mirror of
https://github.com/alliedmodders/hl2sdk.git
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3005 lines
95 KiB
C++
3005 lines
95 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Large vehicle what delivers combine troops.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "ai_default.h"
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#include "ai_basenpc.h"
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#include "soundenvelope.h"
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#include "cbasehelicopter.h"
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#include "ai_schedule.h"
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#include "engine/IEngineSound.h"
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#include "smoke_trail.h"
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#include "IEffects.h"
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#include "props.h"
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#include "TemplateEntities.h"
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#include "baseanimating.h"
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#include "ai_senses.h"
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#include "entitylist.h"
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#include "ammodef.h"
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#include "ndebugoverlay.h"
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#include "npc_combines.h"
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#include "soundent.h"
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#include "mapentities.h"
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#include "npc_rollermine.h"
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#include "scripted.h"
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#include "explode.h"
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#include "gib.h"
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#include "EntityFlame.h"
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#include "entityblocker.h"
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#include "eventqueue.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Spawnflags
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#define SF_DROPSHIP_WAIT_FOR_DROPOFF_INPUT ( 1 << 15 )
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#define DROPSHIP_ACCEL_RATE 300
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// Timers
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#define DROPSHIP_LANDING_HOVER_TIME 5 // Time to spend on the ground if we have no troops to drop
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#define DROPSHIP_TIME_BETWEEN_MINES 0.5f
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// Special actions
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#define DROPSHIP_DEFAULT_SOLDIERS 4
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#define DROPSHIP_MAX_SOLDIERS 6
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// Movement
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#define DROPSHIP_BUFF_TIME 0.3f
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#define DROPSHIP_MAX_LAND_TILT 2.5f
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#define DROPSHIP_CONTAINER_HEIGHT 130.0f
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#define DROPSHIP_MAX_SPEED (60 * 17.6) // 120 miles per hour.
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// Pathing data
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#define DROPSHIP_LEAD_DISTANCE 800.0f
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#define DROPSHIP_MIN_CHASE_DIST_DIFF 128.0f // Distance threshold used to determine when a target has moved enough to update our navigation to it
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#define DROPSHIP_AVOID_DIST 256.0f
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#define DROPSHIP_ARRIVE_DIST 128.0f
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#define CRATE_BBOX_MIN (Vector( -100, -80, -60 ))
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#define CRATE_BBOX_MAX (Vector( 100, 80, 80 ))
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// Size
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// With crate
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#define DROPSHIP_BBOX_CRATE_MIN (-Vector(40,40,60))
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#define DROPSHIP_BBOX_CRATE_MAX (Vector(40,40,40))
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// Without crate
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#define DROPSHIP_BBOX_MIN (-Vector(40,40,0))
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#define DROPSHIP_BBOX_MAX (Vector(40,40,40))
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// Container gun
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#define DROPSHIP_GUN_SPEED 10 // Rotation speed
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#define DROPSHIP_CRATE_ROCKET_HITS 4
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enum DROP_STATES
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{
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DROP_IDLE = 0,
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DROP_NEXT,
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};
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enum CRATE_TYPES
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{
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CRATE_JEEP = -3,
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CRATE_APC = -2,
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CRATE_STRIDER = -1,
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CRATE_ROLLER_HOPPER,
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CRATE_SOLDIER,
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CRATE_NONE,
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};
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ConVar g_debug_dropship( "g_debug_dropship", "0" );
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ConVar sk_dropship_container_health( "sk_dropship_container_health", "750" );
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ConVar sk_npc_dmg_dropship( "sk_npc_dmg_dropship","5", FCVAR_NONE, "Dropship container cannon damage." );
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//=====================================
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// Animation Events
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//=====================================
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#define AE_DROPSHIP_RAMP_OPEN 1 // the tailgate is open.
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//=====================================
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// Custom activities
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//=====================================
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// Without Cargo
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Activity ACT_DROPSHIP_FLY_IDLE; // Flying. Vertical aspect
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Activity ACT_DROPSHIP_FLY_IDLE_EXAGG; // Exaggerated version of the flying idle
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// With Cargo
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Activity ACT_DROPSHIP_FLY_IDLE_CARGO; // Flying. Vertical aspect
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Activity ACT_DROPSHIP_DESCEND_IDLE; // waiting to touchdown
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Activity ACT_DROPSHIP_DEPLOY_IDLE; // idle on the ground with door open. Troops are leaving.
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Activity ACT_DROPSHIP_LIFTOFF; // transition back to FLY IDLE
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enum LandingState_t
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{
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LANDING_NO = 0,
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// Dropoff
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LANDING_LEVEL_OUT, // Heading to a point above the dropoff point
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LANDING_DESCEND, // Descending from to the dropoff point
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LANDING_TOUCHDOWN,
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LANDING_UNLOADING,
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LANDING_UNLOADED,
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LANDING_LIFTOFF,
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// Pickup
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LANDING_SWOOPING, // Swooping down to the target
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// Hovering, which we're saying is a type of landing since there's so much landing code to leverage
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LANDING_START_HOVER,
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LANDING_HOVER_LEVEL_OUT,
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LANDING_HOVER_DESCEND,
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LANDING_HOVER_TOUCHDOWN,
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LANDING_END_HOVER,
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};
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#define DROPSHIP_NEAR_SOUND_MIN_DISTANCE 1000
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#define DROPSHIP_NEAR_SOUND_MAX_DISTANCE 2500
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#define DROPSHIP_GROUND_WASH_MIN_ALTITUDE 100.0f
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#define DROPSHIP_GROUND_WASH_MAX_ALTITUDE 750.0f
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//=============================================================================
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// The combine dropship container
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//=============================================================================
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#define DROPSHIP_CONTAINER_MODEL "models/combine_dropship_container.mdl"
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#define DROPSHIP_CONTAINER_MAX_CHUNKS 3
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static const char *s_pChunkModelName[DROPSHIP_CONTAINER_MAX_CHUNKS] =
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{
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"models/gibs/helicopter_brokenpiece_01.mdl",
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"models/gibs/helicopter_brokenpiece_02.mdl",
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"models/gibs/helicopter_brokenpiece_03.mdl",
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};
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#define DROPSHIP_CONTAINER_MAX_GIBS 1
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static const char *s_pGibModelName[DROPSHIP_CONTAINER_MAX_GIBS] =
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{
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"models/combine_dropship_container.mdl",
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};
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class CCombineDropshipContainer : public CPhysicsProp
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{
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DECLARE_CLASS( CCombineDropshipContainer, CPhysicsProp );
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DECLARE_DATADESC();
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public:
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void Precache();
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virtual void Spawn();
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virtual bool OverridePropdata( void );
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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private:
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enum
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{
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MAX_SMOKE_TRAILS = 4,
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MAX_EXPLOSIONS = 4,
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};
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// Should we trigger a damage effect?
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bool ShouldTriggerDamageEffect( int nPrevHealth, int nEffectCount ) const;
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// Add a smoke trail since we've taken more damage
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void AddSmokeTrail( const Vector &vecPos );
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// Pow!
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void ThrowFlamingGib();
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// Create a corpse
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void CreateCorpse();
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private:
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int m_nSmokeTrailCount;
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EHANDLE m_hLastInflictor;
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float m_flLastHitTime;
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};
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//=============================================================================
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// The combine dropship
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//=============================================================================
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class CNPC_CombineDropship : public CBaseHelicopter
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{
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DECLARE_CLASS( CNPC_CombineDropship, CBaseHelicopter );
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public:
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~CNPC_CombineDropship();
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// Setup
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void Spawn( void );
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void Precache( void );
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void Activate( void );
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// Thinking/init
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void InitializeRotorSound( void );
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void StopLoopingSounds();
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void PrescheduleThink( void );
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// Flight/sound
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void Hunt( void );
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void Flight( void );
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float GetAltitude( void );
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void DoRotorWash( void );
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void UpdateRotorSoundPitch( int iPitch );
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void UpdatePickupNavigation( void );
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void UpdateLandTargetNavigation( void );
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void CalculateSoldierCount( int iSoldiers );
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// Updates the facing direction
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virtual void UpdateFacingDirection();
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// Combat
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void GatherEnemyConditions( CBaseEntity *pEnemy );
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void DoCombatStuff( void );
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void SpawnTroop( void );
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void DropMine( void );
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void UpdateContainerGunFacing( Vector &vecMuzzle, Vector &vecToTarget, Vector &vecAimDir, float *flTargetRange );
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bool FireCannonRound( void );
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void DoImpactEffect( trace_t &tr, int nDamageType );
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void StartCannon( void );
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void StopCannon( void );
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void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
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int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
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// Input handlers.
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void InputLandLeave( inputdata_t &inputdata );
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void InputLandTake( inputdata_t &inputdata );
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void InputSetLandTarget( inputdata_t &inputdata );
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void InputDropMines( inputdata_t &inputdata );
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void InputDropStrider( inputdata_t &inputdata );
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void InputDropAPC( inputdata_t &inputdata );
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void InputPickup( inputdata_t &inputdata );
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void InputSetGunRange( inputdata_t &inputdata );
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void InputNPCFinishDustoff( inputdata_t &inputdata );
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void InputStopWaitingForDropoff( inputdata_t &inputdata );
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void InputHover( inputdata_t &inputdata );
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// From AI_TrackPather
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virtual void InputFlyToPathTrack( inputdata_t &inputdata );
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Vector GetDropoffFinishPosition( Vector vecOrigin, CAI_BaseNPC *pNPC, Vector vecMins, Vector vecMaxs );
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void LandCommon( bool bHover = false );
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Class_T Classify( void ) { return CLASS_COMBINE_GUNSHIP; }
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// Drop the soldier container
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void DropSoldierContainer( );
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// Sounds
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virtual void UpdateRotorWashVolume();
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private:
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void SetLandingState( LandingState_t landingState );
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LandingState_t GetLandingState() const { return (LandingState_t)m_iLandState; }
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bool IsHovering();
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void UpdateGroundRotorWashSound( float flAltitude );
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void UpdateRotorWashVolume( CSoundPatch *pRotorSound, float flVolume, float flDeltaTime );
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private:
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// Timers
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float m_flTimeTakeOff;
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float m_flNextTroopSpawnAttempt;
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float m_flDropDelay; // delta between each mine
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float m_flTimeNextAttack;
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float m_flLastTime;
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// States and counters
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int m_iMineCount; // index for current mine # being deployed
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int m_totalMinesToDrop; // total # of mines to drop as a group (based upon triggered input)
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int m_soldiersToDrop;
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int m_iDropState;
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int m_iLandState;
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float m_engineThrust; // for tracking sound volume/pitch
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float m_existPitch;
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float m_existRoll;
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bool m_bDropMines; // signal to drop mines
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bool m_bIsFiring;
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int m_iBurstRounds;
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bool m_leaveCrate;
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bool m_bHasDroppedOff;
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int m_iCrateType;
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float m_flLandingSpeed;
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float m_flGunRange;
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bool m_bInvulnerable;
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QAngle m_vecAngAcceleration;
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// Misc Vars
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CHandle<CBaseAnimating> m_hContainer;
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EHANDLE m_hPickupTarget;
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int m_iContainerMoveType;
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bool m_bWaitForDropoffInput;
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DECLARE_DATADESC();
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DEFINE_CUSTOM_AI;
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EHANDLE m_hLandTarget;
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string_t m_iszLandTarget;
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string_t m_iszAPCVehicleName;
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// Templates for soldier's dropped off
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string_t m_sNPCTemplate[ DROPSHIP_MAX_SOLDIERS ];
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string_t m_sNPCTemplateData[ DROPSHIP_MAX_SOLDIERS ];
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string_t m_sDustoffPoints[ DROPSHIP_MAX_SOLDIERS ];
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int m_iCurrentTroopExiting;
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EHANDLE m_hLastTroopToLeave;
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// Template for rollermines dropped by this dropship
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string_t m_sRollermineTemplate;
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string_t m_sRollermineTemplateData;
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// Cached attachment points
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int m_iMuzzleAttachment;
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int m_iMachineGunBaseAttachment;
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int m_iMachineGunRefAttachment;
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int m_iAttachmentTroopDeploy;
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int m_iAttachmentDeployStart;
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// Sounds
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CSoundPatch *m_pCannonSound;
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CSoundPatch *m_pRotorOnGroundSound;
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CSoundPatch *m_pDescendingWarningSound;
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CSoundPatch *m_pNearRotorSound;
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// Outputs
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COutputEvent m_OnFinishedDropoff;
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COutputEvent m_OnFinishedPickup;
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COutputFloat m_OnContainerShotDownBeforeDropoff;
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COutputEvent m_OnContainerShotDownAfterDropoff;
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protected:
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// Because the combine dropship is a leaf class, we can use
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// static variables to store this information, and save some memory.
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// Should the dropship end up having inheritors, their activate may
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// stomp these numbers, in which case you should make these ordinary members
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// again.
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static int m_poseBody_Accel, m_poseBody_Sway, m_poseCargo_Body_Accel, m_poseCargo_Body_Sway,
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m_poseWeapon_Pitch, m_poseWeapon_Yaw;
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static bool m_sbStaticPoseParamsLoaded;
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virtual void PopulatePoseParameters( void );
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};
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bool CNPC_CombineDropship::m_sbStaticPoseParamsLoaded = false;
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int CNPC_CombineDropship::m_poseBody_Accel = 0;
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int CNPC_CombineDropship::m_poseBody_Sway = 0;
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int CNPC_CombineDropship::m_poseCargo_Body_Accel = 0;
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int CNPC_CombineDropship::m_poseCargo_Body_Sway = 0;
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int CNPC_CombineDropship::m_poseWeapon_Pitch = 0;
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int CNPC_CombineDropship::m_poseWeapon_Yaw = 0;
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//-----------------------------------------------------------------------------
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// Purpose: Cache whatever pose parameters we intend to use
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//-----------------------------------------------------------------------------
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void CNPC_CombineDropship::PopulatePoseParameters( void )
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{
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if (!m_sbStaticPoseParamsLoaded)
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{
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m_poseBody_Accel = LookupPoseParameter( "body_accel");
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m_poseBody_Sway = LookupPoseParameter( "body_sway" );
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m_poseCargo_Body_Accel = LookupPoseParameter( "cargo_body_accel" );
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m_poseCargo_Body_Sway = LookupPoseParameter( "cargo_body_sway" );
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m_poseWeapon_Pitch = LookupPoseParameter( "weapon_pitch" );
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m_poseWeapon_Yaw = LookupPoseParameter( "weapon_yaw" );
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m_sbStaticPoseParamsLoaded = true;
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}
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BaseClass::PopulatePoseParameters();
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}
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//------------------------------------------------------------------------------
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//
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// Combine Dropship Container implementation:
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//
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//------------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( prop_dropship_container, CCombineDropshipContainer )
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BEGIN_DATADESC( CCombineDropshipContainer )
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DEFINE_FIELD( m_nSmokeTrailCount, FIELD_INTEGER ),
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DEFINE_FIELD( m_hLastInflictor, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flLastHitTime, FIELD_TIME ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Precache
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//-----------------------------------------------------------------------------
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void CCombineDropshipContainer::Precache()
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{
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PrecacheModel( DROPSHIP_CONTAINER_MODEL );
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// Set this here to quiet base prop warnings
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SetModel( DROPSHIP_CONTAINER_MODEL );
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BaseClass::Precache();
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int i;
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for ( i = 0; i < DROPSHIP_CONTAINER_MAX_CHUNKS; ++i )
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{
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PrecacheModel( s_pChunkModelName[i] );
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}
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for ( i = 0; i < DROPSHIP_CONTAINER_MAX_GIBS; ++i )
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{
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PrecacheModel( s_pGibModelName[i] );
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}
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PropBreakablePrecacheAll( GetModelName() );
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}
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//-----------------------------------------------------------------------------
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// Spawn
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//-----------------------------------------------------------------------------
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void CCombineDropshipContainer::Spawn()
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{
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// NOTE: Model must be set before spawn
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SetModel( DROPSHIP_CONTAINER_MODEL );
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SetSolid( SOLID_VPHYSICS );
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BaseClass::Spawn();
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#ifdef _XBOX
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AddEffects( EF_NOSHADOW );
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#endif //_XBOX
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m_iHealth = m_iMaxHealth = sk_dropship_container_health.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Allows us to use vphysics
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//-----------------------------------------------------------------------------
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bool CCombineDropshipContainer::OverridePropdata( void )
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{
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return true;
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}
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//-----------------------------------------------------------------------------
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// Should we trigger a damage effect?
