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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc.h"
#include "ai_hull.h"
#include "ai_senses.h"
#include "ai_memory.h"
#include "soundent.h"
#include "smoke_trail.h"
#include "weapon_rpg.h"
#include "gib.h"
#include "ndebugoverlay.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "hl2_shareddefs.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define MD_FULLAMMO 50
#define MD_BC_YAW 0
#define MD_BC_PITCH 1
#define MD_AP_LGUN 2
#define MD_AP_RGUN 1
#define MD_GIB_COUNT 4
#define MD_GIB_MODEL "models/gibs/missile_defense_gibs.mdl"
#define MD_YAW_SPEED 24
#define MD_PITCH_SPEED 12
//=========================================================
//=========================================================
class CNPC_MissileDefense : public CAI_BaseNPC { DECLARE_CLASS( CNPC_MissileDefense, CAI_BaseNPC ); DECLARE_DATADESC();
public: CNPC_MissileDefense( void ) { }; void Precache( void ); void Spawn( void ); Class_T Classify( void ) { return CLASS_NONE; } int GetSoundInterests( void ) { return SOUND_NONE; } float MaxYawSpeed( void ) { return 90.f; }
void RunAI(void); void FireCannons( void ); void AimGun( void ); void EnemyShootPosition(CBaseEntity* pEnemy, Vector *vPosition);
void Event_Killed( const CTakeDamageInfo &info ); int OnTakeDamage_Alive( const CTakeDamageInfo &info ); void Gib(); void GetGunAim( Vector *vecAim ); ~CNPC_MissileDefense();
Vector m_vGunAng; int m_iAmmoLoaded; float m_flReloadedTime; };
LINK_ENTITY_TO_CLASS( npc_missiledefense, CNPC_MissileDefense );
//=========================================================
//=========================================================
BEGIN_DATADESC( CNPC_MissileDefense )
DEFINE_FIELD( m_iAmmoLoaded, FIELD_INTEGER ), DEFINE_FIELD( m_flReloadedTime, FIELD_TIME ), DEFINE_FIELD( m_vGunAng, FIELD_VECTOR ),
END_DATADESC()
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_MissileDefense::Precache( void ) { PrecacheModel("models/missile_defense.mdl"); PrecacheModel(MD_GIB_MODEL);
PrecacheScriptSound( "NPC_MissileDefense.Attack" ); PrecacheScriptSound( "NPC_MissileDefense.Reload" ); PrecacheScriptSound( "NPC_MissileDefense.Turn" );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_MissileDefense::GetGunAim( Vector *vecAim ) { Vector vecPos; QAngle vecAng;
GetAttachment( MD_AP_LGUN, vecPos, vecAng );
vecAng.x = GetLocalAngles().x + GetBoneController( MD_BC_PITCH ); vecAng.z = 0; vecAng.y = GetLocalAngles().y + GetBoneController( MD_BC_YAW );
Vector vecForward; AngleVectors( vecAng, &vecForward );
*vecAim = vecForward; }
#define NOISE 0.035f
#define MD_ATTN_CANNON 0.4
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_MissileDefense::FireCannons( void ) { // ----------------------------------------------
// Make sure I have an enemy
// ----------------------------------------------
if (GetEnemy() == NULL) { return; }
// ----------------------------------------------
// Make sure I have ammo
// ----------------------------------------------
if( m_iAmmoLoaded < 1 ) { return; } // ----------------------------------------------
// Make sure gun it pointing in right direction
// ----------------------------------------------
Vector vGunDir; GetGunAim( &vGunDir ); Vector vTargetPos; EnemyShootPosition(GetEnemy(),&vTargetPos);
Vector vTargetDir = vTargetPos - GetAbsOrigin(); VectorNormalize( vTargetDir );
float fDotPr = DotProduct( vGunDir, vTargetDir ); if (fDotPr < 0.95) { return; }
// ----------------------------------------------
// Check line of sight
