diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/ai_behavior_rappel.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/ai_behavior_rappel.cpp')
| -rw-r--r-- | mp/src/game/server/ai_behavior_rappel.cpp | 918 |
1 files changed, 459 insertions, 459 deletions
diff --git a/mp/src/game/server/ai_behavior_rappel.cpp b/mp/src/game/server/ai_behavior_rappel.cpp index 4bac2dd4..7dfe4e14 100644 --- a/mp/src/game/server/ai_behavior_rappel.cpp +++ b/mp/src/game/server/ai_behavior_rappel.cpp @@ -1,459 +1,459 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "ai_motor.h"
-#include "ai_behavior_rappel.h"
-#include "beam_shared.h"
-#include "rope.h"
-#include "eventqueue.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-BEGIN_DATADESC( CAI_RappelBehavior )
- DEFINE_FIELD( m_bWaitingToRappel, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bOnGround, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_hLine, FIELD_EHANDLE ),
- DEFINE_FIELD( m_vecRopeAnchor, FIELD_POSITION_VECTOR ),
-END_DATADESC();
-
-//=========================================================
-//=========================================================
-class CRopeAnchor : public CPointEntity
-{
- DECLARE_CLASS( CRopeAnchor, CPointEntity );
-
-public:
- void Spawn( void );
- void FallThink( void );
- void RemoveThink( void );
- EHANDLE m_hRope;
-
- DECLARE_DATADESC();
-};
-
-BEGIN_DATADESC( CRopeAnchor )
- DEFINE_FIELD( m_hRope, FIELD_EHANDLE ),
-
- DEFINE_THINKFUNC( FallThink ),
- DEFINE_THINKFUNC( RemoveThink ),
-END_DATADESC();
-
-LINK_ENTITY_TO_CLASS( rope_anchor, CRopeAnchor );
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-#define RAPPEL_ROPE_WIDTH 1
-void CRopeAnchor::Spawn()
-{
- BaseClass::Spawn();
-
- // Decent enough default in case something happens to our owner!
- float flDist = 384;
-
- if( GetOwnerEntity() )
- {
- flDist = fabs( GetOwnerEntity()->GetAbsOrigin().z - GetAbsOrigin().z );
- }
-
- m_hRope = CRopeKeyframe::CreateWithSecondPointDetached( this, -1, flDist, RAPPEL_ROPE_WIDTH, "cable/cable.vmt", 5, true );
-
- ASSERT( m_hRope != NULL );
-
- SetThink( &CRopeAnchor::FallThink );
- SetNextThink( gpGlobals->curtime + 0.2 );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CRopeAnchor::FallThink()
-{
- SetMoveType( MOVETYPE_FLYGRAVITY );
-
- Vector vecVelocity = GetAbsVelocity();
-
- vecVelocity.x = random->RandomFloat( -30.0f, 30.0f );
- vecVelocity.y = random->RandomFloat( -30.0f, 30.0f );
-
- SetAbsVelocity( vecVelocity );
-
- SetThink( &CRopeAnchor::RemoveThink );
- SetNextThink( gpGlobals->curtime + 3.0 );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CRopeAnchor::RemoveThink()
-{
- UTIL_Remove( m_hRope );
- SetThink( &CRopeAnchor::SUB_Remove );
- SetNextThink( gpGlobals->curtime );
-}
-
-//=========================================================
-//=========================================================
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CAI_RappelBehavior::CAI_RappelBehavior()
-{
- m_hLine = NULL;
- m_bWaitingToRappel = false;
- m_bOnGround = true;
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CAI_RappelBehavior::KeyValue( const char *szKeyName, const char *szValue )
-{
- if( FStrEq( szKeyName, "waitingtorappel" ) )
- {
- m_bWaitingToRappel = ( atoi(szValue) != 0);
- m_bOnGround = !m_bWaitingToRappel;
- return true;
- }
-
- return BaseClass::KeyValue( szKeyName, szValue );
-}
-
-void CAI_RappelBehavior::Precache()
-{
- CBaseEntity::PrecacheModel( "cable/cable.vmt" );
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-#define RAPPEL_MAX_SPEED 600 // Go this fast if you're really high.