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//-----------------------------------------------------------------------------
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inline bool CCombineDropshipContainer::ShouldTriggerDamageEffect( int nPrevHealth, int nEffectCount ) const
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{
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int nPrevRange = (int)( ((float)nPrevHealth / (float)GetMaxHealth()) * nEffectCount );
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int nRange = (int)( ((float)GetHealth() / (float)GetMaxHealth()) * nEffectCount );
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return ( nRange != nPrevRange );
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}
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//-----------------------------------------------------------------------------
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// Character killed (only fired once)
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//-----------------------------------------------------------------------------
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void CCombineDropshipContainer::CreateCorpse()
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{
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m_lifeState = LIFE_DEAD;
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Vector vecNormalizedMins, vecNormalizedMaxs;
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Vector vecAbsMins, vecAbsMaxs;
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CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
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CollisionProp()->WorldToNormalizedSpace( vecAbsMins, &vecNormalizedMins );
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CollisionProp()->WorldToNormalizedSpace( vecAbsMaxs, &vecNormalizedMaxs );
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// Explode
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Vector vecAbsPoint;
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CPASFilter filter( GetAbsOrigin() );
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CollisionProp()->RandomPointInBounds( vecNormalizedMins, vecNormalizedMaxs, &vecAbsPoint);
|
|
te->Explosion( filter, 0.0f, &vecAbsPoint, g_sModelIndexFireball,
|
|
random->RandomInt( 4, 10 ), random->RandomInt( 8, 15 ), TE_EXPLFLAG_NOPARTICLES, 100, 0 );
|
|
|
|
// Break into chunks
|
|
Vector angVelocity;
|
|
QAngleToAngularImpulse( GetLocalAngularVelocity(), angVelocity );
|
|
PropBreakableCreateAll( GetModelIndex(), VPhysicsGetObject(), GetAbsOrigin(), GetAbsAngles(), GetAbsVelocity(), angVelocity, 1.0, 250, COLLISION_GROUP_NPC, this );
|
|
|
|
// Create flaming gibs
|
|
int iChunks = random->RandomInt( 4, 6 );
|
|
for ( int i = 0; i < iChunks; i++ )
|
|
{
|
|
ThrowFlamingGib();
|
|
}
|
|
|
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
|
AddEffects( EF_NODRAW );
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Character killed (only fired once)
|
|
//-----------------------------------------------------------------------------
|
|
void CCombineDropshipContainer::ThrowFlamingGib( void )
|
|
{
|
|
Vector vecAbsMins, vecAbsMaxs;
|
|
CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
|
|
|
|
Vector vecNormalizedMins, vecNormalizedMaxs;
|
|
CollisionProp()->WorldToNormalizedSpace( vecAbsMins, &vecNormalizedMins );
|
|
CollisionProp()->WorldToNormalizedSpace( vecAbsMaxs, &vecNormalizedMaxs );
|
|
|
|
Vector vecAbsPoint;
|
|
CPASFilter filter( GetAbsOrigin() );
|
|
CollisionProp()->RandomPointInBounds( vecNormalizedMins, vecNormalizedMaxs, &vecAbsPoint);
|
|
|
|
// Throw a flaming, smoking chunk.
|
|
CGib *pChunk = CREATE_ENTITY( CGib, "gib" );
|
|
pChunk->Spawn( "models/gibs/hgibs.mdl" );
|
|
pChunk->SetBloodColor( DONT_BLEED );
|
|
|
|
QAngle vecSpawnAngles;
|
|
vecSpawnAngles.Random( -90, 90 );
|
|
pChunk->SetAbsOrigin( vecAbsPoint );
|
|
pChunk->SetAbsAngles( vecSpawnAngles );
|
|
|
|
int nGib = random->RandomInt( 0, DROPSHIP_CONTAINER_MAX_CHUNKS - 1 );
|
|
pChunk->Spawn( s_pChunkModelName[nGib] );
|
|
pChunk->SetOwnerEntity( this );
|
|
pChunk->m_lifeTime = random->RandomFloat( 6.0f, 8.0f );
|
|
pChunk->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
|
IPhysicsObject *pPhysicsObject = pChunk->VPhysicsInitNormal( SOLID_VPHYSICS, pChunk->GetSolidFlags(), false );
|
|
|
|
// Set the velocity
|
|
if ( pPhysicsObject )
|
|
{
|
|
pPhysicsObject->EnableMotion( true );
|
|
Vector vecVelocity;
|
|
|
|
QAngle angles;
|
|
angles.x = random->RandomFloat( -20, 20 );
|
|
angles.y = random->RandomFloat( 0, 360 );
|
|
angles.z = 0.0f;
|
|
AngleVectors( angles, &vecVelocity );
|
|
|
|
vecVelocity *= random->RandomFloat( 300, 900 );
|
|
vecVelocity += GetAbsVelocity();
|
|
|
|
AngularImpulse angImpulse;
|
|
angImpulse = RandomAngularImpulse( -180, 180 );
|
|
|
|
pChunk->SetAbsVelocity( vecVelocity );
|
|
pPhysicsObject->SetVelocity(&vecVelocity, &angImpulse );
|
|
}
|
|
|
|
CEntityFlame *pFlame = CEntityFlame::Create( pChunk, false );
|
|
if ( pFlame != NULL )
|
|
{
|
|
pFlame->SetLifetime( pChunk->m_lifeTime );
|
|
}
|
|
|
|
SmokeTrail *pSmokeTrail = SmokeTrail::CreateSmokeTrail();
|
|
if( pSmokeTrail )
|
|
{
|
|
pSmokeTrail->m_SpawnRate = 80;
|
|
pSmokeTrail->m_ParticleLifetime = 0.8f;
|
|
pSmokeTrail->m_StartColor.Init(0.3, 0.3, 0.3);
|
|
pSmokeTrail->m_EndColor.Init(0.5, 0.5, 0.5);
|
|
pSmokeTrail->m_StartSize = 10;
|
|
pSmokeTrail->m_EndSize = 40;
|
|
pSmokeTrail->m_SpawnRadius = 5;
|
|
pSmokeTrail->m_Opacity = 0.4;
|
|
pSmokeTrail->m_MinSpeed = 15;
|
|
pSmokeTrail->m_MaxSpeed = 25;
|
|
pSmokeTrail->SetLifetime( pChunk->m_lifeTime );
|
|
pSmokeTrail->SetParent( pChunk, 0 );
|
|
pSmokeTrail->SetLocalOrigin( vec3_origin );
|
|
pSmokeTrail->SetMoveType( MOVETYPE_NONE );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Character killed (only fired once)
|
|
//-----------------------------------------------------------------------------
|
|
void CCombineDropshipContainer::Event_Killed( const CTakeDamageInfo &info )
|
|
{
|
|
if ( GetOwnerEntity() )
|
|
{
|
|
CNPC_CombineDropship *pDropship = assert_cast<CNPC_CombineDropship *>(GetOwnerEntity() );
|
|
pDropship->DropSoldierContainer();
|
|
}
|
|
|
|
CreateCorpse();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Damage effects
|
|
//-----------------------------------------------------------------------------
|
|
int CCombineDropshipContainer::OnTakeDamage( const CTakeDamageInfo &info )
|
|
{
|
|
if ( m_iHealth == 0 )
|
|
return 0;
|
|
|
|
// Airboat guns + explosive damage is all that can hurt it
|
|
if (( info.GetDamageType() & (DMG_BLAST | DMG_AIRBOAT) ) == 0 )
|
|
return 0;
|
|
|
|
CTakeDamageInfo dmgInfo = info;
|
|
|
|
int nPrevHealth = GetHealth();
|
|
|
|
if ( info.GetDamageType() & DMG_BLAST )
|
|
{
|
|
// This check is necessary to prevent double-counting of rocket damage
|
|
// from the blast hitting both the dropship + the container
|
|
if ( (info.GetInflictor() != m_hLastInflictor) || (gpGlobals->curtime != m_flLastHitTime) )
|
|
{
|
|
m_iHealth -= (m_iMaxHealth / DROPSHIP_CRATE_ROCKET_HITS) + 1;
|
|
m_hLastInflictor = info.GetInflictor();
|
|
m_flLastHitTime = gpGlobals->curtime;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_iHealth -= dmgInfo.GetDamage();
|
|
}
|
|
|
|
if ( m_iHealth <= 0 )
|
|
{
|
|
m_iHealth = 0;
|
|
Event_Killed( dmgInfo );
|
|
return 0;
|
|
}
|
|
|
|
// Spawn damage effects
|
|
if ( nPrevHealth != GetHealth() )
|
|
{
|
|
if ( ShouldTriggerDamageEffect( nPrevHealth, MAX_SMOKE_TRAILS ) )
|
|
{
|
|
AddSmokeTrail( dmgInfo.GetDamagePosition() );
|
|
}
|
|
|
|
if ( ShouldTriggerDamageEffect( nPrevHealth, MAX_EXPLOSIONS ) )
|
|
{
|
|
ExplosionCreate( dmgInfo.GetDamagePosition(), vec3_angle, this, 1000, 500.0f,
|
|
SF_ENVEXPLOSION_NODAMAGE | SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE, 0 );
|
|
UTIL_ScreenShake( dmgInfo.GetDamagePosition(), 25.0, 150.0, 1.0, 750.0f, SHAKE_START );
|
|
|
|
ThrowFlamingGib();
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Add a smoke trail since we've taken more damage
|
|
//-----------------------------------------------------------------------------
|
|
void CCombineDropshipContainer::AddSmokeTrail( const Vector &vecPos )
|
|
{
|
|
// Start this trail out with a bang!
|
|
ExplosionCreate( vecPos, vec3_angle, this, 1000, 500.0f, SF_ENVEXPLOSION_NODAMAGE |
|
|
SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE, 0 );
|
|
UTIL_ScreenShake( vecPos, 25.0, 150.0, 1.0, 750.0f, SHAKE_START );
|
|
|
|
if ( m_nSmokeTrailCount == MAX_SMOKE_TRAILS )
|
|
return;
|
|
|
|
SmokeTrail *pSmokeTrail = SmokeTrail::CreateSmokeTrail();
|
|
if( !pSmokeTrail )
|
|
return;
|
|
|
|
// See if there's an attachment for this smoke trail
|
|
char buf[32];
|
|
Q_snprintf( buf, 32, "damage%d", m_nSmokeTrailCount );
|
|
int nAttachment = LookupAttachment( buf );
|
|
|
|
++m_nSmokeTrailCount;
|
|
|
|
pSmokeTrail->m_SpawnRate = 20;
|
|
pSmokeTrail->m_ParticleLifetime = 4.0f;
|
|
pSmokeTrail->m_StartColor.Init( 0.7f, 0.7f, 0.7f );
|
|
pSmokeTrail->m_EndColor.Init( 0.6, 0.6, 0.6 );
|
|
pSmokeTrail->m_StartSize = 15;
|
|
pSmokeTrail->m_EndSize = 50;
|
|
pSmokeTrail->m_SpawnRadius = 15;
|
|
pSmokeTrail->m_Opacity = 0.75f;
|
|
pSmokeTrail->m_MinSpeed = 10;
|
|
pSmokeTrail->m_MaxSpeed = 20;
|
|
pSmokeTrail->m_MinDirectedSpeed = 100.0f;
|
|
pSmokeTrail->m_MaxDirectedSpeed = 120.0f;
|
|
pSmokeTrail->SetLifetime( 5 );
|
|
pSmokeTrail->SetParent( this, nAttachment );
|
|
if ( nAttachment == 0 )
|
|
{
|
|
pSmokeTrail->SetAbsOrigin( vecPos );
|
|
}
|
|
else
|
|
{
|
|
pSmokeTrail->SetLocalOrigin( vec3_origin );
|
|
}
|
|
|
|
Vector vecForward( -1, 0, 0 );
|
|
QAngle angles;
|
|
VectorAngles( vecForward, angles );
|
|
pSmokeTrail->SetAbsAngles( angles );
|
|
pSmokeTrail->SetMoveType( MOVETYPE_NONE );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
//
|
|
// Combine Dropship implementation:
|
|
//
|
|
//------------------------------------------------------------------------------
|
|
LINK_ENTITY_TO_CLASS( npc_combinedropship, CNPC_CombineDropship );
|
|
|
|
BEGIN_DATADESC( CNPC_CombineDropship )
|
|
|
|
DEFINE_FIELD( m_flTimeTakeOff, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flNextTroopSpawnAttempt, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flDropDelay, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flTimeNextAttack, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flLastTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_iMineCount, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_totalMinesToDrop, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_soldiersToDrop, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_iDropState, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_bDropMines, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_iLandState, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_engineThrust, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_bIsFiring, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_iBurstRounds, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_existPitch, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_existRoll, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_leaveCrate, FIELD_BOOLEAN ),
