diff options
| author | Narendra Umate <[email protected]> | 2013-12-02 23:36:05 -0800 |
|---|---|---|
| committer | Narendra Umate <[email protected]> | 2013-12-02 23:36:05 -0800 |
| commit | 8737f191f3b59f001a77bf6c08091109211c1c9f (patch) | |
| tree | dbbf05c004d9b026f2c1f23f06600fe0add82c36 /mp/src/game/server/hl2/npc_strider.cpp | |
| parent | Update .gitignore. (diff) | |
| parent | Make .xcconfigs text files too. (diff) | |
| download | source-sdk-2013-8737f191f3b59f001a77bf6c08091109211c1c9f.tar.xz source-sdk-2013-8737f191f3b59f001a77bf6c08091109211c1c9f.zip | |
Merge remote-tracking branch 'upstream/master'
Diffstat (limited to 'mp/src/game/server/hl2/npc_strider.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/npc_strider.cpp | 11490 |
1 files changed, 5745 insertions, 5745 deletions
diff --git a/mp/src/game/server/hl2/npc_strider.cpp b/mp/src/game/server/hl2/npc_strider.cpp index 015fe0e6..b0cb2edf 100644 --- a/mp/src/game/server/hl2/npc_strider.cpp +++ b/mp/src/game/server/hl2/npc_strider.cpp @@ -1,5745 +1,5745 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Giant walking strider thing!
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-
-#include "npc_strider.h"
-
-#include "ai_senses.h"
-#include "ai_task.h"
-#include "ai_default.h"
-#include "ai_schedule.h"
-#include "ai_hull.h"
-#include "ai_basenpc.h"
-#include "ai_pathfinder.h"
-#include "ai_waypoint.h"
-#include "ai_link.h"
-#include "ai_hint.h"
-#include "ai_tacticalservices.h"
-#include "ai_behavior_follow.h"
-#include "simtimer.h"
-#include "trains.h"
-#include "npcevent.h"
-#include "te_particlesystem.h"
-#include "shake.h"
-#include "soundent.h"
-#include "IEffects.h"
-#include "engine/IEngineSound.h"
-#include "bone_setup.h"
-#include "vcollide_parse.h"
-#include "studio.h"
-#include "physics_bone_follower.h"
-#include "ai_navigator.h"
-#include "ai_route.h"
-#include "ammodef.h"
-#include "npc_bullseye.h"
-#include "rope.h"
-#include "ai_memory.h"
-#include "player_pickup.h"
-#include "collisionutils.h"
-#include "in_buttons.h"
-#include "steamjet.h"
-#include "physics_prop_ragdoll.h"
-#include "vehicle_base.h"
-#include "coordsize.h"
-#include "hl2_shareddefs.h"
-#include "te_effect_dispatch.h"
-#include "beam_flags.h"
-#include "prop_combine_ball.h"
-#include "explode.h"
-#include "filters.h"
-#include "saverestore_utlvector.h"
-#include "eventqueue.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-int g_interactionPlayerLaunchedRPG = 0;
-
-// Changing this classname avoids bugs where ai_relationship entities that change the
-// strider's relationship with bullseyes would affect its relationship with the focus
-LINK_ENTITY_TO_CLASS( bullseye_strider_focus, CNPC_Bullseye );
-
-
-//-----------------------------------------------------------------------------
-
-ConVar strider_immolate( "strider_immolate", "0" );
-ConVar sk_strider_health( "sk_strider_health", "350" );
-ConVar npc_strider_height_adj("npc_strider_height_adj", "0" );
-ConVar strider_eyepositions( "strider_eyepositions", "0" );
-ConVar strider_show_focus( "strider_show_focus", "0" );
-ConVar strider_distributed_fire( "strider_distributed_fire", "1" );
-ConVar strider_show_cannonlos( "strider_show_cannonlos", "0" );
-ConVar strider_show_weapon_los_z( "strider_show_weapon_los_z", "0" );
-ConVar strider_show_weapon_los_condition( "strider_show_weapon_los_condition", "0" );
-ConVar strider_idle_test( "strider_idle_test", "0" );
-ConVar strider_always_use_procedural_height( "strider_always_use_procedural_height", "0" );
-ConVar strider_test_height( "strider_test_height", "0" );
-ConVar strider_pct_height_no_crouch_move( "strider_pct_height_no_crouch_move", "90" );
-
-ConVar strider_peek_time( "strider_peek_time", "0.75" );
-ConVar strider_peek_time_after_damage( "strider_peek_time_after_damage", "4.0" );
-ConVar strider_peek_eye_dist( "strider_peek_eye_dist", "1.75" );
-ConVar strider_peek_eye_dist_z( "strider_peek_eye_dist_z", "4.0" );
-ConVar strider_free_pass_start_time( "strider_free_pass_start_time", "3" );
-ConVar strider_free_pass_cover_dist( "strider_free_pass_cover_dist", "120" );
-ConVar strider_free_pass_duration( "strider_free_pass_duration", "2" );
-ConVar strider_free_pass_refill_rate( "strider_free_pass_refill_rate", "0.5" );
-ConVar strider_free_pass_move_tolerance( "strider_free_pass_move_tolerance", "320" );
-ConVar strider_free_knowledge( "strider_free_knowledge", "0.5" );
-
-ConVar strider_free_pass_after_escorts_dead( "strider_free_pass_after_escorts_dead", "2.5" );
-ConVar strider_free_pass_tolerance_after_escorts_dead( "strider_free_pass_tolerance_after_escorts_dead", "600" );
-
-ConVar npc_strider_shake_ropes_radius( "npc_strider_shake_ropes_radius", "1200" );
-ConVar npc_strider_shake_ropes_magnitude( "npc_strider_shake_ropes_magnitude", "150" );
-
-ConVar strider_ar2_altfire_dmg( "strider_ar2_altfire_dmg", "25" );
-
-// Number of RPG hits it takes to kill a strider on each skill level.
-ConVar sk_strider_num_missiles1("sk_strider_num_missiles1", "5");
-ConVar sk_strider_num_missiles2("sk_strider_num_missiles2", "7");
-ConVar sk_strider_num_missiles3("sk_strider_num_missiles3", "7");
-
-ConVar strider_missile_suppress_dist( "strider_missile_suppress_dist", "240" );
-ConVar strider_missile_suppress_time( "strider_missile_suppress_time", "3" );
-
-
-//-----------------------------------------------------------------------------
-
-float GetCurrentGravity( void );
-
-extern void CreateConcussiveBlast( const Vector &origin, const Vector &surfaceNormal, CBaseEntity *pOwner, float magnitude );
-
-//-----------------------------------------------------------------------------
-
-enum bodygroups
-{
- STRIDER_BODYGROUP_VENT = 1,
-};
-
-//-----------------------------------------------------------------------------
-
-#define STRIDER_DEFAULT_SHOOT_DURATION 2.5 // spend this much time stitching to each target.
-#define STRIDER_SHOOT_ON_TARGET_TIME 0.5 // How much of DEFAULT_SHOOT_DURATION is spent on-target (vs. stitching up to a target)
-#define STRIDER_SHOOT_VARIATION 1.0 // up to 1 second of variance
-#define STRIDER_SHOOT_DOWNTIME 1.0 // This much downtime between bursts
-#define STRIDER_SUBSEQUENT_TARGET_DURATION 1.5 // Spend this much time stitching to targets chosen by distributed fire.
-#define STRIDER_IGNORE_TARGET_DURATION 1.0
-#define STRIDER_IGNORE_PLAYER_DURATION 1.5
-#define STRIDER_DEFAULT_RATE_OF_FIRE 5 // Rounds per second
-
-#define STRIDER_EP1_RATE_OF_FIRE 10.0f
-#define STRIDER_EP1_SHOOT_ON_TARGET_TIME 0.3f
-#define STRIDER_EP1_SHOOT_DURATION 1.1f
-#define STRIDER_EP1_SHOOT_DOWNTIME 1.0f
-#define STRIDER_EP1_SHOOT_VARIATION 0.3f
-
-//Animation events
-#define STRIDER_AE_FOOTSTEP_LEFT 1
-#define STRIDER_AE_FOOTSTEP_RIGHT 2
-#define STRIDER_AE_FOOTSTEP_BACK 3
-#define STRIDER_AE_FOOTSTEP_LEFTM 4
-#define STRIDER_AE_FOOTSTEP_RIGHTM 5
-#define STRIDER_AE_FOOTSTEP_BACKM 6
-#define STRIDER_AE_FOOTSTEP_LEFTL 7
-#define STRIDER_AE_FOOTSTEP_RIGHTL 8
-#define STRIDER_AE_FOOTSTEP_BACKL 9
-#define STRIDER_AE_WHOOSH_LEFT 11
-#define STRIDER_AE_WHOOSH_RIGHT 12
-#define STRIDER_AE_WHOOSH_BACK 13
-#define STRIDER_AE_CREAK_LEFT 21
-#define STRIDER_AE_CREAK_RIGHT 22
-#define STRIDER_AE_CREAK_BACK 23
-#define STRIDER_AE_SHOOTCANNON 100
-#define STRIDER_AE_CANNONHIT 101
-#define STRIDER_AE_SHOOTMINIGUN 105
-#define STRIDER_AE_STOMPHITL 110
-#define STRIDER_AE_STOMPHITR 111
-#define STRIDER_AE_FLICKL 112
-#define STRIDER_AE_FLICKR 113
-#define STRIDER_AE_WINDUPCANNON 114
-
-#define STRIDER_AE_DIE 999
-
-// UNDONE: Share properly with the client code!!!
-#define STRIDER_MSG_BIG_SHOT 1
-#define STRIDER_MSG_STREAKS 2
-#define STRIDER_MSG_DEAD 3
-#define STOMP_IK_SLOT 11
-
-// can hit anything within this range
-#define STRIDER_STOMP_RANGE 260
-
-// Crouch down if trying to shoot an enemy that's this close
-#define STRIDER_CROUCH_RANGE 4000.0f
-
-// Stand up again if crouched and engaging an enemy at this distance
-#define STRIDER_STAND_RANGE 6000.0f
-
-#define STRIDER_NO_TRACK_NAME "null"
-
-// Time after which if you haven't seen your enemy you stop facing him
-#define STRIDER_TIME_STOP_FACING_ENEMY 3.0
-
-// Spawnflags
-enum
-{
- SF_CAN_STOMP_PLAYER = 0x10000,
- SF_TAKE_MINIMAL_DAMAGE_FROM_NPCS = 0x20000
-};
-
-const float STRIDER_SPEED = 500;
-const float STRIDER_SPEED_CHANGE = .0067; // per think
-
-
-static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs );
-
-int s_iImpactEffectTexture = -1;
-
-//==================================================
-// Custom Activities
-//==================================================
-
-int ACT_STRIDER_LOOKL;
-int ACT_STRIDER_LOOKR;
-int ACT_STRIDER_DEPLOYRA1;
-int ACT_STRIDER_AIMRA1;
-int ACT_STRIDER_FINISHRA1;
-int ACT_STRIDER_DODGER;
-int ACT_STRIDER_DODGEL;
-int ACT_STRIDER_STOMPL;
-int ACT_STRIDER_STOMPR;
-int ACT_STRIDER_FLICKL;
-int ACT_STRIDER_FLICKR;
-int ACT_STRIDER_CARRIED;
-int ACT_STRIDER_DEPLOY;
-int ACT_STRIDER_GESTURE_DEATH;
-
-// UNDONE: Split sleep into 3 activities (start, loop, end)
-int ACT_STRIDER_SLEEP;
-
-// These bones have physics shadows
-// It allows a one-way interaction between the strider and
-// the physics world
-static const char *pFollowerBoneNames[] =
-{
- // Head
- "Combine_Strider.Body_Bone",
-#ifdef HL2_EPISODIC
- "Combine_Strider.Neck_Bone",
- "Combine_Strider.Gun_Bone1",
- "Combine_Strider.Gun_Bone2",
-#endif //HL2_EPISODIC
-
- // lower legs
- "Combine_Strider.Leg_Left_Bone1",
- "Combine_Strider.Leg_Right_Bone1",
- "Combine_Strider.Leg_Hind_Bone1",
-
- // upper legs
- "Combine_Strider.Leg_Left_Bone",
- "Combine_Strider.Leg_Right_Bone",
- "Combine_Strider.Leg_Hind_Bone",
-};
-
-// NOTE: These indices must directly correlate with the above list!
-enum
-{
- STRIDER_BODY_FOLLOWER_INDEX = 0,
-#ifdef HL2_EPISODIC
- STRIDER_NECK_FOLLOWER_INDEX,
- STRIDER_GUN1_FOLLOWER_INDEX,
- STRIDER_GUN2_FOLLOWER_INDEX,
-#endif //HL2_EPISODIC
-
- STRIDER_LEFT_LEG_FOLLOWER_INDEX,
- STRIDER_RIGHT_LEG_FOLLOWER_INDEX,
- STRIDER_BACK_LEG_FOLLOWER_INDEX,
-
- STRIDER_LEFT_UPPERLEG_FOLLOWER_INDEX,
- STRIDER_RIGHT_UPPERLEG_FOLLOWER_INDEX,
- STRIDER_BACK_UPPERLEG_FOLLOWER_INDEX,
-};
-
-#define MINIGUN_MAX_YAW 90.0f
-#define MINIGUN_MIN_YAW -90.0f
-#define MINIGUN_MAX_PITCH 45.0f
-#define MINIGUN_MIN_PITCH -45.0f
-
-//-----------------------------------------------------------------------------
-//
-// CNPC_Strider
-//
-//-----------------------------------------------------------------------------
-
-IMPLEMENT_SERVERCLASS_ST(CNPC_Strider, DT_NPC_Strider)
- SendPropVector(SENDINFO(m_vecHitPos), -1, SPROP_COORD),
- SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 0 ), -1, SPROP_COORD ),
- SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 1 ), -1, SPROP_COORD ),
- SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 2 ), -1, SPROP_COORD ),
- SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 3 ), -1, SPROP_COORD ),
- SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 4 ), -1, SPROP_COORD ),
- SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 5 ), -1, SPROP_COORD ),
-END_SEND_TABLE()
-
-//-------------------------------------
-
-LINK_ENTITY_TO_CLASS( npc_strider, CNPC_Strider );
-
-//-------------------------------------
-
-BEGIN_DATADESC( CNPC_Strider )
-
-#ifdef HL2_EPISODIC
- DEFINE_UTLVECTOR( m_hAttachedBusters, FIELD_EHANDLE ),
-#endif // HL2_EPISODIC
-
- DEFINE_EMBEDDED( m_EnemyUpdatedTimer ),
- DEFINE_EMBEDDEDBYREF( m_pMinigun ),
- DEFINE_FIELD( m_miniGunAmmo, FIELD_INTEGER ),
- DEFINE_FIELD( m_miniGunDirectAmmo, FIELD_INTEGER ),
- DEFINE_FIELD( m_nextStompTime, FIELD_TIME ),
- DEFINE_FIELD( m_nextShootTime, FIELD_TIME ),
- DEFINE_FIELD( m_ragdollTime, FIELD_TIME ),
- DEFINE_FIELD( m_miniGunShootDuration, FIELD_FLOAT ),
- DEFINE_FIELD( m_aimYaw, FIELD_FLOAT ),
- DEFINE_FIELD( m_aimPitch, FIELD_FLOAT ),
- DEFINE_FIELD( m_blastHit, FIELD_VECTOR ),
- DEFINE_FIELD( m_blastNormal, FIELD_VECTOR ),
- DEFINE_FIELD( m_vecHitPos, FIELD_POSITION_VECTOR ),
- DEFINE_AUTO_ARRAY( m_vecIKTarget, FIELD_POSITION_VECTOR ),
-
- DEFINE_EMBEDDED( m_PlayerFreePass ),
-
- DEFINE_EMBEDDED( m_PostureAnimationTimer ),
-
- DEFINE_EMBEDDED( m_BoneFollowerManager ),
-
- // m_iszStriderBusterName - recreated at load time
- // m_iszMagnadeClassname - recreated at load time
- // m_iszHunterClassname - recreated at load time
-
- DEFINE_FIELD( m_hRagdoll, FIELD_EHANDLE ),
- DEFINE_FIELD( m_hCannonTarget, FIELD_EHANDLE ),
- DEFINE_EMBEDDED( m_AttemptCannonLOSTimer ),
-
- DEFINE_FIELD( m_flSpeedScale, FIELD_FLOAT ),
- DEFINE_FIELD( m_flTargetSpeedScale, FIELD_FLOAT ),
-
- DEFINE_EMBEDDED( m_LowZCorrectionTimer ),
- DEFINE_FIELD( m_BodyTargetBone, FIELD_INTEGER ),
-
- DEFINE_FIELD( m_iVisibleEnemies, FIELD_INTEGER ),
- DEFINE_FIELD( m_flTargetAcquiredTime, FIELD_FLOAT ),
- DEFINE_FIELD( m_bCrouchLocked, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bNoCrouchWalk, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bDontCrouch, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bNoMoveToLOS, FIELD_BOOLEAN ),
- DEFINE_KEYFIELD( m_bDisableBoneFollowers, FIELD_BOOLEAN, "disablephysics" ),
-
- DEFINE_FIELD( m_idealHeight, FIELD_FLOAT ),
- DEFINE_FIELD( m_HeightVelocity, FIELD_FLOAT ),
-
- DEFINE_FIELD( m_prevYaw, FIELD_FLOAT ),
- DEFINE_FIELD( m_doTurn, FIELD_FLOAT ),
- DEFINE_FIELD( m_doLeft, FIELD_FLOAT ),
- DEFINE_FIELD( m_doRight, FIELD_FLOAT ),
- DEFINE_FIELD( m_flNextTurnAct, FIELD_TIME ),
-
- DEFINE_FIELD( m_strTrackName, FIELD_STRING ),
- DEFINE_FIELD( m_hFocus, FIELD_EHANDLE ),
- DEFINE_FIELD( m_hSmoke, FIELD_EHANDLE ),
-
- DEFINE_FIELD( m_flTimeLastAlertSound, FIELD_TIME ),
- DEFINE_FIELD( m_flTimeNextHuntSound, FIELD_TIME ),
- DEFINE_FIELD( m_flTimePlayerMissileDetected, FIELD_TIME ),
- DEFINE_FIELD( m_hPlayersMissile, FIELD_EHANDLE ),
- DEFINE_FIELD( m_bMinigunUseDirectFire, FIELD_BOOLEAN ),
-
- DEFINE_FIELD( m_bUseAggressiveBehavior, FIELD_BOOLEAN ),
-
- DEFINE_FIELD( m_bFastCrouch, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bMinigunEnabled, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bExploding, FIELD_BOOLEAN ),
-
- // inputs
- DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMinigunTime", InputSetMinigunTime ),
- DEFINE_INPUTFUNC( FIELD_STRING, "SetMinigunTarget", InputSetMinigunTarget ),
- DEFINE_INPUTFUNC( FIELD_STRING, "SetCannonTarget", InputSetCannonTarget ),
- DEFINE_INPUTFUNC( FIELD_STRING, "FlickRagdoll", InputFlickRagdoll ),
- DEFINE_INPUTFUNC( FIELD_VOID, "Crouch", InputCrouch ),
- DEFINE_INPUTFUNC( FIELD_VOID, "CrouchInstantly", InputCrouchInstantly ),
- DEFINE_INPUTFUNC( FIELD_VOID, "Stand", InputStand ),
- DEFINE_INPUTFUNC( FIELD_FLOAT, "SetHeight", InputSetHeight ),
- DEFINE_INPUTFUNC( FIELD_STRING, "SetTargetPath", InputSetTargetPath ),
- DEFINE_INPUTFUNC( FIELD_STRING, "ClearTargetPath", InputClearTargetPath ),
- DEFINE_INPUTFUNC( FIELD_VOID, "DisableCrouchWalk", InputDisableCrouchWalk ),
- DEFINE_INPUTFUNC( FIELD_VOID, "EnableCrouchWalk", InputEnableCrouchWalk ),
- DEFINE_INPUTFUNC( FIELD_VOID, "EnableAggressiveBehavior", InputEnableAggressiveBehavior ),
- DEFINE_INPUTFUNC( FIELD_VOID, "DisableAggressiveBehavior", InputDisableAggressiveBehavior ),
- DEFINE_INPUTFUNC( FIELD_VOID, "DisableMinigun", InputDisableMinigun ),
- DEFINE_INPUTFUNC( FIELD_VOID, "EnableMinigun", InputEnableMinigun ),
- DEFINE_INPUTFUNC( FIELD_FLOAT, "StopShootingMinigunForSeconds", InputStopShootingMinigunForSeconds ),
- DEFINE_INPUTFUNC( FIELD_VOID, "DisableCrouch", InputDisableCrouch ),
- DEFINE_INPUTFUNC( FIELD_VOID, "DisableMoveToLOS", InputDisableMoveToLOS ),
- DEFINE_INPUTFUNC( FIELD_STRING, "DisableCollisionWith", InputDisableCollisionWith ),
- DEFINE_INPUTFUNC( FIELD_STRING, "EnableCollisionWith", InputEnableCollisionWith ),
- DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode ),
- DEFINE_INPUTFUNC( FIELD_FLOAT, "ScaleGroundSpeed", InputScaleGroundSpeed ),
-
- // Function Pointers
-// DEFINE_FUNCTION( JumpTouch ),
- DEFINE_THINKFUNC( CarriedThink ),
- DEFINE_THINKFUNC( CannonHitThink ),
-
-END_DATADESC()
-
-//---------------------------------------------------------
-
-float CNPC_Strider::gm_strideLength;
-
-int CNPC_Strider::gm_BodyHeightPoseParam;
-int CNPC_Strider::gm_YawControl;
-int CNPC_Strider::gm_PitchControl;
-int CNPC_Strider::gm_CannonAttachment;
-
-float CNPC_Strider::gm_zCannonDist;
-float CNPC_Strider::gm_zMinigunDist;
-Vector CNPC_Strider::gm_vLocalRelativePositionCannon;
-Vector CNPC_Strider::gm_vLocalRelativePositionMinigun;
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-CNPC_Strider::CNPC_Strider()
-{
- m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME );
- m_hFocus = NULL;
- m_pMinigun = new CStriderMinigun;
- m_hSmoke = NULL;
- m_PlayerFreePass.SetOuter( this );
- m_bExploding = false;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-CNPC_Strider::~CNPC_Strider()
-{
- delete m_pMinigun;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::Precache()
-{
- if ( !GetModelName() )
- {
- SetModelName( MAKE_STRING( "models/combine_strider.mdl" ) );
- }
-
- PrecacheModel( STRING( GetModelName() ) );
-
- PropBreakablePrecacheAll( GetModelName() );
-
- PrecacheScriptSound( "NPC_Strider.StriderBusterExplode" );
- PrecacheScriptSound( "explode_5" );
- PrecacheScriptSound( "NPC_Strider.Charge" );
- PrecacheScriptSound( "NPC_Strider.RagdollDetach" );
- PrecacheScriptSound( "NPC_Strider.Whoosh" );
- PrecacheScriptSound( "NPC_Strider.Creak" );
- PrecacheScriptSound( "NPC_Strider.Alert" );
- PrecacheScriptSound( "NPC_Strider.Pain" );
- PrecacheScriptSound( "NPC_Strider.Death" );
- PrecacheScriptSound( "NPC_Strider.FireMinigun" );
- PrecacheScriptSound( "NPC_Strider.Shoot" );
- PrecacheScriptSound( "NPC_Strider.OpenHatch" );
- PrecacheScriptSound( "NPC_Strider.Footstep" );
- PrecacheScriptSound( "NPC_Strider.Skewer" );
- PrecacheScriptSound( "NPC_Strider.Hunt" );
- PrecacheMaterial( "effects/water_highlight" );
- s_iImpactEffectTexture = PrecacheModel( "sprites/physbeam.vmt" );
- PrecacheMaterial( "sprites/bluelaser1" );
- PrecacheMaterial( "effects/blueblacklargebeam" );
- PrecacheMaterial( "effects/strider_pinch_dudv" );
- PrecacheMaterial( "effects/blueblackflash" );
- PrecacheMaterial( "effects/strider_bulge_dudv" );
- PrecacheMaterial( "effects/strider_muzzle" );
-
- PrecacheModel( "models/chefhat.mdl" );
-
- UTIL_PrecacheOther( "sparktrail" );
-
- BaseClass::Precache();
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::Spawn()
-{
- Precache();
-
- m_miniGunAmmo = GetAmmoDef()->Index("StriderMinigun");
- m_miniGunDirectAmmo = GetAmmoDef()->Index("StriderMinigunDirect");
- m_pMinigun->Init();
-
- EnableServerIK();
-
- SetModel( STRING( GetModelName() ) );
-
- BaseClass::Spawn();
-
- //m_debugOverlays |= OVERLAY_NPC_ROUTE_BIT | OVERLAY_BBOX_BIT;
- SetHullType( HULL_LARGE_CENTERED );
- SetHullSizeNormal();
- SetDefaultEyeOffset();
-
- SetNavType( NAV_FLY );
- m_flGroundSpeed = STRIDER_SPEED;
- m_flSpeedScale = m_flTargetSpeedScale = 1.0;
- m_NPCState = NPC_STATE_NONE;
- m_bloodColor = DONT_BLEED;
-
- m_iHealth = sk_strider_health.GetFloat();
- m_iMaxHealth = 500;
-
- m_flFieldOfView = 0.0; // 180 degrees
-
- AddFlag( FL_FLY );
- SetCollisionGroup( HL2COLLISION_GROUP_STRIDER );
- SetSolid( SOLID_BBOX );
- AddSolidFlags( FSOLID_NOT_STANDABLE );
- SetMoveType( MOVETYPE_STEP );
- AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL );
-
- // Cached for quick comparisons
- m_iszStriderBusterName = AllocPooledString( "weapon_striderbuster" );
- m_iszMagnadeClassname = AllocPooledString( "npc_grenade_magna" );
- m_iszHunterClassname = AllocPooledString( "npc_hunter" );
-
- // BMCD: Force collision hooks
- AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );
- SetupGlobalModelData();
-
- CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 | bits_CAP_SQUAD );
-
- // Don't allow us to skip animation setup because our attachments are critical to us!
- SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP );
-
- // find the ground, move up to strider stand height
- Vector mins(-16,-16,-16), maxs(16,16,16);
- Vector origin = GetLocalOrigin();
-
- MoveToGround( &origin, this, mins, maxs );
- origin.z += GetMaxHeight();//(GetAbsOrigin().z - vecSurroundMins.z) + mins.z;
-
- SetLocalOrigin( origin );
-
- NPCInit();
-
- // Strider doesn't care about missiles for now.