-#define RAPPEL_MIN_SPEED 60 // Go no slower than this.
-#define RAPPEL_DECEL_DIST (20.0f * 12.0f) // Start slowing down when you're this close to the ground.
-void CAI_RappelBehavior::SetDescentSpeed()
-{
- // Trace to the floor and see how close we're getting. Slow down if we're close.
- // STOP if there's an NPC under us.
- trace_t tr;
- AI_TraceLine( GetOuter()->GetAbsOrigin(), GetOuter()->GetAbsOrigin() - Vector( 0, 0, 8192 ), MASK_SHOT, GetOuter(), COLLISION_GROUP_NONE, &tr );
-
- float flDist = fabs( GetOuter()->GetAbsOrigin().z - tr.endpos.z );
-
- float speed = RAPPEL_MAX_SPEED;
-
- if( flDist <= RAPPEL_DECEL_DIST )
- {
- float factor;
- factor = flDist / RAPPEL_DECEL_DIST;
-
- speed = MAX( RAPPEL_MIN_SPEED, speed * factor );
- }
-
- Vector vecNewVelocity = vec3_origin;
- vecNewVelocity.z = -speed;
- GetOuter()->SetAbsVelocity( vecNewVelocity );
-}
-
-
-void CAI_RappelBehavior::CleanupOnDeath( CBaseEntity *pCulprit, bool bFireDeathOutput )
-{
- BaseClass::CleanupOnDeath( pCulprit, bFireDeathOutput );
-
- //This will remove the beam and create a rope if the NPC dies while rappeling down.
- if ( m_hLine )
- {
- CAI_BaseNPC *pNPC = GetOuter();
-
- if ( pNPC )
- {
- CutZipline();
- }
- }
-}
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pTask -
-//-----------------------------------------------------------------------------
-void CAI_RappelBehavior::StartTask( const Task_t *pTask )
-{
- switch( pTask->iTask )
- {
- case TASK_MOVE_AWAY_PATH:
- GetOuter()->GetMotor()->SetIdealYaw( UTIL_AngleMod( GetOuter()->GetLocalAngles().y - 180.0f ) );
- BaseClass::StartTask( pTask );
- break;
-
- case TASK_RANGE_ATTACK1:
- BaseClass::StartTask( pTask );
- break;
-
- case TASK_RAPPEL:
- {
- CreateZipline();
- SetDescentSpeed();
- }
- break;
-
- case TASK_HIT_GROUND:
- m_bOnGround = true;
-
- if( GetOuter()->GetGroundEntity() != NULL && GetOuter()->GetGroundEntity()->IsNPC() && GetOuter()->GetGroundEntity()->m_iClassname == GetOuter()->m_iClassname )
- {
- // Although I tried to get NPC's out from under me, I landed on one. Kill it, so long as it's the same type of character as me.
- variant_t val;
- val.SetFloat( 0 );
- g_EventQueue.AddEvent( GetOuter()->GetGroundEntity(), "sethealth", val, 0, GetOuter(), GetOuter() );
- }
-
- TaskComplete();
- break;
-
- default:
- BaseClass::StartTask( pTask );
- break;
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pTask -
-//-----------------------------------------------------------------------------
-void CAI_RappelBehavior::RunTask( const Task_t *pTask )
-{
- switch( pTask->iTask )
- {
- case TASK_RAPPEL:
- {
- // If we don't do this, the beam won't show up sometimes. Ideally, all beams would update their
- // bboxes correctly, but we're close to shipping and we can't change that now.
- if ( m_hLine )
- {
- m_hLine->RelinkBeam();
- }
-
- if( GetEnemy() )
- {
- // Face the enemy if there's one.