|
|
DEFINE_KEYFIELD( m_iCrateType, FIELD_INTEGER, "CrateType" ),
|
|
DEFINE_FIELD( m_flLandingSpeed, FIELD_FLOAT ),
|
|
DEFINE_KEYFIELD( m_flGunRange, FIELD_FLOAT, "GunRange" ),
|
|
DEFINE_FIELD( m_vecAngAcceleration,FIELD_VECTOR ),
|
|
DEFINE_FIELD( m_hContainer, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hPickupTarget, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_iContainerMoveType, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_bWaitForDropoffInput, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_hLandTarget, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_bHasDroppedOff, FIELD_BOOLEAN ),
|
|
DEFINE_KEYFIELD( m_bInvulnerable, FIELD_BOOLEAN, "Invulnerable" ),
|
|
DEFINE_KEYFIELD( m_iszLandTarget, FIELD_STRING, "LandTarget" ),
|
|
DEFINE_SOUNDPATCH( m_pRotorOnGroundSound ),
|
|
DEFINE_SOUNDPATCH( m_pDescendingWarningSound ),
|
|
DEFINE_SOUNDPATCH( m_pNearRotorSound ),
|
|
|
|
DEFINE_KEYFIELD( m_iszAPCVehicleName, FIELD_STRING, "APCVehicleName" ),
|
|
|
|
DEFINE_KEYFIELD( m_sRollermineTemplate, FIELD_STRING, "RollermineTemplate" ),
|
|
DEFINE_FIELD( m_sRollermineTemplateData, FIELD_STRING ),
|
|
|
|
DEFINE_ARRAY( m_sNPCTemplateData, FIELD_STRING, DROPSHIP_MAX_SOLDIERS ),
|
|
DEFINE_KEYFIELD( m_sNPCTemplate[0], FIELD_STRING, "NPCTemplate" ),
|
|
DEFINE_KEYFIELD( m_sNPCTemplate[1], FIELD_STRING, "NPCTemplate2" ),
|
|
DEFINE_KEYFIELD( m_sNPCTemplate[2], FIELD_STRING, "NPCTemplate3" ),
|
|
DEFINE_KEYFIELD( m_sNPCTemplate[3], FIELD_STRING, "NPCTemplate4" ),
|
|
DEFINE_KEYFIELD( m_sNPCTemplate[4], FIELD_STRING, "NPCTemplate5" ),
|
|
DEFINE_KEYFIELD( m_sNPCTemplate[5], FIELD_STRING, "NPCTemplate6" ),
|
|
// Here to shut classcheck up
|
|
//DEFINE_ARRAY( m_sNPCTemplate, FIELD_STRING, DROPSHIP_MAX_SOLDIERS ),
|
|
//DEFINE_ARRAY( m_sDustoffPoints, FIELD_STRING, DROPSHIP_MAX_SOLDIERS ),
|
|
DEFINE_KEYFIELD( m_sDustoffPoints[0], FIELD_STRING, "Dustoff1" ),
|
|
DEFINE_KEYFIELD( m_sDustoffPoints[1], FIELD_STRING, "Dustoff2" ),
|
|
DEFINE_KEYFIELD( m_sDustoffPoints[2], FIELD_STRING, "Dustoff3" ),
|
|
DEFINE_KEYFIELD( m_sDustoffPoints[3], FIELD_STRING, "Dustoff4" ),
|
|
DEFINE_KEYFIELD( m_sDustoffPoints[4], FIELD_STRING, "Dustoff5" ),
|
|
DEFINE_KEYFIELD( m_sDustoffPoints[5], FIELD_STRING, "Dustoff6" ),
|
|
DEFINE_FIELD( m_iCurrentTroopExiting, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_hLastTroopToLeave, FIELD_EHANDLE ),
|
|
|
|
DEFINE_FIELD( m_iMuzzleAttachment, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_iMachineGunBaseAttachment, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_iMachineGunRefAttachment, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_iAttachmentTroopDeploy, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_iAttachmentDeployStart , FIELD_INTEGER ),
|
|
|
|
DEFINE_SOUNDPATCH( m_pCannonSound ),
|
|
|
|
DEFINE_INPUTFUNC( FIELD_INTEGER, "LandLeaveCrate", InputLandLeave ),
|
|
DEFINE_INPUTFUNC( FIELD_INTEGER, "LandTakeCrate", InputLandTake ),
|
|
DEFINE_INPUTFUNC( FIELD_STRING, "SetLandTarget", InputSetLandTarget ),
|
|
DEFINE_INPUTFUNC( FIELD_INTEGER, "DropMines", InputDropMines ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "DropStrider", InputDropStrider ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "DropAPC", InputDropAPC ),
|
|
DEFINE_INPUTFUNC( FIELD_STRING, "Pickup", InputPickup ),
|
|
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetGunRange", InputSetGunRange ),
|
|
DEFINE_INPUTFUNC( FIELD_STRING, "NPCFinishDustoff", InputNPCFinishDustoff ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "StopWaitingForDropoff", InputStopWaitingForDropoff ),
|
|
DEFINE_INPUTFUNC( FIELD_STRING, "Hover", InputHover ),
|
|
DEFINE_INPUTFUNC( FIELD_STRING, "FlyToPathTrack", InputFlyToPathTrack ),
|
|
|
|
DEFINE_OUTPUT( m_OnFinishedDropoff, "OnFinishedDropoff" ),
|
|
DEFINE_OUTPUT( m_OnFinishedPickup, "OnFinishedPickup" ),
|
|
|
|
DEFINE_OUTPUT( m_OnContainerShotDownBeforeDropoff, "OnCrateShotDownBeforeDropoff" ),
|
|
DEFINE_OUTPUT( m_OnContainerShotDownAfterDropoff, "OnCrateShotDownAfterDropoff" ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Destructor
|
|
//------------------------------------------------------------------------------
|
|
CNPC_CombineDropship::~CNPC_CombineDropship(void)
|
|
{
|
|
if ( m_hContainer )
|
|
{
|
|
UTIL_Remove( m_hContainer ); // get rid of container
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::Spawn( void )
|
|
{
|
|
Precache( );
|
|
SetModel( "models/combine_dropship.mdl" );
|
|
|
|
#ifdef _XBOX
|
|
AddEffects( EF_NOSHADOW );
|
|
#endif //_XBOX
|
|
|
|
InitPathingData( DROPSHIP_ARRIVE_DIST, DROPSHIP_MIN_CHASE_DIST_DIFF, DROPSHIP_AVOID_DIST );
|
|
|
|
m_iContainerMoveType = MOVETYPE_NONE;
|
|
m_iCurrentTroopExiting = 0;
|
|
m_bHasDroppedOff = false;
|
|
m_iMuzzleAttachment = -1;
|
|
m_iMachineGunBaseAttachment = -1;
|
|
m_iMachineGunRefAttachment = -1;
|
|
m_iAttachmentTroopDeploy = -1;
|
|
m_iAttachmentDeployStart = -1;
|
|
|
|
// create the correct bin for the ship to carry
|
|
switch ( m_iCrateType )
|
|
{
|
|
case CRATE_ROLLER_HOPPER:
|
|
break;
|
|
|
|
case CRATE_SOLDIER:
|
|
m_hContainer = (CBaseAnimating*)CreateEntityByName( "prop_dropship_container" );
|
|
if ( m_hContainer )
|
|
{
|
|
m_hContainer->SetName( AllocPooledString("dropship_container") );
|
|
m_hContainer->SetAbsOrigin( GetAbsOrigin() );
|
|
m_hContainer->SetAbsAngles( GetAbsAngles() );
|
|
m_hContainer->SetParent(this, 0);
|
|
m_hContainer->SetOwnerEntity(this);
|
|
m_hContainer->Spawn();
|
|
|
|
IPhysicsObject *pPhysicsObject = m_hContainer->VPhysicsGetObject();
|
|
if ( pPhysicsObject )
|
|
{
|
|
pPhysicsObject->SetShadow( 1e4, 1e4, false, false );
|
|
pPhysicsObject->UpdateShadow( m_hContainer->GetAbsOrigin(), m_hContainer->GetAbsAngles(), false, 0 );
|
|
}
|
|
|
|
m_hContainer->SetMoveType( MOVETYPE_PUSH );
|
|
m_hContainer->SetGroundEntity( NULL );
|
|
|
|
// Cache off container's attachment points
|
|
m_iAttachmentTroopDeploy = m_hContainer->LookupAttachment( "deploy_landpoint" );
|
|
m_iAttachmentDeployStart = m_hContainer->LookupAttachment( "Deploy_Start" );
|
|
m_iMuzzleAttachment = m_hContainer->LookupAttachment( "muzzle" );
|
|
m_iMachineGunBaseAttachment = m_hContainer->LookupAttachment( "gun_base" );
|
|
// NOTE: gun_ref must have the same position as gun_base, but rotates with the gun
|
|
m_iMachineGunRefAttachment = m_hContainer->LookupAttachment( "gun_ref" );
|
|
}
|
|
break;
|
|
|
|
case CRATE_STRIDER:
|
|
m_hContainer = (CBaseAnimating*)CreateEntityByName( "npc_strider" );
|
|
m_hContainer->SetAbsOrigin( GetAbsOrigin() - Vector( 0, 0 , 100 ) );
|
|
m_hContainer->SetAbsAngles( GetAbsAngles() );
|
|
m_hContainer->SetParent(this, 0);
|
|
m_hContainer->SetOwnerEntity(this);
|
|
m_hContainer->Spawn();
|
|
m_hContainer->SetAbsOrigin( GetAbsOrigin() - Vector( 0, 0 , 100 ) );
|
|
break;
|
|
|
|
case CRATE_APC:
|
|
{
|
|
m_soldiersToDrop = 0;
|
|
m_hContainer = (CBaseAnimating*)gEntList.FindEntityByName( NULL, m_iszAPCVehicleName );
|
|
if ( !m_hContainer )
|
|
{
|
|
Warning("Unable to find APC %s\n", STRING( m_iszAPCVehicleName ) );
|
|
break;
|
|
}
|
|
|
|
Vector apcPosition = GetAbsOrigin() - Vector( 0, 0 , 25 );
|
|
QAngle apcAngles = GetAbsAngles();
|
|
VMatrix mat, rot, result;
|
|
MatrixFromAngles( apcAngles, mat );
|
|
MatrixBuildRotateZ( rot, -90 );
|
|
MatrixMultiply( mat, rot, result );
|
|
MatrixToAngles( result, apcAngles );
|
|
|
|
m_hContainer->Teleport( &apcPosition, &apcAngles, NULL );
|
|
|
|
m_iContainerMoveType = m_hContainer->GetMoveType();
|
|
|
|
IPhysicsObject *pPhysicsObject = m_hContainer->VPhysicsGetObject();
|
|
if ( pPhysicsObject )
|
|
{
|
|
pPhysicsObject->SetShadow( 1e4, 1e4, false, false );
|
|
}
|
|
|
|
m_hContainer->SetParent(this, 0);
|
|
m_hContainer->SetOwnerEntity(this);
|
|
m_hContainer->SetMoveType( MOVETYPE_PUSH );
|
|
m_hContainer->SetGroundEntity( NULL );
|
|
m_hContainer->UpdatePhysicsShadowToCurrentPosition(0);
|
|
}
|
|
break;
|
|
|
|
case CRATE_JEEP:
|
|
m_hContainer = (CBaseAnimating*)CreateEntityByName( "prop_dynamic_override" );
|
|
if ( m_hContainer )
|
|
{
|
|
m_hContainer->SetModel( "models/buggy.mdl" );
|
|
m_hContainer->SetName( AllocPooledString("dropship_jeep") );
|
|
|
|
m_hContainer->SetAbsOrigin( GetAbsOrigin() );//- Vector( 0, 0 , 25 ) );
|
|
QAngle angles = GetAbsAngles();
|
|
VMatrix mat, rot, result;
|
|
MatrixFromAngles( angles, mat );
|
|
MatrixBuildRotateZ( rot, -90 );
|
|
MatrixMultiply( mat, rot, result );
|
|
MatrixToAngles( result, angles );
|
|
m_hContainer->SetAbsAngles( angles );
|
|
|
|
m_hContainer->SetParent(this, 0);
|
|
m_hContainer->SetOwnerEntity(this);
|
|
m_hContainer->SetSolid( SOLID_VPHYSICS );
|
|
m_hContainer->Spawn();
|
|
}
|
|
break;
|
|
|
|
case CRATE_NONE:
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// Setup our bbox
|
|
if ( m_hContainer )
|
|
{
|
|
UTIL_SetSize( this, DROPSHIP_BBOX_CRATE_MIN, DROPSHIP_BBOX_CRATE_MAX );
|
|
SetIdealActivity( (Activity)ACT_DROPSHIP_FLY_IDLE_CARGO );
|
|
}
|
|
else
|
|
{
|
|
UTIL_SetSize( this, DROPSHIP_BBOX_MIN, DROPSHIP_BBOX_MAX );
|
|
SetIdealActivity( (Activity)ACT_DROPSHIP_FLY_IDLE_EXAGG );
|
|
}
|
|
|
|
m_cullBoxMins = WorldAlignMins() - Vector(300,300,200);
|
|
m_cullBoxMaxs = WorldAlignMaxs() + Vector(300,300,200);
|
|
BaseClass::Spawn();
|
|
|
|
// Dropship ignores all damage, but can deal it to its carried container
|
|
m_takedamage = m_bInvulnerable ? DAMAGE_NO : DAMAGE_YES;
|
|
if ( m_bInvulnerable && m_hContainer )
|
|
{
|
|
m_hContainer->m_takedamage = DAMAGE_NO;
|
|
}
|
|
|
|
m_iHealth = 100;
|
|
m_flFieldOfView = 0.5; // 60 degrees
|
|
m_iBurstRounds = 15;
|
|
|
|
InitBoneControllers();
|
|
InitCustomSchedules();
|
|
|
|
m_flMaxSpeed = DROPSHIP_MAX_SPEED;
|
|
m_flMaxSpeedFiring = BASECHOPPER_MAX_FIRING_SPEED;
|
|
m_hPickupTarget = NULL;
|
|
m_hLandTarget = NULL;
|
|
|
|
//!!!HACKHACK
|
|
// This tricks the AI code that constantly complains that the vehicle has no schedule.
|
|
SetSchedule( SCHED_IDLE_STAND );
|
|
|
|
SetLandingState( LANDING_NO );
|
|
|
|
if ( HasSpawnFlags( SF_DROPSHIP_WAIT_FOR_DROPOFF_INPUT ) )
|
|
{
|
|
m_bWaitForDropoffInput = true;
|
|
}
|
|
else
|
|
{
|
|
m_bWaitForDropoffInput = false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called after spawning on map load or on a load from save game.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::Activate( void )
|
|
{
|
|
BaseClass::Activate();
|
|
|
|
if ( !m_sRollermineTemplateData )
|
|
{
|
|
m_sRollermineTemplateData = NULL_STRING;
|
|
if ( m_sRollermineTemplate != NULL_STRING )
|
|
{
|
|
// This must be the first time we're activated, not a load from save game.
|
|
// Look up the template in the template database.