- AddClassRelationship( CLASS_MISSILE, D_NU, 0 );
-
- m_bCrouchLocked = false;
- m_bMinigunEnabled = true;
-
- m_PostureAnimationTimer.Set( 8, 16 );
-
- m_BodyTargetBone = -1;
-
- CreateFocus();
-
- m_EnemyUpdatedTimer.Set( 0 );
-
- // Don't minigun things farther than 500 feet away.
- m_flDistTooFar = 500.0f * 12.0f;
-
- GetEnemies()->SetFreeKnowledgeDuration( strider_free_knowledge.GetFloat() );
-
- m_hPlayersMissile.Set( NULL );
- m_flTimeNextHuntSound = gpGlobals->curtime - 1.0f;
-}
-
-void CNPC_Strider::SetupGlobalModelData()
-{
- gm_BodyHeightPoseParam = LookupPoseParameter( "body_height" );
- gm_YawControl = LookupPoseParameter( "yaw" );
- gm_PitchControl = LookupPoseParameter( "pitch" );
- gm_CannonAttachment = LookupAttachment( "BigGun" );
-
- // BMCD: Get the conservative boxes from sequences
- Vector mins, maxs;
- ExtractBbox( SelectHeaviestSequence( ACT_WALK ), mins, maxs );
- CNPC_Strider::gm_strideLength = (maxs.x - mins.x) * 0.5;
-
- // UNDONE: use crouch when crouched
- CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES );
-}
-
-void CNPC_Strider::OnRestore()
-{
- BaseClass::OnRestore();
- SetupGlobalModelData();
- CreateVPhysics();
-
- // Cached for quick comparisons
- m_iszStriderBusterName = FindPooledString( "weapon_striderbuster" );
- m_iszMagnadeClassname = FindPooledString( "npc_grenade_magna" );
-}
-
-bool CNPC_Strider::m_sbStaticPoseParamsLoaded = false;
-int CNPC_Strider::m_poseMiniGunYaw = 0;
-int CNPC_Strider::m_poseMiniGunPitch = 0;
-//-----------------------------------------------------------------------------
-// Purpose: Cache whatever pose parameters we intend to use
-//-----------------------------------------------------------------------------
-void CNPC_Strider::PopulatePoseParameters( void )
-{
- if (!m_sbStaticPoseParamsLoaded)
- {
- m_poseMiniGunYaw = LookupPoseParameter( "miniGunYaw");
- m_poseMiniGunPitch = LookupPoseParameter( "miniGunPitch" );
-
- m_sbStaticPoseParamsLoaded = true;
- }
-
- BaseClass::PopulatePoseParameters();
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::CreateVPhysics()
-{
- // The strider has bone followers for every solid part of its body,
- // so there's no reason for the bounding box to be solid.
- //BaseClass::CreateVPhysics();
-
- if ( !m_bDisableBoneFollowers )
- {
- InitBoneFollowers();
- }
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPC_Strider::InitBoneFollowers( void )
-{
- // Don't do this if we're already loaded
- if ( m_BoneFollowerManager.GetNumBoneFollowers() != 0 )
- return;
-
- // Init our followers
- m_BoneFollowerManager.InitBoneFollowers( this, ARRAYSIZE(pFollowerBoneNames), pFollowerBoneNames );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::PostNPCInit()
-{
- BaseClass::PostNPCInit();
-
- if( CarriedByDropship() )
- {
- SetMoveType( MOVETYPE_NONE );
- SetActivity( (Activity)ACT_STRIDER_CARRIED );
- SetThink( &CNPC_Strider::CarriedThink );
- RemoveFlag( FL_FLY );
- }
-
- m_PlayerFreePass.SetPassTarget( UTIL_PlayerByIndex(1) );
-
- AI_FreePassParams_t freePassParams =
- {
- strider_free_pass_start_time.GetFloat(), // timeToTrigger
- strider_free_pass_duration.GetFloat(), // duration
- strider_free_pass_move_tolerance.GetFloat(), // moveTolerance
- strider_free_pass_refill_rate.GetFloat(), // refillRate
- strider_free_pass_cover_dist.GetFloat(), // coverDist
- strider_peek_time.GetFloat(), // peekTime
- strider_peek_time_after_damage.GetFloat(), // peekTimeAfterDamage
- strider_peek_eye_dist.GetFloat(), // peekEyeDist
- strider_peek_eye_dist_z.GetFloat(), // peekEyeDistZ
- };
-
- m_PlayerFreePass.SetParams( freePassParams );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::Activate()
-{
- BaseClass::Activate();
-
- const char *pszBodyTargetBone = "combine_strider.neck_bone";
-
- m_BodyTargetBone = LookupBone( pszBodyTargetBone );
-
- if ( m_BodyTargetBone == -1 )
- {
- DevMsg( "Couldn't find npc_strider bone %s, which is used as target for others\n", pszBodyTargetBone );
- }
-
- gm_BodyHeightPoseParam = LookupPoseParameter( "body_height" );
- gm_YawControl = LookupPoseParameter( "yaw" );
- gm_PitchControl = LookupPoseParameter( "pitch" );
- gm_CannonAttachment = LookupAttachment( "BigGun" );
-
- if ( gm_zCannonDist == 0 )
- {
- // Have to create a virgin strider to ensure proper pose
- CNPC_Strider *pStrider = (CNPC_Strider *)CreateEntityByName( "npc_strider" );
- Assert(pStrider);
- pStrider->m_bDisableBoneFollowers = true; // don't create these since we're just going to destroy him
- DispatchSpawn( pStrider );
-
- pStrider->SetActivity( ACT_DIERAGDOLL );
- pStrider->InvalidateBoneCache();
- gm_zCannonDist = pStrider->CannonPosition().z - pStrider->GetAbsOrigin().z;
-
- // Currently just using the gun for the vertical component!
- Vector defEyePos;
- pStrider->GetAttachment( "minigunbase", defEyePos );
- gm_zMinigunDist = defEyePos.z - pStrider->GetAbsOrigin().z;
-
- Vector position;
- pStrider->GetAttachment( "biggun", position );
- VectorITransform( position, pStrider->EntityToWorldTransform(), gm_vLocalRelativePositionCannon );
-
- pStrider->GetAttachment( "minigun", position );
- VectorITransform( position, pStrider->EntityToWorldTransform(), gm_vLocalRelativePositionMinigun );
- UTIL_Remove( pStrider );
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::UpdateOnRemove()
-{
- m_BoneFollowerManager.DestroyBoneFollowers();
-
-#ifdef HL2_EPISODIC
- m_hAttachedBusters.Purge();
-#endif // HL2_EPISODIC
-
- BaseClass::UpdateOnRemove();
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InitBoneControllers()
-{
- BaseClass::InitBoneControllers( );
-
- SetHeight( GetMaxHeight() );
- SetIdealHeight( GetMaxHeight() );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-Class_T CNPC_Strider::Classify()
-{
- if( CarriedByDropship() )
- return CLASS_NONE;
-
- return CLASS_COMBINE;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::ShouldAttractAutoAim( CBaseEntity *pAimingEnt )
-{
-#ifdef HL2_EPISODIC
- if( m_hAttachedBusters.Count() > 0 )
- return false;
-#endif//HL2_EPISODIC
-
- return BaseClass::ShouldAttractAutoAim( pAimingEnt );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-int CNPC_Strider::DrawDebugTextOverlays()
-{
- int text_offset = BaseClass::DrawDebugTextOverlays();
-
- if (m_debugOverlays & OVERLAY_TEXT_BIT)
- {
- EntityText(text_offset,CFmtStr("Ideal Height: %.1f; Height: %.1f", GetIdealHeight(), GetHeight()),0);
- text_offset++;
- if ( m_PlayerFreePass.HasPass() )
- {
- EntityText(text_offset,CFmtStr("Free pass: %.1f", m_PlayerFreePass.GetTimeRemaining()),0);
- text_offset++;
- }
-
- CBaseEntity *pPlayer = UTIL_PlayerByIndex(1);
- if ( pPlayer )
- {
- if ( GetSenses()->ShouldSeeEntity( pPlayer ) && GetSenses()->CanSeeEntity( pPlayer ) )
- {
- EntityText(text_offset,"See player",0);
- text_offset++;
- }
- else
- {
- float temp = m_PlayerFreePass.GetTimeRemaining();
- m_PlayerFreePass.SetTimeRemaining( 0 );
-
- if ( BaseClass::FVisible( pPlayer ) && !FVisible( pPlayer ) )
- {
- EntityText(text_offset,"Player peeking",0);
- text_offset++;
- }
- m_PlayerFreePass.SetTimeRemaining( temp );
- }
- }
-
- if ( m_flTargetSpeedScale != 1.0 )
- {
- EntityText(text_offset,CFmtStr( "Speed scaled to %.1f", m_flGroundSpeed ),0);
- text_offset++;
- }
- }
-
- return text_offset;
-}
-
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-Vector CNPC_Strider::EyePosition()
-{
- Vector eyePosition = GetAdjustedOrigin();
- eyePosition.z += gm_zMinigunDist;
- return eyePosition;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-const Vector &CNPC_Strider::GetViewOffset()
-{
- Vector vOffset;
-
- vOffset.x = 0;
- vOffset.y = 0;
- vOffset.z = ( GetHeight() - GetMaxHeightModel() ) + gm_zMinigunDist;
-
- Assert( VectorsAreEqual( GetAbsOrigin() + vOffset, EyePosition(), 0.1 ));
-
- SetViewOffset( vOffset );
-
- return BaseClass::GetViewOffset();
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::CalculateIKLocks( float currentTime )
-{
- BaseClass::CalculateIKLocks( currentTime );
- if ( m_pIk && m_pIk->m_target.Count() )
- {
- Assert(m_pIk->m_target.Count() > STOMP_IK_SLOT);
- // HACKHACK: Hardcoded 11??? Not a cleaner way to do this
- CIKTarget &target = m_pIk->m_target[STOMP_IK_SLOT];
- target.SetPos( m_vecHitPos.Get() );
- for ( int i = 0; i < NUM_STRIDER_IK_TARGETS; i++ )
- {
- target = m_pIk->m_target[i];
-
- if (!target.IsActive())
- continue;
-
- m_vecIKTarget.Set( i, target.est.pos );
-
-#if 0
- // yellow box at target pos - helps debugging
- //if (i == 0)
- NDebugOverlay::Line( GetAbsOrigin(), m_vecIKTarget[i], 255, 255, 0, 0, 0.1 );
- NDebugOverlay::Box( m_vecIKTarget[i], Vector(-8,-8,-8), Vector(8,8,8), 255, 255, 0, 0, 4.0 );
-#endif
- }
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::NPCThink(void)
-{
- if ( m_hRagdoll.Get() )
- {
- m_nextStompTime = gpGlobals->curtime + 5;
- }
-
- if ( m_flTargetSpeedScale > 0.01 )
- {
- float deltaSpeedScale = m_flSpeedScale - m_flTargetSpeedScale;
- if ( fabsf( deltaSpeedScale ) > .01 )
- {
- if ( deltaSpeedScale < 0 )
- {
- m_flSpeedScale += STRIDER_SPEED_CHANGE;
- if ( m_flSpeedScale > m_flTargetSpeedScale )
- {
- m_flSpeedScale = m_flTargetSpeedScale;
- }
- }
- else
- {
- m_flSpeedScale -= STRIDER_SPEED_CHANGE;
- if ( m_flSpeedScale < m_flTargetSpeedScale )
- {
- m_flSpeedScale = m_flTargetSpeedScale;
- }
- }
- }
- else
- {
- m_flSpeedScale = m_flTargetSpeedScale;
- }
- }
- else
- {
- m_flTargetSpeedScale = 1.0;
- }
-
- BaseClass::NPCThink();
-
- m_pMinigun->Think( this, 0.1 );
-
- // update follower bones
- m_BoneFollowerManager.UpdateBoneFollowers(this);
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::PrescheduleThink()
-{
- if( IsUsingAggressiveBehavior() && GetEnemy() && GetEnemy()->IsPlayer() )
- {
- AddFacingTarget( GetEnemy(), GetEnemies()->LastKnownPosition( GetEnemy() ) , 1.0, 2.0 );
- }
-
- // Next missile will kill me!
- if( GetHealth() <= 50 && random->RandomInt( 0, 20 ) == 0 )
- {
- CBaseEntity *pTrail = CreateEntityByName( "sparktrail" );
- pTrail->SetOwnerEntity( this );
- pTrail->Spawn();
- }
-
-#if 0
- NDebugOverlay::Cross3D( GetAdjustedOrigin(), 16, 128, 128, 128, false, .1 );
- Vector vIdealOrigin = GetAbsOrigin();
- vIdealOrigin.z -= GetMaxHeightModel() - GetIdealHeight();
- NDebugOverlay::Cross3D( vIdealOrigin, 16, 255, 255, 255, false, .1 );
-#endif
-
- if( strider_eyepositions.GetBool() )
- {
- NDebugOverlay::Cross3D( EyePosition(), 16, 0, 255, 0, false, 0.1 );
- NDebugOverlay::Cross3D( EyePositionCrouched(), 16, 255, 255, 0, false, 0.1 );
- }
-
- if( strider_show_focus.GetBool() )
- {
- QAngle angles;
-
- angles.x = gpGlobals->curtime * 20.0f;
- angles.y = angles.x * 0.5f;
- angles.z = 0.0f;
-
- NDebugOverlay::Cross3DOriented( GetFocus()->GetAbsOrigin(), angles, 24, 255, 255, 0, false, 0.1 );
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::GatherConditions()
-{
- if ( AIGetNumFollowers( this, m_iszHunterClassname ) == 0 )
- {
- // This works with old data because need to do before base class so as to not choose as enemy
- if ( m_PlayerFreePass.HasPass() || ( !m_pMinigun->IsShooting() || GetEnemy() != m_PlayerFreePass.GetPassTarget() ) ) // no free pass when in midst of shooting at target
- m_PlayerFreePass.Update();
- }
- else
- {
- m_PlayerFreePass.Reset( strider_free_pass_after_escorts_dead.GetFloat(), strider_free_pass_tolerance_after_escorts_dead.GetFloat() );
- }
-
- if( IsUsingAggressiveBehavior() )
- {
- if( m_PlayerFreePass.HasPass() && !m_pMinigun->IsShooting() )
- {
- // Make the minigun stitch
- m_bMinigunUseDirectFire = false;
- }
- }
-
- //---------------------------------
-
- BaseClass::GatherConditions();
-
- if( IsUsingAggressiveBehavior() )
- {
- if( GetEnemy() )
- {
- if( HasCondition( COND_SEE_ENEMY ) )
- {
- // Keep setting up to play my hunt sound at some random time after losing sight of my enemy.
- m_flTimeNextHuntSound = gpGlobals->curtime + 1.0f;
- }
- else
- {
- if( gpGlobals->curtime >= m_flTimeNextHuntSound && !m_pMinigun->IsShooting() )
- {
- HuntSound();
- }
- }
- }
-
- if( m_hPlayersMissile )
- {
- if( !m_pMinigun->IsShooting() && GetEnemy() && GetEnemy()->IsPlayer() )
- {
- // If the missile is closer to the player than I am, stay suppressed. This is essentially
- // allowing the missile to strike me if it was fired off before I started shooting.
- // If the missile passes me or goes way off course, I can shoot.
- float flPlayerMissileDist;
- float flPlayerStriderDist;
-
- flPlayerMissileDist = GetEnemy()->GetAbsOrigin().DistTo( m_hPlayersMissile->GetAbsOrigin() );
- flPlayerStriderDist = GetEnemy()->GetAbsOrigin().DistTo( EyePosition() );
- float flDiff = flPlayerMissileDist - flPlayerStriderDist;
-
- // Figure out how long it's been since I've fired my cannon because of a player's missile.
- float flTimeSuppressed = gpGlobals->curtime - m_flTimePlayerMissileDetected;
-
- if( flDiff < strider_missile_suppress_dist.GetFloat() && flTimeSuppressed < strider_missile_suppress_time.GetFloat() )
- {
- // Defer the minigun until/unless the missile has passed me by 10 feet
- m_pMinigun->StopShootingForSeconds( this, GetEnemy(), 0.5f );
- }
- }
- }
- }
-
- // This pair of conditions is nice to have around...
- if( m_pMinigun->IsShooting() )
- {
- SetCondition( COND_STRIDER_MINIGUN_SHOOTING );
- }
- else
- {
- SetCondition( COND_STRIDER_MINIGUN_NOT_SHOOTING );
- }
-
- if( GetCannonTarget() )
- {
- SetCondition( COND_STRIDER_HAS_CANNON_TARGET );
-
- if( strider_show_cannonlos.GetBool() )
- {
- trace_t tr;
- UTIL_TraceLine( CannonPosition(), GetCannonTarget()->WorldSpaceCenter(), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
- NDebugOverlay::Line( tr.startpos, tr.endpos, 0, 255, 0, false, 0.1 );
-
- if( tr.fraction != 1.0 )
- NDebugOverlay::Line( tr.endpos, GetCannonTarget()->WorldSpaceCenter(), 255, 0, 0, false, 0.1 );
- }
- }
- else
- {
- ClearCondition( COND_STRIDER_HAS_CANNON_TARGET );
- }
-
- ClearCondition( COND_CAN_RANGE_ATTACK2 );
- ClearCondition( COND_STRIDER_HAS_LOS_Z );
-
- // If not locked into a crouch, look into adjusting height to attack targets.
- if( !m_bCrouchLocked && !m_bDontCrouch )
- {
- if( m_hCannonTarget != NULL )
- {
- if( !IsStriderCrouching() && !IsStriderStanding() )
- {
- if ( WeaponLOSCondition( GetAdjustedOrigin(), m_hCannonTarget->GetAbsOrigin(), false ) )
- {
- SetCondition( COND_CAN_RANGE_ATTACK2 );
- }
- else
- {
- GatherHeightConditions( GetAdjustedOrigin(), m_hCannonTarget );
- }
- }
- }
- else if( GetEnemy() )
- {
- if ( strider_distributed_fire.GetBool() && !IsUsingAggressiveBehavior() )
- {
- m_iVisibleEnemies = 0;
- AIEnemiesIter_t iter;
-
- for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) )
- {
- if( IRelationType( pEMemory->hEnemy ) != D_NU && IRelationType( pEMemory->hEnemy ) != D_LI )
- {
- if( pEMemory->timeLastSeen == gpGlobals->curtime )
- {
- m_iVisibleEnemies++;
- }
- }
- }
-
- // If I'm on target and see more targets than just this one, move on to another target for a bit!
- // Because the Mingun's state will stay "on target" until the minigun gets a chance to think,
- // and this function may be called several times per strider think, don't call this code anymore in the same
- // think when a new enemy is chosen.
- //
- // Don't switch targets if shooting at a bullseye! Level designers depend on bullseyes.
- if( GetEnemy() && m_pMinigun->IsShooting() && GetTimeEnemyAcquired() != gpGlobals->curtime )
- {
- if( m_pMinigun->IsOnTarget( 3 ) && !FClassnameIs( GetEnemy(), "npc_bullseye" ) )
- {
- if( m_iVisibleEnemies > 1 )
- {
- // Time to ignore this guy for a little while and switch targets.
- GetEnemies()->SetTimeValidEnemy( GetEnemy(), gpGlobals->curtime + ( STRIDER_IGNORE_TARGET_DURATION * m_iVisibleEnemies ) );
- SetEnemy( NULL, false );
- ChooseEnemy();
- }
- else if( GetEnemy()->IsPlayer() && GetEnemy() == m_pMinigun->GetTarget() )
- {
- // Give the poor target a break.
- m_pMinigun->StopShootingForSeconds( this, GetEnemy(), GetMinigunShootDowntime() );
- }
- }
- }
- }
-
- if ( GetEnemy() ) // Can go null above
- {
- if ( !IsStriderCrouching() && !IsStriderStanding() &&
- ( !HasCondition( COND_SEE_ENEMY ) ||
- !WeaponLOSCondition( GetAdjustedOrigin(), GetEnemy()->BodyTarget( GetAdjustedOrigin() ), false ) ) )
- {
-#if 0
- if ( !HasCondition( COND_STRIDER_SHOULD_CROUCH ) && !HasCondition( COND_STRIDER_SHOULD_CROUCH ) )
- SetIdealHeight( MIN( GetMaxHeight(), GetHeight() + 75.0 * 0.1 ) ); // default to rising up
-#endif
- GatherHeightConditions( GetAdjustedOrigin(), GetEnemy() );
- }
- }
- }
- else
- SetIdealHeight( GetMaxHeight() );
- }
- else
- {
- if( m_hCannonTarget != NULL && CurrentWeaponLOSCondition( m_hCannonTarget->GetAbsOrigin(), false ) )
- SetCondition( COND_CAN_RANGE_ATTACK2 );
- }
-
- if( m_bDontCrouch )
- {
- if( HasCondition( COND_STRIDER_SHOULD_CROUCH ) )
- {
- Msg("TELL WEDGE I'M TRYING TO CROUCH!\n");
- }
-
- ClearCondition( COND_STRIDER_SHOULD_CROUCH );
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::GatherHeightConditions( const Vector &vTestPos, CBaseEntity *pEntity )
-{
- if ( HasCondition( COND_STRIDER_SHOULD_CROUCH ) && HasCondition( COND_STRIDER_SHOULD_CROUCH ) )
- return;
-
- float maxZ = (GetAbsOrigin().z - (GetMaxHeightModel() - GetMaxHeight()));
- float minZ = (maxZ - ( GetMaxHeight() - GetMinHeight()));;
- float newHeight = FLT_MAX;
-
- if( FInViewCone( pEntity ) && GetWeaponLosZ( vTestPos, minZ, maxZ, GetHeightRange() * .1, pEntity, &newHeight ) )
- {
- bool bDoProceduralHeightChange = true;
- newHeight = GetMaxHeightModel() - ( GetAbsOrigin().z - newHeight);
-
- if ( m_LowZCorrectionTimer.Expired() )
- {
- // Hack to handle discrepency between ideal gun pos and actual pos due to strider head tilt in crouch pos
- if ( pEntity && fabs( newHeight - GetHeight() ) < 12 && newHeight < GetMinHeight() + GetHeightRange() * .33 )
- {
- Vector muzzlePos;
- Vector targetPos = pEntity->BodyTarget( GetAdjustedOrigin() );
-
- GetAttachment( "minigun", muzzlePos );
-
- trace_t tr;
- AI_TraceLine( muzzlePos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
-
- if ( ( tr.m_pEnt != pEntity) && tr.fraction != 1.0 && !CanShootThrough( tr, targetPos ) )
- {
- if ( !GetWeaponLosZ( vTestPos, minZ + GetHeightRange() * .33, maxZ, GetHeightRange() * .1, pEntity, &newHeight ) )
- {
- return;
- }
- newHeight = GetMaxHeightModel() - ( GetAbsOrigin().z - newHeight);
- }
- else
- {
- m_LowZCorrectionTimer.Set( 5.0 );
- }
- }
- }
-
- if ( !strider_always_use_procedural_height.GetBool() )
- {
- // If going from max to min, or min to max, use animations 60% of the time
- if ( fabsf(GetMaxHeight() - GetHeight()) < 0.1 && fabsf(GetMinHeight() - newHeight) < 0.1 )
- {
- if ( random->RandomInt(1, 10 ) <= 6 )
- {
- SetCondition( COND_STRIDER_SHOULD_CROUCH );
- bDoProceduralHeightChange = false;
- }
- }
- else if ( fabsf(GetMinHeight() - GetHeight()) < 0.1 && fabsf(GetMaxHeight() - newHeight) < 0.1 )
- {
- if ( random->RandomInt(1, 10 ) <= 6 )
- {
- SetCondition( COND_STRIDER_SHOULD_STAND );
- bDoProceduralHeightChange = false;
- }
- }
-
- // Otherwise, if going from near max or near min to the other, use animations based on time
- if ( bDoProceduralHeightChange && m_PostureAnimationTimer.Expired() )
- {
- if ( GetHeight() - GetMinHeight() > GetHeightRange() * .85 && newHeight - GetMinHeight() < GetHeightRange() * .15 )
- {
- m_PostureAnimationTimer.Reset();
- SetCondition( COND_STRIDER_SHOULD_CROUCH );
- bDoProceduralHeightChange = false;
- }
- else if ( newHeight - GetMinHeight() > GetHeightRange() * .85 && GetHeight() - GetMinHeight() < GetHeightRange() * .15 )
- {
- m_PostureAnimationTimer.Reset();
- SetCondition( COND_STRIDER_SHOULD_STAND );
- bDoProceduralHeightChange = false;
- }
- }
- }
-
- if ( bDoProceduralHeightChange )
- {
- SetCondition( COND_STRIDER_HAS_LOS_Z );
- SetIdealHeight( newHeight );
- if ( strider_test_height.GetFloat() > .1 )
- SetIdealHeight( strider_test_height.GetFloat() );
- }
- else
- SetIdealHeight( GetHeight() );
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::OnStateChange( NPC_STATE oldState, NPC_STATE newState )
-{
- if ( oldState == NPC_STATE_SCRIPT )
- {
- m_pMinigun->Enable( this, m_bMinigunEnabled );
- }
- else if ( newState == NPC_STATE_SCRIPT )
- {
- m_pMinigun->Enable( this, false );
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::BuildScheduleTestBits()
-{
- BaseClass::BuildScheduleTestBits();
- if (m_NPCState != NPC_STATE_SCRIPT)
- {
- SetCustomInterruptCondition( COND_STRIDER_DO_FLICK );
- }
-
- if( IsCurSchedule( SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK, false ) || IsCurSchedule( SCHED_ESTABLISH_LINE_OF_FIRE, false ) )
- {
- SetCustomInterruptCondition( COND_STRIDER_MINIGUN_SHOOTING );
- }
-
- if( IsCurSchedule( SCHED_IDLE_STAND ) )
- {
- SetCustomInterruptCondition( COND_STRIDER_HAS_CANNON_TARGET );
- }
-
- // If our base-class schedule breaks on CAN_RANGE_ATTACK1, then also break
- // on HAS_CANNON_TARGET.
