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Diffstat (limited to 'game/server/ai_moveshoot.cpp')
| -rw-r--r-- | game/server/ai_moveshoot.cpp | 303 |
1 files changed, 303 insertions, 0 deletions
diff --git a/game/server/ai_moveshoot.cpp b/game/server/ai_moveshoot.cpp new file mode 100644 index 0000000..578faa0 --- /dev/null +++ b/game/server/ai_moveshoot.cpp @@ -0,0 +1,303 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// To give an NPC the ability to shoot while moving: +// +// - In the NPC's Spawn function, add: +// CapabilitiesAdd( bits_CAP_MOVE_SHOOT ); +// +// - The NPC must either have a weapon (return non-NULL from GetActiveWeapon) +// or must have bits_CAP_INNATE_RANGE_ATTACK1 or bits_CAP_INNATE_RANGE_ATTACK2. +// +// - Support the activities ACT_WALK_AIM and/or ACT_RUN_AIM in the NPC. +// +// - Support the activity ACT_GESTURE_RANGE_ATTACK1 as a gesture that plays +// over ACT_WALK_AIM and ACT_RUN_AIM. +// +//============================================================================= + +#include "cbase.h" + +#include "ai_moveshoot.h" +#include "ai_basenpc.h" +#include "ai_navigator.h" +#include "ai_memory.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//----------------------------------------------------------------------------- + +BEGIN_SIMPLE_DATADESC( CAI_MoveAndShootOverlay ) + DEFINE_FIELD( m_bMovingAndShooting, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bNoShootWhileMove, FIELD_BOOLEAN ), + DEFINE_FIELD( m_initialDelay, FIELD_FLOAT ), + DEFINE_FIELD( m_flSuspendUntilTime, FIELD_TIME ), +END_DATADESC() + +#define MOVESHOOT_DO_NOT_SUSPEND -1.0f + +//------------------------------------- + +CAI_MoveAndShootOverlay::CAI_MoveAndShootOverlay() : m_bMovingAndShooting(false), m_initialDelay(0) +{ + m_flSuspendUntilTime = MOVESHOOT_DO_NOT_SUSPEND; + m_bNoShootWhileMove = false; +} + +//------------------------------------- + +void CAI_MoveAndShootOverlay::NoShootWhileMove() +{ + m_bNoShootWhileMove = true; +} + +//------------------------------------- + +bool CAI_MoveAndShootOverlay::HasAvailableRangeAttack() +{ + return ( ( GetOuter()->GetActiveWeapon() != NULL ) || + ( GetOuter()->CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK1 ) || + ( GetOuter()->CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK2 ) ); +} + +//------------------------------------- + +void CAI_MoveAndShootOverlay::StartShootWhileMove() +{ + if ( GetOuter()->GetState() == NPC_STATE_SCRIPT || + !HasAvailableRangeAttack() || + !GetOuter()->HaveSequenceForActivity( GetOuter()->TranslateActivity( ACT_WALK_AIM ) ) || + !GetOuter()->HaveSequenceForActivity( GetOuter()->TranslateActivity( ACT_RUN_AIM ) ) ) + { + NoShootWhileMove(); + return; + } + + GetOuter()->GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + m_initialDelay ); + m_bNoShootWhileMove = false; +} + +//------------------------------------- + +bool CAI_MoveAndShootOverlay::CanAimAtEnemy() +{ + CAI_BaseNPC *pOuter = GetOuter(); + bool result = false; + bool resetConditions = false; + CAI_ScheduleBits savedConditions; + + if ( !GetOuter()->ConditionsGathered() ) + { + savedConditions = GetOuter()->AccessConditionBits(); + GetOuter()->GatherEnemyConditions( GetOuter()->GetEnemy() ); + } + + if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1 ) ) + { + result = true; + } + else if ( !pOuter->HasCondition( COND_ENEMY_DEAD ) && + !pOuter->HasCondition( COND_TOO_FAR_TO_ATTACK ) && + !pOuter->HasCondition( COND_ENEMY_TOO_FAR ) && + !pOuter->HasCondition( COND_ENEMY_OCCLUDED ) ) + { + result = true; + } + + // If we don't have a weapon, stop + // This catches NPCs who holster their weapons while running + if ( !HasAvailableRangeAttack() ) + { + result = false; + } + + if ( resetConditions ) + { + GetOuter()->AccessConditionBits() = savedConditions; + } + + return result; +} + +//------------------------------------- + +void CAI_MoveAndShootOverlay::UpdateMoveShootActivity( bool bMoveAimAtEnemy ) +{ + // FIXME: should be able to query that transition/state is happening + // FIXME: needs to not try to shoot if the movement type isn't understood + Activity curActivity = GetOuter()->GetNavigator()->GetMovementActivity(); + Activity