|
|
m_sRollermineTemplateData = Templates_FindByTargetName(STRING(m_sRollermineTemplate));
|
|
if ( m_sRollermineTemplateData == NULL_STRING )
|
|
{
|
|
Warning( "npc_combinedropship %s: Rollermine Template %s not found!\n", STRING(GetEntityName()), STRING(m_sRollermineTemplate) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::Precache( void )
|
|
{
|
|
// Models
|
|
PrecacheModel("models/combine_dropship.mdl");
|
|
switch ( m_iCrateType )
|
|
{
|
|
case CRATE_SOLDIER:
|
|
UTIL_PrecacheOther( "prop_dropship_container" );
|
|
|
|
//
|
|
// Precache the all templates that we are configured to spawn
|
|
//
|
|
for ( int i = 0; i < DROPSHIP_MAX_SOLDIERS; i++ )
|
|
{
|
|
if ( m_sNPCTemplate[i] != NULL_STRING )
|
|
{
|
|
if ( m_sNPCTemplateData[i] == NULL_STRING )
|
|
{
|
|
m_sNPCTemplateData[i] = Templates_FindByTargetName(STRING(m_sNPCTemplate[i]));
|
|
}
|
|
if ( m_sNPCTemplateData[i] != NULL_STRING )
|
|
{
|
|
CBaseEntity *pEntity = NULL;
|
|
MapEntity_ParseEntity( pEntity, STRING(m_sNPCTemplateData[i]), NULL );
|
|
if ( pEntity != NULL )
|
|
{
|
|
pEntity->Precache();
|
|
UTIL_RemoveImmediate( pEntity );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Warning( "npc_combinedropship %s: Template NPC %s not found!\n", STRING(GetEntityName()), STRING(m_sNPCTemplate[i]) );
|
|
|
|
// Use the first template we've got
|
|
m_sNPCTemplateData[i] = m_sNPCTemplateData[0];
|
|
}
|
|
|
|
// Make sure we've got a dustoff point for it
|
|
if ( m_sDustoffPoints[i] == NULL_STRING )
|
|
{
|
|
Warning( "npc_combinedropship %s: Has no dustoff point for NPC %d!\n", STRING(GetEntityName()), i );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_sNPCTemplateData[i] = NULL_STRING;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CRATE_JEEP:
|
|
PrecacheModel("models/buggy.mdl");
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
PrecacheScriptSound( "NPC_CombineDropship.RotorLoop" );
|
|
PrecacheScriptSound( "NPC_CombineDropship.FireLoop" );
|
|
PrecacheScriptSound( "NPC_CombineDropship.NearRotorLoop" );
|
|
PrecacheScriptSound( "NPC_CombineDropship.OnGroundRotorLoop" );
|
|
PrecacheScriptSound( "NPC_CombineDropship.DescendingWarningLoop" );
|
|
PrecacheScriptSound( "NPC_CombineDropship.NearRotorLoop" );
|
|
|
|
if ( m_sRollermineTemplate != NULL_STRING )
|
|
{
|
|
UTIL_PrecacheOther( "npc_rollermine" );
|
|
}
|
|
|
|
BaseClass::Precache();
|
|
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::Flight( void )
|
|
{
|
|
// Only run the flight model in some flight states
|
|
bool bRunFlight = ( GetLandingState() == LANDING_NO ||
|
|
GetLandingState() == LANDING_LEVEL_OUT ||
|
|
GetLandingState() == LANDING_LIFTOFF ||
|
|
GetLandingState() == LANDING_SWOOPING ||
|
|
GetLandingState() == LANDING_DESCEND ||
|
|
GetLandingState() == LANDING_HOVER_LEVEL_OUT ||
|
|
GetLandingState() == LANDING_HOVER_DESCEND );
|
|
|
|
Vector forward, right, up;
|
|
GetVectors( &forward, &right, &up );
|
|
|
|
float finspeed = 0;
|
|
float swayspeed = 0;
|
|
Vector vecImpulse = vec3_origin;
|
|
|
|
//Adrian: Slowly lerp the orientation and position of the cargo into place...
|
|
//We assume CRATE_NONE means the dropship just picked up some random phys object.
|
|
if ( m_hContainer != NULL && ( m_iCrateType == CRATE_SOLDIER || m_iCrateType == CRATE_NONE ) )
|
|
{
|
|
if ( m_hContainer->GetLocalOrigin() != vec3_origin )
|
|
{
|
|
Vector vCurrentLocalOrigin = m_hContainer->GetLocalOrigin();
|
|
Vector vLocalOrigin;
|
|
|
|
VectorLerp( vCurrentLocalOrigin, vec3_origin, 0.05f, vLocalOrigin );
|
|
|
|
m_hContainer->SetLocalOrigin( vLocalOrigin );
|
|
}
|
|
|
|
if ( m_hContainer->GetLocalAngles() != vec3_angle )
|
|
{
|
|
QAngle vCurrentLocalAngles = m_hContainer->GetLocalAngles();
|
|
QAngle vLocalAngles;
|
|
|
|
vLocalAngles = Lerp( 0.05f, vCurrentLocalAngles, vec3_angle );
|
|
|
|
m_hContainer->SetLocalAngles( vLocalAngles );
|
|
}
|
|
}
|
|
|
|
if ( bRunFlight )
|
|
{
|
|
if( GetFlags() & FL_ONGROUND )
|
|
{
|
|
// This would be really bad.
|
|
SetGroundEntity( NULL );
|
|
}
|
|
|
|
// calc desired acceleration
|
|
float dt = 1.0f;
|
|
|
|
Vector accel;
|
|
float accelRate = DROPSHIP_ACCEL_RATE;
|
|
float maxSpeed = GetMaxSpeed();
|
|
|
|
if ( m_lifeState == LIFE_DYING )
|
|
{
|
|
accelRate *= 5.0;
|
|
maxSpeed *= 5.0;
|
|
}
|
|
|
|
float flCurrentSpeed = GetAbsVelocity().Length();
|
|
float flDist = MIN( flCurrentSpeed + accelRate, maxSpeed );
|
|
|
|
Vector deltaPos;
|
|
if ( GetLandingState() == LANDING_SWOOPING )
|
|
{
|
|
// Move directly to the target point
|
|
deltaPos = GetDesiredPosition();
|
|
}
|
|
else
|
|
{
|
|
ComputeActualTargetPosition( flDist, dt, 0.0f, &deltaPos );
|
|
}
|
|
deltaPos -= GetAbsOrigin();
|
|
|
|
//NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + deltaPos, 0, 255, 0, true, 0.1f );
|
|
|
|
// calc goal linear accel to hit deltaPos in dt time.
|
|
accel.x = 2.0 * (deltaPos.x - GetAbsVelocity().x * dt) / (dt * dt);
|
|
accel.y = 2.0 * (deltaPos.y - GetAbsVelocity().y * dt) / (dt * dt);
|
|
accel.z = 2.0 * (deltaPos.z - GetAbsVelocity().z * dt + 0.5 * 384 * dt * dt) / (dt * dt);
|
|
|
|
float flDistFromPath = 0.0f;
|
|
Vector vecPoint, vecDelta;
|
|
if ( IsOnPathTrack() && GetLandingState() == LANDING_NO )
|
|
{
|
|
// Also, add in a little force to get us closer to our current line segment if we can
|
|
ClosestPointToCurrentPath( &vecPoint );
|
|
VectorSubtract( vecPoint, GetAbsOrigin(), vecDelta );
|
|
flDistFromPath = VectorNormalize( vecDelta );
|
|
if ( flDistFromPath > 200 )
|
|
{
|
|
// Strongly constrain to an n unit pipe around the current path
|
|
// by damping out all impulse forces that would push us further from the pipe
|
|
float flAmount = (flDistFromPath - 200) / 200.0f;
|
|
flAmount = clamp( flAmount, 0, 1 );
|
|
VectorMA( accel, flAmount * 200.0f, vecDelta, accel );
|
|
}
|
|
}
|
|
|
|
// don't fall faster than 0.2G or climb faster than 2G
|
|
accel.z = clamp( accel.z, 384 * 0.2, 384 * 2.0 );
|
|
|
|
Vector goalUp = accel;
|
|
VectorNormalize( goalUp );
|
|
|
|
// calc goal orientation to hit linear accel forces
|
|
float goalPitch = RAD2DEG( asin( DotProduct( forward, goalUp ) ) );
|
|
float goalYaw = UTIL_VecToYaw( m_vecDesiredFaceDir );
|
|
float goalRoll = RAD2DEG( asin( DotProduct( right, goalUp ) ) );
|
|
|
|
// clamp goal orientations
|
|
goalPitch = clamp( goalPitch, -45, 60 );
|
|
goalRoll = clamp( goalRoll, -45, 45 );
|
|
|
|
// calc angular accel needed to hit goal pitch in dt time.
|
|
dt = 0.6;
|
|
QAngle goalAngAccel;
|
|
goalAngAccel.x = 2.0 * (AngleDiff( goalPitch, AngleNormalize( GetLocalAngles().x ) ) - GetLocalAngularVelocity().x * dt) / (dt * dt);
|
|
goalAngAccel.y = 2.0 * (AngleDiff( goalYaw, AngleNormalize( GetLocalAngles().y ) ) - GetLocalAngularVelocity().y * dt) / (dt * dt);
|
|
goalAngAccel.z = 2.0 * (AngleDiff( goalRoll, AngleNormalize( GetLocalAngles().z ) ) - GetLocalAngularVelocity().z * dt) / (dt * dt);
|
|
|
|
goalAngAccel.x = clamp( goalAngAccel.x, -300, 300 );
|
|
//goalAngAccel.y = clamp( goalAngAccel.y, -60, 60 );
|
|
goalAngAccel.y = clamp( goalAngAccel.y, -120, 120 );
|
|
goalAngAccel.z = clamp( goalAngAccel.z, -300, 300 );
|
|
|
|
// limit angular accel changes to simulate mechanical response times
|
|
dt = 0.1;
|
|
QAngle angAccelAccel;
|
|
angAccelAccel.x = (goalAngAccel.x - m_vecAngAcceleration.x) / dt;
|
|
angAccelAccel.y = (goalAngAccel.y - m_vecAngAcceleration.y) / dt;
|
|
angAccelAccel.z = (goalAngAccel.z - m_vecAngAcceleration.z) / dt;
|
|
|
|
angAccelAccel.x = clamp( angAccelAccel.x, -1000, 1000 );
|
|
angAccelAccel.y = clamp( angAccelAccel.y, -1000, 1000 );
|
|
angAccelAccel.z = clamp( angAccelAccel.z, -1000, 1000 );
|
|
|
|
m_vecAngAcceleration += angAccelAccel * 0.1;
|
|
|
|
// DevMsg( "pitch %6.1f (%6.1f:%6.1f) ", goalPitch, GetLocalAngles().x, m_vecAngVelocity.x );
|
|
// DevMsg( "roll %6.1f (%6.1f:%6.1f) : ", goalRoll, GetLocalAngles().z, m_vecAngVelocity.z );
|
|
// DevMsg( "%6.1f %6.1f %6.1f : ", goalAngAccel.x, goalAngAccel.y, goalAngAccel.z );
|
|
// DevMsg( "%6.0f %6.0f %6.0f\n", angAccelAccel.x, angAccelAccel.y, angAccelAccel.z );
|
|
|
|
ApplySidewaysDrag( right );
|
|
ApplyGeneralDrag();
|
|
|
|
QAngle angVel = GetLocalAngularVelocity();
|
|
angVel += m_vecAngAcceleration * 0.1;
|
|
|
|
//angVel.y = clamp( angVel.y, -60, 60 );
|
|
//angVel.y = clamp( angVel.y, -120, 120 );
|
|
angVel.y = clamp( angVel.y, -120, 120 );
|
|
|
|
SetLocalAngularVelocity( angVel );
|
|
|
|
m_flForce = m_flForce * 0.8 + (accel.z + fabs( accel.x ) * 0.1 + fabs( accel.y ) * 0.1) * 0.1 * 0.2;
|
|
|
|
vecImpulse = m_flForce * up;
|
|
|
|
if ( m_lifeState == LIFE_DYING )
|
|
{
|
|
vecImpulse.z = -38.4; // 64ft/sec
|
|
}
|
|
else
|
|
{
|
|
vecImpulse.z -= 38.4; // 32ft/sec
|
|
}
|
|
|
|
// Find our current velocity
|
|
Vector vecVelDir = GetAbsVelocity();
|
|
|
|
VectorNormalize( vecVelDir );
|
|
|
|
if ( flDistFromPath > 100 )
|
|
{
|
|
// Strongly constrain to an n unit pipe around the current path
|
|
// by damping out all impulse forces that would push us further from the pipe
|
|
float flDot = DotProduct( vecImpulse, vecDelta );
|
|
if ( flDot < 0.0f )
|
|
{
|
|
VectorMA( vecImpulse, -flDot * 0.1f, vecDelta, vecImpulse );
|
|
}
|
|
|
|
// Also apply an extra impulse to compensate for the current velocity
|
|
flDot = DotProduct( vecVelDir, vecDelta );
|
|
if ( flDot < 0.0f )
|
|
{
|
|
VectorMA( vecImpulse, -flDot * 0.1f, vecDelta, vecImpulse );
|
|
}
|
|
}
|
|
|
|
// Find our acceleration direction
|
|
Vector vecAccelDir = vecImpulse;
|
|
VectorNormalize( vecAccelDir );
|
|
|
|
// Level out our plane of movement
|
|
vecAccelDir.z = 0.0f;
|
|
vecVelDir.z = 0.0f;
|
|
forward.z = 0.0f;
|
|
right.z = 0.0f;
|
|
|
|
// Find out how "fast" we're moving in relation to facing and acceleration
|
|
finspeed = m_flForce * DotProduct( vecVelDir, vecAccelDir );
|
|
swayspeed = m_flForce * DotProduct( vecVelDir, right );
|
|
}
|
|
|
|
// Use the correct pose params for the state of our container
|
|
int poseBodyAccel;
|
|
int poseBodySway;
|
|
if ( m_hContainer || GetLandingState() == LANDING_SWOOPING )
|
|
{
|
|
poseBodyAccel = m_poseCargo_Body_Accel;
|
|
poseBodySway = m_poseCargo_Body_Sway;
|
|
SetPoseParameter( m_poseBody_Accel, 0 );
|
|
SetPoseParameter( m_poseBody_Sway, 0 );
|
|
}
|
|
else
|
|
{
|
|
poseBodyAccel = m_poseBody_Accel;
|
|
poseBodySway = m_poseBody_Sway;
|
|
SetPoseParameter( m_poseCargo_Body_Accel, 0 );
|
|
SetPoseParameter( m_poseCargo_Body_Sway, 0 );
|
|
}
|
|
|
|
// If we're landing, deliberately tuck in the back end
|
|
if ( GetLandingState() == LANDING_DESCEND || GetLandingState() == LANDING_TOUCHDOWN ||
|
|
GetLandingState() == LANDING_UNLOADING || GetLandingState() == LANDING_UNLOADED || IsHovering() )
|
|
{
|
|
finspeed = -60;
|
|
}
|
|
|
|
// Apply the acceleration blend to the fins
|
|
float finAccelBlend = SimpleSplineRemapVal( finspeed, -60, 60, -1, 1 );
|
|
float curFinAccel = GetPoseParameter( poseBodyAccel );
|
|
curFinAccel = UTIL_Approach( finAccelBlend, curFinAccel, 0.1f );
|
|
SetPoseParameter( poseBodyAccel, EdgeLimitPoseParameter( poseBodyAccel, curFinAccel ) );
|
|
|
|
// Apply the spin sway to the fins
|
|
float finSwayBlend = SimpleSplineRemapVal( swayspeed, -60, 60, -1, 1 );
|
|
float curFinSway = GetPoseParameter( poseBodySway );
|
|
curFinSway = UTIL_Approach( finSwayBlend, curFinSway, 0.1f );
|
|
SetPoseParameter( poseBodySway, EdgeLimitPoseParameter( poseBodySway, curFinSway ) );
|
|
|
|
if ( bRunFlight )
|
|
{
|
|
// Add in our velocity pulse for this frame
|
|
ApplyAbsVelocityImpulse( vecImpulse );
|
|
}
|
|
|
|
//DevMsg("curFinAccel: %f, curFinSway: %f\n", curFinAccel, curFinSway );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Deals damage to what's behing carried
|
|
//------------------------------------------------------------------------------
|
|
int CNPC_CombineDropship::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
|
|
{
|
|
// FIXME: To make this work for CRATE_STRIDER or CRATE_APC, we need to
|
|
// add code to the strider + apc to make them not take double-damage from rockets
|
|
// (owing to the blast hitting the crate + the dropship). See the dropship container
|
|
// code above to see how to do it.
|
|
if ( m_hContainer && !m_bInvulnerable )
|
|
{
|
|
if ( (inputInfo.GetDamageType() & DMG_AIRBOAT) || (m_iCrateType == CRATE_SOLDIER) )
|
|
{
|
|
m_hContainer->TakeDamage( inputInfo );
|
|
}
|
|
}
|
|
|
|
// don't die
|
|
return 0;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Updates the facing direction
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::UpdateFacingDirection( void )
|
|
{
|
|
if ( GetEnemy() )
|
|
{
|
|
if ( !IsCrashing() && m_flLastSeen + 5 > gpGlobals->curtime )
|
|
{
|
|
// If we've seen the target recently, face the target.
|
|
//Msg( "Facing Target \n" );
|
|
m_vecDesiredFaceDir = m_vecTargetPosition - GetAbsOrigin();
|
|
}
|
|
else
|
|
{
|
|
// Remain facing the way you were facing...