- if( GetCurSchedule()->HasInterrupt( COND_CAN_RANGE_ATTACK1 ) && HasCondition( COND_STRIDER_HAS_CANNON_TARGET ) )
- {
- SetCustomInterruptCondition( COND_STRIDER_HAS_CANNON_TARGET );
- }
-
- if( IsCurSchedule( SCHED_IDLE_WALK ) || ( IsCurSchedule( SCHED_IDLE_STAND ) && hl2_episodic.GetBool() ) )
- {
- SetCustomInterruptCondition(COND_STRIDER_SHOULD_CROUCH);
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-int CNPC_Strider::SelectSchedule()
-{
-/*
- if( GetMoveType() != MOVETYPE_FLY )
- {
- // Dropship just released me.
- SetMoveType( MOVETYPE_FLY );
- return SCHED_STRIDER_FALL_TO_GROUND;
- }
-*/
- if ( strider_idle_test.GetBool() )
- {
- m_pMinigun->Enable( this, false );
- return SCHED_IDLE_STAND;
- }
- else
- {
- m_pMinigun->Enable( this, m_bMinigunEnabled );
- }
-
- if( m_NPCState == NPC_STATE_SCRIPT )
- return BaseClass::SelectSchedule();
-
- // If we're starting to die, then just wait for this to happen
- if ( m_lifeState == LIFE_DYING )
- return SCHED_IDLE_STAND;
-
- if( m_NPCState == NPC_STATE_DEAD )
- return SCHED_STRIDER_DIE;
-
- if( HasPendingTargetPath() )
- {
-#if 0
- if( IsInCrouchedPosture() && !m_bCrouchLocked )
- {
- // Make the strider stand!
- return SCHED_STRIDER_STAND;
- }
- else
- {
- SetTargetPath();
- }
-#else
- SetTargetPath();
-#endif
- }
-
- //---------------------------------
-
- if( HasCondition( COND_STRIDER_SHOULD_CROUCH ) && GetHeight() - GetMinHeight() > GetHeightRange() * .5 )
- {
- return SCHED_STRIDER_CROUCH;
- }
- if( HasCondition( COND_STRIDER_SHOULD_STAND ) && !m_bCrouchLocked && GetHeight() - GetMinHeight() < GetHeightRange() * .5 )
- {
- return SCHED_STRIDER_STAND;
- }
-
- if( HasCondition( COND_CAN_RANGE_ATTACK2 ) )
- {
- return SCHED_STRIDER_RANGE_ATTACK2;
- }
- else if( m_AttemptCannonLOSTimer.Expired() && HasCondition( COND_STRIDER_HAS_CANNON_TARGET ) )
- {
- m_AttemptCannonLOSTimer.Set( 5 );
- return SCHED_STRIDER_ESTABLISH_LINE_OF_FIRE_CANNON;
- }
-
- //---------------------------------
-
- if( m_NPCState == NPC_STATE_COMBAT )
- {
- if ( !HasCondition( COND_NEW_ENEMY ) )
- {
- if ( m_hRagdoll.Get() && (gpGlobals->curtime > m_ragdollTime || HasCondition( COND_STRIDER_DO_FLICK ) ) )
- {
- return SCHED_STRIDER_FLICKL;
- }
- }
-
- if ( HasCondition( COND_STRIDER_SHOULD_CROUCH ) )
- {
- return SCHED_STRIDER_CROUCH;
- }
-
- if ( HasCondition( COND_STRIDER_SHOULD_STAND ) )
- {
- return SCHED_STRIDER_STAND;
- }
-
- if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
- {
- return SCHED_MELEE_ATTACK1;
- }
- if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
- {
- return SCHED_STRIDER_RANGE_ATTACK1;
- }
-
- ClearCondition( COND_STRIDER_ENEMY_UPDATED );
- if ( !m_EnemyUpdatedTimer.Expired() )
- {
- int baseResult = BaseClass::SelectSchedule();
- if ( baseResult != SCHED_COMBAT_FACE || !GetGoalEnt() )
- return baseResult;
- }
-
- if ( !GetGoalEnt() )
- return BaseClass::SelectSchedule();
-
- return SCHED_STRIDER_HUNT;
- }
-
- //---------------------------------
-
- if ( !GetGoalEnt() )
- return SCHED_IDLE_STAND;
-
- return SCHED_STRIDER_HUNT;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-
-#define TIME_CARE_ENEMY 7.0
-
-int CNPC_Strider::TranslateSchedule( int scheduleType )
-{
- switch( scheduleType )
- {
- case SCHED_RANGE_ATTACK1:
- return SCHED_STRIDER_RANGE_ATTACK1;
- case SCHED_RANGE_ATTACK2:
- return SCHED_STRIDER_RANGE_ATTACK2;
- case SCHED_MELEE_ATTACK1:
- return SCHED_STRIDER_STOMPL;
- case SCHED_MELEE_ATTACK2:
- return SCHED_STRIDER_STOMPR;
- case SCHED_CHASE_ENEMY:
- {
- if( HasCondition( COND_SEE_ENEMY ) )
- {
- return SCHED_STRIDER_COMBAT_FACE;
- }
-
- return SCHED_STRIDER_CHASE_ENEMY;
- }
-
- case SCHED_ESTABLISH_LINE_OF_FIRE:
- case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK:
- if ( m_bNoMoveToLOS )
- {
- return SCHED_COMBAT_FACE;
- }
-
- if ( !m_bCrouchLocked )
- {
- if( IsInCrouchedPosture() )
- {
- if( m_pMinigun->IsShooting() )
- {
- // Don't stand yet.
- return SCHED_STRIDER_COMBAT_FACE;
- }
- }
- else if ( HasCondition( COND_STRIDER_HAS_LOS_Z ) && HasCondition( COND_SEE_ENEMY ) )
- {
- return SCHED_STRIDER_COMBAT_FACE;
- }
- }
- if ( scheduleType == SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK )
- {
- if ( gpGlobals->curtime - GetEnemyLastTimeSeen() < TIME_CARE_ENEMY )
- return SCHED_STRIDER_COMBAT_FACE;
- else if ( GetGoalEnt() )
- return SCHED_STRIDER_HUNT;
- else
- {
- if( IsUsingAggressiveBehavior() )
- {
- return SCHED_STRIDER_AGGRESSIVE_COMBAT_STAND;
- }
-
- return SCHED_COMBAT_PATROL;
- }
- }
-
- break;
-
- case SCHED_COMBAT_FACE:
- return SCHED_STRIDER_COMBAT_FACE;
- break;
- }
-
- return BaseClass::TranslateSchedule( scheduleType );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::StartTask( const Task_t *pTask )
-{
- switch ( pTask->iTask )
- {
- case TASK_GET_PATH_TO_ENEMY_LOS:
- ChainStartTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData );
- break;
-
- case TASK_STRIDER_FALL_TO_GROUND:
- break;
-
- case TASK_STRIDER_FIRE_CANNON:
- FireCannon();
- TaskComplete();
- break;
-
- case TASK_STRIDER_SET_CANNON_HEIGHT:
- {
- if ( m_hCannonTarget )
- SetAbsIdealHeight( m_hCannonTarget->WorldSpaceCenter().z );
- TaskComplete();
- }
- break;
-
- case TASK_STRIDER_AIM:
- {
- // Stop the minigun for a bit, the big gun's about to shoot!
- m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 5 );
-
- //SetIdealActivity( (Activity)ACT_STRIDER_AIMRA1 );
- SetWait( pTask->flTaskData );
- m_aimYaw = 0;
- m_aimPitch = 0;
- // clear out the previous shooting
- SetPoseParameter( gm_YawControl, m_aimYaw );
- SetPoseParameter( gm_PitchControl, m_aimPitch );
- Vector vecShootPos;
- GetAttachment( gm_CannonAttachment, vecShootPos );
-
- // tell the client side effect to complete
- EntityMessageBegin( this, true );
- WRITE_BYTE( STRIDER_MSG_STREAKS );
- WRITE_VEC3COORD( vecShootPos );
- MessageEnd();
- CPASAttenuationFilter filter2( this, "NPC_Strider.Charge" );
- EmitSound( filter2, entindex(), "NPC_Strider.Charge" );
-
- // CPVSFilter filter( vecShootPos );
- //te->StreakSphere( filter, 0, 0, 150, 100, entindex(), gm_CannonAttachment );
- }
- break;
-
- case TASK_STRIDER_DODGE:
- break;
-
- case TASK_STRIDER_STOMP:
- {
- m_nextStompTime = gpGlobals->curtime + 5;
- Activity stompAct = (Activity) ( pTask->flTaskData > 0 ? ACT_STRIDER_STOMPR : ACT_STRIDER_STOMPL );
- ResetIdealActivity( stompAct );
- }
- break;
-
- case TASK_RANGE_ATTACK1:
- CBaseCombatWeapon *pWeapon;
- pWeapon = GetActiveWeapon();
-
- if( pWeapon )
- {
- pWeapon->PrimaryAttack();
- }
- else
- {
- TaskFail("no primary weapon");
- }
-
- TaskComplete();
- break;
-
- case TASK_STRIDER_BREAKDOWN:
- SetIdealActivity( (Activity)ACT_STRIDER_SLEEP );
- break;
-
- case TASK_STRIDER_REFRESH_HUNT_PATH:
- Assert( GetGoalEnt() );
- if ( GetGoalEnt() )
- {
- AI_NavGoal_t goal(GOALTYPE_PATHCORNER, GetGoalEnt()->GetLocalOrigin(), ACT_WALK, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST);
-
- TranslateNavGoal( GetGoalEnt(), goal.dest );
-
- if ( ( m_debugOverlays & OVERLAY_NPC_SELECTED_BIT ) && ( m_debugOverlays & OVERLAY_NPC_ROUTE_BIT ) )
- {
- NDebugOverlay::Line( GetAbsOrigin() + Vector( 0, 0, 4), goal.dest, 255, 0, 255, true, 3 );
- }
-
- if ( GetNavigator()->SetGoal( goal ) )
- {
- TaskComplete();
- break;
- }
- TaskFail( FAIL_NO_ROUTE );
- }
- break;
-
- case TASK_STRIDER_START_MOVING:
- TaskComplete();
- break;
-
- case TASK_STRIDER_GET_PATH_TO_CANNON_LOS:
- {
- if ( GetCannonTarget() == NULL )
- {
- TaskFail("No Cannon Target");
- return;
- }
-
- AI_PROFILE_SCOPE(CAI_BaseNPC_FindLosToEnemy);
- Vector vecEnemy = GetCannonTarget()->WorldSpaceCenter();
-
- float flMaxRange = 4096;
- float flMinRange = 0;
-
- Vector posLos;
- bool found = false;
-
- if ( GetTacticalServices()->FindLateralLos( vecEnemy, &posLos ) )
- {
- found = true;
- }
-
- if ( !found && GetTacticalServices()->FindLos( vecEnemy, vecEnemy, flMinRange, flMaxRange, 1.0, &posLos ) )
- {
- found = true;
- }
-
- if ( found )
- {
- AI_NavGoal_t goal( posLos, ACT_RUN, AIN_HULL_TOLERANCE );
-
- GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET );
- GetNavigator()->SetArrivalDirection( vecEnemy - goal.dest );
-
- // Add the cannon target as a high priority facing entity.
- AddFacingTarget( GetCannonTarget(), GetCannonTarget()->WorldSpaceCenter(), 5.0, 5.0 );
- }
- else
- {
- TaskFail( "Can't get LOS to Cannon Target" );
- }
- }
- break;
-
- case TASK_STRIDER_GET_PATH_TO_CANNON_TARGET:
- {
- if( !m_hCannonTarget )
- {
- TaskFail( "No cannon target!\n" );
- return;
- }
-
- AI_NavGoal_t goal( m_hCannonTarget->GetAbsOrigin() );
-
- TranslateNavGoal( m_hCannonTarget, goal.dest );
-
- if ( GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ) )
- {
- TaskComplete();
- }
- else
- {
- DevWarning( 2, "GetPathToCannonTarget failed!!\n" );
- TaskFail(FAIL_NO_ROUTE);
- }
- }
- break;
-
- case TASK_STRIDER_FACE_CANNON_TARGET:
- if ( m_hCannonTarget != NULL )
- {
- GetMotor()->SetIdealYawToTarget( m_hCannonTarget->WorldSpaceCenter() );
- SetTurnActivity();
- }
- else
- {
- TaskFail(FAIL_NO_TARGET);
- }
- break;
-
- case TASK_STRIDER_SET_HEIGHT:
- SetIdealHeight( pTask->flTaskData );
- TaskComplete();
- break;
-
- default:
- BaseClass::StartTask( pTask );
- break;
- }
-}
-
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::RunTask( const Task_t *pTask )
-{
- switch ( pTask->iTask )
- {
- case TASK_GET_PATH_TO_ENEMY_LOS:
- ChainRunTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData );
- break;
-
- case TASK_STRIDER_FALL_TO_GROUND:
- {
- // This doesn't work right now. (sjb)
- Vector vecVelocity = GetAbsVelocity();
-
- vecVelocity.z -= (GetCurrentGravity() * 0.1);
-
- SetAbsVelocity( vecVelocity );
-
- Vector pos = GetAbsOrigin();
- TranslateNavGoal( NULL, pos );
-
- if( GetAbsOrigin().z - pos.z <= 0.0f )
- {
- SetAbsVelocity( vec3_origin );
- TaskComplete();
- }
- }
- break;
-
- case TASK_STRIDER_AIM:
- {
- // BUGBUG: Need the real flInterval here, not just 0.1
- AimCannonAt( GetCannonTarget(), 0.1 );
- if ( IsWaitFinished() )
- {
- TaskComplete();
- }
- }
- break;
-
- case TASK_STRIDER_DODGE:
- TaskComplete();
- break;
-
- case TASK_STRIDER_STOMP:
- if ( IsActivityFinished() )
- {
- TaskComplete();
- }
- if ( GetEnemy() )
- {
- m_vecHitPos = CalculateStompHitPosition( GetEnemy() );
- }
- break;
-
- case TASK_STRIDER_BREAKDOWN:
- if ( IsActivityFinished() )
- {
- // UNDONE: Fix this bug!
- //Assert(!IsMarkedForDeletion());
- if ( !IsMarkedForDeletion() )
- {
- CTakeDamageInfo info;
- CreateServerRagdoll( this, 0, info, COLLISION_GROUP_NONE );
- TaskComplete();
- UTIL_Remove(this);
- }
- }
- break;
-
- case TASK_STRIDER_FACE_CANNON_TARGET:
- GetMotor()->UpdateYaw();
- if ( FacingIdeal() )
- {
- TaskComplete();
- }
- break;
-
- case TASK_PLAY_SEQUENCE:
- if( m_bFastCrouch && pTask->flTaskData == ACT_CROUCH )
- {
- SetPlaybackRate( 10.0f );
- if( IsSequenceFinished() )
- {
- m_bFastCrouch = false;
- }
- }
-
- // Hack to make sure client doesn't pop after stand/crouch is done
- if ( GetCycle() > 0.5 )
- {
- if ( IsStriderStanding() && GetHeight() != GetMaxHeight() )
- SetHeight( GetMaxHeight() );
- else if ( IsStriderCrouching() && GetHeight() != GetMinHeight() )
- SetHeight( GetMinHeight() );
- SetIdealHeight( GetHeight() );
- }
- BaseClass::RunTask( pTask );
- break;
-
- default:
- BaseClass::RunTask( pTask );
- break;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPC_Strider::Explode( void )
-{
- Vector velocity = vec3_origin;
- AngularImpulse angVelocity = RandomAngularImpulse( -150, 150 );
-
- // Break into pieces
- breakablepropparams_t params( EyePosition(), GetAbsAngles(), velocity, angVelocity );
- params.impactEnergyScale = 1.0f;
- params.defBurstScale = 600.0f;
- params.defCollisionGroup = COLLISION_GROUP_NPC;
- PropBreakableCreateAll( GetModelIndex(), NULL, params, this, -1, true, true );
-
- // Go away
- m_lifeState = LIFE_DEAD;
-
- SetThink( &CNPC_Strider::SUB_Remove );
- SetNextThink( gpGlobals->curtime + 0.1f );
-
- AddEffects( EF_NODRAW );
-
- StopSmoking();
-
- m_BoneFollowerManager.DestroyBoneFollowers();
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CNPC_Strider::HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt )
-{
- if ( interactionType == g_interactionPlayerLaunchedRPG )
- {
- m_flTimePlayerMissileDetected = gpGlobals->curtime;
- m_hPlayersMissile = sourceEnt;
- return true;
- }
-
- return BaseClass::HandleInteraction( interactionType, data, sourceEnt );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::HandleAnimEvent( animevent_t *pEvent )
-{
- Vector footPosition;
-
- switch( pEvent->event )
- {
- case STRIDER_AE_DIE:
- {
- Explode();
- }
- break;
- case STRIDER_AE_SHOOTCANNON:
- {
- FireCannon();
- }
- break;
- case STRIDER_AE_WINDUPCANNON:
- {
- AimCannonAt( GetCannonTarget(), 0.1 );
-
- // Stop the minigun for a bit, the big gun's about to shoot!
- m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 5 );
-
- m_aimYaw = 0;
- m_aimPitch = 0;
-
- // clear out the previous shooting
- SetPoseParameter( gm_YawControl, m_aimYaw );
- SetPoseParameter( gm_PitchControl, m_aimPitch );
- Vector vecShootPos;
- GetAttachment( gm_CannonAttachment, vecShootPos );
-
- // tell the client side effect to start
- EntityMessageBegin( this, true );
- WRITE_BYTE( STRIDER_MSG_STREAKS );
- WRITE_VEC3COORD( vecShootPos );
- MessageEnd();
- CPASAttenuationFilter filter2( this, "NPC_Strider.Charge" );
- EmitSound( filter2, entindex(), "NPC_Strider.Charge" );
- }
- break;
- case STRIDER_AE_CANNONHIT:
- CreateConcussiveBlast( m_blastHit, m_blastNormal, this, 2.5 );
- break;
-
- case STRIDER_AE_SHOOTMINIGUN:
- {
- CBaseEntity *pTarget = gEntList.FindEntityGeneric( NULL, pEvent->options, this, this );
- if ( pTarget )
- {
- Vector vecTarget = pTarget->CollisionProp()->WorldSpaceCenter();
- ShootMinigun( &vecTarget, 0 );
- }
- break;
- }
-
- case STRIDER_AE_STOMPHITL:
- StompHit( STRIDER_LEFT_LEG_FOLLOWER_INDEX );
- break;
- case STRIDER_AE_STOMPHITR:
- StompHit( STRIDER_RIGHT_LEG_FOLLOWER_INDEX );
- break;
- case STRIDER_AE_FLICKL:
- case STRIDER_AE_FLICKR:
- {
- CBaseEntity *pRagdoll = m_hRagdoll;
- if ( pRagdoll )
- {
- CPASAttenuationFilter filter( pRagdoll, "NPC_Strider.RagdollDetach" );
- EmitSound( filter, pRagdoll->entindex(), "NPC_Strider.RagdollDetach" );
- DetachAttachedRagdoll( pRagdoll );
- }
- m_hRagdoll = NULL;
- }
- break;
-
- case STRIDER_AE_FOOTSTEP_LEFT:
- case STRIDER_AE_FOOTSTEP_LEFTM:
- case STRIDER_AE_FOOTSTEP_LEFTL:
- LeftFootHit( pEvent->eventtime );
- break;
- case STRIDER_AE_FOOTSTEP_RIGHT:
- case STRIDER_AE_FOOTSTEP_RIGHTM:
- case STRIDER_AE_FOOTSTEP_RIGHTL:
- RightFootHit( pEvent->eventtime );
- break;
- case STRIDER_AE_FOOTSTEP_BACK:
- case STRIDER_AE_FOOTSTEP_BACKM:
- case STRIDER_AE_FOOTSTEP_BACKL:
- BackFootHit( pEvent->eventtime );
- break;
- case STRIDER_AE_WHOOSH_LEFT:
- {
- GetAttachment( "left foot", footPosition );
-
- CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" );
- EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition );
- }
- break;
- case STRIDER_AE_WHOOSH_RIGHT:
- {
- GetAttachment( "right foot", footPosition );
-
- CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" );
- EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition );
- }
- break;
- case STRIDER_AE_WHOOSH_BACK:
- {
- GetAttachment( "back foot", footPosition );
-
- CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" );
- EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition );
- }
- break;
- case STRIDER_AE_CREAK_LEFT:
- case STRIDER_AE_CREAK_BACK:
- case STRIDER_AE_CREAK_RIGHT:
- {
- EmitSound( "NPC_Strider.Creak" );
- }
- break;
- default:
- BaseClass::HandleAnimEvent( pEvent );
- break;
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-Disposition_t CNPC_Strider::IRelationType( CBaseEntity *pTarget )
-{
- if ( IsCannonTarget( pTarget ) )
- return D_HT;
-
- return BaseClass::IRelationType( pTarget );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority )
-{
- if ( nDisposition == D_HT && pEntity->ClassMatches("npc_bullseye") )
- UpdateEnemyMemory( pEntity, pEntity->GetAbsOrigin() );
- BaseClass::AddEntityRelationship( pEntity, nDisposition, nPriority );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity )
-{
- if ( IsCurSchedule( SCHED_STRIDER_RANGE_ATTACK2, false ) )
- {
- SetGoalEnt( pGoalEntity );
- return true;
- }
- return BaseClass::ScheduledMoveToGoalEntity( scheduleType, pGoalEntity, movementActivity );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::ScheduledFollowPath( int scheduleType, CBaseEntity *pPathStart, Activity movementActivity )
-{
- m_strTrackName = pPathStart->GetEntityName();
- if ( IsCurSchedule( SCHED_STRIDER_RANGE_ATTACK2, false ) )
- {
- SetGoalEnt( pPathStart );
- return true;
- }
- return BaseClass::ScheduledFollowPath( scheduleType, pPathStart, movementActivity );
-}
-
-
-//---------------------------------------------------------
-// Disables the minigun until EnableMinigun input is received.
-//---------------------------------------------------------
-void CNPC_Strider::InputDisableMinigun( inputdata_t &inputdata )
-{
- m_bMinigunEnabled = false;
- m_pMinigun->Enable( this, false );
-}
-
-
-//---------------------------------------------------------
-// Enables the minigun.
-//---------------------------------------------------------
-void CNPC_Strider::InputEnableMinigun( inputdata_t &inputdata )
-{
- m_bMinigunEnabled = true;
- m_pMinigun->Enable( this, true );
-}
-
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputSetMinigunTime( inputdata_t &inputdata )
-{
- m_miniGunShootDuration = inputdata.value.Float();
- m_pMinigun->SetShootDuration( m_miniGunShootDuration );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputSetMinigunTarget( inputdata_t &inputdata )
-{
- CBaseEntity *pTargetEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller );
-
- m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 0 );
- m_pMinigun->ShootAtTarget( this, pTargetEntity, m_miniGunShootDuration );
- m_miniGunShootDuration = 0;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputSetCannonTarget( inputdata_t &inputdata )
-{
- CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller );
-
- if ( pTarget )
- {
- if ( m_hCannonTarget == pTarget )
- return;
-
- CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
- CNPC_Strider *pStrider;
- for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
- {
- if ( ppAIs[i] != this && ppAIs[i]->ClassMatches( GetClassname() ) )
- {
- pStrider = (CNPC_Strider *)(ppAIs[i]);
- if ( pStrider->GetCannonTarget() == pTarget )
- return; // Already accounted for
- }
- }
-
- if( pTarget->MyCombatCharacterPointer() && pTarget->IsAlive() )
- {
- m_hCannonTarget = pTarget;
- m_AttemptCannonLOSTimer.Force();
- return;
- }
- }
-
- m_hCannonTarget = NULL;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputFlickRagdoll( inputdata_t &inputdata )
-{
- if ( m_hRagdoll.Get() )
- {
- SetCondition( COND_STRIDER_DO_FLICK );
- }
-}
-
-
-/*
- IPhysicsObject *pPhysics0 = FindPhysicsObjectByName( STRING(m_nameAttach1), this );
- IPhysicsObject *pPhysics1 = FindPhysicsObjectByName( STRING(m_nameAttach2), this );
-
- if ( !pPhysics0 )
- {
- pPhysics0 = g_PhysWorldObject;
- }
- if ( !pPhysics1 )
- {
- pPhysics1 = g_PhysWorldObject;
- }
-
- if ( pPhysics0 != pPhysics1 )
- {
- m_disabled = !bEnable;
- m_succeeded = true;
- if ( bEnable )
- {
- PhysEnableEntityCollisions( pPhysics0, pPhysics1 );
- }
- else
- {
- PhysDisableEntityCollisions( pPhysics0, pPhysics1 );
- }
- }
- else
- {
- m_succeeded = false;
- }
-*/
-/*
-#pragma warning(push)
-#pragma warning(disable : 4706) // I know what I'm doing
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputDisableCollisionWith( inputdata_t &inputdata )
-{
- IPhysicsObject *pIgnorePhys = FindPhysicsObjectByName( inputdata.value.String(), this );
- if ( !pIgnorePhys )
- return;
-
- int idx;
- CBoneFollower *pFol;
-
- for (idx = 0 ; pFol = GetBoneFollowerByIndex(idx) ; ++idx) // stop when the function starts returning null (idx is no longer good)
- {
- IPhysicsObject *pFollowPhys = pFol->VPhysicsGetObject();
- Assert(pFollowPhys);
- PhysDisableEntityCollisions( pIgnorePhys, pFollowPhys );
- }
-}
-#pragma warning(pop)
-*/
-
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputDisableCollisionWith( inputdata_t &inputdata )
-{
- IPhysicsObject *pIgnorePhys = FindPhysicsObjectByName( inputdata.value.String(), this );
- if ( !pIgnorePhys )
- return;
-
-
- // CBoneFollower *pFol;
-
- for (int idx = m_BoneFollowerManager.GetNumBoneFollowers() - 1 ; idx >= 0 ; --idx) // stop when the function starts returning null (idx is no longer good)
- {
- IPhysicsObject *pFollowPhys = GetBoneFollowerByIndex(idx)->VPhysicsGetObject();
- Assert(pFollowPhys);
- PhysDisableEntityCollisions( pIgnorePhys, pFollowPhys );
- }
-}
-
-
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputEnableCollisionWith( inputdata_t &inputdata )
-{
- IPhysicsObject *pIgnorePhys = FindPhysicsObjectByName( inputdata.value.String(), this );
- if ( !pIgnorePhys )
- return;
-
- int idx;
- // CBoneFollower *pFol;
-
- for (idx = m_BoneFollowerManager.GetNumBoneFollowers() - 1 ; idx >= 0 ; --idx) // stop when the function starts returning null (idx is no longer good)
- {
- /*
- pFol = GetBoneFollowerByIndex(idx);
- Assert(pFol);
- IPhysicsObject *pFollowPhys = pFol->VPhysicsGetObject();
- Assert(pFollowPhys);
- */
- IPhysicsObject *pFollowPhys = GetBoneFollowerByIndex(idx)->VPhysicsGetObject();
- PhysEnableEntityCollisions( pIgnorePhys, pFollowPhys );
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputCrouch( inputdata_t &inputdata )
-{
- if ( !IsCurSchedule( SCHED_STRIDER_CROUCH ) && !IsInCrouchedPosture() )
- SetCondition( COND_STRIDER_SHOULD_CROUCH );
- m_bCrouchLocked = true;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputCrouchInstantly( inputdata_t &inputdata )
-{
- if ( !IsCurSchedule( SCHED_STRIDER_CROUCH ) && !IsInCrouchedPosture() )
- {
- m_bFastCrouch = true;
- SetCondition( COND_STRIDER_SHOULD_CROUCH );
- }
- m_bCrouchLocked = true;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputStand( inputdata_t &inputdata )
-{
- if ( !IsCurSchedule( SCHED_STRIDER_STAND ) && !IsInStandingPosture() )
- SetCondition( COND_STRIDER_SHOULD_STAND );
- m_bCrouchLocked = false;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputSetHeight( inputdata_t &inputdata )
-{
- SetIdealHeight( inputdata.value.Float() );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputSetTargetPath( inputdata_t &inputdata )
-{
- m_strTrackName = MAKE_STRING( inputdata.value.String() );
- SetGoalEnt( NULL );
-
- if( !IsStriderCrouching() && !IsStriderStanding() && !IsInCrouchedPosture() )
- {
- SetTargetPath();
- }
-
- // Otherwise, we just leave the track name set and the AI will
- // get to it as soon as possible (as soon as the strider can be
- // made to stand).
