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-rw-r--r--game/server/hl2/npc_bullseye.cpp473
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diff --git a/game/server/hl2/npc_bullseye.cpp b/game/server/hl2/npc_bullseye.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Bullseyes act as targets for other NPC's to attack and to trigger
+// events
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "basecombatcharacter.h"
+#include "ai_basenpc.h"
+#include "decals.h"
+#include "filters.h"
+#include "npc_bullseye.h"
+#include "collisionutils.h"
+#include "igamesystem.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+class CBullseyeList : public CAutoGameSystem
+{
+public:
+ CBullseyeList( char const *name ) : CAutoGameSystem( name )
+ {
+ }
+
+ virtual void LevelShutdownPostEntity()
+ {
+ Clear();
+ }
+
+ void Clear()
+ {
+ m_list.Purge();
+ }
+
+ void AddToList( CNPC_Bullseye *pBullseye );
+ void RemoveFromList( CNPC_Bullseye *pBullseye );
+
+ CUtlVector< CNPC_Bullseye * > m_list;
+};
+
+void CBullseyeList::AddToList( CNPC_Bullseye *pBullseye )
+{
+ m_list.AddToTail( pBullseye );
+}
+
+void CBullseyeList::RemoveFromList( CNPC_Bullseye *pBullseye )
+{
+ int index = m_list.Find( pBullseye );
+ if ( index != m_list.InvalidIndex() )
+ {
+ m_list.FastRemove( index );
+ }
+}
+
+CBullseyeList g_BullseyeList( "CBullseyeList" );
+
+int FindBullseyesInCone( CBaseEntity **pList, int listMax, const Vector &coneOrigin, const Vector &coneAxis, float coneAngleCos, float coneLength )
+{
+ if ( listMax <= 0 )
+ return 0;
+
+ int count = 0;
+
+ for ( int i = g_BullseyeList.m_list.Count() - 1; i >= 0; --i )
+ {
+ CNPC_Bullseye *pTest = g_BullseyeList.m_list[i];
+
+ if ( IsPointInCone( pTest->GetAbsOrigin(), coneOrigin, coneAxis, coneAngleCos, coneLength ) )
+ {
+ pList[count] = pTest;
+ count++;
+ if ( count >= listMax )
+ break;
+ }
+ }
+
+ return count;
+}
+
+
+ConVar sk_bullseye_health( "sk_bullseye_health","0");
+
+BEGIN_DATADESC( CNPC_Bullseye )
+
+ DEFINE_FIELD( m_hPainPartner, FIELD_EHANDLE ),
+ DEFINE_KEYFIELD( m_fAutoaimRadius, FIELD_FLOAT, "autoaimradius" ),
+ DEFINE_KEYFIELD( m_flFieldOfView, FIELD_FLOAT, "minangle" ),
+ DEFINE_KEYFIELD( m_flMinDistValidEnemy, FIELD_FLOAT, "mindist" ),
+ // DEFINE_FIELD( m_bPerfectAccuracy, FIELD_BOOLEAN ), // Don't save
+
+ // Function Pointers
+ DEFINE_THINKFUNC( BullseyeThink ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "InputTargeted", InputTargeted ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "InputReleased", InputReleased ),
+ // Outputs
+ DEFINE_OUTPUT( m_OnTargeted, "OnTargeted"),
+ DEFINE_OUTPUT( m_OnReleased, "OnReleased"),
+
+END_DATADESC()
+
+LINK_ENTITY_TO_CLASS( npc_bullseye, CNPC_Bullseye );
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Constructor
+//-----------------------------------------------------------------------------
+CNPC_Bullseye::CNPC_Bullseye( void )
+{
+ m_takedamage = DAMAGE_YES;
+ m_iHealth = sk_bullseye_health.GetFloat();
+ m_hPainPartner = NULL;
+ g_BullseyeList.AddToList( this );
+ m_flFieldOfView = 360;
+ m_flMinDistValidEnemy = 0;
+}
+
+CNPC_Bullseye::~CNPC_Bullseye( void )
+{
+ g_BullseyeList.RemoveFromList( this );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_Bullseye::Precache( void )
+{
+ BaseClass::Precache();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_Bullseye::Spawn( void )
+{
+ Precache();
+
+ // This is a dummy model that is never used!
+ UTIL_SetSize(this, Vector(-16,-16,-16), Vector(16,16,16));
+
+ SetMoveType( MOVETYPE_NONE );
+ SetBloodColor( BLOOD_COLOR_RED );
+ ClearEffects();
+ SetGravity( 0.0 );
+
+ m_flFieldOfView = cos( DEG2RAD(m_flFieldOfView) / 2.0 );
+
+ //Got blood?