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Face our desired position.
|
|
if ( GetDesiredPosition().DistToSqr( GetAbsOrigin() ) > 1 )
|
|
{
|
|
m_vecDesiredFaceDir = GetDesiredPosition() - GetAbsOrigin();
|
|
}
|
|
else
|
|
{
|
|
GetVectors( &m_vecDesiredFaceDir, NULL, NULL );
|
|
}
|
|
}
|
|
VectorNormalize( m_vecDesiredFaceDir );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::InitializeRotorSound( void )
|
|
{
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
|
|
CPASAttenuationFilter filter( this );
|
|
m_pRotorSound = controller.SoundCreate( filter, entindex(), "NPC_CombineDropship.RotorLoop" );
|
|
m_pNearRotorSound = controller.SoundCreate( filter, entindex(), "NPC_CombineDropship.NearRotorLoop" );
|
|
m_pRotorOnGroundSound = controller.SoundCreate( filter, entindex(), "NPC_CombineDropship.OnGroundRotorLoop" );
|
|
m_pDescendingWarningSound = controller.SoundCreate( filter, entindex(), "NPC_CombineDropship.DescendingWarningLoop" );
|
|
m_pCannonSound = controller.SoundCreate( filter, entindex(), "NPC_CombineDropship.FireLoop" );
|
|
|
|
// NOTE: m_pRotorSound is started up by the base class
|
|
if ( m_pCannonSound )
|
|
{
|
|
controller.Play( m_pCannonSound, 0.0, 100 );
|
|
}
|
|
|
|
if ( m_pDescendingWarningSound )
|
|
{
|
|
controller.Play( m_pDescendingWarningSound, 0.0, 100 );
|
|
}
|
|
|
|
if ( m_pRotorOnGroundSound )
|
|
{
|
|
controller.Play( m_pRotorOnGroundSound, 0.0, 100 );
|
|
}
|
|
|
|
if ( m_pNearRotorSound )
|
|
{
|
|
controller.Play( m_pNearRotorSound, 0.0, 100 );
|
|
}
|
|
|
|
m_engineThrust = 1.0f;
|
|
|
|
BaseClass::InitializeRotorSound();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::StopLoopingSounds()
|
|
{
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
|
|
if ( m_pCannonSound )
|
|
{
|
|
controller.SoundDestroy( m_pCannonSound );
|
|
m_pCannonSound = NULL;
|
|
}
|
|
|
|
if ( m_pRotorOnGroundSound )
|
|
{
|
|
controller.SoundDestroy( m_pRotorOnGroundSound );
|
|
m_pRotorOnGroundSound = NULL;
|
|
}
|
|
|
|
if ( m_pDescendingWarningSound )
|
|
{
|
|
controller.SoundDestroy( m_pDescendingWarningSound );
|
|
m_pDescendingWarningSound = NULL;
|
|
}
|
|
|
|
if ( m_pNearRotorSound )
|
|
{
|
|
controller.SoundDestroy( m_pNearRotorSound );
|
|
m_pNearRotorSound = NULL;
|
|
}
|
|
|
|
BaseClass::StopLoopingSounds();
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Updates the rotor wash volume
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::UpdateRotorWashVolume( CSoundPatch *pRotorSound, float flVolume, float flDeltaTime )
|
|
{
|
|
if ( !pRotorSound )
|
|
return;
|
|
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
float flVolDelta = flVolume - controller.SoundGetVolume( pRotorSound );
|
|
if ( flVolDelta )
|
|
{
|
|
// We can change from 0 to 1 in 3 seconds.
|
|
// Figure out how many seconds flVolDelta will take.
|
|
float flRampTime = fabs( flVolDelta ) * flDeltaTime;
|
|
controller.SoundChangeVolume( pRotorSound, flVolume, flRampTime );
|
|
}
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Updates the rotor wash volume
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::UpdateRotorWashVolume()
|
|
{
|
|
float flNearFactor = 0.0f;
|
|
CBaseEntity *pPlayer = UTIL_PlayerByIndex( 1 );
|
|
if (pPlayer)
|
|
{
|
|
float flDist = pPlayer->GetAbsOrigin().DistTo( GetAbsOrigin() );
|
|
flDist = clamp( flDist, DROPSHIP_NEAR_SOUND_MIN_DISTANCE, DROPSHIP_NEAR_SOUND_MAX_DISTANCE );
|
|
flNearFactor = RemapVal( flDist, DROPSHIP_NEAR_SOUND_MIN_DISTANCE, DROPSHIP_NEAR_SOUND_MAX_DISTANCE, 1.0f, 0.0f );
|
|
}
|
|
|
|
if ( m_pRotorSound )
|
|
{
|
|
UpdateRotorWashVolume( m_pRotorSound, m_engineThrust * GetRotorVolume() * (1.0f - flNearFactor), 3.0f );
|
|
}
|
|
|
|
if ( m_pNearRotorSound )
|
|
{
|
|
UpdateRotorWashVolume( m_pNearRotorSound, m_engineThrust * GetRotorVolume() * flNearFactor, 3.0f );
|
|
}
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::UpdateRotorSoundPitch( int iPitch )
|
|
{
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
|
|
float rotorPitch = 0.2 + m_engineThrust * 0.8;
|
|
if ( m_pRotorSound )
|
|
{
|
|
controller.SoundChangePitch( m_pRotorSound, iPitch + rotorPitch, 0.1 );
|
|
}
|
|
|
|
if ( m_pNearRotorSound )
|
|
{
|
|
controller.SoundChangePitch( m_pNearRotorSound, iPitch + rotorPitch, 0.1 );
|
|
}
|
|
|
|
if (m_pRotorOnGroundSound)
|
|
{
|
|
controller.SoundChangePitch( m_pRotorOnGroundSound, iPitch + rotorPitch, 0.1 );
|
|
}
|
|
|
|
UpdateRotorWashVolume();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : iSoldiers -
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::CalculateSoldierCount( int iSoldiers )
|
|
{
|
|
if ( m_iCrateType >= 0 )
|
|
{
|
|
m_soldiersToDrop = clamp( iSoldiers, 0, DROPSHIP_MAX_SOLDIERS );
|
|
}
|
|
else
|
|
{
|
|
m_soldiersToDrop = 0;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Leave crate being carried
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::InputLandLeave( inputdata_t &inputdata )
|
|
{
|
|
CalculateSoldierCount( inputdata.value.Int() );
|
|
m_leaveCrate = true;
|
|
LandCommon();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Take crate being carried to next point
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::InputLandTake( inputdata_t &inputdata )
|
|
{
|
|
CalculateSoldierCount( inputdata.value.Int() );
|
|
m_leaveCrate = false;
|
|
LandCommon();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input : bHover - If true, means we're landing on a hover point, not the ground
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::LandCommon( bool bHover )
|
|
{
|
|
// If we don't have a crate, we're not able to land
|
|
if ( !m_hContainer && !bHover )
|
|
return;
|
|
|
|
//DevMsg( "Landing\n" );
|
|
|
|
if( bHover )
|
|
{
|
|
SetLandingState( LANDING_HOVER_LEVEL_OUT );
|
|
}
|
|
else
|
|
{
|
|
SetLandingState( LANDING_LEVEL_OUT );
|
|
}
|
|
|
|
SetLocalAngularVelocity( vec3_angle );
|
|
|
|
// Do we have a land target?
|
|
if ( m_iszLandTarget != NULL_STRING )
|
|
{
|
|
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_iszLandTarget );
|
|
if ( !pTarget )
|
|
{
|
|
Warning("npc_combinedropship %s couldn't find land target named %s\n", STRING(GetEntityName()), STRING(m_iszLandTarget) );
|
|
return;
|
|
}
|
|
|
|
// Start heading to the point
|
|
m_hLandTarget = pTarget;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::InputSetLandTarget( inputdata_t &inputdata )
|
|
{
|
|
m_iszLandTarget = inputdata.value.StringID();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Drop mine inputs... done this way so generic path_corners can be used
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::InputDropMines( inputdata_t &inputdata )
|
|
{
|
|
m_totalMinesToDrop = inputdata.value.Int();
|
|
if ( m_totalMinesToDrop >= 1 ) // catch bogus values being passed in
|
|
{
|
|
m_bDropMines = true;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::InputDropStrider( inputdata_t &inputdata )
|
|
{
|
|
if ( !m_hContainer || !FClassnameIs( m_hContainer, "npc_strider" ) )
|
|
{
|
|
Warning("npc_combinedropship %s was told to drop Strider, but isn't carrying one!\n", STRING(GetEntityName()) );
|
|
return;
|
|
}
|
|
|
|
QAngle angles = GetAbsAngles();
|
|
|
|
angles.x = 0.0;
|
|
angles.z = 0.0;
|
|
|
|
m_hContainer->SetParent(NULL, 0);
|
|
m_hContainer->SetOwnerEntity(NULL);
|
|
m_hContainer->SetAbsAngles( angles );
|
|
m_hContainer->SetAbsVelocity( vec3_origin );
|
|
|
|
m_hContainer = NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::InputDropAPC( inputdata_t &inputdata )
|
|
{
|
|
if ( !m_hContainer || !FClassnameIs( m_hContainer, "prop_vehicle_apc" ) )
|
|
{
|
|
Warning("npc_combinedropship %s was told to drop APC, but isn't carrying one!\n", STRING(GetEntityName()) );
|
|
return;
|
|
}
|
|
|
|
m_hContainer->SetParent(NULL, 0);
|
|
// m_hContainer->SetOwnerEntity(NULL);
|
|
|
|
Vector vecAbsVelocity = GetAbsVelocity();
|
|
if ( vecAbsVelocity.z > 0 )
|
|
{
|
|
vecAbsVelocity.z = 0.0f;
|
|
}
|
|
if ( m_hContainer->GetHealth() > 0 )
|
|
{
|
|
vecAbsVelocity = vec3_origin;
|
|
}
|
|
|
|
m_hContainer->SetAbsVelocity( vecAbsVelocity );
|
|
m_hContainer->SetMoveType( (MoveType_t)m_iContainerMoveType );
|
|
|
|
// If the container has a physics object, remove it's shadow
|
|
IPhysicsObject *pPhysicsObject = m_hContainer->VPhysicsGetObject();
|
|
if ( pPhysicsObject )
|
|
{
|
|
pPhysicsObject->RemoveShadowController();
|
|
}
|
|
|
|
UTIL_SetSize( this, DROPSHIP_BBOX_MIN, DROPSHIP_BBOX_MAX );
|
|
|
|
m_hContainer = NULL;
|
|
m_OnFinishedDropoff.FireOutput( this, this );
|
|
SetLandingState( LANDING_NO );
|
|
m_hLandTarget = NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Drop the soldier container
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::DropSoldierContainer( )
|
|
{
|
|
m_hContainer->SetParent(NULL, 0);
|
|
// m_hContainer->SetOwnerEntity(NULL);
|
|
|
|
Vector vecAbsVelocity = GetAbsVelocity();
|
|
if ( vecAbsVelocity.z > 0 )
|
|
{
|
|
vecAbsVelocity.z = 0.0f;
|
|
}
|
|
|
|
m_hContainer->SetAbsVelocity( vecAbsVelocity );
|
|
m_hContainer->SetMoveType( MOVETYPE_VPHYSICS );
|
|
|
|
// If we have a troop in the process of exiting, kill him.
|
|
// We do this to avoid having to solve the AI problems resulting from it.