- Vector vecEnemyLKP = GetEnemyLKP();
- GetOuter()->GetMotor()->SetIdealYawToTargetAndUpdate( vecEnemyLKP );
- }
-
- SetDescentSpeed();
- if( GetOuter()->GetFlags() & FL_ONGROUND )
- {
- CBaseEntity *pGroundEnt = GetOuter()->GetGroundEntity();
-
- if( pGroundEnt && pGroundEnt->IsPlayer() )
- {
- // try to shove the player in the opposite direction as they are facing (so they'll see me)
- Vector vecForward;
- pGroundEnt->GetVectors( &vecForward, NULL, NULL );
- pGroundEnt->SetAbsVelocity( vecForward * -500 );
- break;
- }
-
- GetOuter()->m_OnRappelTouchdown.FireOutput( GetOuter(), GetOuter(), 0 );
- GetOuter()->RemoveFlag( FL_FLY );
-
- CutZipline();
-
- TaskComplete();
- }
- }
- break;
-
- default:
- BaseClass::RunTask( pTask );
- break;
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CAI_RappelBehavior::CanSelectSchedule()
-{
- if ( !GetOuter()->IsInterruptable() )
- return false;
-
- if ( m_bWaitingToRappel )
- return true;
-
- if ( m_bOnGround )
- return false;
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CAI_RappelBehavior::GatherConditions()
-{
- BaseClass::GatherConditions();
-
- if( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
- {
- // Shoot at the enemy so long as I'm six feet or more above them.
- if( (GetAbsOrigin().z - GetEnemy()->GetAbsOrigin().z >= 36.0f) && GetOuter()->GetShotRegulator()->ShouldShoot() )
- {
- Activity activity = GetOuter()->TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 );
- Assert( activity != ACT_INVALID );
- GetOuter()->AddGesture( activity );
- // FIXME: this seems a bit wacked
- GetOuter()->Weapon_SetActivity( GetOuter()->Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 );
-
- GetOuter()->OnRangeAttack1();
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : int
-//-----------------------------------------------------------------------------
-int CAI_RappelBehavior::SelectSchedule()
-{
- if ( HasCondition( COND_BEGIN_RAPPEL ) )
- {
- m_bWaitingToRappel = false;
- return SCHED_RAPPEL;
- }
-
- if ( m_bWaitingToRappel )
- {
- return SCHED_RAPPEL_WAIT;
- }
- else
- {
- return SCHED_RAPPEL;
- }
-
- return BaseClass::SelectSchedule();
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CAI_RappelBehavior::BeginRappel()
-{
- // Send the message to begin rappeling!
- SetCondition( COND_BEGIN_RAPPEL );
-
- m_vecRopeAnchor = GetOuter()->GetAbsOrigin();
-
- trace_t tr;
-
- UTIL_TraceEntity( GetOuter(), GetAbsOrigin(), GetAbsOrigin()-Vector(0,0,4096), MASK_SHOT, GetOuter(), COLLISION_GROUP_NONE, &tr );
-
- if( tr.m_pEnt != NULL && tr.m_pEnt->IsNPC() )
- {
- Vector forward;
- GetOuter()->GetVectors( &forward, NULL, NULL );
-
- CSoundEnt::InsertSound( SOUND_DANGER, tr.m_pEnt->EarPosition() - forward * 12.0f, 32.0f, 0.2f, GetOuter() );
- }
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CAI_RappelBehavior::CutZipline()
-{
- if( m_hLine )
- {
- UTIL_Remove( m_hLine );
- }
-
- CBaseEntity *pAnchor = CreateEntityByName( "rope_anchor" );
- pAnchor->SetOwnerEntity( GetOuter() ); // Boy, this is a hack!!