// ----------------------------------------------
trace_t tr; AI_TraceLine( GetEnemy()->EyePosition(), GetAbsOrigin(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); if (tr.fraction < 1.0) { return; }
Vector vecRight; Vector vecDir; Vector vecCenter; AngleVectors( GetLocalAngles(), NULL, &vecRight, NULL );
vecCenter = WorldSpaceCenter();
if( GetEnemy() == NULL ) { return; }
bool fSound = false; if( random->RandomInt( 0, 3 ) == 0 ) { fSound = true; }
EmitSound( "NPC_MissileDefense.Attack" );
Vector vecGun; QAngle vecAng; GetAttachment( MD_AP_LGUN, vecGun, vecAng );
Vector vecTarget; EnemyShootPosition(GetEnemy(),&vecTarget);
vecDir = vecTarget - vecCenter; VectorNormalize(vecDir); vecDir.x += random->RandomFloat( -NOISE, NOISE ); vecDir.y += random->RandomFloat( -NOISE, NOISE );
Vector vecStart = vecGun + vecDir * 110; Vector vecEnd = vecGun + vecDir * 4096; UTIL_Tracer( vecStart, vecEnd, 0, TRACER_DONT_USE_ATTACHMENT, 3000 + random->RandomFloat( 0, 2000 ), fSound );
vecDir = vecTarget - vecCenter; VectorNormalize(vecDir); vecDir.x += random->RandomFloat( -NOISE, NOISE ); vecDir.y += random->RandomFloat( -NOISE, NOISE ); vecDir.z += random->RandomFloat( -NOISE, NOISE );
GetAttachment( MD_AP_RGUN, vecGun, vecAng ); vecStart = vecGun + vecDir * 110; vecEnd = vecGun + vecDir * 4096; UTIL_Tracer( vecStart, vecEnd, 0, TRACER_DONT_USE_ATTACHMENT, 3000 + random->RandomFloat( 0, 2000 ) );
m_iAmmoLoaded -= 2;
if( m_iAmmoLoaded < 1 ) { // Incite a reload.
EmitSound( "NPC_MissileDefense.Reload" ); m_flReloadedTime = gpGlobals->curtime + 0.3; return; }
// Do damage to the missile based on distance.
// if < 1, make damage 0.
float flDist = (GetEnemy()->GetLocalOrigin() - vecGun).Length(); float flDamage;
flDamage = 4000 - flDist;
flDamage /= 1000.0;
if( flDamage > 0 ) { if( flDist <= 1500 ) { flDamage *= 2; }
CTakeDamageInfo info( this, this, flDamage, DMG_MISSILEDEFENSE ); CalculateBulletDamageForce( &info, GetAmmoDef()->Index("SMG1"), vecDir, GetEnemy()->GetAbsOrigin() ); GetEnemy()->TakeDamage( info ); } }
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_MissileDefense::Spawn( void ) { Precache();
SetModel( "models/missile_defense.mdl" ); UTIL_SetSize( this, Vector( -36, -36 , 0 ), Vector( 36, 36, 64 ) );
SetSolid( SOLID_BBOX ); SetMoveType( MOVETYPE_NONE ); m_takedamage = DAMAGE_YES; SetBloodColor( DONT_BLEED ); m_iHealth = 10; m_flFieldOfView = 0.1; m_NPCState = NPC_STATE_NONE; CapabilitiesClear(); CapabilitiesAdd ( bits_CAP_INNATE_RANGE_ATTACK1 );
// Hate missiles
AddClassRelationship( CLASS_MISSILE, D_HT, 5 );
m_spawnflags |= SF_NPC_LONG_RANGE;
m_flReloadedTime = gpGlobals->curtime;
InitBoneControllers();
NPCInit();
SetBoneController( MD_BC_YAW, 10 ); SetBoneController( MD_BC_PITCH, 0 );
SetBodygroup( 1, 1 ); SetBodygroup( 2, 1 ); SetBodygroup( 3, 1 ); SetBodygroup( 4, 1 );
m_NPCState = NPC_STATE_IDLE; }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
int CNPC_MissileDefense::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { // Only take blast damage
if (info.GetDamageType() & DMG_BLAST ) { return BaseClass::OnTakeDamage_Alive( info ); } else { return 0; } }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_MissileDefense::Event_Killed( const CTakeDamageInfo &info ) { StopSound( "NPC_MissileDefense.Turn" ); Gib(); }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_MissileDefense::Gib(void) { // Sparks
for (int i = 0; i < 4; i++) { Vector sparkPos = GetAbsOrigin(); sparkPos.x += random->RandomFloat(-12,12); sparkPos.y += random->RandomFloat(-12,12); sparkPos.z += random->RandomFloat(-12,12); g_pEffects->Sparks(sparkPos); } // Smoke