newActivity = curActivity; + + if (bMoveAimAtEnemy) + { + switch( curActivity ) + { + case ACT_WALK: + newActivity = ACT_WALK_AIM; + break; + case ACT_RUN: + newActivity = ACT_RUN_AIM; + break; + } + } + else + { + switch( curActivity ) + { + case ACT_WALK_AIM: + newActivity = ACT_WALK; + break; + case ACT_RUN_AIM: + newActivity = ACT_RUN; + break; + } + } + + if ( curActivity != newActivity ) + { + // Transitioning, wait a bit + GetOuter()->GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + 0.3f ); + GetOuter()->GetNavigator()->SetMovementActivity( newActivity ); + } +} + +//------------------------------------- + +void CAI_MoveAndShootOverlay::RunShootWhileMove() +{ + if ( m_bNoShootWhileMove ) + return; + + if ( gpGlobals->curtime < m_flSuspendUntilTime ) + return; + + m_flSuspendUntilTime = MOVESHOOT_DO_NOT_SUSPEND; + + CAI_BaseNPC *pOuter = GetOuter(); + + // keep enemy if dead but try to look for a new one + if (!pOuter->GetEnemy() || !pOuter->GetEnemy()->IsAlive()) + { + CBaseEntity *pNewEnemy = pOuter->BestEnemy(); + + if( pNewEnemy != NULL ) + { + //New enemy! Clear the timers and set conditions. + pOuter->SetEnemy( pNewEnemy ); + pOuter->SetState( NPC_STATE_COMBAT ); + } + else + { + pOuter->ClearAttackConditions(); + } + // SetEnemy( NULL ); + } + + if( !pOuter->GetNavigator()->IsGoalActive() ) + return; + + if ( GetEnemy() == NULL ) + { + if ( pOuter->GetAlternateMoveShootTarget() ) + { + // Aim at this other thing if I can't aim at my enemy. + pOuter->AddFacingTarget( pOuter->GetAlternateMoveShootTarget(), pOuter->GetAlternateMoveShootTarget()->GetAbsOrigin(), 1.0, 0.2 ); + } + + return; + } + + bool bMoveAimAtEnemy = CanAimAtEnemy(); + UpdateMoveShootActivity( bMoveAimAtEnemy ); + if ( !bMoveAimAtEnemy ) + { + EndShootWhileMove(); + return; + } + + Assert( HasAvailableRangeAttack() ); // This should have been caught at task start + + Activity activity; + bool bIsReloading = false; + + if ( ( activity = pOuter->TranslateActivity( ACT_GESTURE_RELOAD ) ) != ACT_INVALID ) + { + bIsReloading = pOuter->IsPlayingGesture( activity ); + } + + if ( !bIsReloading && HasAvailableRangeAttack() ) + { + // time to fire? + if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1, false ) ) + { + if ( pOuter->GetShotRegulator()->IsInRestInterval() ) + { + EndShootWhileMove(); + } + else if ( pOuter->GetShotRegulator()->ShouldShoot() ) + { + if ( m_bMovingAndShooting || pOuter->OnBeginMoveAndShoot() ) + { + m_bMovingAndShooting = true; + pOuter->OnRangeAttack1(); + + activity = pOuter->TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 ); + Assert( activity != ACT_INVALID ); + + pOuter->RestartGesture( activity ); + + // FIXME: this seems a bit wacked + pOuter->Weapon_SetActivity( pOuter->Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 ); + } + } + } + else if ( pOuter->HasCondition( COND_NO_PRIMARY_AMMO, false ) ) + { + if ( pOuter->GetNavigator()->GetPathTimeToGoal() > 1.0 ) + { + activity = pOuter->TranslateActivity( ACT_GESTURE_RELOAD ); + if ( activity != ACT_INVALID && GetOuter()->HaveSequenceForActivity( activity ) ) + pOuter->AddGesture( activity ); + } + } + } + + // try to keep facing towards the last known position of the enemy + Vector vecEnemyLKP = pOuter->GetEnemyLKP(); + pOuter->AddFacingTarget( pOuter->GetEnemy(), vecEnemyLKP, 1.0, 0.8 ); +} + + +//------------------------------------- + +void CAI_MoveAndShootOverlay::EndShootWhileMove() +{ + if ( m_bMovingAndShooting ) + { + // Reset the shot regulator so that we always start the next motion with a new burst + if ( !GetOuter()->GetShotRegulator()->IsInRestInterval() ) + { + GetOuter()->GetShotRegulator()->Reset( false ); + } + + m_bMovingAndShooting = false; + GetOuter()->OnEndMoveAndShoot(); + } +} + +//------------------------------------- + +void CAI_MoveAndShootOverlay::SuspendMoveAndShoot( float flDuration ) +{ + EndShootWhileMove(); + m_flSuspendUntilTime = gpGlobals->curtime + flDuration; +} + +//------------------------------------- + +void CAI_MoveAndShootOverlay::SetInitialDelay( float delay ) +{ + m_initialDelay = delay; +} + +//----------------------------------------------------------------------------- |