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputClearTargetPath( inputdata_t &inputdata )
-{
- if (GetNavigator()->IsGoalActive() && GetNavigator()->GetGoalType() == GOALTYPE_PATHCORNER )
- {
- GetNavigator()->ClearGoal();
- ClearSchedule( "Target path cleared via input" );
- }
- m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME );
- SetGoalEnt(NULL);
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputDisableCrouchWalk( inputdata_t &inputdata )
-{
- m_bNoCrouchWalk = true;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputEnableCrouchWalk( inputdata_t &inputdata )
-{
- m_bNoCrouchWalk = false;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputEnableAggressiveBehavior( inputdata_t &inputdata )
-{
- m_bUseAggressiveBehavior = true;
- GetEnemies()->SetEnemyDiscardTime( 601.0f ); // Make the assert in SetFreeKnowledgeDuration() happy.
- GetEnemies()->SetFreeKnowledgeDuration( 600.0f );
-
- AI_FreePassParams_t params = m_PlayerFreePass.GetParams();
- params.duration = 0.8f;
- params.coverDist = 1200.0f;
- m_PlayerFreePass.SetParams( params );
-
- GetTacticalServices()->AllowFindLateralLos( false );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputDisableAggressiveBehavior( inputdata_t &inputdata )
-{
- m_bUseAggressiveBehavior = false;
- GetEnemies()->SetFreeKnowledgeDuration( strider_free_knowledge.GetFloat() );
- GetEnemies()->SetEnemyDiscardTime( AI_DEF_ENEMY_DISCARD_TIME );
-
- AI_FreePassParams_t params = m_PlayerFreePass.GetParams();
- params.duration = strider_free_pass_duration.GetFloat();
- params.coverDist = strider_free_pass_cover_dist.GetFloat();
- m_PlayerFreePass.SetParams( params );
-
- GetTacticalServices()->AllowFindLateralLos( true );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputStopShootingMinigunForSeconds( inputdata_t &inputdata )
-{
- m_pMinigun->StopShootingForSeconds( this, NULL, inputdata.value.Float() );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputDisableCrouch( inputdata_t &inputdata )
-{
- m_bDontCrouch = true;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputDisableMoveToLOS( inputdata_t &inputdata )
-{
- m_bNoMoveToLOS = true;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputExplode( inputdata_t &inputdata )
-{
- CTakeDamageInfo killInfo;
- killInfo.SetAttacker( this );
- killInfo.SetInflictor( this );
- killInfo.SetDamage( GetHealth() );
- TakeDamage( killInfo );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::InputScaleGroundSpeed( inputdata_t &inputdata )
-{
- m_flTargetSpeedScale = inputdata.value.Float();
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
-{
- bool bIsVisible = BaseClass::FVisible( pEntity, traceMask, ppBlocker );
-
- if ( bIsVisible && pEntity == m_PlayerFreePass.GetPassTarget() )
- {
- bIsVisible = m_PlayerFreePass.ShouldAllowFVisible( bIsVisible );
-
- if( !bIsVisible && IsUsingAggressiveBehavior() && FInViewCone(pEntity) )
- {
- AlertSound();
- }
- }
-
- return bIsVisible;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-Vector CNPC_Strider::BodyTarget( const Vector &posSrc, bool bNoisy )
-{
- if ( m_BodyTargetBone != -1 )
- {
- Vector position;
- QAngle angles;
- GetBonePosition( m_BodyTargetBone, position, angles );
- return position;
- }
- return BaseClass::BodyTarget( posSrc, bNoisy );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::IsValidEnemy( CBaseEntity *pTarget )
-{
- if ( HasCannonTarget() )
- {
- return IsCannonTarget(pTarget);
- }
-
- if ( pTarget->IsPlayer() )
- {
- if ( AIGetNumFollowers( this, m_iszHunterClassname ) > 0 )
- return false;
- }
-
- CBaseCombatCharacter *pEnemy = ToBaseCombatCharacter( pTarget );
- if ( pEnemy )
- {
- // Test our enemy filter
- if ( m_hEnemyFilter.Get()!= NULL && m_hEnemyFilter->PassesFilter( this, pEnemy ) == false )
- return false;
-
- return true;
- }
-
- return BaseClass::IsValidEnemy( pTarget );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer )
-{
- if( pInformer && FClassnameIs( pInformer, "npc_cscanner" ) )
- {
- EmitSound( "NPC_Strider.Alert" );
- // Move Strider's focus to this location and make strider mad at it
- // (but less mad than at any other potential entities in the scene).
-#if 1
- GetFocus()->SetAbsOrigin( position + Vector( 0, 0, 32 ) );
-#else
- trace_t tr;
- AI_TraceLine( EyePosition(), position + Vector( 0, 0, 32 ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
- GetFocus()->SetAbsOrigin( tr.endpos );
-#endif
-
- SetCondition( COND_STRIDER_ENEMY_UPDATED );
-
- m_EnemyUpdatedTimer.Set( 20 );
-
- AddEntityRelationship( GetFocus(), D_HT, -1 );
-
- if( pEnemy->IsPlayer() )
- {
- m_PlayerFreePass.Revoke();
- }
-
- BaseClass::UpdateEnemyMemory( GetFocus(), GetFocus()->GetAbsOrigin(), pInformer );
-
- // Change the informer to myself so that information provided by a scanner is
- // as good as firsthand knowledge insofar as enemy memory is concerned.
- pInformer = this;
- }
-
- return BaseClass::UpdateEnemyMemory( pEnemy, position, pInformer );
-}
-
-//---------------------------------------------------------
-// HACKHACK: The base class looks at distance from the head of the strider
-// But when stomping, we need distance from the feet. Recompute it here.
-// UNDONE: make enemy distance aware of strider
-//---------------------------------------------------------
-float CNPC_Strider::StriderEnemyDistance( CBaseEntity *pEnemy )
-{
- Vector enemyDelta = pEnemy->WorldSpaceCenter() - WorldSpaceCenter();
-
- // NOTE: We ignore rotation for computing height. Assume it isn't an effect
- // we care about, so we simply use OBBSize().z for height.
- // Otherwise you'd do this:
- // float enemyHeight = enemyMaxs.z - enemyMins.z;
-
- float enemyHeight = pEnemy->CollisionProp()->OBBSize().z;
- Vector striderSurroundMins, striderSurroundMaxs;
- CollisionProp()->WorldSpaceSurroundingBounds( &striderSurroundMins, &striderSurroundMaxs );
- float myHeight = striderSurroundMaxs.z - striderSurroundMins.z;
-
- // max distance our centers can be apart with the boxes still overlapping
- float flMaxZDist = ( enemyHeight + myHeight ) * 0.5f;
-
- // see if the enemy is closer to my head, feet or in between
- if ( enemyDelta.z > flMaxZDist )
- {
- // enemy feet above my head, compute distance from my head to his feet
- enemyDelta.z -= flMaxZDist;
- }
- else if ( enemyDelta.z < -flMaxZDist )
- {
- // enemy head below my feet, return distance between my feet and his head
- enemyDelta.z += flMaxZDist;
- }
- else
- {
- // boxes overlap in Z, no delta
- enemyDelta.z = 0;
- }
-
- return enemyDelta.Length();
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::FCanCheckAttacks()
-{
- // Strider has direct and indirect attacks, so he's always checking
- // as long as the enemy is in front of him.
- if( FInViewCone( GetEnemy() ) )
- {
- return true;
- }
-
- return false;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-int CNPC_Strider::RangeAttack2Conditions( float flDot, float flDist )
-{
- // All of this code has moved to GatherConditions(), since the
- // strider uses the cannon on things that aren't the enemy!
- return COND_NONE;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-int CNPC_Strider::MeleeAttack1Conditions( float flDot, float flDist )
-{
- if ( m_bDisableBoneFollowers )
- {
- return COND_NONE;
- }
-
- if (gpGlobals->curtime < m_nextStompTime)
- {
- return COND_NONE;
- }
-
- if ( IsInCrouchedPosture() )
- {
- return COND_NONE;
- }
-
- CBaseEntity *pEnemy = GetEnemy();
- if ( !pEnemy )
- return COND_NONE;
-
- // No more stabbing players.
- if ( pEnemy->IsPlayer() && !HasSpawnFlags(SF_CAN_STOMP_PLAYER) )
- return COND_NONE;
-
- if( !HasCondition( COND_SEE_ENEMY ) )
- {
- return COND_NONE;
- }
-
- // recompute this because the base class function does not work for the strider
- flDist = StriderEnemyDistance( pEnemy );
-
- if ( flDist > STRIDER_STOMP_RANGE )
- {
- return COND_NONE;
- }
-
- // strider will cross his feet, but only 6ft over
- Vector right;
- GetVectors( NULL, &right, NULL );
- if ( DotProduct( pEnemy->GetAbsOrigin() - GetAbsOrigin(), right ) > 72 )
- {
- return COND_NONE;
- }
-
- // Don't skewer if crouched too low.
- if( GetHeight() < GetMaxHeight() - ( (GetMaxHeight()-GetMinHeight()) / 2 ) )
- {
- return COND_NONE;
- }
-
- // Don't skewer if target is too high above or below ground.
- Vector vecGround = GetAbsOrigin();
- MoveToGround( &vecGround, this, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ) );
- if( fabs( vecGround.z - GetEnemy()->GetAbsOrigin().z ) > 64.0f )
- {
- return COND_NONE;
- }
-
- // too far, but don't change schedules/movement
- return COND_CAN_MELEE_ATTACK1;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-int CNPC_Strider::MeleeAttack2Conditions( float flDot, float flDist )
-{
- // HACKHACK: Disabled until we get a good right-leg animation
- return COND_NONE;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions)
-{
- CBaseEntity *pTargetEnt;
- Vector vRootOffset;
- Vector vBarrelOffset;
-
- vRootOffset.x = vRootOffset.y = 0;
- if ( GetCannonTarget() )
- {
- //Assert( targetPos == GetCannonTarget()->GetAbsOrigin() );
- pTargetEnt = GetCannonTarget();
- vRootOffset.z = gm_zCannonDist;
- vBarrelOffset = gm_vLocalRelativePositionCannon;
- }
- else
- {
- pTargetEnt = GetEnemy();
- vRootOffset.z = gm_zMinigunDist;
- vBarrelOffset = gm_vLocalRelativePositionMinigun;
- }
-
- trace_t tr;
- AI_TraceLine( ownerPos + vRootOffset, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
-
- // Hit the enemy, or hit nothing (traced all the way to a nonsolid enemy like a bullseye)
- if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) )
- {
- Vector vBarrelPos;
- matrix3x4_t losTestToWorld;
-
- Vector xaxis;
- VectorSubtract( targetPos, ownerPos, xaxis );
-
- // @TODO (toml 03-07-04): Add an angle test
- //float flAngle = acos( xaxis.z / xaxis.Length() );
-
- xaxis.z = 0.0f;
- float flLength = VectorNormalize( xaxis );
- if ( flLength < 1e-3 )
- return false;
-
- Vector yaxis( -xaxis.y, xaxis.x, 0.0f );
-
- MatrixInitialize( losTestToWorld, ownerPos, xaxis, yaxis, Vector(0,0,1) );
-
- VectorTransform( vBarrelOffset, losTestToWorld, vBarrelPos );
-
- AI_TraceLine( vBarrelPos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
- if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) )
- {
- if ( strider_show_weapon_los_condition.GetBool() )
- {
- NDebugOverlay::Line( ownerPos + vRootOffset, targetPos, 255, 0, 255, false, 0.1 );
- NDebugOverlay::Line( vBarrelPos, targetPos, 128, 0, 128, false, 0.1 );
- }
- return true;
- }
- else
- {
- if ( strider_show_weapon_los_condition.GetBool() )
- {
- NDebugOverlay::Line( ownerPos + vRootOffset, targetPos, 255, 0, 255, false, 0.1 );
- NDebugOverlay::Line( vBarrelPos, tr.endpos, 128, 0, 0, false, 0.1 );
- }
- }
- }
- else
- {
- if ( strider_show_weapon_los_condition.GetBool() )
- {
- NDebugOverlay::Line( ownerPos + vRootOffset, tr.endpos, 255, 0, 0, false, 0.1 );
- }
- }
-
- return false;
-}
-
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::CurrentWeaponLOSCondition(const Vector &targetPos, bool bSetConditions)
-{
- return WeaponLOSCondition( GetAdjustedOrigin(), targetPos, bSetConditions );
-}
-
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::IsValidShootPosition( const Vector &vecCoverLocation, CAI_Node *pNode, CAI_Hint const *pHint )
-{
- if ( ( pNode && !pHint ) || ( pHint && pHint->HintType() != HINT_STRIDER_NODE ) )
- return false;
- return BaseClass::IsValidShootPosition( vecCoverLocation, pNode, pHint );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::TestShootPosition(const Vector &vecShootPos, const Vector &targetPos )
-{
- if ( BaseClass::TestShootPosition( vecShootPos, targetPos ) )
- {
- return true;
- }
-
- // What if I crouched?
- float zDelta = ( ( vecShootPos.z - targetPos.z ) + gm_vLocalRelativePositionMinigun.z ) - 12;
- if ( zDelta > 0 )
- {
- if ( zDelta > GetHeightRange() )
- zDelta = GetHeightRange();
-
- Vector vecTestPos = vecShootPos;
- vecTestPos.z -= zDelta;
-
- if ( BaseClass::TestShootPosition( vecTestPos, targetPos ) )
- {
- return true;
- }
- }
- return false;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-Vector CNPC_Strider::Weapon_ShootPosition( )
-{
- Vector vecShootPos;
- GetAttachment( gm_CannonAttachment, vecShootPos );
-
- return vecShootPos;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
-{
- float flTracerDist;
- Vector vecDir;
- Vector vecEndPos;
-
- vecDir = tr.endpos - vecTracerSrc;
-
- flTracerDist = VectorNormalize( vecDir );
-
- UTIL_Tracer( vecTracerSrc, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 5000, true, "StriderTracer" );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::DoImpactEffect( trace_t &tr, int nDamageType )
-{
- BaseClass::DoImpactEffect( tr, nDamageType );
-
- // Add a halo
- CBroadcastRecipientFilter filter;
- te->BeamRingPoint( filter, 0.0,
- tr.endpos, //origin
- 0, //start radius
- 64, //end radius
- s_iImpactEffectTexture, //texture
- 0, //halo index
- 0, //start frame
- 0, //framerate
- 0.2, //life
- 10, //width
- 0, //spread
- 0, //amplitude
- 255, //r
- 255, //g
- 255, //b
- 50, //a
- 0, //speed
- FBEAM_FADEOUT
- );
-
- g_pEffects->EnergySplash( tr.endpos, tr.plane.normal );
-
- // Punch the effect through?
- if( tr.m_pEnt && !tr.m_pEnt->MyNPCPointer() )
- {
- Vector vecDir = tr.endpos - tr.startpos;
- VectorNormalize( vecDir );
-
- trace_t retrace;
-
- Vector vecReTrace = tr.endpos + vecDir * 12;
-
- if( UTIL_PointContents( vecReTrace ) == CONTENTS_EMPTY )
- {
- AI_TraceLine( vecReTrace, vecReTrace - vecDir * 24, MASK_SHOT, NULL, COLLISION_GROUP_NONE, &retrace );
-
- BaseClass::DoImpactEffect( retrace, nDamageType );
- }
- }
-}
-
-//---------------------------------------------------------
-// Trace didn't hit the intended target, but should the strider
-// shoot anyway? We use this to get the strider to destroy
-// breakables that are between him and his target.
-//---------------------------------------------------------
-bool CNPC_Strider::CanShootThrough( const trace_t &tr, const Vector &vecTarget )
-{
- if( GetCannonTarget() )
- {
- // Cannon does not have this behavior.
- return false;
- }
-
- if( !tr.m_pEnt )
- {
- return false;
- }
-
- if( !tr.m_pEnt->GetHealth() )
- {
- return false;
- }
-
- // Would a trace ignoring this entity continue to the target?
- trace_t continuedTrace;
- AI_TraceLine( tr.endpos, vecTarget, MASK_SHOT, tr.m_pEnt, COLLISION_GROUP_NONE, &continuedTrace );
-
- if( continuedTrace.fraction != 1.0 )
- {
- if( continuedTrace.m_pEnt != GetEnemy() )
- {
- return false;
- }
- }
-
- return true;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::CreateFocus()
-{
- m_hFocus = CreateEntityByName( "bullseye_strider_focus" );
-
- ASSERT( m_hFocus != NULL );
- m_hFocus->AddSpawnFlags( SF_BULLSEYE_NONSOLID | SF_BULLSEYE_NODAMAGE );
- m_hFocus->SetAbsOrigin( GetAbsOrigin() );
- m_hFocus->Spawn();
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-CNPC_Bullseye *CNPC_Strider::GetFocus()
-{
- ASSERT( m_hFocus != NULL );
-
- CNPC_Bullseye *pBull = dynamic_cast<CNPC_Bullseye*>(m_hFocus.Get());
-
- return pBull;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::GetWeaponLosZ( const Vector &vOrigin, float minZ, float maxZ, float increment, CBaseEntity *pTarget, float *pResult )
-{
- Vector vTestPos;
- Vector vTargetPos = pTarget->BodyTarget(vOrigin, false);
- Vector vIncrement( 0, 0, increment );
-
- // Try right where am
- if ( vOrigin.z >= minZ && vOrigin.z <= maxZ )
- {
- vTestPos = vOrigin;
- if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) )
- {
- if ( strider_show_weapon_los_z.GetBool() )
- NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 );
- *pResult = vTestPos.z;
- return true;
- }
- }
-
- // Try at adjusted height of target
- vTestPos.z = ( vTargetPos.z - gm_vLocalRelativePositionMinigun.z ) + 12;
-
- if ( vTestPos.z >= minZ && vTestPos.z <= maxZ )
- {
- if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) )
- {
- if ( strider_show_weapon_los_z.GetBool() )
- NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 );
- *pResult = vTestPos.z;
- return true;
- }
- }
-
-
- // Try at max height
- vTestPos.z = maxZ;
- if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) )
- {
- if ( strider_show_weapon_los_z.GetBool() )
- NDebugOverlay::Line( vOrigin, vTargetPos, 0, 255, 0, false, 0.1 );
- *pResult = vTestPos.z;
- return true;
- }
-
- // Try min height
- vTestPos.z = minZ;
- if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) )
- {
- if ( strider_show_weapon_los_z.GetBool() )
- NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 );
- *pResult = vTestPos.z;
- return true;
- }
-
- // Test up from min
- vTestPos = vOrigin + vIncrement;
- while ( vTestPos.z <= maxZ && !WeaponLOSCondition( vTestPos, vTargetPos, false ) )
- {
- vTestPos += vIncrement;
- }
-
- if ( vTestPos.z <= maxZ )
- {
- if ( strider_show_weapon_los_z.GetBool() )
- NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 );
- *pResult = vTestPos.z;
- return true;
- }
-
- // Test down
- vTestPos = vOrigin - vIncrement;
- while ( vTestPos.z >= minZ && !WeaponLOSCondition( vTestPos, vTargetPos, false ) )
- {
- vTestPos -= vIncrement;
- }
-
- if ( vTestPos.z >= minZ )
- {
- if ( strider_show_weapon_los_z.GetBool() )
- NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 );
- *pResult = vTestPos.z;
- return true;
- }
-
- return false;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::AlertSound()
-{
- if( ( gpGlobals->curtime - m_flTimeLastAlertSound ) > 2.0f )
- {
- EmitSound( "NPC_Strider.Alert" );
- m_flTimeLastAlertSound = gpGlobals->curtime;
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::PainSound( const CTakeDamageInfo &info )
-{
- // This means that we've exploded into pieces and have no way to whimper
- if ( ShouldExplodeFromDamage( info ) )
- return;
-
- EmitSound( "NPC_Strider.Pain" );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::DeathSound( const CTakeDamageInfo &info )
-{
- // This means that we've exploded into pieces and have no way to whimper
- if ( m_bExploding )
- {
- EmitSound( "NPC_Strider.StriderBusterExplode" );
- EmitSound( "explode_5" );
- return;
- }
-
- EmitSound( "NPC_Strider.Death" );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::HuntSound()
-{
- if( m_PlayerFreePass.HasPass() )
- {
- EmitSound( "NPC_Strider.Hunt" );
- m_flTimeNextHuntSound = gpGlobals->curtime + random->RandomFloat( 8.0f, 12.0f );
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
-{
- CTakeDamageInfo info = inputInfo;
-
- bool ricochetBullets = true;
-
- if ( info.GetAttacker()->IsPlayer() )
- {
- if ( !HasMemory( bits_MEMORY_PROVOKED ) )
- {
- GetEnemies()->ClearMemory( info.GetAttacker() );
- Remember( bits_MEMORY_PROVOKED );
- SetCondition( COND_LIGHT_DAMAGE );
- }
- }
-
-#ifdef HL2_EPISODIC
-
- // Attempt to hit strider busters in the area
- float flDistSqr;
- for ( int i = 0; i < m_hAttachedBusters.Count(); i++ )
- {
- if ( m_hAttachedBusters[i] == NULL )
- continue;
-
- flDistSqr = ( m_hAttachedBusters[i]->WorldSpaceCenter() - inputInfo.GetDamagePosition() ).LengthSqr();
- if ( flDistSqr < Square( 50.0f ) )
- {
- // Kill the buster and stop the trace going through
- CTakeDamageInfo killInfo = inputInfo;
- killInfo.SetDamage( 100 );
-
- m_hAttachedBusters[i]->TakeDamage( killInfo );
- return;
- }
- }
-
-#endif //HL2_EPISODIC
-
- if ( (info.GetDamageType() & DMG_BULLET) && ricochetBullets )
- {
- g_pEffects->Ricochet(ptr->endpos,ptr->plane.normal);
- if ( ptr->hitgroup != HITGROUP_HEAD )
- {
- info.SetDamage( 0.01 );
- }
- }
-
- BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-int CNPC_Strider::OnTakeDamage_Alive( const CTakeDamageInfo &info )
-{
- // don't take damage from my own weapons!!!
- if ( info.GetInflictor() && info.GetInflictor()->GetOwnerEntity() == this )
- return 0;
-
- // special interaction with combine balls
- if ( UTIL_IsCombineBall( info.GetInflictor() ) )
- return TakeDamageFromCombineBall( info );
-
- if ( info.GetDamageType() == DMG_GENERIC )
- return BaseClass::OnTakeDamage_Alive( info );
-
- if( IsUsingAggressiveBehavior() )
- {
- // Any damage the player inflicts gets my attention, even if it doesn't actually harm me.
- if ( info.GetAttacker()->IsPlayer() )
- {
- UpdateEnemyMemory( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin() );
- }
- }
-
- //int healthIncrement = 5 - ( m_iHealth / ( m_iMaxHealth / 5 ) );
- if ( (info.GetDamageType() & DMG_BLAST) && info.GetMaxDamage() > 50 )
- {
- Vector headPos = BodyTarget( info.GetDamagePosition(), false );
-
- float dist = CalcDistanceToAABB( WorldAlignMins(), WorldAlignMaxs(), info.GetDamagePosition() - headPos );
- // close enough to do damage?
- if ( dist < 200 )
- {
- bool bPlayer = info.GetAttacker()->IsPlayer();
- if ( bPlayer )
- {
- m_PlayerFreePass.Revoke();
- AddFacingTarget( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin(), 1.0, 2.0 );
-
- UpdateEnemyMemory( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin() );
- }
- else
- AddFacingTarget( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin(), 0.5, 2.0 );
-
- // Default to NPC damage value
- int damage = 20;
-
- if( HasSpawnFlags(SF_TAKE_MINIMAL_DAMAGE_FROM_NPCS) )
- damage = 1;
-
- if( bPlayer )
- {
- if( g_pGameRules->IsSkillLevel(SKILL_EASY) )
- {
- damage = GetMaxHealth() / sk_strider_num_missiles1.GetFloat();
- }
- else if( g_pGameRules->IsSkillLevel(SKILL_HARD) )
- {
- damage = GetMaxHealth() / sk_strider_num_missiles3.GetFloat();
- }
- else // Medium, or unspecified
- {
- damage = GetMaxHealth() / sk_strider_num_missiles2.GetFloat();
- }
- }
-
- m_iHealth -= damage;
-
- m_OnDamaged.FireOutput( info.GetAttacker(), this);
-
- if( info.GetAttacker()->IsPlayer() )
- {
- m_OnDamagedByPlayer.FireOutput( info.GetAttacker(), this );
-
- // This also counts as being harmed by player's squad.
- m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this );
- }
- else
- {
- // See if the person that injured me is an NPC.