|
|
if ( m_hLastTroopToLeave )
|
|
{
|
|
CTakeDamageInfo dmgInfo( this, this, vec3_origin, m_hContainer->GetAbsOrigin(), m_hLastTroopToLeave->GetMaxHealth(), DMG_GENERIC );
|
|
m_hLastTroopToLeave->TakeDamage( dmgInfo );
|
|
}
|
|
|
|
// If the container has a physics object, remove it's shadow
|
|
IPhysicsObject *pPhysicsObject = m_hContainer->VPhysicsGetObject();
|
|
if ( pPhysicsObject )
|
|
{
|
|
pPhysicsObject->RemoveShadowController();
|
|
pPhysicsObject->SetVelocity( &vecAbsVelocity, &vec3_origin );
|
|
}
|
|
|
|
UTIL_SetSize( this, DROPSHIP_BBOX_MIN, DROPSHIP_BBOX_MAX );
|
|
|
|
m_hContainer = NULL;
|
|
SetLandingState( LANDING_NO );
|
|
m_hLandTarget = NULL;
|
|
|
|
if ( m_bHasDroppedOff )
|
|
{
|
|
m_OnContainerShotDownAfterDropoff.FireOutput( this, this );
|
|
}
|
|
else
|
|
{
|
|
int iTroopsNotUnloaded = (m_soldiersToDrop - m_iCurrentTroopExiting);
|
|
if ( g_debug_dropship.GetInt() )
|
|
{
|
|
Msg("Dropship died, troops not unloaded: %d\n", iTroopsNotUnloaded );
|
|
}
|
|
|
|
m_OnContainerShotDownBeforeDropoff.Set( iTroopsNotUnloaded, this, this );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Pick up a specified object
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::InputPickup( inputdata_t &inputdata )
|
|
{
|
|
// Can't pickup if we're already carrying something
|
|
if ( m_hContainer )
|
|
{
|
|
Warning("npc_combinedropship %s was told to pickup, but is already carrying something.\n", STRING(GetEntityName()) );
|
|
return;
|
|
}
|
|
|
|
string_t iszTargetName = inputdata.value.StringID();
|
|
if ( iszTargetName == NULL_STRING )
|
|
{
|
|
Warning("npc_combinedropship %s tried to pickup with no specified pickup target.\n", STRING(GetEntityName()) );
|
|
return;
|
|
}
|
|
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, iszTargetName );
|
|
if ( !pTarget )
|
|
{
|
|
Warning("npc_combinedropship %s couldn't find pickup target named %s\n", STRING(GetEntityName()), STRING(iszTargetName) );
|
|
return;
|
|
}
|
|
|
|
// Start heading to the point
|
|
m_hPickupTarget = pTarget;
|
|
|
|
m_bHasDroppedOff = false;
|
|
|
|
// Disable collisions to my target
|
|
m_hPickupTarget->SetOwnerEntity(this);
|
|
if ( m_NPCState == NPC_STATE_IDLE )
|
|
{
|
|
SetState( NPC_STATE_ALERT );
|
|
}
|
|
SetLandingState( LANDING_SWOOPING );
|
|
m_flLandingSpeed = GetAbsVelocity().Length();
|
|
|
|
UpdatePickupNavigation();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Set the range of the container's gun
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::InputSetGunRange( inputdata_t &inputdata )
|
|
{
|
|
m_flGunRange = inputdata.value.Float();
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Set the landing state
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::SetLandingState( LandingState_t landingState )
|
|
{
|
|
if ( landingState == m_iLandState )
|
|
return;
|
|
|
|
if ( m_pDescendingWarningSound )
|
|
{
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
if ( ( landingState == LANDING_DESCEND ) || ( landingState == LANDING_TOUCHDOWN ) || ( landingState == LANDING_UNLOADING ) || ( landingState == LANDING_UNLOADED ) || ( landingState == LANDING_HOVER_DESCEND ) )
|
|
{
|
|
controller.SoundChangeVolume( m_pDescendingWarningSound, m_bSuppressSound ? 0.0f : 1.0f, 0.3f );
|
|
}
|
|
else
|
|
{
|
|
controller.SoundChangeVolume( m_pDescendingWarningSound, 0.0f, 0.0f );
|
|
}
|
|
}
|
|
|
|
m_iLandState = landingState;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
bool CNPC_CombineDropship::IsHovering()
|
|
{
|
|
bool bIsHovering = false;
|
|
|
|
if( GetLandingState() > LANDING_START_HOVER && GetLandingState() < LANDING_END_HOVER )
|
|
{
|
|
bIsHovering = true;
|
|
}
|
|
|
|
return bIsHovering;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Update the ground rotorwash volume
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::UpdateGroundRotorWashSound( float flAltitude )
|
|
{
|
|
float flVolume = RemapValClamped( flAltitude, DROPSHIP_GROUND_WASH_MIN_ALTITUDE, DROPSHIP_GROUND_WASH_MAX_ALTITUDE, 1.0f, 0.0f );
|
|
UpdateRotorWashVolume( m_pRotorOnGroundSound, flVolume * GetRotorVolume(), 0.5f );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::PrescheduleThink( void )
|
|
{
|
|
BaseClass::PrescheduleThink();
|
|
|
|
// "npc_kill" destroys our container
|
|
if (m_debugOverlays & OVERLAY_NPC_KILL_BIT)
|
|
{
|
|
if ( m_hContainer )
|
|
{
|
|
CTakeDamageInfo dmgInfo( this, this, vec3_origin, vec3_origin, 1000, DMG_BLAST );
|
|
m_hContainer->TakeDamage( dmgInfo );
|
|
}
|
|
}
|
|
|
|
// Update the ground rotorwash volume
|
|
float flAltitude = GetAltitude();
|
|
UpdateGroundRotorWashSound( flAltitude );
|
|
|
|
// keep track of think time deltas for burn calc below
|
|
float dt = gpGlobals->curtime - m_flLastTime;
|
|
m_flLastTime = gpGlobals->curtime;
|
|
|
|
switch( GetLandingState() )
|
|
{
|
|
case LANDING_NO:
|
|
{
|
|
if ( IsActivityFinished() && (GetActivity() != ACT_DROPSHIP_FLY_IDLE_EXAGG && GetActivity() != ACT_DROPSHIP_FLY_IDLE_CARGO) )
|
|
{
|
|
if ( m_hContainer )
|
|
{
|
|
SetIdealActivity( (Activity)ACT_DROPSHIP_FLY_IDLE_CARGO );
|
|
}
|
|
else
|
|
{
|
|
SetIdealActivity( (Activity)ACT_DROPSHIP_FLY_IDLE_EXAGG );
|
|
}
|
|
}
|
|
|
|
DoRotorWash();
|
|
}
|
|
break;
|
|
|
|
case LANDING_LEVEL_OUT:
|
|
case LANDING_HOVER_LEVEL_OUT:
|
|
{
|
|
// Approach the drop point
|
|
Vector vecToTarget = (GetDesiredPosition() - GetAbsOrigin());
|
|
float flDistance = vecToTarget.Length();
|
|
|
|
// Are we there yet?
|
|
float flSpeed = GetAbsVelocity().Length();
|
|
if ( flDistance < 70 && flSpeed < 100 )
|
|
{
|
|
m_flLandingSpeed = flSpeed;
|
|
|
|
if( IsHovering() )
|
|
{
|
|
SetLandingState( LANDING_HOVER_DESCEND );
|
|
}
|
|
else
|
|
{
|
|
SetLandingState( LANDING_DESCEND );
|
|
}
|
|
|
|
// save off current angles so we can work them out over time
|
|
QAngle angles = GetLocalAngles();
|
|
m_existPitch = angles.x;
|
|
m_existRoll = angles.z;
|
|
}
|
|
|
|
DoRotorWash();
|
|
}
|
|
break;
|
|
|
|
case LANDING_DESCEND:
|
|
case LANDING_HOVER_DESCEND:
|
|
{
|
|
/*
|
|
if ( IsActivityFinished() && GetActivity() != ACT_DROPSHIP_DESCEND_IDLE )
|
|
{
|
|
SetActivity( (Activity)ACT_DROPSHIP_DESCEND_IDLE );
|
|
}
|
|
*/
|
|
|
|
if( IsHovering() && m_hLandTarget != NULL )
|
|
{
|
|
// We're trying to hover above an arbitrary point, not above the ground.
|
|
// Recompute flAltitude to indicate the vertical distance from the land
|
|
// target so that touchdown is correctly detected.
|
|
flAltitude = GetAbsOrigin().z - m_hLandTarget->GetAbsOrigin().z;
|
|
}
|
|
|
|
// Orient myself to the desired direction
|
|
bool bStillOrienting = false;
|
|
Vector targetDir;
|
|
if ( m_hLandTarget )
|
|
{
|
|
// We've got a land target, so match it's orientation
|
|
AngleVectors( m_hLandTarget->GetAbsAngles(), &targetDir );
|
|
}
|
|
else
|
|
{
|
|
// No land target.
|
|
targetDir = GetDesiredPosition() - GetAbsOrigin();
|
|
}
|
|
|
|
// Don't unload until we're facing the way the dropoff point specifies
|
|
float flTargetYaw = UTIL_VecToYaw( targetDir );
|
|
float flDeltaYaw = UTIL_AngleDiff( flTargetYaw, GetAbsAngles().y );
|
|
if ( fabs(flDeltaYaw) > 5 )
|
|
{
|
|
bStillOrienting = true;
|
|
}
|
|
|
|
// Ensure we land on the drop point. Stop dropping if we're still turning.
|
|
Vector vecToTarget = (GetDesiredPosition() - GetAbsOrigin());
|
|
float flDistance = vecToTarget.Length();
|
|
float flRampedSpeed = m_flLandingSpeed * (flDistance / 70);
|
|
Vector vecVelocity = (flRampedSpeed / flDistance) * vecToTarget;
|
|
|
|
#define MAX_LAND_VEL -300.0f
|
|
#define MIN_LAND_VEL -75.0f
|
|
#define ALTITUDE_CAP 512.0f
|
|
|
|
float flFactor = MIN( 1.0, flAltitude / ALTITUDE_CAP );
|
|
float flDescendVelocity = MIN( -75, MAX_LAND_VEL * flFactor );
|
|
|
|
vecVelocity.z = flDescendVelocity;
|
|
|
|
SetAbsVelocity( vecVelocity );
|
|
|
|
if ( flAltitude < 72 )
|
|
{
|
|
QAngle angles = GetLocalAngles();
|
|
|
|
// Level out quickly.
|
|
angles.x = UTIL_Approach( 0.0, angles.x, 0.2 );
|
|
angles.z = UTIL_Approach( 0.0, angles.z, 0.2 );
|
|
|
|
SetLocalAngles( angles );
|
|
}
|
|
else
|
|
{
|
|
// randomly move as if buffeted by ground effects
|
|
// gently flatten ship from starting pitch/yaw
|
|
m_existPitch = UTIL_Approach( 0.0, m_existPitch, 1 );
|
|
m_existRoll = UTIL_Approach( 0.0, m_existRoll, 1 );
|
|
|
|
QAngle angles = GetLocalAngles();
|
|
angles.x = m_existPitch + ( sin( gpGlobals->curtime * 3.5f ) * DROPSHIP_MAX_LAND_TILT );
|
|
angles.z = m_existRoll + ( sin( gpGlobals->curtime * 3.75f ) * DROPSHIP_MAX_LAND_TILT );
|
|
SetLocalAngles( angles );
|
|
}
|
|
|
|
DoRotorWash();
|
|
|
|
// place danger sounds 1 foot above ground to get troops to scatter if they are below dropship
|
|
Vector vecBottom = GetAbsOrigin();
|
|
vecBottom.z += WorldAlignMins().z;
|
|
Vector vecSpot = vecBottom + Vector(0, 0, -1) * (flAltitude - 12 );
|
|
CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, 400, 0.1, this, 0 );
|
|
CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, vecSpot, 400, 0.1, this, 1 );
|
|
// NDebugOverlay::Cross3D( vecSpot, -Vector(4,4,4), Vector(4,4,4), 255, 0, 255, false, 10.0f );
|
|
|
|
// now check to see if player is below us, if so, cause heat damage to them (i.e. get them to move)
|
|
trace_t tr;
|
|
Vector vecBBoxMin = CRATE_BBOX_MIN; // use flat box for check
|
|
vecBBoxMin.z = -5;
|
|
Vector vecBBoxMax = CRATE_BBOX_MAX;
|
|
vecBBoxMax.z = 5;
|
|
Vector pEndPoint = vecBottom + Vector(0, 0, -1) * ( flAltitude - 12 );
|
|
AI_TraceHull( vecBottom, pEndPoint, vecBBoxMin, vecBBoxMax, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
if ( tr.fraction < 1.0f )
|
|
{
|
|
// Damage anything that's blocking me
|
|
if ( tr.m_pEnt && tr.m_pEnt->m_takedamage != DAMAGE_NO )
|
|
{
|
|
CTakeDamageInfo info( this, this, 20 * dt, DMG_BURN );
|
|
tr.m_pEnt->TakeDamage( info );
|
|
}
|
|
}
|
|
|
|
if ( !bStillOrienting && ((flAltitude <= 0.5f) || (m_iCrateType == CRATE_APC)) )
|
|
{
|
|
if( IsHovering() )
|
|
{
|
|
SetAbsVelocity( vec3_origin );
|
|
SetLandingState( LANDING_HOVER_TOUCHDOWN );
|
|
}
|
|
else
|
|
{
|
|
SetLandingState( LANDING_TOUCHDOWN );
|
|
}
|
|
|
|
// upon landing, make sure ship is flat
|
|
QAngle angles = GetLocalAngles();
|
|
angles.x = 0;
|
|
angles.z = 0;
|
|
SetLocalAngles( angles );
|
|
|
|
// TODO: Release cargo anim
|
|
//SetActivity( (Activity)ACT_DROPSHIP_DESCEND_IDLE );
|
|
return;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case LANDING_TOUCHDOWN:
|
|
case LANDING_HOVER_TOUCHDOWN:
|
|
{
|
|
/*
|
|
if ( IsActivityFinished() && ( GetActivity() != ACT_DROPSHIP_DESCEND_IDLE ) )
|
|
{
|
|
SetActivity( (Activity)ACT_DROPSHIP_DESCEND_IDLE );
|
|
}
|
|
*/
|
|
|
|
// Wait here if we're supposed to wait for the dropoff input
|
|
if ( m_bWaitForDropoffInput )
|
|
return;
|
|
|
|
// Wait here till designer tells us to get moving again.
|
|
if ( IsHovering() )
|
|
return;
|
|
|
|
SetLandingState( LANDING_UNLOADING );
|
|
|
|
// If we're dropping off troops, we'll wait for them to be done.
|
|
// Otherwise, just pause on the ground for a few seconds and then leave.
|
|
if ( m_soldiersToDrop && m_hContainer)
|
|
{
|
|
m_flTimeTakeOff = 0;
|
|
m_flNextTroopSpawnAttempt = 0;
|
|
|
|
// Open our container
|
|
m_hContainer->SetSequence( m_hContainer->LookupSequence("open_idle") );
|
|
|
|
// Start unloading troops
|
|
m_iCurrentTroopExiting = 0;
|
|
SpawnTroop();
|
|
}
|
|
else
|
|
{
|
|
float flHoverTime = ( m_iCrateType >= 0 ) ? DROPSHIP_LANDING_HOVER_TIME : 0.5f;
|
|
m_flTimeTakeOff = gpGlobals->curtime + flHoverTime;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case LANDING_UNLOADING:
|
|
{
|
|
// If we've got no specified takeoff time, we're still waiting for troops to exit. Idle.
|
|
if ( !m_flTimeTakeOff )
|
|
{
|
|
float idleVolume = 0.2f;
|
|
m_engineThrust = UTIL_Approach( idleVolume, m_engineThrust, 0.04f );
|
|
if ( m_engineThrust > idleVolume )
|
|
{
|
|
// Make sure we're kicking up dust/water as long as engine thrust is up
|
|
DoRotorWash();
|
|
}
|
|
|
|
// If we've lost the last troop who was leaving, he probably got killed during dustoff.
|
|
if ( !m_hLastTroopToLeave || !m_hLastTroopToLeave->IsAlive() )
|
|
{
|
|
// If we still have troops onboard, spawn the next one
|
|
if ( m_iCurrentTroopExiting < m_soldiersToDrop )
|
|
{
|
|
SpawnTroop();
|
|
}
|
|
else
|
|
{
|
|
// We're out of troops, time to leave
|
|
m_flTimeTakeOff = gpGlobals->curtime + 0.5;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( gpGlobals->curtime > m_flTimeTakeOff )
|
|
{
|
|
SetLandingState( LANDING_LIFTOFF );
|
|
SetActivity( (Activity)ACT_DROPSHIP_LIFTOFF );
|
|
m_engineThrust = 1.0f; // ensure max volume once we're airborne
|
|
if ( m_bIsFiring )
|
|
{
|
|
StopCannon(); // kill cannon sounds if they are on
|
|
}
|
|
|
|
// detach container from ship
|
|
if ( m_hContainer && m_leaveCrate )
|
|
{
|
|
m_hContainer->SetParent(NULL);
|
|
m_hContainer->SetMoveType( (MoveType_t)m_iContainerMoveType );
|
|
|
|
Vector vecAbsVelocity( 0, 0, GetAbsVelocity().z );
|
|
if ( vecAbsVelocity.z > 0 )
|
|
{
|
|
vecAbsVelocity.z = 0.0f;
|
|
}
|
|
|
|
m_hContainer->SetAbsVelocity( vecAbsVelocity );
|
|
|
|
// If the container has a physics object, remove it's shadow
|
|
IPhysicsObject *pPhysicsObject = m_hContainer->VPhysicsGetObject();
|
|
if ( pPhysicsObject )
|
|
{
|
|
pPhysicsObject->RemoveShadowController();
|
|
pPhysicsObject->SetVelocity( &vecAbsVelocity, &vec3_origin );
|
|
}
|
|
|
|
m_hContainer = NULL;
|
|
UTIL_SetSize( this, DROPSHIP_BBOX_MIN, DROPSHIP_BBOX_MAX );
|
|
}
|
|
}
|
|
else if ( (m_flTimeTakeOff - gpGlobals->curtime) < 0.5f )
|
|
{
|
|
// Manage engine wash and volume
|
|
m_engineThrust = UTIL_Approach( 1.0f, m_engineThrust, 0.1f );
|
|
DoRotorWash();
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case LANDING_LIFTOFF:
|
|
{
|
|
// Once we're off the ground, start flying again
|
|
if ( flAltitude > 120 )
|
|
{
|
|
SetLandingState( LANDING_NO );
|
|
m_hLandTarget = NULL;
|
|
m_bHasDroppedOff = true;
|
|
m_OnFinishedDropoff.FireOutput( this, this );
|
|
}
|
|
|
|
if ( m_hContainer )
|
|
{
|
|
m_hContainer->SetSequence( m_hContainer->LookupSequence("close_idle") );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case LANDING_SWOOPING:
|
|
{
|
|
// Did we lose our pickup target?