+ if ( m_spawnflags & SF_BULLSEYE_BLEED )
+ {
+ SetBloodColor(BLOOD_COLOR_RED);
+ }
+ else
+ {
+ SetBloodColor(DONT_BLEED);
+ }
+
+ AddFlag( FL_NPC );
+ AddEFlags( EFL_NO_DISSOLVE );
+
+ SetThink( &CNPC_Bullseye::BullseyeThink );
+ SetNextThink( gpGlobals->curtime + 0.1f );
+
+ SetSolid( SOLID_BBOX );
+ AddSolidFlags( FSOLID_NOT_STANDABLE );
+ if( m_spawnflags & SF_BULLSEYE_NONSOLID )
+ {
+ AddSolidFlags( FSOLID_NOT_SOLID );
+ }
+
+ if ( m_spawnflags & SF_BULLSEYE_VPHYSICSSHADOW )
+ {
+ VPhysicsInitShadow( false, false );
+ }
+
+ if( m_spawnflags & SF_BULLSEYE_NODAMAGE )
+ {
+ m_takedamage = DAMAGE_NO;
+ }
+ else
+ {
+ m_takedamage = DAMAGE_YES;
+ }
+ AddEffects( EF_NODRAW );
+
+ //Check our water level
+ PhysicsCheckWater();
+
+ CapabilitiesAdd( bits_CAP_SIMPLE_RADIUS_DAMAGE );
+
+ m_iMaxHealth = GetHealth();
+
+ if( m_fAutoaimRadius > 0.0f )
+ {
+ // Make this an aimtarget, since it has some autoaim influence.
+ AddFlag(FL_AIMTARGET);
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_Bullseye::Activate( void )
+{
+ BaseClass::Activate();
+
+ if ( m_spawnflags & SF_BULLSEYE_PERFECTACC )
+ {
+ m_bPerfectAccuracy = true;
+ }
+ else
+ {
+ m_bPerfectAccuracy = false;
+ }
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose : Override so doesn't fall to ground when killed
+//------------------------------------------------------------------------------
+void CNPC_Bullseye::Event_Killed( const CTakeDamageInfo &info )
+{
+ BaseClass::Event_Killed( info );
+
+ if( GetParent() )
+ {
+ if( GetParent()->ClassMatches("prop_combine_ball") )
+ {
+ // If this bullseye is parented to a combine ball, explode the combine ball
+ // and remove this bullseye.
+ variant_t emptyVariant;
+ GetParent()->AcceptInput( "explode", this, this, emptyVariant, 0 );
+
+ // Unhook.
+ SetParent(NULL);
+
+ UTIL_Remove(this);
+ return;
+ }
+ }
+
+ SetMoveType( MOVETYPE_NONE );
+ AddSolidFlags( FSOLID_NOT_SOLID );
+ UTIL_SetSize(this, vec3_origin, vec3_origin );
+
+ SetNextThink( gpGlobals->curtime + 0.1f );
+ SetThink( &CBaseEntity::SUB_Remove );
+}
+
+//------------------------------------------------------------------------------
+// Purpose : Override base implimentation to let decals pass through
+// me onto the surface beneath
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+void CNPC_Bullseye::DecalTrace( trace_t *pOldTrace, char const *decalName )
+{
+ int index = decalsystem->GetDecalIndexForName( decalName );
+ if ( index < 0 )
+ return;
+
+ // Get direction of original trace
+ Vector vTraceDir = pOldTrace->endpos - pOldTrace->startpos;
+ VectorNormalize(vTraceDir);
+
+ // Create a new trace that passes through me
+ Vector vStartTrace = pOldTrace->endpos - (1.0 * vTraceDir);
+ Vector vEndTrace = pOldTrace->endpos + (MAX_TRACE_LENGTH * vTraceDir);
+
+ trace_t pNewTrace;
+ AI_TraceLine(vStartTrace, vEndTrace, MASK_SHOT, this, COLLISION_GROUP_NONE, &pNewTrace);
+
+ CBroadcastRecipientFilter filter;
+ te->Decal( filter, 0.0, &pNewTrace.endpos, &pNewTrace.startpos,
+ ENTINDEX( pNewTrace.m_pEnt ), pNewTrace.hitbox, index );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_Bullseye::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
+{
+ // Get direction of original trace
+ Vector vTraceDir = pTrace->endpos - pTrace->startpos;
+ VectorNormalize(vTraceDir);
+
+ // Create a new trace that passes through me
+ Vector vStartTrace = pTrace->endpos - (1.0 * vTraceDir);
+ Vector vEndTrace = pTrace->endpos + (MAX_TRACE_LENGTH * vTraceDir);
+
+ trace_t pNewTrace;
+ AI_TraceLine(vStartTrace, vEndTrace, MASK_SHOT, this, COLLISION_GROUP_NONE, &pNewTrace);
+
+ CBaseEntity *pEntity = pNewTrace.m_pEnt;
+
+ // Only do this for BSP model entities
+ if ( ( pEntity ) && ( pEntity->IsBSPModel() == false ) )
+ return;
+
+ BaseClass::ImpactTrace( pTrace, iDamageType, pCustomImpactName );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//