- CAI_BaseNPC *pAttacker = dynamic_cast<CAI_BaseNPC *>( info.GetAttacker() );
- CBasePlayer *pPlayer = AI_GetSinglePlayer();
-
- if( pAttacker && pAttacker->IsAlive() && pPlayer )
- {
- if( pAttacker->GetSquad() != NULL && pAttacker->IsInPlayerSquad() )
- {
- m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this );
- }
- }
- }
-
- if ( m_iHealth <= ( m_iMaxHealth / 2 ) )
- {
- m_OnHalfHealth.FireOutput(this, this);
- }
-
- RestartGesture( ACT_GESTURE_SMALL_FLINCH );
- PainSound( info );
-
- // Interrupt our gun during the flinch
- m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 1.1f );
-
- GetEnemies()->OnTookDamageFrom( info.GetAttacker() );
-
- if( !IsSmoking() && m_iHealth <= sk_strider_health.GetInt() / 2 )
- {
- StartSmoking();
- }
- return damage;
- }
-
-// NOTE: Currently radius damage doesn't even call this because it uses the origin, not the box for distance
-#if 0
- NDebugOverlay::Box( headPos, WorldAlignMins(), WorldAlignMaxs(), 255, 0, 0, 0, 5.0 );
- NDebugOverlay::Cross3D( inf
- o.GetDamagePosition(), 24, 0, 255, 0, false, 5.0 );
- // too far from head, apply damage to nearest leg?
-#endif
- }
-
-#if 0
- if ( (info.GetDamageType() & DMG_BULLET) && info.GetDamage() > 1 && m_iHealth > 1 )
- {
- m_iHealth -= 1;
- return 1;
- }
-#endif
-
- return 0;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-int CNPC_Strider::TakeDamageFromCombineBall( const CTakeDamageInfo &info )
-{
- float damage = info.GetDamage();
-
- // If it's only an AR2 alt-fire, we don't take much damage
- if ( UTIL_IsAR2CombineBall( info.GetInflictor() ) )
- {
- damage = strider_ar2_altfire_dmg.GetFloat();
- }
- else
- {
- // Always start smoking when we're struck by a normal combine ball
- StartSmoking();
- }
-
- if( info.GetAttacker() && info.GetAttacker()->IsPlayer() )
- {
- // Route combine ball damage through the regular skill level code.
- damage = g_pGameRules->AdjustPlayerDamageInflicted(damage);
- }
-
- AddFacingTarget( info.GetInflictor(), info.GetInflictor()->GetAbsOrigin(), 0.5, 2.0 );
- if ( !UTIL_IsAR2CombineBall( info.GetInflictor() ) )
- RestartGesture( ACT_GESTURE_BIG_FLINCH );
- else
- RestartGesture( ACT_GESTURE_SMALL_FLINCH );
-
- PainSound( info );
-
- m_iHealth -= damage;
-
- return damage;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::Event_Killed( const CTakeDamageInfo &info )
-{
- // Do a special death if we're killed by a combine ball in the Citadel
- if ( info.GetInflictor() && UTIL_IsCombineBall( info.GetInflictor() ) )
- {
- if ( m_lifeState == LIFE_DYING )
- return;
-
- // Tracker 23610: Strider playing death sounds twice (AI_BaseNPC calls it in Event_Killed, too)
- // DeathSound( info );
- m_lifeState = LIFE_DYING;
-
- // Start dying
- RestartGesture( (Activity) ACT_STRIDER_GESTURE_DEATH );
-
- // Stop our mini-cannon
- m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 100.0f );
- }
- else
- {
- StopSmoking();
-
- m_BoneFollowerManager.DestroyBoneFollowers();
-
- }
-
- if( IsUsingAggressiveBehavior() )
- {
- // Lifted this code from the gunship.
- Vector vecExplode;
- GetAttachment( "minigun", vecExplode );
- ExplosionCreate( vecExplode, QAngle(0,0,1), this, 100, 128, false );
- }
-
- // Determine if we're going to explode into pieces
- m_bExploding = ShouldExplodeFromDamage( info );
-
- BaseClass::Event_Killed( info );
-
- // Stop our large cannon
- EntityMessageBegin( this, true );
- WRITE_BYTE( STRIDER_MSG_DEAD );
- MessageEnd();
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::RagdollDeathEffect( CRagdollProp *pRagdoll, float flDuration )
-{
- UTIL_ScreenShake( EyePosition(), 50, 150.0, 1.0, 1024, SHAKE_START );
-
- int i;
- for( i = 0 ; i < 2 ; i++ )
- {
- SmokeTrail *pSmoke = SmokeTrail::CreateSmokeTrail();
- if ( pSmoke )
- {
- if( i == 0 )
- {
- pSmoke->m_SpawnRate = 16;
- pSmoke->m_Opacity = 0.25;
- pSmoke->m_StartColor.Init( 0.45f, 0.45f, 0.45f );
- }
- else
- {
- pSmoke->m_SpawnRate = 32;
- pSmoke->m_Opacity = 0.3;
- pSmoke->m_StartColor.Init( 0.5f, 0.5f, 0.5f );
- }
-
- pSmoke->m_ParticleLifetime = 3.0;
- pSmoke->m_StartSize = 16;
- pSmoke->m_EndSize = 64;
- pSmoke->m_SpawnRadius = 20;
- pSmoke->m_MinSpeed = 8;
- pSmoke->m_MaxSpeed = 64;
- pSmoke->m_EndColor.Init( 0, 0, 0 );
-
- pSmoke->SetLifetime( flDuration );
-
- if( i == 0 )
- {
- pSmoke->FollowEntity( pRagdoll, "MiniGunBase" );
- }
- else
- {
- pSmoke->FollowEntity( pRagdoll, "vehicle_driver_eyes" );
- }
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &info -
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CNPC_Strider::ShouldExplodeFromDamage( const CTakeDamageInfo &info )
-{
- CBaseEntity *pInflictor = info.GetInflictor();
- if ( pInflictor == NULL )
- return false;
-
- // Combine balls make us explode
- if ( UTIL_IsCombineBall( info.GetInflictor() ) )
- return true;
-
- // Stickybombs make us explode
- CBaseEntity *pAttacker = info.GetAttacker();
- if ( pAttacker != NULL && (FClassnameIs( pAttacker, "weapon_striderbuster" ) ||
- FClassnameIs( pAttacker, "npc_grenade_magna" )))
- return true;
-
- if ( pInflictor == this && pAttacker == this )
- return true;
-
- return false;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-ConVarRef mat_dxlevel( "mat_dxlevel" );
-bool CNPC_Strider::BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector )
-{
- // Combine balls make us explode
- if ( m_bExploding )
- {
- Explode();
- }
- else
- {
- // Otherwise just keel over
- CRagdollProp *pRagdoll = NULL;
- CBasePlayer *pPlayer = AI_GetSinglePlayer();
- if ( pPlayer && mat_dxlevel.GetInt() > 0 )
- {
- int dxlevel = mat_dxlevel.GetInt();
- int maxRagdolls = ( dxlevel >= 90 ) ? 2 : ( dxlevel >= 80 ) ? 1 : 0;
-
- if ( maxRagdolls > 0 )
- {
- CUtlVectorFixed<CRagdollProp *, 2> striderRagdolls;
- while ( ( pRagdoll = gEntList.NextEntByClass( pRagdoll ) ) != NULL )
- {
- if ( pRagdoll->GetModelName() == GetModelName() && !pRagdoll->IsFading() )
- {
- Assert( striderRagdolls.Count() < striderRagdolls.NumAllocated() );
- if ( striderRagdolls.Count() < striderRagdolls.NumAllocated() )
- striderRagdolls.AddToTail( pRagdoll );
- }
- }
-
- if ( striderRagdolls.Count() >= maxRagdolls )
- {
- float distSqrFurthest = FLT_MAX;
- CRagdollProp *pFurthest = NULL;
-
- for ( int i = 0; i < striderRagdolls.Count(); i++ )
- {
- float distSqrCur = CalcSqrDistanceToAABB( striderRagdolls[i]->WorldAlignMins(), striderRagdolls[i]->WorldAlignMaxs(), pPlayer->GetAbsOrigin() );
- if ( distSqrCur < distSqrFurthest )
- {
- distSqrFurthest = distSqrCur;
- pFurthest = striderRagdolls[i];
- }
- }
-
- if ( pFurthest )
- pFurthest->FadeOut( 0.75, 1.5 );
- }
- }
-
- pRagdoll = assert_cast<CRagdollProp *>( CreateServerRagdoll( this, m_nForceBone, info, HL2COLLISION_GROUP_STRIDER ) );
- pRagdoll->DisableAutoFade();
-
- if ( maxRagdolls == 0 )
- {
- pRagdoll->FadeOut( 6.0, .75 );
- RagdollDeathEffect( pRagdoll, 6.0f );
- }
- else
- {
- RagdollDeathEffect( pRagdoll, 600.0f );
- }
- }
- else
- {
- // Otherwise just keel over
- pRagdoll = assert_cast<CRagdollProp *>( CreateServerRagdoll( this, m_nForceBone, info, HL2COLLISION_GROUP_STRIDER ) );
- pRagdoll->DisableAutoFade();
- }
- }
-
- UTIL_Remove(this);
-
- return true;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::StartSmoking( void )
-{
- if ( m_hSmoke != NULL )
- return;
-
- m_hSmoke = SmokeTrail::CreateSmokeTrail();
-
- if ( m_hSmoke )
- {
- m_hSmoke->m_SpawnRate = 32;
- m_hSmoke->m_ParticleLifetime = 3.0;
- m_hSmoke->m_StartSize = 16;
- m_hSmoke->m_EndSize = 64;
- m_hSmoke->m_SpawnRadius = 20;
- m_hSmoke->m_MinSpeed = 8;
- m_hSmoke->m_MaxSpeed = 64;
- m_hSmoke->m_Opacity = 0.3;
-
- m_hSmoke->m_StartColor.Init( 0.25f, 0.25f, 0.25f );
- m_hSmoke->m_EndColor.Init( 0, 0, 0 );
- m_hSmoke->SetLifetime( 500.0f );
- m_hSmoke->FollowEntity( this, "MiniGunBase" );
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::StopSmoking( float flDelay )
-{
- if ( m_hSmoke )
- {
- m_hSmoke->SetLifetime( flDelay );
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::SetHeight( float h )
-{
- if ( h > GetMaxHeight() )
- h = GetMaxHeight();
- else if ( h < GetMinHeight() )
- h = GetMinHeight();
-
- SetPoseParameter( gm_BodyHeightPoseParam, h );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::SetIdealHeight( float h )
-{
- if ( h > GetMaxHeight() )
- h = GetMaxHeight();
- else if ( h < GetMinHeight() )
- h = GetMinHeight();
-
- m_idealHeight = h;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::SetAbsIdealHeight( float z )
-{
- float h = GetMaxHeight() - ( z - GetAbsOrigin().z );
-
- SetIdealHeight( h );
-}
-
-//---------------------------------------------------------
-// At this moment, am I in the PROCESS of crouching?
-// as in, and I transitioning from standing to crouch?
-//---------------------------------------------------------
-bool CNPC_Strider::IsStriderCrouching()
-{
- if( IsCurSchedule( SCHED_STRIDER_CROUCH, false ) )
- return true;
-
- return false;
-}
-
-//---------------------------------------------------------
-// As IsStriderCrouching(), but for obvious differences.
-//---------------------------------------------------------
-bool CNPC_Strider::IsStriderStanding()
-{
- if( IsCurSchedule( SCHED_STRIDER_STAND, false ) )
- return true;
-
- return false;
-}
-
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-
-bool CNPC_Strider::OverrideMove( float flInterval )
-{
- if ( GetCannonTarget() )
- {
- AddFacingTarget( GetCannonTarget(), GetCannonTarget()->GetAbsOrigin(), 1.0, 0.5 );
- }
- else if ( GetEnemy() )
- {
- bool bPlayer = GetEnemy()->IsPlayer();
- float timeSinceSeenEnemy = gpGlobals->curtime - GetEnemyLastTimeSeen();
- if ( ( !bPlayer && timeSinceSeenEnemy < STRIDER_TIME_STOP_FACING_ENEMY ) ||
- ( bPlayer && !m_PlayerFreePass.HasPass() ) )
- {
- AddFacingTarget( GetEnemy(), GetEnemies()->LastKnownPosition( GetEnemy() ), 1.0, 0.5 );
- }
-
- if ( !m_bCrouchLocked && !m_hCannonTarget && GetIdealHeight() < GetMaxHeight() && timeSinceSeenEnemy > TIME_CARE_ENEMY )
- SetIdealHeight( GetMaxHeight() );
- }
- else if ( !m_bCrouchLocked && !m_hCannonTarget )
- SetIdealHeight( GetMaxHeight() );
-
- if ( strider_test_height.GetFloat() > .1 )
- SetIdealHeight( strider_test_height.GetFloat() );
-
- // If we're not supposed to crouch walk and we're under the threshold for what we consider crouch walking, stand back up!
- if ( !m_bCrouchLocked && m_bNoCrouchWalk && IsMoving() && ( GetIdealHeight() < ( GetMinHeight() + GetHeightRange() * ( strider_pct_height_no_crouch_move.GetFloat() / 100.0 ) ) ) )
- {
- SetIdealHeight( GetMinHeight() + GetHeightRange() * ( strider_pct_height_no_crouch_move.GetFloat() / 100.0 ) );
- }
-
- float heightMove = GetIdealHeight() - GetHeight();
- float heightMoveSign = ( heightMove < 0 ) ? -1 : 1;
- heightMove = fabsf( heightMove );
- if ( heightMove > 0.01 )
- {
- const float maxVelocity = 300;
- const float minVelocity = 10;
-
- #define HEIGHTINVDECAY 0.8 // maintain X percent of velocity when slowing down
- #define HEIGHTDECAYTIME 0.4161 // Sum( 1..cycle, HEIGHTINVDECAY^cycle )
- #define HEIGHTACCEL 0.5 // accel toward maxVelocity by X percent each cycle
-
- if (fabsf( m_HeightVelocity ) < minVelocity)
- m_HeightVelocity = minVelocity * heightMoveSign;
-
- if (heightMove < m_HeightVelocity * heightMoveSign * HEIGHTDECAYTIME )
- {
- m_HeightVelocity = m_HeightVelocity * HEIGHTINVDECAY;
-
- if (heightMove < m_HeightVelocity * heightMoveSign * flInterval)
- {
- m_HeightVelocity = heightMove * heightMoveSign / flInterval;
- }
- }
- else
- {
- m_HeightVelocity = m_HeightVelocity * (1.0f - HEIGHTACCEL) + maxVelocity * HEIGHTACCEL * heightMoveSign;
- if (heightMove < m_HeightVelocity * heightMoveSign * HEIGHTDECAYTIME)
- {
- m_HeightVelocity = heightMove * heightMoveSign / HEIGHTDECAYTIME;
- }
- }
-
- float newHeight = GetHeight() + m_HeightVelocity * flInterval;
- SetHeight( newHeight );
- }
-
- // FIXME: where should this go?
- MaintainTurnActivity( );
-
- return false;
-}
-
-
-void CNPC_Strider::MaintainTurnActivity( void )
-{
- // detect that the npc has turned
- if (m_prevYaw != GetAbsAngles().y)
- {
- float diff = UTIL_AngleDiff( m_prevYaw, GetAbsAngles().y );
- if (diff < 0.0)
- {
- m_doLeft += -diff;
- }
- else
- {
- m_doRight += diff;
- }
- m_prevYaw = GetAbsAngles().y;
- }
- // accumulate turn angle, delay response for short turns
- m_doTurn += m_doRight + m_doLeft;
- if (!IsMoving() && m_doTurn > 180.0f && m_flNextTurnAct < gpGlobals->curtime )
- {
- int iSeq = ACT_INVALID;
- if (m_doLeft > m_doRight)
- {
- iSeq = SelectWeightedSequence( ACT_GESTURE_TURN_LEFT );
- }
- else
- {
- iSeq = SelectWeightedSequence( ACT_GESTURE_TURN_RIGHT );
- }
- if (iSeq != ACT_INVALID)
- {
- int iLayer = AddGestureSequence( iSeq );
- if (iLayer != -1)
- {
- SetLayerPriority( iLayer, 100 );
- // increase speed if we're getting behind or they're turning quickly
- if (m_doTurn > 360.0)
- {
- SetLayerPlaybackRate( iLayer, 1.5 );
- }
- m_flNextTurnAct = gpGlobals->curtime + GetLayerDuration( iLayer );
- }
- else
- {
- // too busy, try again in half a second
- m_flNextTurnAct = gpGlobals->curtime + 0.5;
- }
- }
- m_doTurn = m_doLeft = m_doRight = 0.0;
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::IsUnusableNode(int iNodeID, CAI_Hint *pHint)
-{
- if ( !BaseClass::IsUnusableNode(iNodeID, pHint) )
- {
- if ( pHint && pHint->HintType() == HINT_STRIDER_NODE )
- return false;
- }
- return true;
-}
-
-//---------------------------------------------------------
-// Purpose: Compute the nav position for the strider's origin relative to this enemy.
-//---------------------------------------------------------
-void CNPC_Strider::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition )
-{
- if ( pEnemy )
- {
- if ( ! (pEnemy->GetFlags() & FL_ONGROUND) )
- {
- MoveToGround( &chasePosition, pEnemy, pEnemy->WorldAlignMins(), pEnemy->WorldAlignMaxs() );
- }
-
- // move down to enemy's feet for enemy origin at chasePosition
- chasePosition.z += pEnemy->WorldAlignMins().z;
-
- }
- else
- {
- MoveToGround( &chasePosition, NULL, Vector( -16, -16, 0 ), Vector( 16, 16, 32 ) );
- }
-
- // move up to strider stand height
- chasePosition.z += GetMaxHeight() + npc_strider_height_adj.GetFloat();
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::HasPendingTargetPath()
-{
- bool bReturn = ( !FStrEq( STRING(m_strTrackName), STRIDER_NO_TRACK_NAME ) && !GetGoalEnt() );
-
- return bReturn;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::SetTargetPath()
-{
- SetGoalEnt( NULL );
- CBaseEntity *pGoalEnt = gEntList.FindEntityByName( NULL, m_strTrackName );
- if ( pGoalEnt == NULL )
- {
- DevWarning( "%s: Could not find target path '%s'!\n", GetClassname(), STRING( m_strTrackName ) );
-
- // Don't try anymore. It just hurts the AI.
- m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME );
-
- UTIL_Remove( this );
- return;
- }
-
- const Vector &absOrigin = GetAbsOrigin();
- CBaseEntity *pClosestEnt = NULL;
- CBaseEntity *pCurEnt = pGoalEnt;
- float distClosestSq = FLT_MAX;
-
- CUtlRBTree<CBaseEntity *> visits;
- SetDefLessFunc(visits);
-
- while ( pCurEnt && visits.Find( pCurEnt ) == visits.InvalidIndex() )
- {
- float distCurSq = ( pCurEnt->GetAbsOrigin() - absOrigin ).LengthSqr();
- if ( distCurSq < distClosestSq )
- {
- distClosestSq = distCurSq;
- pClosestEnt = pCurEnt;
- }
- visits.Insert( pCurEnt );
- pCurEnt = GetNavigator()->GetNextPathcorner( pCurEnt );
- }
-
- ScheduledFollowPath( SCHED_IDLE_WALK, pClosestEnt, ACT_WALK );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-
-float CNPC_Strider::GetDefaultNavGoalTolerance()
-{
- return 64;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::OnMovementComplete()
-{
- if ( GetGoalEnt() &&
- ( IsCurSchedule( SCHED_IDLE_WALK ) ||
- IsCurSchedule( SCHED_ALERT_WALK ) ||
- IsCurSchedule( SCHED_COMBAT_WALK ) ||
- IsCurSchedule( SCHED_STRIDER_HUNT ) ) )
- {
- m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME );
- SetGoalEnt( NULL );
- }
- BaseClass::OnMovementComplete();
-}
-
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-float CNPC_Strider::GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence )
-{
- return ( BaseClass::GetSequenceGroundSpeed( pStudioHdr, iSequence ) * m_flSpeedScale );
-}
-
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-float CNPC_Strider::MaxYawSpeed()
-{
- switch( GetActivity() )
- {
- case ACT_90_LEFT:
- case ACT_90_RIGHT:
- return 10;
-
- case ACT_TURN_LEFT:
- case ACT_TURN_RIGHT:
- return 10;
-
- case ACT_WALK:
- return 10;
-
- default:
- return 10; // should be zero, but this makes it easy to see when he's turning with default AI code
- break;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPC_Strider::DoMuzzleFlash( void )
-{
- BaseClass::DoMuzzleFlash();
-
- CEffectData data;
-
- data.m_nAttachmentIndex = LookupAttachment( "MiniGun" );
- data.m_nEntIndex = entindex();
- DispatchEffect( "StriderMuzzleFlash", data );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::ShootMinigun( const Vector *pTarget, float aimError, const Vector &vecSpread )
-{
- if ( pTarget )
- {
- Vector muzzlePos;
- QAngle muzzleAng;
-
- GetAttachment( "minigun", muzzlePos, muzzleAng );
-
- Vector vecShootDir = *pTarget - muzzlePos;
- VectorNormalize( vecShootDir );
-
- if( m_bMinigunUseDirectFire )
- {
- // exactly on target w/tracer
- FireBullets( 1, muzzlePos, vecShootDir, vecSpread, 8192, m_miniGunDirectAmmo, 1 );
- }
- else
- {
- // exactly on target w/tracer
- FireBullets( 1, muzzlePos, vecShootDir, vecSpread, 8192, m_miniGunAmmo, 1 );
- }
-
- //g_pEffects->MuzzleFlash( muzzlePos, muzzleAng, random->RandomFloat( 2.0f, 4.0f ) , MUZZLEFLASH_TYPE_STRIDER );
- DoMuzzleFlash();
-
- EmitSound( "NPC_Strider.FireMinigun" );
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::UpdateMinigunControls( float &yaw, float &pitch )
-{
- SetPoseParameter( m_poseMiniGunYaw, yaw );
- SetPoseParameter( m_poseMiniGunPitch, pitch );
-
- yaw = GetPoseParameter( m_poseMiniGunYaw );
- pitch = GetPoseParameter( m_poseMiniGunPitch );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::GetViewCone( StriderMinigunViewcone_t &cone )
-{
- cone.origin = EyePosition();
- GetVectors( &cone.axis, NULL, NULL );
- cone.cosAngle = 0.5; // 60 degree cone
- cone.length = 2048;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::OnMinigunStopShooting( CBaseEntity *pTarget )
-{
- // Stop hating the focus.
- if( GetFocus() && pTarget == GetFocus() )
- {
- AddEntityRelationship( GetFocus(), D_NU, 0 );
- }
-
- if( IsUsingAggressiveBehavior() )
- {
- // From now on, direct fire.
- m_bMinigunUseDirectFire = true;
- }
-}
-
-//---------------------------------------------------------
-// How fast the minigun fires (rounds per second)
-//---------------------------------------------------------
-float CNPC_Strider::GetMinigunRateOfFire()
-{
- if( IsUsingAggressiveBehavior() && m_bMinigunUseDirectFire )
- return STRIDER_EP1_RATE_OF_FIRE;
-
- return STRIDER_DEFAULT_RATE_OF_FIRE;
-}
-
-//---------------------------------------------------------
-// How much of shoot duration is spent firing directly at
-// the target (the balance of time is spent stitching towards)
-//---------------------------------------------------------
-float CNPC_Strider::GetMinigunOnTargetTime()
-{
- if( IsUsingAggressiveBehavior() )
- {
- if( m_bMinigunUseDirectFire )
- {
- // On target the whole time. Just send a large number that
- // will be clipped, since shooting duration is random and
- // we don't know how long the burst will actually be.
- return 100.0f;
- }
-
- return STRIDER_EP1_SHOOT_ON_TARGET_TIME;
- }
-
- return STRIDER_SHOOT_ON_TARGET_TIME;
-}
-
-//---------------------------------------------------------
-// How long (seconds) a burst of minigun fire lasts.
-//---------------------------------------------------------
-float CNPC_Strider::GetMinigunShootDuration()
-{
- if( IsUsingAggressiveBehavior() )
- return STRIDER_EP1_SHOOT_DURATION;
-
- return STRIDER_DEFAULT_SHOOT_DURATION;
-}
-
-//---------------------------------------------------------
-// How long (seconds) a strider must wait between bursts
-//---------------------------------------------------------
-float CNPC_Strider::GetMinigunShootDowntime()
-{
- if( IsUsingAggressiveBehavior() )
- return STRIDER_EP1_SHOOT_DOWNTIME;
-
- return STRIDER_SHOOT_DOWNTIME;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-float CNPC_Strider::GetMinigunShootVariation()
-{
- if( IsUsingAggressiveBehavior() )
- {
- if( m_bMinigunUseDirectFire )
- return 0.0f;
-
- return STRIDER_EP1_SHOOT_VARIATION;
- }
-
- return STRIDER_SHOOT_VARIATION;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-Vector CNPC_Strider::CannonPosition()
-{
- Vector position;
-
- // Currently just using the gun for the vertical component!
- GetAttachment( "biggun", position );
- position.x = GetAbsOrigin().x;
- position.y = GetAbsOrigin().y;
-
- return position;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-CBaseEntity *CNPC_Strider::GetCannonTarget()
-{
- CBaseEntity *pTarget = m_hCannonTarget;
- return pTarget;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::HasCannonTarget() const
-{
- return ( m_hCannonTarget.Get() != NULL );
-}
-
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::IsCannonTarget( CBaseEntity *pTarget ) const
-{
- CBaseEntity *pCannonTarget = m_hCannonTarget;
- if ( pCannonTarget && pCannonTarget == pTarget )
- {
- return true;
- }
-
- return false;
-}
-
-//---------------------------------------------------------
-// Purpose: Aim Gun at a target
-// Output : Returns true if you hit the target, false if not there yet
-//---------------------------------------------------------
-bool CNPC_Strider::AimCannonAt( CBaseEntity *pEntity, float flInterval )
-{
- if ( !pEntity )
- return true;
-
- matrix3x4_t gunMatrix;
- GetAttachment( gm_CannonAttachment, gunMatrix );
-
- // transform the enemy into gun space
- m_vecHitPos = pEntity->GetAbsOrigin();
- Vector localEnemyPosition;
- VectorITransform( pEntity->GetAbsOrigin(), gunMatrix, localEnemyPosition );
-
- // do a look at in gun space (essentially a delta-lookat)
- QAngle localEnemyAngles;
- VectorAngles( localEnemyPosition, localEnemyAngles );
-
- // convert to +/- 180 degrees
- localEnemyAngles.x = UTIL_AngleDiff( localEnemyAngles.x, 0 );
- localEnemyAngles.y = UTIL_AngleDiff( localEnemyAngles.y, 0 );
-
- float targetYaw = m_aimYaw + localEnemyAngles.y;
- float targetPitch = m_aimPitch + localEnemyAngles.x;
-
- Vector unitAngles = Vector( localEnemyAngles.x, localEnemyAngles.y, localEnemyAngles.z );
- float angleDiff = VectorNormalize(unitAngles);
- const float aimSpeed = 16;
-
- // Exponentially approach the target
- float yawSpeed = fabsf(aimSpeed*flInterval*localEnemyAngles.y);
- float pitchSpeed = fabsf(aimSpeed*flInterval*localEnemyAngles.x);
-
- yawSpeed = MAX(yawSpeed,5);
- pitchSpeed = MAX(pitchSpeed,5);
-
- m_aimYaw = UTIL_Approach( targetYaw, m_aimYaw, yawSpeed );
- m_aimPitch = UTIL_Approach( targetPitch, m_aimPitch, pitchSpeed );
-
- SetPoseParameter( gm_YawControl, m_aimYaw );
- SetPoseParameter( gm_PitchControl, m_aimPitch );
-
- // read back to avoid drift when hitting limits
- // as long as the velocity is less than the delta between the limit and 180, this is fine.
