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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/ai_moveshoot.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
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diff --git a/mp/src/game/server/ai_moveshoot.cpp b/mp/src/game/server/ai_moveshoot.cpp
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+//========= 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;
+}
+
+//-----------------------------------------------------------------------------