- pAnchor->SetAbsOrigin( m_vecRopeAnchor );
- pAnchor->Spawn();
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CAI_RappelBehavior::CreateZipline()
-{
-#if 1
- if( !m_hLine )
- {
- int attachment = GetOuter()->LookupAttachment( "zipline" );
-
- if( attachment > 0 )
- {
- CBeam *pBeam;
- pBeam = CBeam::BeamCreate( "cable/cable.vmt", 1 );
- pBeam->SetColor( 150, 150, 150 );
- pBeam->SetWidth( 0.3 );
- pBeam->SetEndWidth( 0.3 );
-
- CAI_BaseNPC *pNPC = GetOuter();
- pBeam->PointEntInit( pNPC->GetAbsOrigin() + Vector( 0, 0, 80 ), pNPC );
-
- pBeam->SetEndAttachment( attachment );
-
- m_hLine.Set( pBeam );
- }
- }
-#endif
-}
-
-
-AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_RappelBehavior )
-
- DECLARE_TASK( TASK_RAPPEL )
- DECLARE_TASK( TASK_HIT_GROUND )
-
- DECLARE_CONDITION( COND_BEGIN_RAPPEL )
-
- //===============================================
- //===============================================
- DEFINE_SCHEDULE
- (
- SCHED_RAPPEL_WAIT,
-
- " Tasks"
- " TASK_SET_ACTIVITY ACTIVITY:ACT_RAPPEL_LOOP"
- " TASK_WAIT_INDEFINITE 0"
- ""
- " Interrupts"
- " COND_BEGIN_RAPPEL"
- );
-
- //===============================================
- //===============================================
- DEFINE_SCHEDULE
- (
- SCHED_RAPPEL,
-
- " Tasks"
- " TASK_SET_ACTIVITY ACTIVITY:ACT_RAPPEL_LOOP"
- " TASK_RAPPEL 0"
- " TASK_SET_SCHEDULE SCHEDULE:SCHED_CLEAR_RAPPEL_POINT"
- ""
- " Interrupts"
- ""
- " COND_NEW_ENEMY" // Only so the enemy selection code will pick an enemy!
- );
-
- //===============================================
- //===============================================
- DEFINE_SCHEDULE
- (
- SCHED_CLEAR_RAPPEL_POINT,
-
- " Tasks"
- " TASK_HIT_GROUND 0"
- " TASK_MOVE_AWAY_PATH 128" // Clear this spot for other rappellers
- " TASK_RUN_PATH 0"
- " TASK_WAIT_FOR_MOVEMENT 0"
- ""
- " Interrupts"
- ""
- );
-
-AI_END_CUSTOM_SCHEDULE_PROVIDER()
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "ai_motor.h" +#include "ai_behavior_rappel.h" +#include "beam_shared.h" +#include "rope.h" +#include "eventqueue.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +BEGIN_DATADESC( CAI_RappelBehavior ) + DEFINE_FIELD( m_bWaitingToRappel, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bOnGround, FIELD_BOOLEAN ), + DEFINE_FIELD( m_hLine, FIELD_EHANDLE ), + DEFINE_FIELD( m_vecRopeAnchor, FIELD_POSITION_VECTOR ), +END_DATADESC(); + +//========================================================= +//========================================================= +class CRopeAnchor : public CPointEntity +{ + DECLARE_CLASS( CRopeAnchor, CPointEntity ); + +public: + void Spawn( void ); + void FallThink( void ); + void RemoveThink( void ); + EHANDLE m_hRope; + + DECLARE_DATADESC(); +}; + +BEGIN_DATADESC( CRopeAnchor ) + DEFINE_FIELD( m_hRope, FIELD_EHANDLE ), + + DEFINE_THINKFUNC( FallThink ), + DEFINE_THINKFUNC( RemoveThink ), +END_DATADESC(); + +LINK_ENTITY_TO_CLASS( rope_anchor, CRopeAnchor ); + +//--------------------------------------------------------- +//--------------------------------------------------------- +#define RAPPEL_ROPE_WIDTH 1 +void CRopeAnchor::Spawn() +{ + BaseClass::Spawn(); + + // Decent enough default in case something happens to our owner! + float