- m_aimPitch = GetPoseParameter( gm_PitchControl );
- m_aimYaw = GetPoseParameter( gm_YawControl );
-
- // UNDONE: Zero out any movement past the limit and go ahead and fire if the strider hit its
- // target except for clamping. Need to clamp targets to limits and compare?
- if ( angleDiff < 1 )
- return true;
-
- return false;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::FireCannon()
-{
- ASSERT( m_hCannonTarget != NULL );
- if ( !m_hCannonTarget )
- {
- DevMsg( "Strider firing cannon at NULL target\n" );
-
- // Turn the cannon off
- EntityMessageBegin( this, true );
- WRITE_BYTE( STRIDER_MSG_DEAD );
- MessageEnd();
-
- return;
- }
-
- if ( GetNextThink( "CANNON_HIT" ) > gpGlobals->curtime )
- {
- DevMsg( "Strider refiring cannon?\n" );
- return;
- }
-
- m_nextShootTime = gpGlobals->curtime + 5;
- trace_t tr;
- Vector vecShootPos;
- GetAttachment( gm_CannonAttachment, vecShootPos );
-
- Vector vecShootDir;
- vecShootDir = m_hCannonTarget->WorldSpaceCenter() - vecShootPos;
- float flDist = VectorNormalize( vecShootDir );
-
- AI_TraceLine( vecShootPos, vecShootPos + vecShootDir * flDist, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
- m_blastHit = tr.endpos;
- m_blastHit += tr.plane.normal * 16;
- m_blastNormal = tr.plane.normal;
-
- // tell the client side effect to complete
- EntityMessageBegin( this, true );
- WRITE_BYTE( STRIDER_MSG_BIG_SHOT );
- WRITE_VEC3COORD( tr.endpos );
- MessageEnd();
-
- CPASAttenuationFilter filter2( this, "NPC_Strider.Shoot" );
- EmitSound( filter2, entindex(), "NPC_Strider.Shoot");
- SetContextThink( &CNPC_Strider::CannonHitThink, gpGlobals->curtime + 0.2f, "CANNON_HIT" );
-}
-
-void CNPC_Strider::CannonHitThink()
-{
- CBaseEntity *pCannonTarget = m_hCannonTarget;
- if ( pCannonTarget )
- {
- bool fAlive = pCannonTarget->IsAlive();
-
- CreateConcussiveBlast( m_blastHit, m_blastNormal, this, 2.5 );
-
- // If the target was alive, check to make sure it is now dead. If not,
- // Kill it and warn the designer.
- if( fAlive && pCannonTarget->IsAlive() )
- {
- DevWarning("* * * * * * * * * * * * * * *\n");
- DevWarning("NASTYGRAM: STRIDER failed to kill its cannon target. Killing directly...\n");
- DevWarning("* * * * * * * * * * * * * * *\n");
-
- CTakeDamageInfo info;
-
- info.SetDamage( pCannonTarget->GetHealth() );
- info.SetDamageType( DMG_GENERIC );
- info.SetAttacker( this );
- info.SetInflictor( this );
-
- pCannonTarget->TakeDamage( info );
- }
-
- // Clear this guy now that we've shot him
- m_hCannonTarget = NULL;
- }
-
- // Allow the cannon back on.
- m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 1 );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent )
-{
- if ( !HasMemory( bits_MEMORY_PROVOKED ) )
- {
- // if the player threw this in the last 1 seconds
- CBasePlayer *pPlayer = pEvent->pEntities[!index]->HasPhysicsAttacker( 1 );
- if ( pPlayer )
- {
- GetEnemies()->ClearMemory( pPlayer );
- Remember( bits_MEMORY_PROVOKED );
- SetCondition( COND_LIGHT_DAMAGE );
- }
- }
-
- int otherIndex = !index;
- CBaseEntity *pOther = pEvent->pEntities[otherIndex];
- if ( pOther && UTIL_IsCombineBall( pOther ) )
- {
- Vector damagePos;
- pEvent->pInternalData->GetContactPoint( damagePos );
- CTakeDamageInfo dmgInfo( pOther, pOther, vec3_origin, damagePos, (m_iMaxHealth / 3) + 1, DMG_BLAST | DMG_PREVENT_PHYSICS_FORCE );
-
- // FIXME: is there a better way for physics objects to keep track of what root entity responsible for them moving?
- CBasePlayer *pPlayer = pOther->HasPhysicsAttacker( 1.0 );
- if (pPlayer)
- {
- dmgInfo.SetAttacker( pPlayer );
- }
-
- // UNDONE: Find one near damagePos?
- m_nForceBone = 0;
- PhysCallbackDamage( this, dmgInfo, *pEvent, index );
- return;
- }
-
- BaseClass::VPhysicsShadowCollision( index, pEvent );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
-{
- // Let normal hitbox code handle rays
- if ( mask & CONTENTS_HITBOX )
- {
- return BaseClass::TestCollision( ray, mask, trace );
- }
-
- if ( IntersectRayWithBox( ray, WorldAlignMins() + GetAbsOrigin(), WorldAlignMaxs() + GetAbsOrigin(), DIST_EPSILON, &trace ) )
- {
- trace.hitbox = 0;
- trace.hitgroup = HITGROUP_HEAD;
- return true;
- }
- return false;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::CarriedByDropship()
-{
- if( GetOwnerEntity() && FClassnameIs( GetOwnerEntity(), "npc_combinedropship" ) )
- return true;
-
- return false;
-}
-
-//---------------------------------------------------------
-// Carried by a dropship
-//---------------------------------------------------------
-void CNPC_Strider::CarriedThink()
-{
- SetNextThink( gpGlobals->curtime + 0.05 );
- StudioFrameAdvance();
-
- Vector vecGround = GetAbsOrigin();
- TranslateNavGoal( NULL, vecGround );
-
- if( !CarriedByDropship() )
- {
- SetSolid( SOLID_BBOX );
- SetThink ( &CAI_BaseNPC::CallNPCThink );
- }
-}
-
-
-
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-Vector CNPC_Strider::LeftFootHit( float eventtime )
-{
- Vector footPosition;
- QAngle angles;
-
- GetAttachment( "left foot", footPosition, angles );
-
- if ( hl2_episodic.GetBool() )
- {
- CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" );
- EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime );
- }
- else
- {
- CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" );
- EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime );
- }
-
- FootFX( footPosition );
-
- return footPosition;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-Vector CNPC_Strider::RightFootHit( float eventtime )
-{
- Vector footPosition;
-
- GetAttachment( "right foot", footPosition );
-
- if ( hl2_episodic.GetBool() )
- {
- CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" );
- EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime );
- }
- else
- {
- CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" );
- EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime );
- }
-
- FootFX( footPosition );
-
- return footPosition;
-}
-
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-Vector CNPC_Strider::BackFootHit( float eventtime )
-{
- Vector footPosition;
-
- GetAttachment( "back foot", footPosition );
-
- if ( hl2_episodic.GetBool() )
- {
- CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" );
- EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime );
- }
- else
- {
- CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" );
- EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime );
- }
-
- FootFX( footPosition );
-
- return footPosition;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-static Vector GetAttachmentPositionInSpaceOfBone( CStudioHdr *pStudioHdr, const char *pAttachmentName, int outputBoneIndex )
-{
- int attachment = Studio_FindAttachment( pStudioHdr, pAttachmentName );
-
- Vector localAttach;
- const mstudioattachment_t &pAttachment = pStudioHdr->pAttachment(attachment);
- int iBone = pStudioHdr->GetAttachmentBone( attachment );
- MatrixGetColumn( pAttachment.local, 3, localAttach );
-
- matrix3x4_t inputToOutputBone;
- Studio_CalcBoneToBoneTransform( pStudioHdr, iBone, outputBoneIndex, inputToOutputBone );
-
- Vector out;
- VectorTransform( localAttach, inputToOutputBone, out );
-
- return out;
-}
-
-//-------------------------------------
-
-void CNPC_Strider::StompHit( int followerBoneIndex )
-{
- CStudioHdr *pStudioHdr = GetModelPtr();
- physfollower_t *bone = m_BoneFollowerManager.GetBoneFollower( followerBoneIndex );
- if ( !bone )
- return;
-
- const char *pBoneNames[] = {"left skewer", "right skewer" };
- int nameIndex = followerBoneIndex == STRIDER_LEFT_LEG_FOLLOWER_INDEX ? 0 : 1;
- Vector localHit = GetAttachmentPositionInSpaceOfBone( pStudioHdr, pBoneNames[nameIndex], bone->boneIndex );
- IPhysicsObject *pLegPhys = bone->hFollower->VPhysicsGetObject();
-
- // now transform into the worldspace of the current position of the leg's physics
- matrix3x4_t legToWorld;
- pLegPhys->GetPositionMatrix( &legToWorld );
- Vector hitPosition;
- VectorTransform( localHit, legToWorld, hitPosition );
-
- //NDebugOverlay::Box( hitPosition, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 255, 1.0 );
- CBaseEntity *pEnemy = GetEnemy();
- CAI_BaseNPC *pNPC = pEnemy ? pEnemy->MyNPCPointer() : NULL;
- bool bIsValidTarget = pNPC && pNPC->GetModelPtr();
- if ( HasSpawnFlags( SF_CAN_STOMP_PLAYER ) )
- {
- bIsValidTarget = bIsValidTarget || ( pEnemy && pEnemy->IsPlayer() );
- }
-
- if ( !bIsValidTarget )
- return;
-
- Vector delta;
- VectorSubtract( pEnemy->GetAbsOrigin(), hitPosition, delta );
- if ( delta.LengthSqr() > (STRIDER_STOMP_RANGE * STRIDER_STOMP_RANGE) )
- return;
-
- // DVS E3 HACK: Assume we stab our victim midway between their eyes and their center.
- Vector vecStabPos = ( pEnemy->WorldSpaceCenter() + pEnemy->EyePosition() ) * 0.5f;
- hitPosition = pEnemy->GetAbsOrigin();
-
- Vector footPosition;
- GetAttachment( "left foot", footPosition );
-
- CPASAttenuationFilter filter( this, "NPC_Strider.Skewer" );
- EmitSound( filter, 0, "NPC_Strider.Skewer", &hitPosition );
-
- CTakeDamageInfo damageInfo( this, this, 500, DMG_CRUSH );
- Vector forward;
- pEnemy->GetVectors( &forward, NULL, NULL );
- damageInfo.SetDamagePosition( hitPosition );
- damageInfo.SetDamageForce( -50 * 300 * forward );
- pEnemy->TakeDamage( damageInfo );
-
- if ( !pNPC || pNPC->IsAlive() )
- return;
-
- Vector vecBloodDelta = footPosition - vecStabPos;
- vecBloodDelta.z = 0; // effect looks better
- VectorNormalize( vecBloodDelta );
- UTIL_BloodSpray( vecStabPos + vecBloodDelta * 4, vecBloodDelta, BLOOD_COLOR_RED, 8, FX_BLOODSPRAY_ALL );
- UTIL_BloodSpray( vecStabPos + vecBloodDelta * 4, vecBloodDelta, BLOOD_COLOR_RED, 11, FX_BLOODSPRAY_DROPS );
- CBaseEntity *pRagdoll = CreateServerRagdollAttached( pNPC, vec3_origin, -1, COLLISION_GROUP_DEBRIS, pLegPhys, this, bone->boneIndex, vecStabPos, -1, localHit );
- if ( pRagdoll )
- {
- // the strider might drag this through the world
- pRagdoll->AddSolidFlags( FSOLID_NOT_SOLID );
-
- m_hRagdoll = pRagdoll;
- m_ragdollTime = gpGlobals->curtime + 10;
- UTIL_Remove( pNPC );
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Strider::FootFX( const Vector &origin )
-{
- trace_t tr;
- AI_TraceLine( origin + Vector(0, 0, 48), origin - Vector(0,0,100), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
- float yaw = random->RandomInt(0,120);
-
- if ( UTIL_PointContents( tr.endpos + Vector( 0, 0, 1 ) ) & MASK_WATER )
- {
- float flWaterZ = UTIL_FindWaterSurface( tr.endpos, tr.endpos.z, tr.endpos.z + 100.0f );
-
- CEffectData data;
- data.m_fFlags = 0;
- data.m_vOrigin = tr.endpos;
- data.m_vOrigin.z = flWaterZ;
- data.m_vNormal = Vector( 0, 0, 1 );
- data.m_flScale = random->RandomFloat( 10.0, 14.0 );
-
- DispatchEffect( "watersplash", data );
- }
- else
- {
- for ( int i = 0; i < 3; i++ )
- {
- Vector dir = UTIL_YawToVector( yaw + i*120 ) * 10;
- VectorNormalize( dir );
- dir.z = 0.25;
- VectorNormalize( dir );
- g_pEffects->Dust( tr.endpos, dir, 12, 50 );
- }
- }
- UTIL_ScreenShake( tr.endpos, 4.0, 1.0, 0.5, 1000, SHAKE_START, false );
-
- if ( npc_strider_shake_ropes_radius.GetInt() )
- {
- CRopeKeyframe::ShakeRopes( tr.endpos, npc_strider_shake_ropes_radius.GetFloat(), npc_strider_shake_ropes_magnitude.GetFloat() );
- }
-
- //
- // My feet are scary things! NOTE: We might want to make danger sounds as the feet move
- // through the air. Then soldiers could run from the feet, which would look cool.
- //
- CSoundEnt::InsertSound( SOUND_DANGER|SOUND_CONTEXT_EXCLUDE_COMBINE, tr.endpos, 512, 1.0f, this );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-Vector CNPC_Strider::CalculateStompHitPosition( CBaseEntity *pEnemy )
-{
- Vector skewerPosition, footPosition;
- GetAttachment( "left skewer", skewerPosition );
- GetAttachment( "left foot", footPosition );
- Vector vecStabPos = ( pEnemy->WorldSpaceCenter() + pEnemy->EyePosition() ) * 0.5f;
-
- return vecStabPos - skewerPosition + footPosition;
-}
-
-//-----------------------------------------------------------------------------
-// Strider Navigation
-//-----------------------------------------------------------------------------
-
-static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs )
-{
- trace_t tr;
- // Find point on floor where enemy would stand at chasePosition
- Vector floor = *position;
- floor.z -= 1024;
- AI_TraceHull( *position, floor, mins, maxs, MASK_NPCSOLID_BRUSHONLY, ignore, COLLISION_GROUP_NONE, &tr );
- if ( tr.fraction < 1 )
- {
- position->z = tr.endpos.z;
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void AdjustStriderNodePosition( CAI_Network *pNetwork, CAI_Node *pNode )
-{
- if ( pNode->GetHint() && pNode->GetHint()->HintType() == HINT_STRIDER_NODE )
- {
- CNPC_Strider *pStrider = (CNPC_Strider *)gEntList.FindEntityByClassname( NULL, "npc_strider" );
- bool bCreated = false;
- if ( !pStrider )
- {
- bool allowPrecache = CBaseEntity::IsPrecacheAllowed();
- CBaseEntity::SetAllowPrecache( true );
- pStrider = (CNPC_Strider *)CreateEntityByName( "npc_strider" );
- pStrider->m_bDisableBoneFollowers = true; // don't create these since we're just going to destroy him
- DispatchSpawn( pStrider );
- CBaseEntity::SetAllowPrecache( allowPrecache );
- bCreated = true;
- }
-
- if ( pStrider )
- {
- pStrider->TranslateNavGoal( NULL, pNode->AccessOrigin() );
- if ( bCreated )
- UTIL_Remove( pStrider );
- }
- }
-}
-
-
-//---------------------------------------------------------
-// Implement a navigator so that the strider can get closer to the ground when he's walking on a slope
-// This gives him enough reach for his legs to IK to lower ground points
-//---------------------------------------------------------
-void LookaheadPath( const Vector ¤t, AI_Waypoint_t *pWaypoint, float dist, Vector &nextPos )
-{
- if ( !pWaypoint )
- return;
-
- Vector dir = pWaypoint->GetPos() - current;
- float dist2D = dir.Length2D();
- if ( dist2D > 0.1 )
- {
- if ( dist <= dist2D )
- {
- nextPos = ((dist / dist2D) * dir) + current;
- return;
- }
- }
- nextPos = pWaypoint->GetPos();
- dist -= dist2D;
- dir = nextPos;
-
- LookaheadPath( dir, pWaypoint->GetNext(), dist, nextPos );
-}
-
-//---------------------------------------------------------
-// Find the forward slope and lower the strider height when moving downward
-//---------------------------------------------------------
-void CNPC_Strider::CNavigator::MoveCalcBaseGoal( AILocalMoveGoal_t *pMoveGoal )
-{
- BaseClass::MoveCalcBaseGoal( pMoveGoal );
- Vector dest = pMoveGoal->target;
- LookaheadPath( GetAbsOrigin(), pMoveGoal->pPath->GetCurWaypoint(), CNPC_Strider::gm_strideLength, dest );
-
- //NDebugOverlay::Box( dest, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 255, 0.1 );
- Vector unitDir = pMoveGoal->dir * CNPC_Strider::gm_strideLength;
- unitDir.z = dest.z - GetAbsOrigin().z;
- VectorNormalize( unitDir );
- float heightAdj = unitDir.z * CNPC_Strider::gm_strideLength;
- pMoveGoal->flags |= ( AILMG_NO_STEER | AILMG_NO_AVOIDANCE_PATHS );
- if ( heightAdj < -1 )
- {
- heightAdj = clamp( heightAdj, -192, 0 );
- pMoveGoal->target.z += heightAdj;
- pMoveGoal->dir = unitDir * CNPC_Strider::gm_strideLength * 0.1;
- pMoveGoal->dir.z += heightAdj;
- VectorNormalize( pMoveGoal->dir );
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::CNavigator::MoveUpdateWaypoint( AIMoveResult_t *pResult )
-{
- // Note that goal & waypoint tolerances are handled in progress blockage cases (e.g., OnObstructionPreSteer)
-
- AI_Waypoint_t *pCurWaypoint = GetPath()->GetCurWaypoint();
- float waypointDist = (pCurWaypoint->GetPos() - GetAbsOrigin()).Length2D();
- bool bIsGoal = CurWaypointIsGoal();
- // HACKHACK: adjust this tolerance
- // The strider is following paths most of the time, but he needs a bunch of freedom
- // to adjust himself to make his feet look good.
- float tolerance = 10.0;
-
- if ( waypointDist <= tolerance )
- {
- if ( bIsGoal )
- {
- OnNavComplete();
- *pResult = AIMR_OK;
-
- }
- else
- {
- AdvancePath();
- *pResult = AIMR_CHANGE_TYPE;
- }
- return true;
- }
-
- return false;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::CNavigator::DoFindPathToPos()
-{
- DbgNavMsg( GetOuter(), "Strider overriding DoFindPathToPos\n");
- if ( BaseClass::DoFindPathToPos() )
- {
- // Do special optimization on our first path segment
- DbgNavMsg( GetOuter(), "Strider base pathfind worked\n");
- CAI_WaypointList waypoints( GetPath()->GetCurWaypoint() );
- AI_Waypoint_t *pFirstWaypoint = waypoints.GetFirst();
- AI_Waypoint_t *pLast = waypoints.GetLast();
-
- if ( pFirstWaypoint->IsReducible() &&
- pFirstWaypoint->GetNext() &&
- pFirstWaypoint->GetNext()->iNodeID != NO_NODE &&
- pFirstWaypoint->GetNext()->NavType() == GetNavType() )
- {
- // Find nearest point on the line segment of our path
- Vector vOrigin = GetOuter()->GetAbsOrigin();
- Vector vClosest;
- CalcClosestPointOnLineSegment( vOrigin,
- pFirstWaypoint->GetPos(),
- pFirstWaypoint->GetNext()->GetPos(),
- vClosest );
-
- // Find both these positions as offset from the ground
- TranslateNavGoal( GetPath()->GetTarget(), vClosest );
- TranslateNavGoal( GetPath()->GetTarget(), vOrigin );
-
- // If we're seemingly beyond the waypoint and our hull is near enough to the path segment, advance to the next node
- const float EPS = 0.1f;
- bool bPastStartNode = ( ( pFirstWaypoint->GetPos() - vClosest ).Length() > EPS );
- bool bNearPathSegment = ( ( vOrigin - vClosest ).Length() < GetHullWidth() * 0.5f );
- if ( bPastStartNode && bNearPathSegment )
- {
- GetPath()->Advance();
- }
- }
-
- if ( pLast->iNodeID == NO_NODE )
- {
- AI_Waypoint_t *pLastNodeWaypoint = pLast->GetPrev();
-
- if ( pLastNodeWaypoint && pLastNodeWaypoint->iNodeID == NO_NODE )
- {
- // Pathfinder triangulated to goal
- Assert( pLastNodeWaypoint->GetPrev() );
- if ( pLastNodeWaypoint->GetPrev() )
- {
- pLastNodeWaypoint->GetPrev()->SetNext( pLast );
- delete pLastNodeWaypoint;
- pLastNodeWaypoint = pLast->GetPrev();
- }
- }
-
- Assert( pLastNodeWaypoint );
- if ( pLastNodeWaypoint )
- {
- Assert( pLastNodeWaypoint->iNodeID != NO_NODE );
- if ( pLastNodeWaypoint->iNodeID != NO_NODE )
- {
- CAI_Node *pLastNode = GetNetwork()->GetNode( pLastNodeWaypoint->iNodeID );
- float bestDistSq = ( pLast->vecLocation - pLastNodeWaypoint->vecLocation ).LengthSqr();
- Vector vNewEnd = vec3_invalid;
- int segmentDestClosest = NO_NODE;
-
- for (int link=0; link < pLastNode->NumLinks();link++)
- {
- CAI_Link *pLink = pLastNode->GetLinkByIndex(link);
- if ( !( pLink->m_LinkInfo & bits_LINK_OFF ) && (pLink->m_iAcceptedMoveTypes[GetHullType()] & bits_CAP_MOVE_FLY) )
- {
- CAI_Node *pTestNode = GetNetwork()->GetNode( pLink->DestNodeID( pLastNodeWaypoint->iNodeID ) );
- if ( pTestNode->GetHint() && pTestNode->GetHint()->HintType() == HINT_STRIDER_NODE )
- {
- Vector vClosest;
- CalcClosestPointOnLineSegment( pLast->vecLocation,
- pLastNodeWaypoint->vecLocation, pTestNode->GetPosition(GetHullType()),
- vClosest );
- float distTestSq = ( pLast->vecLocation - vClosest ).LengthSqr();
- if ( distTestSq < bestDistSq )
- {
- bestDistSq = distTestSq;
- vNewEnd = vClosest;
- segmentDestClosest = pTestNode->GetId();
- }
- }
- }
- }
-
- if ( vNewEnd == vec3_invalid )
- {
- DbgNavMsg( GetOuter(), "Strider resetting goal to last node waypoint\n");
- pLastNodeWaypoint->SetNext( NULL );
- pLastNodeWaypoint->ModifyFlags( bits_WP_TO_GOAL, true );
- delete pLast;
- }
- else if ( !pLastNodeWaypoint->GetPrev() || pLastNodeWaypoint->GetPrev()->iNodeID != segmentDestClosest )
- {
- DbgNavMsg( GetOuter(), "Strider resetting goal to nearest point on graph\n");
- pLast->vecLocation = vNewEnd;
- }
- else
- {
- DbgNavMsg( GetOuter(), "Strider resetting goal to nearest point on graph, on node\n");
- pLastNodeWaypoint->vecLocation = vNewEnd;
- pLastNodeWaypoint->SetNext( NULL );
- pLastNodeWaypoint->ModifyFlags( bits_WP_TO_GOAL, true );
- delete pLast;
- }
- GetPath()->ResetGoalPosition( GetPath()->GetGoalWaypoint()->vecLocation );
- }
- }
- }
- else
- DbgNavMsg( GetOuter(), "Goal ended on node\n");
- return true;
- }
- else
- DbgNavMsg( GetOuter(), "Strider base pathfind failed\n");
-
- return false;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::CNavigator::ShouldOptimizeInitialPathSegment( AI_Waypoint_t *pFirstWaypoint )
-{
- // We do our own special initial path optimization DoFindPathToPos()
- return false;
-}
-
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CNPC_Strider::CNavigator::GetStoppingPath( CAI_WaypointList *pClippedWaypoints )
-{
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Returns if a bone follower is a leg piece or not
-// Input : *pFollower - Bone follower we're testing
-// Output : Returns true if the bone follower is a part of the strider's legs
-//-----------------------------------------------------------------------------
-bool CNPC_Strider::IsLegBoneFollower( CBoneFollower *pFollower )
-{
- // Find the index of this bone follower, if we have it
- int nFollowerIndex = GetBoneFollowerIndex( pFollower );
- if ( nFollowerIndex == -1 )
- return false;
-
- // See if we're a leg
- if ( nFollowerIndex >= STRIDER_LEFT_LEG_FOLLOWER_INDEX &&
- nFollowerIndex <= STRIDER_BACK_UPPERLEG_FOLLOWER_INDEX )
- return true;
-
- // We're something else
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Finds a bone follower via a supplied index
-// Input : nIndex - index our bone follower manager will use to retrieve the follower
-// Output : NULL if not found, otherwise the bone follower we were seeking
-//-----------------------------------------------------------------------------
-CBoneFollower *CNPC_Strider::GetBoneFollowerByIndex( int nIndex )
-{
- physfollower_t *pFollower = m_BoneFollowerManager.GetBoneFollower( nIndex );
- if ( pFollower != NULL )
- return pFollower->hFollower;
-
- return NULL;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Returns the index of a bone follower in our system
-// Input : *pFollower - Follower we're looking for
-// Output : -1 if not found, otherwise the index of the follower
-//-----------------------------------------------------------------------------
-int CNPC_Strider::GetBoneFollowerIndex( CBoneFollower *pFollower )
-{
- return m_BoneFollowerManager.GetBoneFollowerIndex( pFollower );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: The strider ignores certain entities this way
-// Input : *pEntity - Entity in question
-// Output : Returns true if we should collide with the entity
-//-----------------------------------------------------------------------------
-bool CNPC_Strider::ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity )
-{
- if ( pEntity->m_iClassname == m_iszStriderBusterName )
- return false;
-
- return BaseClass::ShouldProbeCollideAgainstEntity( pEntity );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Lets us keep track of attached Strider busters
-// Input : *pAttached - strider buster that is attached
-//-----------------------------------------------------------------------------
-#ifdef HL2_EPISODIC
-void CNPC_Strider::StriderBusterAttached( CBaseEntity *pAttached )
-{
- // Add another to the list
- m_hAttachedBusters.AddToTail( pAttached );
- m_PlayerFreePass.Revoke();
-
- variant_t target;
- target.SetString( AllocPooledString( "!player" ) );
- g_EventQueue.AddEvent( this, "UpdateEnemyMemory", target, 1.0, this, this );
-}
-
-
-void CNPC_Strider::StriderBusterDetached( CBaseEntity *pAttached )
-{
- int elem = m_hAttachedBusters.Find(pAttached);
- if (elem >= 0)
- {
- m_hAttachedBusters.FastRemove(elem);
- }
-}
-
-#endif // HL2_EPISODIC
-
-//-----------------------------------------------------------------------------
-//
-// Strider Minigun
-//
-//-----------------------------------------------------------------------------
-
-BEGIN_DATADESC_NO_BASE( CStriderMinigun )
-
- DEFINE_FIELD( m_enable, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_minigunState, FIELD_INTEGER ),
- DEFINE_FIELD( m_nextBulletTime, FIELD_TIME ),
- DEFINE_FIELD( m_burstTime, FIELD_TIME ),
- DEFINE_FIELD( m_nextTwitchTime, FIELD_TIME ),
- DEFINE_FIELD( m_randomState, FIELD_INTEGER ),
- DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
- DEFINE_FIELD( m_bWarnedAI, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_shootDuration, FIELD_TIME ),
- DEFINE_FIELD( m_vecAnchor, FIELD_VECTOR ),
- DEFINE_FIELD( m_bOverrideEnemy, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_vecLastTargetPos, FIELD_VECTOR ),
- DEFINE_FIELD( m_iOnTargetShots, FIELD_INTEGER ),
-
- // Silence, Classcheck!
