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//========= 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 ); }
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