flDist = 384; + + if( GetOwnerEntity() ) + { + flDist = fabs( GetOwnerEntity()->GetAbsOrigin().z - GetAbsOrigin().z ); + } + + m_hRope = CRopeKeyframe::CreateWithSecondPointDetached( this, -1, flDist, RAPPEL_ROPE_WIDTH, "cable/cable.vmt", 5, true ); + + ASSERT( m_hRope != NULL ); + + SetThink( &CRopeAnchor::FallThink ); + SetNextThink( gpGlobals->curtime + 0.2 ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CRopeAnchor::FallThink() +{ + SetMoveType( MOVETYPE_FLYGRAVITY ); + + Vector vecVelocity = GetAbsVelocity(); + + vecVelocity.x = random->RandomFloat( -30.0f, 30.0f ); + vecVelocity.y = random->RandomFloat( -30.0f, 30.0f ); + + SetAbsVelocity( vecVelocity ); + + SetThink( &CRopeAnchor::RemoveThink ); + SetNextThink( gpGlobals->curtime + 3.0 ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CRopeAnchor::RemoveThink() +{ + UTIL_Remove( m_hRope ); + SetThink( &CRopeAnchor::SUB_Remove ); + SetNextThink( gpGlobals->curtime ); +} + +//========================================================= +//========================================================= + + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CAI_RappelBehavior::CAI_RappelBehavior() +{ + m_hLine = NULL; + m_bWaitingToRappel = false; + m_bOnGround = true; +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CAI_RappelBehavior::KeyValue( const char *szKeyName, const char *szValue ) +{ + if( FStrEq( szKeyName, "waitingtorappel" ) ) + { + m_bWaitingToRappel = ( atoi(szValue) != 0); + m_bOnGround = !m_bWaitingToRappel; + return true; + } + + return BaseClass::KeyValue( szKeyName, szValue ); +} + +void CAI_RappelBehavior::Precache() +{ + CBaseEntity::PrecacheModel( "cable/cable.vmt" ); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +#define RAPPEL_MAX_SPEED 600 // Go this fast if you're really high. +#define RAPPEL_MIN_SPEED 60 // Go no slower than this. +#define RAPPEL_DECEL_DIST (20.0f * 12.0f) // Start slowing down when you're this close to the ground. +void CAI_RappelBehavior::SetDescentSpeed() +{ + // Trace to the floor and see how close we're getting. Slow down if we're close. + // STOP if there's an NPC under us. + trace_t tr; + AI_TraceLine( GetOuter()->GetAbsOrigin(), GetOuter()->GetAbsOrigin() - Vector( 0, 0, 8192 ), MASK_SHOT, GetOuter(), COLLISION_GROUP_NONE, &tr ); + + float flDist = fabs( GetOuter()->GetAbsOrigin().z - tr.endpos.z ); + + float speed = RAPPEL_MAX_SPEED; + + if( flDist <= RAPPEL_DECEL_DIST ) + { + float factor; + factor = flDist / RAPPEL_DECEL_DIST; + + speed = MAX( RAPPEL_MIN_SPEED, speed * factor ); + } + + Vector vecNewVelocity = vec3_origin; + vecNewVelocity.z = -speed; + GetOuter()->SetAbsVelocity( vecNewVelocity ); +} + + +void CAI_RappelBehavior::CleanupOnDeath( CBaseEntity *pCulprit, bool bFireDeathOutput ) +{ + BaseClass::CleanupOnDeath( pCulprit, bFireDeathOutput ); + + //This will remove the beam and create a rope if the NPC dies while rappeling down. + if ( m_hLine ) + { + CAI_BaseNPC *pNPC = GetOuter(); + + if ( pNPC ) + { + CutZipline(); + } + } +} +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pTask - +//----------------------------------------------------------------------------- +void CAI_RappelBehavior::StartTask( const