- // DEFINE_FIELD( m_yaw, StriderMinigunAnimController_t ),
- // DEFINE_FIELD( m_pitch, StriderMinigunAnimController_t ),
-
- DEFINE_FIELD( m_yaw.current, FIELD_FLOAT ),
- DEFINE_FIELD( m_yaw.target, FIELD_FLOAT ),
- DEFINE_FIELD( m_yaw.rate, FIELD_FLOAT ),
- DEFINE_FIELD( m_pitch.current, FIELD_FLOAT ),
- DEFINE_FIELD( m_pitch.target, FIELD_FLOAT ),
- DEFINE_FIELD( m_pitch.rate, FIELD_FLOAT ),
-
-
-END_DATADESC()
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CStriderMinigun::Init()
-{
- m_enable = true;
- m_nextTwitchTime = gpGlobals->curtime;
- m_randomState = 0;
- m_yaw.current = m_yaw.target = 0;
- m_pitch.current = m_pitch.target = 0;
- m_yaw.rate = 360;
- m_pitch.rate = 180;
-
- SetState( MINIGUN_OFF );
- m_burstTime = gpGlobals->curtime;
- m_nextBulletTime = FLT_MAX;
- m_vecAnchor = vec3_invalid;
- m_shootDuration = STRIDER_DEFAULT_SHOOT_DURATION;
- m_bOverrideEnemy = false;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CStriderMinigun::ShouldFindTarget( IMinigunHost *pHost )
-{
- ASSERT( pHost != NULL );
-
- if( !GetTarget() )
- {
- // No target. Find one.
- return true;
- }
-
- if( m_bOverrideEnemy )
- {
- return false;
- }
-
- if( pHost->GetEntity()->GetEnemy() )
- {
- return GetTarget() != pHost->GetEntity()->GetEnemy();
- }
-
- return true;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-float CStriderMinigun::GetAimError()
-{
- return fabs(m_yaw.target-m_yaw.current) + fabs(m_pitch.target-m_pitch.current);
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CStriderMinigun::AimAtPoint( IStriderMinigunHost *pHost, const Vector &vecPoint, bool bSnap )
-{
- matrix3x4_t gunMatrix;
- CAI_BaseNPC *pOwner = pHost->GetEntity();
-
- int mingunAttachment = pOwner->LookupAttachment( "minigunbase" );
- pOwner->GetAttachment( mingunAttachment, gunMatrix );
-
- Vector forward, pos;
- MatrixGetColumn( gunMatrix, 0, forward );
- MatrixGetColumn( gunMatrix, 3, pos );
-
- // transform the point into gun space
- Vector localPointPosition;
- VectorITransform( vecPoint, gunMatrix, localPointPosition );
-
- // do a look at in gun space (essentially a delta-lookat)
- QAngle localPointAngles;
- VectorAngles( localPointPosition, localPointAngles );
-
- // convert to +/- 180 degrees
- float pdiff, ydiff;
- pdiff = UTIL_AngleDiff( localPointAngles.x, 0 );
- ydiff = UTIL_AngleDiff( localPointAngles.y, 0 );
-
- m_pitch.target += 0.5 * pdiff;
- m_yaw.target -= 0.5 * ydiff;
-
- m_pitch.target = MAX( MINIGUN_MIN_PITCH, m_pitch.target );
- m_pitch.target = MIN( MINIGUN_MAX_PITCH, m_pitch.target );
- m_yaw.target = MAX( MINIGUN_MIN_YAW, m_yaw.target );
- m_yaw.target = MIN( MINIGUN_MAX_YAW, m_yaw.target );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CStriderMinigun::AimAtTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, bool bSnap )
-{
- if ( pTarget && !(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) )
- {
- Vector vecTargetPos = pTarget->BodyTarget( pHost->GetEntity()->EyePosition() );
- AimAtPoint( pHost, vecTargetPos, bSnap );
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CStriderMinigun::ShootAtTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float shootTime )
-{
- if ( !pTarget && !(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) )
- return;
-
- variant_t emptyVariant;
- pTarget->AcceptInput( "InputTargeted", pHost->GetEntity(), pHost->GetEntity(), emptyVariant, 0 );
- Enable( NULL, true );
- if ( shootTime <= 0 )
- {
- shootTime = random->RandomFloat( 4, 8 );
- }
- SetTarget( pHost, pTarget, true );
-
- StartShooting( pHost, pTarget, shootTime );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CStriderMinigun::StartShooting( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float duration )
-{
- bool bHasSetAnchor = false;
-
- SetState( MINIGUN_SHOOTING );
-
- m_nextBulletTime = gpGlobals->curtime;
- m_burstTime = gpGlobals->curtime + duration;
-
- m_shootDuration = duration;
-
- // don't twitch while shooting
- m_nextTwitchTime = FLT_MAX;
-
- if( pTarget->IsPlayer() )
- {
- // Don't shoot a player in the back if they aren't looking.
- // Give them a chance to see they're being fired at.
- CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>(pTarget);
-
- if( !pPlayer->FInViewCone( pHost->GetEntity() ) )
- {
- // Player doesn't see me. Try to start shooting so that they can see
- // the bullet impacts.
- m_vecAnchor = pPlayer->EyePosition();
-
- Vector vecPlayerLook;
- Vector vecToPlayer;
-
- // Check in 2D.
- vecPlayerLook = pPlayer->EyeDirection3D();
- vecPlayerLook.z = 0.0;
- VectorNormalize( vecPlayerLook );
-
- vecToPlayer = pPlayer->EyePosition() - pHost->GetEntity()->EyePosition();
- vecToPlayer.z = 0.0;
- VectorNormalize( vecToPlayer );
-
- float flDot = DotProduct( vecToPlayer, vecPlayerLook );
-
- if( flDot < 0.95 )
- {
- // If the player is looking sufficiently to a side, start 30 feet out in that direction.
- m_vecAnchor += pPlayer->EyeDirection3D() * 320;
- bHasSetAnchor = true;
- }
- else
- {
- // Start over their head, cause firing the direction they are looking will drill them.
- // in the back!
- m_vecAnchor += Vector( 0, 0, random->RandomFloat( 160, 240 ) );
-
- // Move it to one side of the other randomly, just to get it off center.
- Vector right;
- pPlayer->GetVectors( NULL, &right, NULL );
- m_vecAnchor += right * random->RandomFloat( -100, 100 );
- bHasSetAnchor = true;
- }
- }
- }
-
- if( !bHasSetAnchor )
- {
- m_vecAnchor = pTarget->WorldSpaceCenter();
-
- Vector right;
- pTarget->GetVectors( NULL, &right, NULL );
-
- // Start 5 or 10 feet off target.
- Vector offset = right * random->RandomFloat( 60, 120 );
-
- // Flip a coin to decide left or right.
- if( random->RandomInt( 0, 1 ) == 0 )
- {
- offset *= -1;
- }
-
- m_vecAnchor += offset;
-
- // Start below them, too.
- m_vecAnchor.z -= random->RandomFloat( 80, 200 );
- }
-
- pHost->OnMinigunStartShooting( pTarget );
-}
-
-//---------------------------------------------------------
-// Fixes up the math for stitching.
-//---------------------------------------------------------
-void CStriderMinigun::ExtendShooting( float timeExtend )
-{
- m_burstTime = gpGlobals->curtime + timeExtend;
- m_shootDuration = timeExtend;
- m_bWarnedAI = false;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CStriderMinigun::SetShootDuration( float duration )
-{
-}
-
-//---------------------------------------------------------
-// Is the gun turned as far as it can go?
-//---------------------------------------------------------
-bool CStriderMinigun::IsPegged( int dir )
-{
- bool up, down, left, right, any;
-
- up = down = left = right = any = false;
-
- if( m_yaw.current >= 89.0 )
- any = right = true;
-
- if( m_yaw.current <= -89.0 )
- any = left = true;
-
- if( m_pitch.current >= 44.0 )
- any = down = true;
-
- if( m_pitch.current <= -44.0 )
- any = up = true;
-
- switch( dir )
- {
- case MINIGUN_PEGGED_UP:
- return up;
-
- case MINIGUN_PEGGED_DOWN:
- return down;
-
- case MINIGUN_PEGGED_LEFT:
- return left;
-
- case MINIGUN_PEGGED_RIGHT:
- return right;
-
- default:
- return (any && !up);
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CStriderMinigun::StopShootingForSeconds( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float duration )
-{
- if ( IsShooting() )
- {
- SetState( MINIGUN_OFF );
- }
-
- m_burstTime = gpGlobals->curtime + duration;
- m_nextBulletTime = FLT_MAX;
-
- ClearOnTarget();
- m_nextTwitchTime = gpGlobals->curtime + random->RandomFloat( 2.0, 4.0 );
- pHost->OnMinigunStopShooting( pTarget );
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CStriderMinigun::SetState( int newState )
-{
- m_minigunState = newState;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CStriderMinigun::SetTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, bool bOverrideEnemy )
-{
- m_hTarget = pTarget;
-
- if( pTarget )
- {
- // New target, we haven't scared this guy yet!
- m_bWarnedAI = false;
-
- if( m_vecAnchor == vec3_invalid )
- {
- Vector right;
- pHost->GetEntity()->GetVectors( NULL, &right, NULL );
-
- m_vecAnchor = pTarget->GetAbsOrigin() - Vector( 0, 0, 256 );
- m_vecAnchor += right * random->RandomFloat( -60.0f, 60.0f );
- }
- }
-
- ClearOnTarget();
-
- m_bOverrideEnemy = bOverrideEnemy;
-}
-
-//---------------------------------------------------------
-// The strider minigun can track and fire at targets in a fairly
-// large arc. It looks unnatural for a Strider to acquire a target
-// off to one side and begin firing at it, so we don't let the
-// minigun BEGIN shooting at a target unless the target is fairly
-// well in front of the Strider. Once firing, the gun is allowed
-// to track the target anywhere for the duration of that burst of
-// minigun fire. This is tuned by eye. (sjb)
-//---------------------------------------------------------
-bool CStriderMinigun::CanStartShooting( IStriderMinigunHost *pHost, CBaseEntity *pTargetEnt )
-{
- if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI )
- return false;
-
- if( !pTargetEnt )
- return false;
-
- if( gpGlobals->curtime < m_burstTime )
- return false;
-
- CNPC_Strider *pStrider = dynamic_cast<CNPC_Strider *>(pHost->GetEntity() );
- if ( pTargetEnt->IsPlayer() && pStrider->HasPass() )
- return false;
-
- if( !m_bOverrideEnemy )
- {
- if( pTargetEnt != pHost->GetEntity()->GetEnemy() )
- {
- return false;
- }
-
- // If the strider can't see the enemy, this may be because the enemy is
- // hiding behind something breakable. If the weapon has LOS, fire away.
- if( !pHost->GetEntity()->HasCondition( COND_SEE_ENEMY ) )
- {
- Assert( pStrider != NULL );
-
- if( !pStrider->WeaponLOSCondition( pStrider->GetAdjustedOrigin(), pTargetEnt->WorldSpaceCenter(), false ) )
- {
- if( pStrider->IsUsingAggressiveBehavior() && pTargetEnt->IsPlayer() && !pStrider->HasPass() )
- {
- // I can shoot the player's cover until he hides long enough to earn a free pass.
- float flTimeSinceLastSeen = gpGlobals->curtime - pStrider->GetEnemies()->LastTimeSeen(pTargetEnt);
-
- if( flTimeSinceLastSeen <= 2.0f )
- return true;
- }
-
- return false;
- }
- }
- }
-
- Vector los = ( pTargetEnt->WorldSpaceCenter() - pHost->GetEntity()->EyePosition() );
-
- // Following code stolen from FVisible. This check done in 2d intentionally.
- los.z = 0;
- VectorNormalize( los );
-
- Vector facingDir = pHost->GetEntity()->EyeDirection2D( );
- float flDot = DotProduct( los, facingDir );
-
- // Too far to a side.
- if ( flDot <= .707 )
- return false;
-
- return true;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CStriderMinigun::Enable( IMinigunHost *pHost, bool enable )
-{
- m_enable = enable;
- if ( !m_enable )
- {
- m_yaw.current = m_yaw.target = 0;
- m_pitch.current = m_pitch.target = 0;
- if ( pHost )
- {
- // KENB pHost->UpdateMinigunControls( m_yaw.current, m_pitch.current );
- }
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CStriderMinigun::Think( IStriderMinigunHost *pHost, float dt )
-{
- if ( !m_enable )
- return;
-
- if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI )
- return;
-
- if( ShouldFindTarget( pHost ) )
- {
- CBaseEntity *pOldTarget = GetTarget();
-
- // Take my host's enemy.
- SetTarget( pHost, pHost->GetEntity()->GetEnemy() );
-
- if( IsShooting() )
- {
- // Changing targets hot!
- if( pOldTarget )
- {
- m_vecAnchor = pOldTarget->WorldSpaceCenter();
- }
-
- ExtendShooting( STRIDER_SUBSEQUENT_TARGET_DURATION + random->RandomFloat( 0, 0.5 ) );
- }
-
- pHost->NewTarget();
- }
-
- if ( !GetTarget() && m_nextTwitchTime <= gpGlobals->curtime )
- {
- // invert one and randomize the other.
- // This has the effect of making the gun cross the field of
- // view more often - like he's looking around
- m_randomState = !m_randomState;
- if ( m_randomState )
- {
- m_yaw.Random( MINIGUN_MIN_YAW, MINIGUN_MAX_YAW, 360, 720 );
- m_pitch.target = -m_pitch.target;
- }
- else
- {
- m_pitch.Random( MINIGUN_MIN_PITCH, MINIGUN_MAX_PITCH, 270, 360 );
- m_yaw.target = -m_yaw.target;
- }
- m_nextTwitchTime = gpGlobals->curtime + random->RandomFloat( 0.3, 2 );
- }
-
- CBaseEntity *pTargetEnt = m_hTarget.Get();
-
- if ( pTargetEnt )
- {
- pHost->GetEntity()->InvalidateBoneCache();
- AimAtTarget( pHost, pTargetEnt );
- }
-
- // Update the minigun's pose parameters using approaching.
- m_yaw.Update( dt );
- m_pitch.Update( dt );
-
- pHost->UpdateMinigunControls( m_yaw.current, m_pitch.current );
-
- // Start or stop shooting.
- if( IsShooting() )
- {
- if( gpGlobals->curtime > m_burstTime || !pTargetEnt )
- {
- // Time to stop firing.
- if( m_bOverrideEnemy )
- {
- // Get rid of this target.
- SetTarget( pHost, NULL );
- }
-
- StopShootingForSeconds( pHost, pTargetEnt, pHost->GetMinigunShootDowntime() );
- }
- }
- else
- {
- if( CanStartShooting( pHost, pTargetEnt ) )
- {
- StartShooting( pHost, pTargetEnt, pHost->GetMinigunShootDuration() + random->RandomFloat( 0, pHost->GetMinigunShootVariation() ) );
- }
- }
-
- // Fire the next bullet!
- if ( m_nextBulletTime <= gpGlobals->curtime && !IsPegged() )
- {
- if( pTargetEnt && pTargetEnt == pHost->GetEntity()->GetEnemy() )
- {
- // Shooting at the Strider's enemy. Strafe to target!
- float flRemainingShootTime = m_burstTime - gpGlobals->curtime;
-
- // Skim a little time off of the factor, leave a moment of on-target
- // time. This guarantees that the minigun will strike the target a few times.
- float flFactor = (flRemainingShootTime - pHost->GetMinigunOnTargetTime() ) / m_shootDuration;
-
- flFactor = MAX( 0.0f, flFactor );
-
- Vector vecTarget = pTargetEnt->BodyTarget( assert_cast<CNPC_Strider *>(pHost->GetEntity())->GetAdjustedOrigin());
-
- Vector vecLine = m_vecAnchor - vecTarget;
-
- float flDist = VectorNormalize( vecLine );
-
- vecTarget += vecLine * flDist * flFactor;
-
- if( flFactor == 0.0 )
- {
- m_vecAnchor = vecTarget;
- RecordShotOnTarget();
- }
-
- if ( GetTarget() )
- {
- pHost->ShootMinigun( &vecTarget, GetAimError(), vec3_origin );
-
- if( flFactor <= 0.5 && !m_bWarnedAI )
- {
- m_bWarnedAI = true;
-
- CSoundEnt::InsertSound( SOUND_DANGER | SOUND_CONTEXT_REACT_TO_SOURCE, pTargetEnt->EarPosition() + Vector( 0, 0, 1 ), 120, MAX( 1.0, flRemainingShootTime ), pHost->GetEntity() );
- }
- }
- }
- else
- {
- const Vector *pTargetPoint = pTargetEnt ? &pTargetEnt->GetAbsOrigin() : NULL;
- pHost->ShootMinigun( pTargetPoint, GetAimError() );
- }
-
- m_nextBulletTime = gpGlobals->curtime + (1.0f / pHost->GetMinigunRateOfFire() );
- }
-}
-
-LINK_ENTITY_TO_CLASS( sparktrail, CSparkTrail );
-
-void CSparkTrail::Precache()
-{
- BaseClass::Precache();
-
- PrecacheScriptSound( "DoSpark" );
-}
-
-void CSparkTrail::Spawn()
-{
- Precache();
-
- EmitSound( "DoSpark" );
-
- m_iHealth = 20 + random->RandomInt( 0, 5 );
- UTIL_SetOrigin( this, GetOwnerEntity()->EyePosition() );
-
- Vector vecVelocity;
-
- vecVelocity.x = random->RandomFloat( 100, 400 );
- vecVelocity.y = random->RandomFloat( 100, 400 );
- vecVelocity.z = random->RandomFloat( 0, 100 );
-
- if( random->RandomInt( 0, 1 ) == 0 )
- vecVelocity.x *= -1;
-
- if( random->RandomInt( 0, 1 ) == 0 )
- vecVelocity.y *= -1;
-
- UTIL_SetSize( this, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
- SetMoveType( MOVETYPE_FLYGRAVITY );
- SetSolid( SOLID_NONE );
-
- if( random->RandomInt( 0, 2 ) == 0 )
- {
- vecVelocity *= 2.0;
- m_iHealth /= 2;
- SetMoveType( MOVETYPE_FLY );
- }
-
- SetAbsVelocity( vecVelocity );
-
- SetThink( &CSparkTrail::SparkThink );
- SetNextThink( gpGlobals->curtime );
-}
-
-void CSparkTrail::SparkThink()
-{
- SetNextThink( gpGlobals->curtime + 0.05 );
-
- g_pEffects->Sparks( GetAbsOrigin() );
-
- if( m_iHealth-- < 1 )
- {
- UTIL_Remove( this );
- }
-}
-
-BEGIN_DATADESC( CSparkTrail )
- DEFINE_THINKFUNC( SparkThink ),
-END_DATADESC()
-
-
-//-----------------------------------------------------------------------------
-//
-// Schedules
-//
-//-----------------------------------------------------------------------------
-AI_BEGIN_CUSTOM_NPC( npc_strider, CNPC_Strider )
-
- DECLARE_TASK( TASK_STRIDER_AIM )
- DECLARE_TASK( TASK_STRIDER_DODGE )
- DECLARE_TASK( TASK_STRIDER_STOMP )
- DECLARE_TASK( TASK_STRIDER_BREAKDOWN )
- DECLARE_TASK( TASK_STRIDER_START_MOVING )
- DECLARE_TASK( TASK_STRIDER_REFRESH_HUNT_PATH )
- DECLARE_TASK( TASK_STRIDER_GET_PATH_TO_CANNON_TARGET )
- DECLARE_TASK( TASK_STRIDER_FACE_CANNON_TARGET )
- DECLARE_TASK( TASK_STRIDER_SET_HEIGHT )
- DECLARE_TASK( TASK_STRIDER_GET_PATH_TO_CANNON_LOS )
- DECLARE_TASK( TASK_STRIDER_FIRE_CANNON )
- DECLARE_TASK( TASK_STRIDER_SET_CANNON_HEIGHT )
- DECLARE_TASK( TASK_STRIDER_FALL_TO_GROUND )
-
- DECLARE_ACTIVITY( ACT_STRIDER_LOOKL )
- DECLARE_ACTIVITY( ACT_STRIDER_LOOKR )
- DECLARE_ACTIVITY( ACT_STRIDER_DEPLOYRA1 )
- DECLARE_ACTIVITY( ACT_STRIDER_AIMRA1 )
- DECLARE_ACTIVITY( ACT_STRIDER_FINISHRA1 )
- DECLARE_ACTIVITY( ACT_STRIDER_DODGER )
- DECLARE_ACTIVITY( ACT_STRIDER_DODGEL )
- DECLARE_ACTIVITY( ACT_STRIDER_STOMPL )
- DECLARE_ACTIVITY( ACT_STRIDER_STOMPR )
- DECLARE_ACTIVITY( ACT_STRIDER_FLICKL )
- DECLARE_ACTIVITY( ACT_STRIDER_FLICKR )
- DECLARE_ACTIVITY( ACT_STRIDER_SLEEP )
- DECLARE_ACTIVITY( ACT_STRIDER_CARRIED )
- DECLARE_ACTIVITY( ACT_STRIDER_DEPLOY )
- DECLARE_ACTIVITY( ACT_STRIDER_GESTURE_DEATH )
-
- DECLARE_CONDITION( COND_STRIDER_DO_FLICK )
- DECLARE_CONDITION( COND_TRACK_PATH_GO )
- DECLARE_CONDITION( COND_STRIDER_SHOULD_CROUCH )
- DECLARE_CONDITION( COND_STRIDER_SHOULD_STAND )
- DECLARE_CONDITION( COND_STRIDER_MINIGUN_SHOOTING )
- DECLARE_CONDITION( COND_STRIDER_MINIGUN_NOT_SHOOTING )
- DECLARE_CONDITION( COND_STRIDER_HAS_CANNON_TARGET )
- DECLARE_CONDITION( COND_STRIDER_ENEMY_UPDATED )
- DECLARE_CONDITION( COND_STRIDER_HAS_LOS_Z )
-
- DECLARE_INTERACTION( g_interactionPlayerLaunchedRPG )
-
- //=========================================================
- // Hunt (Basic logic for strider thinking)
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_STRIDER_HUNT,
-
- " Tasks"
- " TASK_STRIDER_REFRESH_HUNT_PATH 0"
- " TASK_STRIDER_START_MOVING 0"
- " TASK_WAIT 4"
- " "
- " Interrupts"
- " COND_NEW_ENEMY"
- " COND_CAN_MELEE_ATTACK1"
- " COND_CAN_RANGE_ATTACK1"
- " COND_CAN_RANGE_ATTACK2"
- " COND_STRIDER_SHOULD_CROUCH"
- " COND_STRIDER_HAS_CANNON_TARGET"
- " COND_STRIDER_ENEMY_UPDATED"
- )
-
- //=========================================================
- // Attack (Deploy/shoot/finish)
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_STRIDER_RANGE_ATTACK1,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
- " TASK_FACE_ENEMY 0"
- " TASK_RANGE_ATTACK1 0"
- " TASK_WAIT 5" // let the immolator work its magic
- " "
- " Interrupts"
- )
-
- //=========================================================
- // Attack (Deploy/shoot/finish)
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_STRIDER_RANGE_ATTACK2,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_STRIDER_FACE_CANNON_TARGET 0"
- " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
- " TASK_WAIT 1"
- " TASK_STRIDER_AIM 1.25"
- " TASK_STRIDER_FIRE_CANNON 0"
- " TASK_WAIT 1"
- " "
- " Interrupts"
- )
-
- //=========================================================
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_STRIDER_CROUCH,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCH"
- " "
- " Interrupts"
- )
-
- //=========================================================
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_STRIDER_STAND,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STAND"
- " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
- " TASK_STRIDER_SET_HEIGHT 500"
- " "
- " Interrupts"
- )
-
- //=========================================================
- // Dodge Incoming missile
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_STRIDER_DODGE,
-
- " Tasks"
- " TASK_STRIDER_DODGE 0"
- " "
- " Interrupts"
- )
-
- //=========================================================
- // Break down and die
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_STRIDER_DIE,
-
- " Tasks"
- " TASK_STRIDER_BREAKDOWN 0"
- " "