|
|
if ( !m_hPickupTarget )
|
|
{
|
|
SetLandingState( LANDING_NO );
|
|
}
|
|
else
|
|
{
|
|
// Decrease altitude and speed to hit the target point.
|
|
Vector vecToTarget = (GetDesiredPosition() - GetAbsOrigin());
|
|
float flDistance = vecToTarget.Length();
|
|
|
|
// Start cheating when we get near it
|
|
if ( flDistance < 50 )
|
|
{
|
|
/*
|
|
if ( flDistance > 10 )
|
|
{
|
|
// Cheat and ensure we touch the target
|
|
float flSpeed = GetAbsVelocity().Length();
|
|
Vector vecVelocity = vecToTarget;
|
|
VectorNormalize( vecVelocity );
|
|
SetAbsVelocity( vecVelocity * min(flSpeed,flDistance) );
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
// Grab the target
|
|
m_hContainer = m_hPickupTarget;
|
|
m_hPickupTarget = NULL;
|
|
m_iContainerMoveType = m_hContainer->GetMoveType();
|
|
if ( m_bInvulnerable && m_hContainer )
|
|
{
|
|
m_hContainer->m_takedamage = DAMAGE_NO;
|
|
}
|
|
|
|
// If the container has a physics object, move it to shadow
|
|
IPhysicsObject *pPhysicsObject = m_hContainer->VPhysicsGetObject();
|
|
if ( pPhysicsObject )
|
|
{
|
|
pPhysicsObject->EnableMotion( true );
|
|
pPhysicsObject->SetShadow( 1e4, 1e4, false, false );
|
|
pPhysicsObject->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, 0 );
|
|
}
|
|
|
|
m_hContainer->SetParent(this, 0);
|
|
m_hContainer->SetMoveType( MOVETYPE_PUSH );
|
|
m_hContainer->SetGroundEntity( NULL );
|
|
|
|
m_OnFinishedPickup.FireOutput( this, this );
|
|
SetLandingState( LANDING_NO );
|
|
}
|
|
}
|
|
}
|
|
|
|
DoRotorWash();
|
|
}
|
|
break;
|
|
}
|
|
|
|
if ( !(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) )
|
|
{
|
|
DoCombatStuff();
|
|
}
|
|
|
|
if ( GetActivity() != GetIdealActivity() )
|
|
{
|
|
//DevMsg( "setactivity" );
|
|
SetActivity( GetIdealActivity() );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
#define DROPSHIP_WASH_ALTITUDE 1024.0
|
|
|
|
void CNPC_CombineDropship::DoRotorWash( void )
|
|
{
|
|
Vector vecForward;
|
|
GetVectors( &vecForward, NULL, NULL );
|
|
|
|
Vector vecRotorHub = GetAbsOrigin() + vecForward * -64;
|
|
|
|
DrawRotorWash( DROPSHIP_WASH_ALTITUDE, vecRotorHub );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Spawn the next NPC in our template list
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::SpawnTroop( void )
|
|
{
|
|
if ( !m_hContainer )
|
|
{
|
|
// We're done, take off.
|
|
m_flTimeTakeOff = gpGlobals->curtime + 0.5;
|
|
return;
|
|
}
|
|
|
|
// Are we fully unloaded? If so, take off. Otherwise, tell the next troop to exit.
|
|
if ( m_iCurrentTroopExiting >= m_soldiersToDrop || m_sNPCTemplateData[m_iCurrentTroopExiting] == NULL_STRING )
|
|
{
|
|
// We're done, take off.
|
|
m_flTimeTakeOff = gpGlobals->curtime + 0.5;
|
|
return;
|
|
}
|
|
|
|
m_hLastTroopToLeave = NULL;
|
|
|
|
// Not time to try again yet?
|
|
if ( m_flNextTroopSpawnAttempt > gpGlobals->curtime )
|
|
return;
|
|
|
|
// HACK: This is a nasty piece of work. We want to make sure the deploy end is clear, and has enough
|
|
// room with our deploying NPC, but we don't want to create the NPC unless it's clear, and we don't
|
|
// know how much room he needs without spawning him.
|
|
// So, because we know that we only ever spawn combine soldiers at the moment, we'll just use their hull.
|
|
// HACK: Add some bloat because the endpoint isn't perfectly aligned with NPC end origin
|
|
Vector vecNPCMins = NAI_Hull::Mins( HULL_HUMAN ) - Vector(4,4,4);
|
|
Vector vecNPCMaxs = NAI_Hull::Maxs( HULL_HUMAN ) + Vector(4,4,4);
|
|
|
|
// Scare NPCs away from our deploy endpoint to keep them away
|
|
Vector vecDeployEndPoint;
|
|
QAngle vecDeployEndAngles;
|
|
m_hContainer->GetAttachment( m_iAttachmentTroopDeploy, vecDeployEndPoint, vecDeployEndAngles );
|
|
vecDeployEndPoint = GetDropoffFinishPosition( vecDeployEndPoint, NULL, vecNPCMins, vecNPCMaxs );
|
|
CSoundEnt::InsertSound( SOUND_DANGER, vecDeployEndPoint, 120.0f, 2.0f, this );
|
|
|
|
// Make sure there are no NPCs on the spot
|
|
trace_t tr;
|
|
CTraceFilterOnlyNPCsAndPlayer filter( this, COLLISION_GROUP_NONE );
|
|
AI_TraceHull( vecDeployEndPoint, vecDeployEndPoint, vecNPCMins, vecNPCMaxs, MASK_SOLID, &filter, &tr );
|
|
if ( tr.m_pEnt )
|
|
{
|
|
if ( g_debug_dropship.GetInt() == 2 )
|
|
{
|
|
NDebugOverlay::Box( vecDeployEndPoint, vecNPCMins, vecNPCMaxs, 255,0,0, 64, 0.5 );
|
|
}
|
|
|
|
m_flNextTroopSpawnAttempt = gpGlobals->curtime + 1;
|
|
return;
|
|
}
|
|
|
|
if ( g_debug_dropship.GetInt() == 2 )
|
|
{
|
|
NDebugOverlay::Box( vecDeployEndPoint, vecNPCMins, vecNPCMaxs, 0,255,0, 64, 0.5 );
|
|
}
|
|
|
|
// Get the spawn point inside the container
|
|
Vector vecSpawnOrigin;
|
|
QAngle vecSpawnAngles;
|
|
m_hContainer->GetAttachment( m_iAttachmentDeployStart, vecSpawnOrigin, vecSpawnAngles );
|
|
|
|
// Spawn the templated NPC
|
|
CBaseEntity *pEntity = NULL;
|
|
MapEntity_ParseEntity( pEntity, STRING(m_sNPCTemplateData[m_iCurrentTroopExiting]), NULL );
|
|
|
|
// Increment troop count
|
|
m_iCurrentTroopExiting++;
|
|
|
|
if ( !pEntity )
|
|
{
|
|
Warning("Dropship could not create template NPC\n" );
|
|
return;
|
|
}
|
|
CAI_BaseNPC *pNPC = pEntity->MyNPCPointer();
|
|
Assert( pNPC );
|
|
|
|
// Spawn an entity blocker.
|
|
CBaseEntity *pBlocker = CEntityBlocker::Create( vecDeployEndPoint, vecNPCMins, vecNPCMaxs, pNPC, true );
|
|
g_EventQueue.AddEvent( pBlocker, "Kill", 2.5, this, this );
|
|
if ( g_debug_dropship.GetInt() == 2 )
|
|
{
|
|
NDebugOverlay::Box( vecDeployEndPoint, vecNPCMins, vecNPCMaxs, 255, 255, 255, 64, 2.5 );
|
|
}
|
|
|
|
// Ensure our NPCs are standing upright
|
|
vecSpawnAngles[PITCH] = vecSpawnAngles[ROLL] = 0;
|
|
|
|
// Move it to the container spawnpoint
|
|
pNPC->SetAbsOrigin( vecSpawnOrigin );
|
|
pNPC->SetAbsAngles( vecSpawnAngles );
|
|
DispatchSpawn( pNPC );
|
|
pNPC->m_NPCState = NPC_STATE_IDLE;
|
|
pNPC->Activate();
|
|
|
|
// Spawn a scripted sequence entity to make the NPC run out of the dropship
|
|
CAI_ScriptedSequence *pSequence = (CAI_ScriptedSequence*)CreateEntityByName( "scripted_sequence" );
|
|
pSequence->KeyValue( "m_iszEntity", STRING(pNPC->GetEntityName()) );
|
|
pSequence->KeyValue( "m_iszPlay", "Dropship_Deploy" );
|
|
pSequence->KeyValue( "m_fMoveTo", "4" ); // CINE_MOVETO_TELEPORT
|
|
pSequence->KeyValue( "OnEndSequence", UTIL_VarArgs("%s,NPCFinishDustoff,%s,0,-1", STRING(GetEntityName()), STRING(pNPC->GetEntityName())) );
|
|
pSequence->SetAbsOrigin( vecSpawnOrigin );
|
|
pSequence->SetAbsAngles( vecSpawnAngles );
|
|
pSequence->AddSpawnFlags( SF_SCRIPT_NOINTERRUPT | SF_SCRIPT_HIGH_PRIORITY | SF_SCRIPT_OVERRIDESTATE );
|
|
pSequence->Spawn();
|
|
pSequence->Activate();
|
|
variant_t emptyVariant;
|
|
pSequence->AcceptInput( "BeginSequence", this, this, emptyVariant, 0 );
|
|
|
|
m_hLastTroopToLeave = pNPC;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns a safe position above/below the specified origin for the NPC to finish it's dropoff on
|
|
// Input : vecOrigin -
|
|
//-----------------------------------------------------------------------------
|
|
Vector CNPC_CombineDropship::GetDropoffFinishPosition( Vector vecOrigin, CAI_BaseNPC *pNPC, Vector vecMins, Vector vecMaxs )
|
|
{
|
|
// Use the NPC's if they're specified
|
|
if ( pNPC )
|
|
{
|
|
vecMins = NAI_Hull::Mins( pNPC->GetHullType() );
|
|
vecMaxs = NAI_Hull::Maxs( pNPC->GetHullType() );
|
|
}
|
|
|
|
trace_t tr;
|
|
AI_TraceHull( vecOrigin + Vector(0,0,32), vecOrigin, vecMins, vecMaxs, MASK_SOLID, pNPC, COLLISION_GROUP_NONE, &tr );
|
|
if ( tr.fraction < 1.0 )
|
|
{
|
|
if ( g_debug_dropship.GetInt() == 1 )
|
|
{
|
|
NDebugOverlay::Box( vecOrigin, vecMins, vecMaxs, 255,0,0, 8, 4.0 );
|
|
}
|
|
|
|
// Try and find the ground
|
|
AI_TraceHull( vecOrigin + Vector(0,0,32), vecOrigin, vecMins, vecMaxs, MASK_SOLID, pNPC, COLLISION_GROUP_NONE, &tr );
|
|
if ( !tr.startsolid )
|
|
return (tr.endpos + Vector(0,0,1));
|
|
}
|
|
else if ( g_debug_dropship.GetInt() == 1 )
|
|
{
|
|
NDebugOverlay::Box( vecOrigin, vecMins, vecMaxs, 0,255,0, 8, 4.0 );
|
|
}
|
|
|
|
return vecOrigin;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A troop we dropped of has now finished the scripted sequence
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::InputNPCFinishDustoff( inputdata_t &inputdata )
|
|
{
|
|
CBaseEntity *pEnt = gEntList.FindEntityByName( NULL, inputdata.value.StringID(), NULL, inputdata.pActivator, inputdata.pCaller );
|
|
if ( !pEnt )
|
|
return;
|
|
|
|
CAI_BaseNPC *pNPC = pEnt->MyNPCPointer();
|
|
Assert( pNPC );
|
|
|
|
Vector vecOrigin = GetDropoffFinishPosition( pNPC->GetAbsOrigin(), pNPC, vec3_origin, vec3_origin );
|
|
pNPC->SetAbsOrigin( vecOrigin );
|
|
|
|
// Do we have a dustoff point?