Task_t *pTask ) +{ + switch( pTask->iTask ) + { + case TASK_MOVE_AWAY_PATH: + GetOuter()->GetMotor()->SetIdealYaw( UTIL_AngleMod( GetOuter()->GetLocalAngles().y - 180.0f ) ); + BaseClass::StartTask( pTask ); + break; + + case TASK_RANGE_ATTACK1: + BaseClass::StartTask( pTask ); + break; + + case TASK_RAPPEL: + { + CreateZipline(); + SetDescentSpeed(); + } + break; + + case TASK_HIT_GROUND: + m_bOnGround = true; + + if( GetOuter()->GetGroundEntity() != NULL && GetOuter()->GetGroundEntity()->IsNPC() && GetOuter()->GetGroundEntity()->m_iClassname == GetOuter()->m_iClassname ) + { + // Although I tried to get NPC's out from under me, I landed on one. Kill it, so long as it's the same type of character as me. + variant_t val; + val.SetFloat( 0 ); + g_EventQueue.AddEvent( GetOuter()->GetGroundEntity(), "sethealth", val, 0, GetOuter(), GetOuter() ); + } + + TaskComplete(); + break; + + default: + BaseClass::StartTask( pTask ); + break; + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pTask - +//----------------------------------------------------------------------------- +void CAI_RappelBehavior::RunTask( const Task_t *pTask ) +{ + switch( pTask->iTask ) + { + case TASK_RAPPEL: + { + // If we don't do this, the beam won't show up sometimes. Ideally, all beams would update their + // bboxes correctly, but we're close to shipping and we can't change that now. + if ( m_hLine ) + { + m_hLine->RelinkBeam(); + } + + if( GetEnemy() ) + { + // Face the enemy if there's one. + Vector vecEnemyLKP = GetEnemyLKP(); + GetOuter()->GetMotor()->SetIdealYawToTargetAndUpdate( vecEnemyLKP ); + } + + SetDescentSpeed(); + if( GetOuter()->GetFlags() & FL_ONGROUND ) + { + CBaseEntity *pGroundEnt = GetOuter()->GetGroundEntity(); + + if( pGroundEnt && pGroundEnt->IsPlayer() ) + { + // try to shove the player in the opposite direction as they are facing (so they'll see me) + Vector vecForward; + pGroundEnt->GetVectors( &vecForward, NULL, NULL ); + pGroundEnt->SetAbsVelocity( vecForward * -500 ); + break; + } + + GetOuter()->m_OnRappelTouchdown.FireOutput( GetOuter(), GetOuter(), 0 ); + GetOuter()->RemoveFlag( FL_FLY ); + + CutZipline(); + + TaskComplete(); + } + } + break; + + default: + BaseClass::RunTask( pTask ); + break; + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CAI_RappelBehavior::CanSelectSchedule() +{ + if ( !GetOuter()->IsInterruptable() ) + return false; + + if ( m_bWaitingToRappel ) + return true; + + if ( m_bOnGround ) + return false; + + return true; +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CAI_RappelBehavior::GatherConditions() +{ + BaseClass::GatherConditions(); + + if( HasCondition( COND_CAN_RANGE_ATTACK1 ) ) + { + // Shoot at the enemy so long as I'm six feet or more above them. + if( (GetAbsOrigin().z - GetEnemy()->GetAbsOrigin().z >= 36.0f) && GetOuter()->GetShotRegulator()->ShouldShoot() ) + { + Activity activity = GetOuter()->TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 ); + Assert( activity != ACT_INVALID ); + GetOuter()->AddGesture( activity ); + // FIXME: this seems a bit wacked + GetOuter()->Weapon_SetActivity( GetOuter()->Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 ); + + GetOuter()->OnRangeAttack1(); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : int +//----------------------------------------------------------------------------- +int CAI_RappelBehavior::SelectSchedule() +{ + if ( HasCondition( COND_BEGIN_RAPPEL ) ) + { + m_bWaitingToRappel = false; + return SCHED_RAPPEL; + } + + if ( m_bWaitingToRappel ) + { + return SCHED_RAPPEL_WAIT; + } + else + { + return SCHED_RAPPEL; + } + + return BaseClass::SelectSchedule(); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CAI_RappelBehavior::BeginRappel() +{ + // Send the message to begin rappeling! + SetCondition( COND_BEGIN_RAPPEL ); + + m_vecRopeAnchor = GetOuter()->GetAbsOrigin(); + + trace_t tr; + + UTIL_TraceEntity( GetOuter(), GetAbsOrigin(), GetAbsOrigin()-Vector(0,0,4096), MASK_SHOT, GetOuter(), COLLISION_GROUP_NONE, &tr ); + + if( tr.m_pEnt != NULL && tr.m_pEnt->IsNPC() ) + { + Vector forward; + GetOuter()->GetVectors( &forward, NULL, NULL ); + + CSoundEnt::InsertSound( SOUND_DANGER, tr.m_pEnt->EarPosition() - forward * 12.0f, 32.0f, 0.2f, GetOuter() ); + } +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CAI_RappelBehavior::CutZipline() +{ + if( m_hLine ) + { + UTIL_Remove( m_hLine ); + } + + CBaseEntity *pAnchor = CreateEntityByName( "rope_anchor" ); + pAnchor->SetOwnerEntity( GetOuter() ); // Boy, this is a hack!! + pAnchor->SetAbsOrigin( m_vecRopeAnchor ); + pAnchor->Spawn(); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CAI_RappelBehavior::CreateZipline() +{ +#if 1 + if( !m_hLine ) + { + int attachment = GetOuter()->LookupAttachment( "zipline" ); + + if( attachment > 0 ) + { + CBeam *pBeam; + pBeam = CBeam::BeamCreate( "cable/cable.vmt", 1 ); + pBeam->SetColor( 150, 150, 150 ); + pBeam->SetWidth( 0.3 ); + pBeam->SetEndWidth( 0.3 ); + + CAI_BaseNPC *pNPC = GetOuter(); + pBeam->PointEntInit( pNPC->GetAbsOrigin() + Vector( 0, 0, 80 ), pNPC ); + + pBeam->SetEndAttachment( attachment ); + + m_hLine.Set( pBeam ); + } + } +#endif +} + + +AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_RappelBehavior ) + + DECLARE_TASK( TASK_RAPPEL ) + DECLARE_TASK( TASK_HIT_GROUND ) + + DECLARE_CONDITION( COND_BEGIN_RAPPEL ) + + //=============================================== + //=============================================== + DEFINE_SCHEDULE + ( + SCHED_RAPPEL_WAIT, + + " Tasks" + " TASK_SET_ACTIVITY ACTIVITY:ACT_RAPPEL_LOOP" + " TASK_WAIT_INDEFINITE 0" + "" + " Interrupts" + " COND_BEGIN_RAPPEL" + ); + + //=============================================== + //=============================================== + DEFINE_SCHEDULE + ( + SCHED_RAPPEL, + + " Tasks" + " TASK_SET_ACTIVITY ACTIVITY:ACT_RAPPEL_LOOP" + " TASK_RAPPEL 0" + " TASK_SET_SCHEDULE SCHEDULE:SCHED_CLEAR_RAPPEL_POINT" + "" + " Interrupts" + "" + " COND_NEW_ENEMY" // Only so the enemy selection code will pick an enemy! + ); + + //=============================================== + //=============================================== + DEFINE_SCHEDULE + ( + SCHED_CLEAR_RAPPEL_POINT, + + " Tasks" + " TASK_HIT_GROUND 0" + " TASK_MOVE_AWAY_PATH 128" // Clear this spot for other rappellers + " TASK_RUN_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + "" + " Interrupts" + "" + ); + +AI_END_CUSTOM_SCHEDULE_PROVIDER() |