we're carried...
Vector vecVelocity; m_hAPC->GetVelocity( &vecVelocity, NULL ); return ( m_hAPC->GetMoveParent() != NULL ) || (fabs(vecVelocity.z) >= 15); }
//------------------------------------------------------------------------------
// Is the enemy visible?
//------------------------------------------------------------------------------
bool CNPC_APCDriver::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions) { if ( m_hAPC->m_lifeState != LIFE_ALIVE ) return false;
if ( IsBeingCarried() || m_bFiringDisabled ) return false;
float flTargetDist = ownerPos.DistTo( targetPos ); if (flTargetDist > m_hAPC->MaxAttackRange()) return false;
return true; }
//-----------------------------------------------------------------------------
// Is the enemy visible?
//-----------------------------------------------------------------------------
bool CNPC_APCDriver::FVisible( CBaseEntity *pTarget, int traceMask, CBaseEntity **ppBlocker ) { if ( m_hAPC->m_lifeState != LIFE_ALIVE ) return false;
if ( IsBeingCarried() || m_bFiringDisabled ) return false;
float flTargetDist = GetAbsOrigin().DistTo( pTarget->GetAbsOrigin() ); if (flTargetDist > m_hAPC->MaxAttackRange()) return false;
bool bVisible = m_hAPC->FVisible( pTarget, traceMask, ppBlocker ); if ( bVisible && (pTarget == GetEnemy()) ) { m_flTimeLastSeenEnemy = gpGlobals->curtime; }
if ( pTarget->IsPlayer() || pTarget->Classify() == CLASS_BULLSEYE ) { if (!bVisible) { if ( ( gpGlobals->curtime - m_flTimeLastSeenEnemy ) <= NPC_APCDRIVER_REMEMBER_TIME ) return true; } }
return bVisible; }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CNPC_APCDriver::RangeAttack1Conditions( float flDot, float flDist ) { if ( HasSpawnFlags(SF_APCDRIVER_NO_GUN_ATTACK) ) return COND_NONE;
if ( m_hAPC->m_lifeState != LIFE_ALIVE ) return COND_NONE;
if ( IsBeingCarried() || m_bFiringDisabled ) return COND_NONE;
if ( !HasCondition( COND_SEE_ENEMY ) ) return COND_NONE;
if ( !m_hAPC->IsInPrimaryFiringCone() ) return COND_NONE;
// Vehicle not ready to fire again yet?
if ( m_pVehicleInterface->Weapon_PrimaryCanFireAt() > gpGlobals->curtime + 0.1f ) return COND_NONE;
float flMinDist, flMaxDist; m_pVehicleInterface->Weapon_PrimaryRanges( &flMinDist, &flMaxDist );
if (flDist < flMinDist) return COND_NONE;
if (flDist > flMaxDist) return COND_NONE;
return COND_CAN_RANGE_ATTACK1; }
int CNPC_APCDriver::RangeAttack2Conditions( float flDot, float flDist ) { if ( HasSpawnFlags(SF_APCDRIVER_NO_ROCKET_ATTACK) ) return COND_NONE;
if ( m_hAPC->m_lifeState != LIFE_ALIVE ) return COND_NONE;
if ( IsBeingCarried() || m_bFiringDisabled ) return COND_NONE;
if ( !HasCondition( COND_SEE_ENEMY ) ) return COND_NONE;
// Vehicle not ready to fire again yet?
if ( m_pVehicleInterface->Weapon_SecondaryCanFireAt() > gpGlobals->curtime + 0.1f ) return COND_NONE;
float flMinDist, flMaxDist; m_pVehicleInterface->Weapon_SecondaryRanges( &flMinDist, &flMaxDist );
if (flDist < flMinDist) return COND_NONE;
if (flDist > flMaxDist) return COND_NONE;
return COND_CAN_RANGE_ATTACK2; }
//-----------------------------------------------------------------------------
// Aim the laser dot!
//-----------------------------------------------------------------------------
void CNPC_APCDriver::PrescheduleThink( ) { BaseClass::PrescheduleThink();
if ( m_hAPC->m_lifeState == LIFE_ALIVE ) { if ( GetEnemy() ) { m_hAPC->AimPrimaryWeapon( GetEnemy()->BodyTarget( GetAbsOrigin(), false ) ); } m_hAPC->AimSecondaryWeaponAt( GetEnemy() ); } else if ( m_hAPC->m_lifeState == LIFE_DEAD ) { UTIL_Remove( this ); } }
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_apcdriver, CNPC_APCDriver ) AI_END_CUSTOM_NPC()
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