Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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 > 0 )
{
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()