+//
+// Output :
+//-----------------------------------------------------------------------------
+Class_T CNPC_Bullseye::Classify( void )
+{
+ return CLASS_BULLSEYE;
+}
+
+void CNPC_Bullseye::OnRestore( void )
+{
+ if ( m_spawnflags & SF_BULLSEYE_VPHYSICSSHADOW )
+ {
+ IPhysicsObject *pObject = VPhysicsGetObject();
+
+ if ( pObject == NULL )
+ {
+ VPhysicsInitShadow( false, false );
+ }
+ }
+
+ BaseClass::OnRestore();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_Bullseye::BullseyeThink( void )
+{
+ ClearCondition( COND_LIGHT_DAMAGE );
+ ClearCondition( COND_HEAVY_DAMAGE );
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CNPC_Bullseye::CanBecomeRagdoll()
+{
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CNPC_Bullseye::CanBeAnEnemyOf( CBaseEntity *pEnemy )
+{
+ static const float flFullFov = cos( DEG2RAD(360) / 2.0 );
+ if ( fabsf( m_flFieldOfView - flFullFov ) > .01 )
+ {
+ if ( !FInViewCone( pEnemy ) )
+ {
+ return false;
+ }
+ }
+
+ if ( m_flMinDistValidEnemy > 0 )
+ {
+ float distSq = ( GetAbsOrigin().AsVector2D() - pEnemy->GetAbsOrigin().AsVector2D() ).LengthSqr();
+ if ( distSq < Square( m_flMinDistValidEnemy ) )
+ {
+ return false;
+ }
+ }
+ return BaseClass::CanBeAnEnemyOf( pEnemy );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Bullseyes should always report light damage if any amount of damage is taken
+// Input : fDamage - amount of damage
+// bitsDamageType - damage type
+//-----------------------------------------------------------------------------
+bool CNPC_Bullseye::IsLightDamage( const CTakeDamageInfo &info )
+{
+ return ( info.GetDamage() > 0 );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pAttacker -
+// flDamage -
+// &vecDir -
+// *ptr -
+// bitsDamageType -
+//-----------------------------------------------------------------------------
+void CNPC_Bullseye::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
+{
+ //If specified, we must be the enemy of the target
+ if ( m_spawnflags & SF_BULLSEYE_ENEMYDAMAGEONLY )
+ {
+ CAI_BaseNPC *pInstigator = info.GetAttacker()->MyNPCPointer();
+
+ if ( pInstigator == NULL )
+ return;
+
+ if ( pInstigator->GetEnemy() != this )
+ return;
+ }
+
+ //We can bleed if we want to, we can leave decals behind...
+ if ( ( m_spawnflags & SF_BULLSEYE_BLEED ) && ( m_takedamage == DAMAGE_NO ) )
+ {
+ TraceBleed( info.GetDamage(), vecDir, ptr, info.GetDamageType() );
+ }
+
+ BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pInflictor -
+// *pAttacker -
+// flDamage -
+// bitsDamageType -
+// Output : int
+//-----------------------------------------------------------------------------
+int CNPC_Bullseye::OnTakeDamage( const CTakeDamageInfo &info )
+{
+ SetNextThink( gpGlobals->curtime );
+
+ //If specified, we must be the enemy of the target
+ if ( m_spawnflags & SF_BULLSEYE_ENEMYDAMAGEONLY )
+ {
+ CAI_BaseNPC *pInstigator = info.GetAttacker()->MyNPCPointer();
+
+ if ( pInstigator == NULL )
+ return 0;
+
+ if ( pInstigator->GetEnemy() != this )
+ return 0;
+ }
+
+ //If we're a pain proxy, send the damage through
+ if ( m_hPainPartner != NULL )
+ {
+ m_hPainPartner->TakeDamage( info );
+
+ //Fire all pain indicators but take no real damage
+ CTakeDamageInfo subInfo = info;
+ subInfo.SetDamage( 0 );
+ return BaseClass::OnTakeDamage( subInfo );
+ }
+
+ return BaseClass::OnTakeDamage( info );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pOther -
+//-----------------------------------------------------------------------------
+void CNPC_Bullseye::SetPainPartner( CBaseEntity *pOther )
+{
+ m_hPainPartner = pOther;
+}
+
+void CNPC_Bullseye::InputTargeted( inputdata_t &inputdata )
+{
+ m_OnTargeted.FireOutput( inputdata.pActivator, inputdata.pCaller, 0 );
+}
+
+void CNPC_Bullseye::InputReleased( inputdata_t &inputdata )
+{
+ m_OnReleased.FireOutput( inputdata.pActivator, inputdata.pCaller, 0 );
+}