|
|
CBaseEntity *pDustoff = NULL;
|
|
if ( m_sDustoffPoints[m_iCurrentTroopExiting-1] != NULL_STRING )
|
|
{
|
|
pDustoff = gEntList.FindEntityByName( NULL, m_sDustoffPoints[m_iCurrentTroopExiting-1] );
|
|
if ( !pDustoff )
|
|
{
|
|
Warning("npc_combinedropship %s couldn't find dustoff target named %s\n", STRING(GetEntityName()), STRING(m_sDustoffPoints[m_iCurrentTroopExiting-1]) );
|
|
}
|
|
}
|
|
|
|
if ( !pDustoff )
|
|
{
|
|
// Make a move away sound to scare the combine away from this point
|
|
CSoundEnt::InsertSound( SOUND_MOVE_AWAY | SOUND_CONTEXT_COMBINE_ONLY, pNPC->GetAbsOrigin(), 128, 0.1 );
|
|
}
|
|
else
|
|
{
|
|
if ( g_debug_dropship.GetInt() == 1 )
|
|
{
|
|
NDebugOverlay::Box( pDustoff->GetAbsOrigin(), -Vector(10,10,10), Vector(10,10,10), 0,255,0, 8, 5.0 );
|
|
}
|
|
|
|
// Tell the NPC to move to the dustoff position
|
|
pNPC->SetState( NPC_STATE_ALERT );
|
|
pNPC->ScheduledMoveToGoalEntity( SCHED_DROPSHIP_DUSTOFF, pDustoff, ACT_RUN );
|
|
pNPC->GetNavigator()->SetArrivalDirection( pDustoff->GetAbsAngles() );
|
|
|
|
// Make sure they ignore a bunch of conditions
|
|
static int g_Conditions[] =
|
|
{
|
|
COND_CAN_MELEE_ATTACK1,
|
|
COND_CAN_MELEE_ATTACK2,
|
|
COND_CAN_RANGE_ATTACK1,
|
|
COND_CAN_RANGE_ATTACK2,
|
|
COND_ENEMY_DEAD,
|
|
COND_HEAR_BULLET_IMPACT,
|
|
COND_HEAR_COMBAT,
|
|
COND_HEAR_DANGER,
|
|
COND_NEW_ENEMY,
|
|
COND_PROVOKED,
|
|
COND_SEE_ENEMY,
|
|
COND_SEE_FEAR,
|
|
COND_SMELL,
|
|
COND_LIGHT_DAMAGE,
|
|
COND_HEAVY_DAMAGE,
|
|
COND_PHYSICS_DAMAGE,
|
|
COND_REPEATED_DAMAGE,
|
|
};
|
|
pNPC->SetIgnoreConditions( g_Conditions, ARRAYSIZE(g_Conditions) );
|
|
}
|
|
|
|
// Unload the next troop
|
|
SpawnTroop();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tells the dropship to stop waiting and dustoff
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::InputStopWaitingForDropoff( inputdata_t &inputdata )
|
|
{
|
|
m_bWaitForDropoffInput = false;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::InputHover( inputdata_t &inputdata )
|
|
{
|
|
m_iszLandTarget = inputdata.value.StringID();
|
|
LandCommon( true );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::InputFlyToPathTrack( inputdata_t &inputdata )
|
|
{
|
|
if( IsHovering() )
|
|
{
|
|
SetLandingState( LANDING_NO );
|
|
m_hLandTarget = NULL;
|
|
}
|
|
|
|
CAI_TrackPather::InputFlyToPathTrack( inputdata );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
float CNPC_CombineDropship::GetAltitude( void )
|
|
{
|
|
trace_t tr;
|
|
Vector vecBottom = GetAbsOrigin();
|
|
|
|
// Uneven terrain causes us problems, so trace our box down
|
|
AI_TraceEntity( this, vecBottom, vecBottom - Vector(0,0,4096), MASK_SOLID_BRUSHONLY, &tr );
|
|
|
|
float flAltitude = ( 4096 * tr.fraction );
|
|
//DevMsg(" Altitude: %.3f\n", flAltitude );
|
|
return flAltitude;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Drop rollermine from dropship
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::DropMine( void )
|
|
{
|
|
NPC_Rollermine_DropFromPoint( GetAbsOrigin(), this, STRING(m_sRollermineTemplateData) );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Fly towards our pickup target
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::UpdatePickupNavigation( void )
|
|
{
|
|
// Try and touch the top of the object
|
|
Vector vecPickup = m_hPickupTarget->WorldSpaceCenter();
|
|
vecPickup.z += (m_hPickupTarget->CollisionProp()->OBBSize().z * 0.5);
|
|
SetDesiredPosition( vecPickup );
|
|
|
|
//NDebugOverlay::Cross3D( GetDesiredPosition(), -Vector(32,32,32), Vector(32,32,32), 0, 255, 255, true, 0.1f );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Fly towards our land target
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::UpdateLandTargetNavigation( void )
|
|
{
|
|
Vector vecPickup = m_hLandTarget->WorldSpaceCenter();
|
|
vecPickup.z += 256;
|
|
SetDesiredPosition( vecPickup );
|
|
|
|
//NDebugOverlay::Cross3D( GetDesiredPosition(), -Vector(32,32,32), Vector(32,32,32), 0, 255, 255, true, 0.1f );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::Hunt( void )
|
|
{
|
|
// If we have a pickup target, fly to it
|
|
if ( m_hPickupTarget )
|
|
{
|
|
UpdatePickupNavigation();
|
|
}
|
|
else if ( m_hLandTarget )
|
|
{
|
|
UpdateLandTargetNavigation();
|
|
}
|
|
else if ( GetLandingState() == LANDING_NO )
|
|
{
|
|
UpdateTrackNavigation();
|
|
}
|
|
|
|
// don't face player ever, only face nav points
|
|
Vector desiredDir = GetDesiredPosition() - GetAbsOrigin();
|
|
VectorNormalize( desiredDir );
|
|
// Face our desired position.
|
|
m_vecDesiredFaceDir = desiredDir;
|
|
|
|
if ( GetLandingState() == LANDING_DESCEND || GetLandingState() == LANDING_LEVEL_OUT || IsHovering() )
|
|
{
|
|
if ( m_hLandTarget )
|
|
{
|
|
// We've got a land target, so match it's orientation
|
|
AngleVectors( m_hLandTarget->GetAbsAngles(), &m_vecDesiredFaceDir );
|
|
}
|
|
else
|
|
{
|
|
// No land target.
|
|
m_vecDesiredFaceDir = GetDesiredPosition() - GetAbsOrigin();
|
|
}
|
|
}
|
|
|
|
UpdateEnemy();
|
|
Flight();
|
|
|
|
UpdatePlayerDopplerShift( );
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::GatherEnemyConditions( CBaseEntity *pEnemy )
|
|
{
|
|
BaseClass::GatherEnemyConditions(pEnemy);
|
|
|
|
// If we can't see the enemy for a few seconds, consider him unreachable
|
|
if ( !HasCondition(COND_SEE_ENEMY) )
|
|
{
|
|
if ( gpGlobals->curtime - GetEnemyLastTimeSeen() >= 3.0f )
|
|
{
|
|
MarkEnemyAsEluded();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: do all of the stuff related to having an enemy, attacking, etc.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::DoCombatStuff( void )
|
|
{
|
|
// Handle mines
|
|
if ( m_bDropMines )
|
|
{
|
|
switch( m_iDropState )
|
|
{
|
|
case DROP_IDLE:
|
|
{
|
|
m_iMineCount = m_totalMinesToDrop - 1;
|
|
|
|
DropMine();
|
|
// setup next individual drop time
|
|
m_flDropDelay = gpGlobals->curtime + DROPSHIP_TIME_BETWEEN_MINES;
|
|
// get ready to drop next mine, unless we're only supposed to drop 1
|
|
if ( m_iMineCount )
|
|
{
|
|
m_iDropState = DROP_NEXT;
|
|
}
|
|
else
|
|
{
|
|
m_bDropMines = false; // no more...
|
|
}
|
|
break;
|
|
}
|
|
case DROP_NEXT:
|
|
{
|
|
if ( gpGlobals->curtime > m_flDropDelay ) // time to drop next mine?
|
|
{
|
|
DropMine();
|
|
m_flDropDelay = gpGlobals->curtime + DROPSHIP_TIME_BETWEEN_MINES;
|
|
|
|
m_iMineCount--;
|
|
if ( !m_iMineCount )
|
|
{
|
|
m_iDropState = DROP_IDLE;
|
|
m_bDropMines = false; // reset flag
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Handle guns
|
|
bool bStopGun = true;
|
|
if ( GetEnemy() )
|
|
{
|
|
bStopGun = !FireCannonRound();
|
|
}
|
|
|
|
if ( bStopGun && m_bIsFiring )
|
|
{
|
|
StopCannon();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update the container's gun to face the enemy.
|
|
// Input : &vecMuzzle - The gun's muzzle/firing point
|
|
// &vecAimDir - The gun's current aim direction
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::UpdateContainerGunFacing( Vector &vecMuzzle, Vector &vecToTarget, Vector &vecAimDir, float *flTargetRange )
|
|
{
|
|
Assert( m_hContainer );
|
|
|
|
// Get the desired aim vector
|
|
vecToTarget = GetEnemy()->WorldSpaceCenter( );
|
|
|
|
Vector vecBarrelPos, vecWorldBarrelPos;
|
|
QAngle worldBarrelAngle, vecAngles;
|
|
matrix3x4_t matRefToWorld;
|
|
m_hContainer->GetAttachment( m_iMuzzleAttachment, vecMuzzle, vecAngles );
|
|
vecWorldBarrelPos = vecMuzzle;
|
|
worldBarrelAngle = vecAngles;
|
|
m_hContainer->GetAttachment( m_iMachineGunRefAttachment, matRefToWorld );
|
|
VectorITransform( vecWorldBarrelPos, matRefToWorld, vecBarrelPos );
|
|
|
|
EntityMatrix parentMatrix;
|
|
parentMatrix.InitFromEntity( m_hContainer, m_iMachineGunBaseAttachment );
|
|
Vector target = parentMatrix.WorldToLocal( vecToTarget );
|
|
|
|
float quadTarget = target.LengthSqr();
|
|
float quadTargetXY = target.x*target.x + target.y*target.y;
|
|
|
|
// Target is too close! Can't aim at it
|
|
if ( quadTarget > vecBarrelPos.LengthSqr() )
|
|
{
|
|
// We're trying to aim the offset barrel at an arbitrary point.
|
|
// To calculate this, I think of the target as being on a sphere with
|
|
// it's center at the origin of the gun.
|
|
// The rotation we need is the opposite of the rotation that moves the target
|
|
// along the surface of that sphere to intersect with the gun's shooting direction
|
|
// To calculate that rotation, we simply calculate the intersection of the ray
|
|
// coming out of the barrel with the target sphere (that's the new target position)
|
|
// and use atan2() to get angles
|
|
|
|
// angles from target pos to center
|
|
float targetToCenterYaw = atan2( target.y, target.x );
|
|
float centerToGunYaw = atan2( vecBarrelPos.y, sqrt( quadTarget - (vecBarrelPos.y*vecBarrelPos.y) ) );
|
|
|
|
float targetToCenterPitch = atan2( target.z, sqrt( quadTargetXY ) );
|
|
float centerToGunPitch = atan2( -vecBarrelPos.z, sqrt( quadTarget - (vecBarrelPos.z*vecBarrelPos.z) ) );
|
|
|
|
QAngle angles;
|
|
angles.Init( RAD2DEG(targetToCenterPitch+centerToGunPitch), RAD2DEG( targetToCenterYaw + centerToGunYaw ), 0 );
|
|
|
|
float flNewAngle = AngleNormalize( UTIL_ApproachAngle( angles.x, m_hContainer->GetPoseParameter(m_poseWeapon_Pitch), DROPSHIP_GUN_SPEED));
|
|
m_hContainer->SetPoseParameter( m_poseWeapon_Pitch, flNewAngle );
|
|
|
|
flNewAngle = AngleNormalize( UTIL_ApproachAngle( angles.y, m_hContainer->GetPoseParameter(m_poseWeapon_Yaw), DROPSHIP_GUN_SPEED));
|
|
m_hContainer->SetPoseParameter( m_poseWeapon_Yaw, flNewAngle );
|
|
m_hContainer->StudioFrameAdvance();
|
|
}
|
|
|
|
vecToTarget -= vecMuzzle;
|
|
*flTargetRange = VectorNormalize( vecToTarget );
|
|
AngleVectors( vecAngles, &vecAimDir );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Fire a round from the cannon
|
|
// Notes: Only call this if you have an enemy.
|
|
// Returns true if the cannon round was actually fired
|
|
//------------------------------------------------------------------------------
|
|
bool CNPC_CombineDropship::FireCannonRound( void )
|
|
{
|
|
// Try and aim my cannon at the enemy, if I have a container
|
|
if ( !m_hContainer || (m_iCrateType < 0) )
|
|
return false;
|
|
|
|
// Update the container gun, and get the vector to the enemy, and the gun's current aim direction
|
|
float flRange;
|
|
Vector vecMuzzle, vecAimDir, vecToEnemy;
|
|
UpdateContainerGunFacing( vecMuzzle, vecToEnemy, vecAimDir, &flRange );
|
|
|
|
// Out of range?
|
|
if ( flRange > m_flGunRange )
|
|
return false;
|
|
|
|
// Only fire if the target's close enough to our aim direction
|
|
float flCosAngle = DotProduct( vecToEnemy, vecAimDir );
|
|
if ( flCosAngle < DOT_15DEGREE )
|
|
{
|
|
m_flTimeNextAttack = gpGlobals->curtime + 0.1;
|
|
return false;
|
|
}
|
|
|
|
// If we're out of rounds, reload
|
|
if ( m_iBurstRounds <= 0 )
|
|
{
|
|
m_iBurstRounds = RandomInt( 10, 20 );
|
|
m_flTimeNextAttack = gpGlobals->curtime + (m_iBurstRounds * 0.1);
|
|
return false;
|
|
}
|
|
|
|
// HACK: Return true so the fire sound isn't stopped
|
|
if ( m_flTimeNextAttack > gpGlobals->curtime )
|
|
return true;
|
|
|
|
m_iBurstRounds--;
|
|
|
|
// If we're not currently firing, start it up
|
|
if ( !m_bIsFiring )
|
|
{
|
|
StartCannon();
|
|
}
|
|
|
|
// Add a muzzle flash
|
|
QAngle vecAimAngles;
|
|
VectorAngles( vecAimDir, vecAimAngles );
|
|
g_pEffects->MuzzleFlash( vecMuzzle, vecAimAngles, random->RandomFloat( 5.0f, 7.0f ), MUZZLEFLASH_TYPE_GUNSHIP );
|
|
m_flTimeNextAttack = gpGlobals->curtime + 0.05;
|
|
|
|
// Clamp to account for inaccuracy in aiming w/ pose parameters
|
|
vecAimDir = vecToEnemy;
|
|
|
|
// Fire the bullet
|
|
int ammoType = GetAmmoDef()->Index("CombineCannon");
|
|
FireBullets( 1, vecMuzzle, vecAimDir, VECTOR_CONE_2DEGREES, 8192, ammoType, 1, -1, -1, sk_npc_dmg_dropship.GetInt() );
|
|
|
|
return true;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Scare AIs in the area where bullets are impacting
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::DoImpactEffect( trace_t &tr, int nDamageType )
|
|
{
|
|
CSoundEnt::InsertSound( SOUND_DANGER | SOUND_CONTEXT_REACT_TO_SOURCE, tr.endpos, 120.0f, 0.3f, this );
|
|
|
|
BaseClass::DoImpactEffect( tr, nDamageType );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : The proper way to begin the gunship cannon firing at the enemy.
|
|
// Input :
|
|
// :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::StartCannon( void )
|
|
{
|
|
m_bIsFiring = true;
|
|
|
|
// Start up the cannon sound.
|
|
if ( m_pCannonSound )
|
|
{
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
controller.SoundChangeVolume(m_pCannonSound, 1.0, 0.0);
|
|
}
|
|
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : The proper way to cease the gunship cannon firing.
|
|
// Input :
|
|
// :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::StopCannon( void )
|
|
{
|
|
m_bIsFiring = false;
|
|
|
|
// Stop the cannon sound.
|
|
if ( m_pCannonSound )
|
|
{
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
controller.SoundChangeVolume(m_pCannonSound, 0.0, 0.1);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Used the gunship's tracer for now
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_CombineDropship::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
|
|
{
|
|
switch ( iTracerType )
|
|
{
|
|
case TRACER_LINE:
|
|
{
|
|
float flTracerDist;
|
|
Vector vecDir;
|
|
Vector vecEndPos;
|
|
|
|
vecDir = tr.endpos - vecTracerSrc;
|
|
|
|
flTracerDist = VectorNormalize( vecDir );
|
|
|
|
UTIL_Tracer( vecTracerSrc, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 16000, true, "GunshipTracer" );
|
|
}
|
|
break;
|
|
|
|
default:
|
|
BaseClass::MakeTracer( vecTracerSrc, tr, iTracerType );
|
|
break;
|
|
}
|
|
}
|
|
|
|
AI_BEGIN_CUSTOM_NPC( npc_combinedropship, CNPC_CombineDropship )
|
|
|
|
DECLARE_ACTIVITY( ACT_DROPSHIP_FLY_IDLE );
|
|
DECLARE_ACTIVITY( ACT_DROPSHIP_FLY_IDLE_EXAGG );
|
|
DECLARE_ACTIVITY( ACT_DROPSHIP_DESCEND_IDLE );
|
|
DECLARE_ACTIVITY( ACT_DROPSHIP_DEPLOY_IDLE );
|
|
DECLARE_ACTIVITY( ACT_DROPSHIP_LIFTOFF );
|
|
|
|
DECLARE_ACTIVITY( ACT_DROPSHIP_FLY_IDLE_CARGO );
|
|
|
|
AI_END_CUSTOM_NPC()
|
|
|
|
|
|
|