UTIL_Smoke(GetAbsOrigin(), random->RandomInt(10, 15), 10);
// Light
CBroadcastRecipientFilter filter;
te->DynamicLight( filter, 0.0, &GetAbsOrigin(), 255, 180, 100, 0, 100, 0.1, 0 );
// Remove top parts
SetBodygroup( 1, 0 ); SetBodygroup( 2, 0 ); SetBodygroup( 3, 0 ); SetBodygroup( 4, 0 ); m_takedamage = 0; SetThink(NULL); // Throw manhackgibs
CGib::SpawnSpecificGibs( this, MD_GIB_COUNT, 300, 500, MD_GIB_MODEL); }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_MissileDefense::RunAI( void ) { // If my enemy is dead clear the memory and reset m_hEnemy
if (GetEnemy() != NULL && !GetEnemy()->IsAlive()) { ClearEnemyMemory(); SetEnemy( NULL ); }
if (GetEnemy() == NULL ) { GetSenses()->Look( 4092 ); SetEnemy( BestEnemy( ) );
if (GetEnemy() != NULL) { m_iAmmoLoaded = MD_FULLAMMO; m_flReloadedTime = gpGlobals->curtime; } }
if( m_iAmmoLoaded < 1 && gpGlobals->curtime > m_flReloadedTime ) { m_iAmmoLoaded = MD_FULLAMMO; }
AimGun(); FireCannons(); SetNextThink( gpGlobals->curtime + 0.05 ); }
//------------------------------------------------------------------------------
// Purpose : Add a little prediction into my enemy aim position
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_MissileDefense::EnemyShootPosition(CBaseEntity* pEnemy, Vector *vPosition) { // This should never happen, but just in case
if (!pEnemy) { return; }
*vPosition = pEnemy->GetAbsOrigin(); // Add prediction but prevents us from flipping around as enemy approaches us
float flDist = (pEnemy->GetAbsOrigin() - GetAbsOrigin()).Length(); Vector vPredVel = pEnemy->GetSmoothedVelocity() * 0.5; if ( flDist > vPredVel.Length()) { *vPosition += vPredVel; } }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_MissileDefense::AimGun( void ) { if (GetEnemy() == NULL) { StopSound( "NPC_MissileDefense.Turn" ); return; }
Vector forward, right, up; AngleVectors( GetLocalAngles(), &forward, &right, &up ); // Get gun attachment points
Vector vBasePos; QAngle vBaseAng; GetAttachment( MD_AP_LGUN, vBasePos, vBaseAng );
Vector vTargetPos; EnemyShootPosition(GetEnemy(),&vTargetPos);
Vector vTargetDir = vTargetPos - vBasePos; VectorNormalize( vTargetDir );
Vector vecOut; vecOut.x = DotProduct( forward, vTargetDir ); vecOut.y = -DotProduct( right, vTargetDir ); vecOut.z = DotProduct( up, vTargetDir );
QAngle angles; VectorAngles(vecOut, angles);
if (angles.y > 180) angles.y = angles.y - 360; if (angles.y < -180) angles.y = angles.y + 360; if (angles.x > 180) angles.x = angles.x - 360; if (angles.x < -180) angles.x = angles.x + 360;
float flOldX = m_vGunAng.x; float flOldY = m_vGunAng.y;
if (angles.x > m_vGunAng.x) m_vGunAng.x = MIN( angles.x, m_vGunAng.x + MD_PITCH_SPEED ); if (angles.x < m_vGunAng.x) m_vGunAng.x = MAX( angles.x, m_vGunAng.x - MD_PITCH_SPEED ); if (angles.y > m_vGunAng.y) m_vGunAng.y = MIN( angles.y, m_vGunAng.y + MD_YAW_SPEED ); if (angles.y < m_vGunAng.y) m_vGunAng.y = MAX( angles.y, m_vGunAng.y - MD_YAW_SPEED );
m_vGunAng.y = SetBoneController( MD_BC_YAW, m_vGunAng.y ); m_vGunAng.x = SetBoneController( MD_BC_PITCH, m_vGunAng.x );
if (flOldX != m_vGunAng.x || flOldY != m_vGunAng.y) { EmitSound( "NPC_MissileDefense.Turn" ); } else { StopSound( "NPC_MissileDefense.Turn" ); } }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
CNPC_MissileDefense::~CNPC_MissileDefense(void) { StopSound( "NPC_MissileDefense.Turn" ); }
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