- " Interrupts"
- )
-
- //=========================================================
- // Stomp on an enemy
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_STRIDER_STOMPL,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_STRIDER_STOMP 0"
- " "
- " Interrupts"
- );
-
- // Stomp on an enemy
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_STRIDER_STOMPR,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_STRIDER_STOMP 1"
- " "
- " Interrupts"
- )
-
- DEFINE_SCHEDULE
- (
- SCHED_STRIDER_FLICKL,
-
- " Tasks"
- " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STRIDER_FLICKL"
- " "
- " Interrupts"
- )
- DEFINE_SCHEDULE
- (
- SCHED_STRIDER_FLICKR,
-
- " Tasks"
- " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STRIDER_FLICKR"
- " "
- " Interrupts"
- )
- DEFINE_SCHEDULE
- (
- SCHED_STRIDER_ATTACK_CANNON_TARGET,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_STRIDER_GET_PATH_TO_CANNON_TARGET 0"
- " TASK_WALK_PATH 0"
- " TASK_WAIT_FOR_MOVEMENT 0"
- " "
- " Interrupts"
- " COND_CAN_RANGE_ATTACK2"
- " COND_STRIDER_SHOULD_CROUCH"
- )
-
- DEFINE_SCHEDULE
- (
- SCHED_STRIDER_CHASE_ENEMY,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_GET_CHASE_PATH_TO_ENEMY 300"
- " TASK_RUN_PATH 0"
- " TASK_WAIT_FOR_MOVEMENT 0"
- " TASK_FACE_ENEMY 0"
- ""
- " Interrupts"
- " COND_NEW_ENEMY"
- " COND_ENEMY_DEAD"
- " COND_ENEMY_UNREACHABLE"
- " COND_CAN_RANGE_ATTACK1"
- " COND_CAN_MELEE_ATTACK1"
- " COND_CAN_RANGE_ATTACK2"
- " COND_CAN_MELEE_ATTACK2"
- " COND_TOO_CLOSE_TO_ATTACK"
- " COND_LOST_ENEMY"
- " COND_STRIDER_HAS_CANNON_TARGET"
- )
-
- DEFINE_SCHEDULE
- (
- SCHED_STRIDER_COMBAT_FACE,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
- " TASK_WAIT_FACE_ENEMY 1"
- ""
- " Interrupts"
- " COND_CAN_RANGE_ATTACK1"
- " COND_CAN_RANGE_ATTACK2"
- " COND_CAN_MELEE_ATTACK1"
- " COND_CAN_MELEE_ATTACK2"
- " COND_NEW_ENEMY"
- " COND_ENEMY_DEAD"
- " COND_STRIDER_HAS_CANNON_TARGET"
- )
-
- DEFINE_SCHEDULE
- (
- SCHED_STRIDER_AGGRESSIVE_COMBAT_STAND,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
- " TASK_WAIT 1"
- ""
- " Interrupts"
- " COND_NEW_ENEMY"
- " COND_ENEMY_DEAD"
- " COND_LIGHT_DAMAGE"
- " COND_HEAVY_DAMAGE"
- " COND_SEE_ENEMY"
- " COND_CAN_RANGE_ATTACK1"
- " COND_CAN_RANGE_ATTACK2"
- " COND_CAN_MELEE_ATTACK1"
- " COND_CAN_MELEE_ATTACK2"
- " COND_IDLE_INTERRUPT"
- )
-
- DEFINE_SCHEDULE
- (
- SCHED_STRIDER_ESTABLISH_LINE_OF_FIRE_CANNON,
-
- " Tasks "
- " TASK_STRIDER_GET_PATH_TO_CANNON_LOS 0"
- " TASK_RUN_PATH 0"
- " TASK_WAIT_FOR_MOVEMENT 0"
- " TASK_STRIDER_FACE_CANNON_TARGET 0"
- ""
- " Interrupts "
- " COND_CAN_RANGE_ATTACK2"
- " COND_STRIDER_SHOULD_CROUCH"
- " COND_STRIDER_SHOULD_STAND"
- )
-
- DEFINE_SCHEDULE
- (
- SCHED_STRIDER_FALL_TO_GROUND,
-
- " Tasks "
- " TASK_STRIDER_FALL_TO_GROUND 0"
- ""
- " Interrupts "
- )
-
-
-AI_END_CUSTOM_NPC()
-
-//=============================================================================
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Giant walking strider thing! +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" + +#include "npc_strider.h" + +#include "ai_senses.h" +#include "ai_task.h" +#include "ai_default.h" +#include "ai_schedule.h" +#include "ai_hull.h" +#include "ai_basenpc.h" +#include "ai_pathfinder.h" +#include "ai_waypoint.h" +#include "ai_link.h" +#include "ai_hint.h" +#include "ai_tacticalservices.h" +#include "ai_behavior_follow.h" +#include "simtimer.h" +#include "trains.h" +#include "npcevent.h" +#include "te_particlesystem.h" +#include "shake.h" +#include "soundent.h" +#include "IEffects.h" +#include "engine/IEngineSound.h" +#include "bone_setup.h" +#include "vcollide_parse.h" +#include "studio.h" +#include "physics_bone_follower.h" +#include "ai_navigator.h" +#include "ai_route.h" +#include "ammodef.h" +#include "npc_bullseye.h" +#include "rope.h" +#include "ai_memory.h" +#include "player_pickup.h" +#include "collisionutils.h" +#include "in_buttons.h" +#include "steamjet.h" +#include "physics_prop_ragdoll.h" +#include "vehicle_base.h" +#include "coordsize.h" +#include "hl2_shareddefs.h" +#include "te_effect_dispatch.h" +#include "beam_flags.h" +#include "prop_combine_ball.h" +#include "explode.h" +#include "filters.h" +#include "saverestore_utlvector.h" +#include "eventqueue.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +int g_interactionPlayerLaunchedRPG = 0; + +// Changing this classname avoids bugs where ai_relationship entities that change the +// strider's relationship with bullseyes would affect its relationship with the focus +LINK_ENTITY_TO_CLASS( bullseye_strider_focus, CNPC_Bullseye ); + + +//----------------------------------------------------------------------------- + +ConVar strider_immolate( "strider_immolate", "0" ); +ConVar sk_strider_health( "sk_strider_health", "350" ); +ConVar npc_strider_height_adj("npc_strider_height_adj", "0" ); +ConVar strider_eyepositions( "strider_eyepositions", "0" ); +ConVar strider_show_focus( "strider_show_focus", "0" ); +ConVar strider_distributed_fire( "strider_distributed_fire", "1" ); +ConVar strider_show_cannonlos( "strider_show_cannonlos", "0" ); +ConVar strider_show_weapon_los_z( "strider_show_weapon_los_z", "0" ); +ConVar strider_show_weapon_los_condition( "strider_show_weapon_los_condition", "0" ); +ConVar strider_idle_test( "strider_idle_test", "0" ); +ConVar strider_always_use_procedural_height( "strider_always_use_procedural_height", "0" ); +ConVar strider_test_height( "strider_test_height", "0" ); +ConVar strider_pct_height_no_crouch_move( "strider_pct_height_no_crouch_move", "90" ); + +ConVar strider_peek_time( "strider_peek_time", "0.75" ); +ConVar strider_peek_time_after_damage( "strider_peek_time_after_damage", "4.0" ); +ConVar strider_peek_eye_dist( "strider_peek_eye_dist", "1.75" ); +ConVar strider_peek_eye_dist_z( "strider_peek_eye_dist_z", "4.0" ); +ConVar strider_free_pass_start_time( "strider_free_pass_start_time", "3" ); +ConVar strider_free_pass_cover_dist( "strider_free_pass_cover_dist", "120" ); +ConVar strider_free_pass_duration( "strider_free_pass_duration", "2" ); +ConVar strider_free_pass_refill_rate( "strider_free_pass_refill_rate", "0.5" ); +ConVar strider_free_pass_move_tolerance( "strider_free_pass_move_tolerance", "320" ); +ConVar strider_free_knowledge( "strider_free_knowledge", "0.5" ); + +ConVar strider_free_pass_after_escorts_dead( "strider_free_pass_after_escorts_dead", "2.5" ); +ConVar strider_free_pass_tolerance_after_escorts_dead( "strider_free_pass_tolerance_after_escorts_dead", "600" ); + +ConVar npc_strider_shake_ropes_radius( "npc_strider_shake_ropes_radius", "1200" ); +ConVar npc_strider_shake_ropes_magnitude( "npc_strider_shake_ropes_magnitude", "150" ); + +ConVar strider_ar2_altfire_dmg( "strider_ar2_altfire_dmg", "25" ); + +// Number of RPG hits it takes to kill a strider on each skill level. +ConVar sk_strider_num_missiles1("sk_strider_num_missiles1", "5"); +ConVar sk_strider_num_missiles2("sk_strider_num_missiles2", "7"); +ConVar sk_strider_num_missiles3("sk_strider_num_missiles3", "7"); + +ConVar strider_missile_suppress_dist( "strider_missile_suppress_dist", "240" ); +ConVar strider_missile_suppress_time( "strider_missile_suppress_time", "3" ); + + +//----------------------------------------------------------------------------- + +float GetCurrentGravity( void ); + +extern void CreateConcussiveBlast( const Vector &origin, const Vector &surfaceNormal, CBaseEntity *pOwner, float magnitude ); + +//----------------------------------------------------------------------------- + +enum bodygroups +{ + STRIDER_BODYGROUP_VENT = 1, +}; + +//----------------------------------------------------------------------------- + +#define STRIDER_DEFAULT_SHOOT_DURATION 2.5 // spend this much time stitching to each target. +#define STRIDER_SHOOT_ON_TARGET_TIME 0.5 // How much of DEFAULT_SHOOT_DURATION is spent on-target (vs. stitching up to a target) +#define STRIDER_SHOOT_VARIATION 1.0 // up to 1 second of variance +#define STRIDER_SHOOT_DOWNTIME 1.0 // This much downtime between bursts +#define STRIDER_SUBSEQUENT_TARGET_DURATION 1.5 // Spend this much time stitching to targets chosen by distributed fire. +#define STRIDER_IGNORE_TARGET_DURATION 1.0 +#define STRIDER_IGNORE_PLAYER_DURATION 1.5 +#define STRIDER_DEFAULT_RATE_OF_FIRE 5 // Rounds per second + +#define STRIDER_EP1_RATE_OF_FIRE 10.0f +#define STRIDER_EP1_SHOOT_ON_TARGET_TIME 0.3f +#define STRIDER_EP1_SHOOT_DURATION 1.1f +#define STRIDER_EP1_SHOOT_DOWNTIME 1.0f +#define STRIDER_EP1_SHOOT_VARIATION 0.3f + +//Animation events +#define STRIDER_AE_FOOTSTEP_LEFT 1 +#define STRIDER_AE_FOOTSTEP_RIGHT 2 +#define STRIDER_AE_FOOTSTEP_BACK 3 +#define STRIDER_AE_FOOTSTEP_LEFTM 4 +#define STRIDER_AE_FOOTSTEP_RIGHTM 5 +#define STRIDER_AE_FOOTSTEP_BACKM 6 +#define STRIDER_AE_FOOTSTEP_LEFTL 7 +#define STRIDER_AE_FOOTSTEP_RIGHTL 8 +#define STRIDER_AE_FOOTSTEP_BACKL 9 +#define STRIDER_AE_WHOOSH_LEFT 11 +#define STRIDER_AE_WHOOSH_RIGHT 12 +#define STRIDER_AE_WHOOSH_BACK 13 +#define STRIDER_AE_CREAK_LEFT 21 +#define STRIDER_AE_CREAK_RIGHT 22 +#define STRIDER_AE_CREAK_BACK 23 +#define STRIDER_AE_SHOOTCANNON 100 +#define STRIDER_AE_CANNONHIT 101 +#define STRIDER_AE_SHOOTMINIGUN 105 +#define STRIDER_AE_STOMPHITL 110 +#define STRIDER_AE_STOMPHITR 111 +#define STRIDER_AE_FLICKL 112 +#define STRIDER_AE_FLICKR 113 +#define STRIDER_AE_WINDUPCANNON 114 + +#define STRIDER_AE_DIE 999 + +// UNDONE: Share properly with the client code!!! +#define STRIDER_MSG_BIG_SHOT 1 +#define STRIDER_MSG_STREAKS 2 +#define STRIDER_MSG_DEAD 3 +#define STOMP_IK_SLOT 11 + +// can hit anything within this range +#define STRIDER_STOMP_RANGE 260 + +// Crouch down if trying to shoot an enemy that's this close +#define STRIDER_CROUCH_RANGE 4000.0f + +// Stand up again if crouched and engaging an enemy at this distance +#define STRIDER_STAND_RANGE 6000.0f + +#define STRIDER_NO_TRACK_NAME "null" + +// Time after which if you haven't seen your enemy you stop facing him +#define STRIDER_TIME_STOP_FACING_ENEMY 3.0 + +// Spawnflags +enum +{ + SF_CAN_STOMP_PLAYER = 0x10000, + SF_TAKE_MINIMAL_DAMAGE_FROM_NPCS = 0x20000 +}; + +const float STRIDER_SPEED = 500; +const float STRIDER_SPEED_CHANGE = .0067; // per think + + +static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs ); + +int s_iImpactEffectTexture = -1; + +//================================================== +// Custom Activities +//================================================== + +int ACT_STRIDER_LOOKL; +int ACT_STRIDER_LOOKR; +int ACT_STRIDER_DEPLOYRA1; +int ACT_STRIDER_AIMRA1; +int ACT_STRIDER_FINISHRA1; +int ACT_STRIDER_DODGER; +int ACT_STRIDER_DODGEL; +int ACT_STRIDER_STOMPL; +int ACT_STRIDER_STOMPR; +int ACT_STRIDER_FLICKL; +int ACT_STRIDER_FLICKR; +int ACT_STRIDER_CARRIED; +int ACT_STRIDER_DEPLOY; +int ACT_STRIDER_GESTURE_DEATH; + +// UNDONE: Split sleep into 3 activities (start, loop, end) +int ACT_STRIDER_SLEEP; + +// These bones have physics shadows +// It allows a one-way interaction between the strider and +// the physics world +static const char *pFollowerBoneNames[] = +{ + // Head + "Combine_Strider.Body_Bone", +#ifdef HL2_EPISODIC + "Combine_Strider.Neck_Bone", + "Combine_Strider.Gun_Bone1", + "Combine_Strider.Gun_Bone2", +#endif //HL2_EPISODIC + + // lower legs + "Combine_Strider.Leg_Left_Bone1", + "Combine_Strider.Leg_Right_Bone1", + "Combine_Strider.Leg_Hind_Bone1", + + // upper legs + "Combine_Strider.Leg_Left_Bone", + "Combine_Strider.Leg_Right_Bone", + "Combine_Strider.Leg_Hind_Bone", +}; + +// NOTE: These indices must directly correlate with the above list! +enum +{ + STRIDER_BODY_FOLLOWER_INDEX = 0, +#ifdef HL2_EPISODIC + STRIDER_NECK_FOLLOWER_INDEX, + STRIDER_GUN1_FOLLOWER_INDEX, + STRIDER_GUN2_FOLLOWER_INDEX, +#endif //HL2_EPISODIC + + STRIDER_LEFT_LEG_FOLLOWER_INDEX, + STRIDER_RIGHT_LEG_FOLLOWER_INDEX, + STRIDER_BACK_LEG_FOLLOWER_INDEX, + + STRIDER_LEFT_UPPERLEG_FOLLOWER_INDEX, + STRIDER_RIGHT_UPPERLEG_FOLLOWER_INDEX, + STRIDER_BACK_UPPERLEG_FOLLOWER_INDEX, +}; + +#define MINIGUN_MAX_YAW 90.0f +#define MINIGUN_MIN_YAW -90.0f +#define MINIGUN_MAX_PITCH 45.0f +#define MINIGUN_MIN_PITCH -45.0f + +//----------------------------------------------------------------------------- +// +// CNPC_Strider +// +//----------------------------------------------------------------------------- + +IMPLEMENT_SERVERCLASS_ST(CNPC_Strider, DT_NPC_Strider) + SendPropVector(SENDINFO(m_vecHitPos), -1, SPROP_COORD), + SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 0 ), -1, SPROP_COORD ), + SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 1 ), -1, SPROP_COORD ), + SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 2 ), -1, SPROP_COORD ), + SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 3 ), -1, SPROP_COORD ), + SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 4 ), -1, SPROP_COORD ), + SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 5 ), -1, SPROP_COORD ), +END_SEND_TABLE() + +//------------------------------------- + +LINK_ENTITY_TO_CLASS( npc_strider, CNPC_Strider ); + +//------------------------------------- + +BEGIN_DATADESC( CNPC_Strider ) + +#ifdef HL2_EPISODIC + DEFINE_UTLVECTOR( m_hAttachedBusters, FIELD_EHANDLE ), +#endif // HL2_EPISODIC + + DEFINE_EMBEDDED( m_EnemyUpdatedTimer ), + DEFINE_EMBEDDEDBYREF( m_pMinigun ), + DEFINE_FIELD( m_miniGunAmmo, FIELD_INTEGER ), + DEFINE_FIELD( m_miniGunDirectAmmo, FIELD_INTEGER ), + DEFINE_FIELD( m_nextStompTime, FIELD_TIME ), + DEFINE_FIELD( m_nextShootTime, FIELD_TIME ), + DEFINE_FIELD( m_ragdollTime, FIELD_TIME ), + DEFINE_FIELD( m_miniGunShootDuration, FIELD_FLOAT ), + DEFINE_FIELD( m_aimYaw, FIELD_FLOAT ), + DEFINE_FIELD( m_aimPitch, FIELD_FLOAT ), + DEFINE_FIELD( m_blastHit, FIELD_VECTOR ), + DEFINE_FIELD( m_blastNormal, FIELD_VECTOR ), + DEFINE_FIELD( m_vecHitPos, FIELD_POSITION_VECTOR ), + DEFINE_AUTO_ARRAY( m_vecIKTarget, FIELD_POSITION_VECTOR ), + + DEFINE_EMBEDDED( m_PlayerFreePass ), + + DEFINE_EMBEDDED( m_PostureAnimationTimer ), + + DEFINE_EMBEDDED( m_BoneFollowerManager ), + + // m_iszStriderBusterName - recreated at load time + // m_iszMagnadeClassname - recreated at load time + // m_iszHunterClassname - recreated at load time + + DEFINE_FIELD( m_hRagdoll, FIELD_EHANDLE ), + DEFINE_FIELD( m_hCannonTarget, FIELD_EHANDLE ), + DEFINE_EMBEDDED( m_AttemptCannonLOSTimer ), + + DEFINE_FIELD( m_flSpeedScale, FIELD_FLOAT ), + DEFINE_FIELD( m_flTargetSpeedScale, FIELD_FLOAT ), + + DEFINE_EMBEDDED( m_LowZCorrectionTimer ), + DEFINE_FIELD( m_BodyTargetBone, FIELD_INTEGER ), + + DEFINE_FIELD( m_iVisibleEnemies, FIELD_INTEGER ), + DEFINE_FIELD( m_flTargetAcquiredTime, FIELD_FLOAT ), + DEFINE_FIELD( m_bCrouchLocked, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bNoCrouchWalk, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bDontCrouch, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bNoMoveToLOS, FIELD_BOOLEAN ), + DEFINE_KEYFIELD( m_bDisableBoneFollowers, FIELD_BOOLEAN, "disablephysics" ), + + DEFINE_FIELD( m_idealHeight, FIELD_FLOAT ), + DEFINE_FIELD( m_HeightVelocity, FIELD_FLOAT ), + + DEFINE_FIELD( m_prevYaw, FIELD_FLOAT ), + DEFINE_FIELD( m_doTurn, FIELD_FLOAT ), + DEFINE_FIELD( m_doLeft, FIELD_FLOAT ), + DEFINE_FIELD( m_doRight, FIELD_FLOAT ), + DEFINE_FIELD( m_flNextTurnAct, FIELD_TIME ), + + DEFINE_FIELD( m_strTrackName, FIELD_STRING ), + DEFINE_FIELD( m_hFocus, FIELD_EHANDLE ), + DEFINE_FIELD( m_hSmoke, FIELD_EHANDLE ), + + DEFINE_FIELD( m_flTimeLastAlertSound, FIELD_TIME ), + DEFINE_FIELD( m_flTimeNextHuntSound, FIELD_TIME ), + DEFINE_FIELD( m_flTimePlayerMissileDetected, FIELD_TIME ), + DEFINE_FIELD( m_hPlayersMissile, FIELD_EHANDLE ), + DEFINE_FIELD( m_bMinigunUseDirectFire, FIELD_BOOLEAN ), + + DEFINE_FIELD( m_bUseAggressiveBehavior, FIELD_BOOLEAN ), + + DEFINE_FIELD( m_bFastCrouch, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bMinigunEnabled, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bExploding, FIELD_BOOLEAN ), + + // inputs + DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMinigunTime", InputSetMinigunTime ), + DEFINE_INPUTFUNC( FIELD_STRING, "SetMinigunTarget", InputSetMinigunTarget ), + DEFINE_INPUTFUNC( FIELD_STRING, "SetCannonTarget", InputSetCannonTarget ), + DEFINE_INPUTFUNC( FIELD_STRING, "FlickRagdoll", InputFlickRagdoll ), + DEFINE_INPUTFUNC( FIELD_VOID, "Crouch", InputCrouch ), + DEFINE_INPUTFUNC( FIELD_VOID, "CrouchInstantly", InputCrouchInstantly ), + DEFINE_INPUTFUNC( FIELD_VOID, "Stand", InputStand ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "SetHeight", InputSetHeight ), + DEFINE_INPUTFUNC( FIELD_STRING, "SetTargetPath", InputSetTargetPath ), + DEFINE_INPUTFUNC( FIELD_STRING, "ClearTargetPath", InputClearTargetPath ), + DEFINE_INPUTFUNC( FIELD_VOID, "DisableCrouchWalk", InputDisableCrouchWalk ), + DEFINE_INPUTFUNC( FIELD_VOID, "EnableCrouchWalk", InputEnableCrouchWalk ), + DEFINE_INPUTFUNC( FIELD_VOID, "EnableAggressiveBehavior", InputEnableAggressiveBehavior ), + DEFINE_INPUTFUNC( FIELD_VOID, "DisableAggressiveBehavior", InputDisableAggressiveBehavior ), + DEFINE_INPUTFUNC( FIELD_VOID, "DisableMinigun", InputDisableMinigun ), + DEFINE_INPUTFUNC( FIELD_VOID, "EnableMinigun", InputEnableMinigun ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "StopShootingMinigunForSeconds", InputStopShootingMinigunForSeconds ), + DEFINE_INPUTFUNC( FIELD_VOID, "DisableCrouch", InputDisableCrouch ), + DEFINE_INPUTFUNC( FIELD_VOID, "DisableMoveToLOS", InputDisableMoveToLOS ), + DEFINE_INPUTFUNC( FIELD_STRING, "DisableCollisionWith", InputDisableCollisionWith ), + DEFINE_INPUTFUNC( FIELD_STRING, "EnableCollisionWith", InputEnableCollisionWith ), + DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "ScaleGroundSpeed", InputScaleGroundSpeed ), + + // Function Pointers +// DEFINE_FUNCTION( JumpTouch ), + DEFINE_THINKFUNC( CarriedThink ), + DEFINE_THINKFUNC( CannonHitThink ), + +END_DATADESC() + +//--------------------------------------------------------- + +float CNPC_Strider::gm_strideLength; + +int CNPC_Strider::gm_BodyHeightPoseParam; +int CNPC_Strider::gm_YawControl; +int CNPC_Strider::gm_PitchControl; +int CNPC_Strider::gm_CannonAttachment; + +float CNPC_Strider::gm_zCannonDist; +float CNPC_Strider::gm_zMinigunDist; +Vector CNPC_Strider::gm_vLocalRelativePositionCannon; +Vector CNPC_Strider::gm_vLocalRelativePositionMinigun; + +//--------------------------------------------------------- +//--------------------------------------------------------- +CNPC_Strider::CNPC_Strider() +{ + m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); + m_hFocus = NULL; + m_pMinigun = new CStriderMinigun; + m_hSmoke = NULL; + m_PlayerFreePass.SetOuter( this ); + m_bExploding = false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +CNPC_Strider::~CNPC_Strider() +{ + delete m_pMinigun; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::Precache() +{ + if ( !GetModelName() ) + { + SetModelName( MAKE_STRING( "models/combine_strider.mdl" ) ); + } + + PrecacheModel( STRING( GetModelName() ) ); + + PropBreakablePrecacheAll( GetModelName() ); + + PrecacheScriptSound( "NPC_Strider.StriderBusterExplode" ); + PrecacheScriptSound( "explode_5" ); + PrecacheScriptSound( "NPC_Strider.Charge" ); + PrecacheScriptSound( "NPC_Strider.RagdollDetach" ); + PrecacheScriptSound( "NPC_Strider.Whoosh" ); + PrecacheScriptSound( "NPC_Strider.Creak" ); + PrecacheScriptSound( "NPC_Strider.Alert" ); + PrecacheScriptSound( "NPC_Strider.Pain" ); + PrecacheScriptSound( "NPC_Strider.Death" ); + PrecacheScriptSound( "NPC_Strider.FireMinigun" ); + PrecacheScriptSound( "NPC_Strider.Shoot" ); + PrecacheScriptSound( "NPC_Strider.OpenHatch" ); + PrecacheScriptSound( "NPC_Strider.Footstep" ); + PrecacheScriptSound( "NPC_Strider.Skewer" ); + PrecacheScriptSound( "NPC_Strider.Hunt" ); + PrecacheMaterial( "effects/water_highlight" ); + s_iImpactEffectTexture = PrecacheModel( "sprites/physbeam.vmt" ); + PrecacheMaterial( "sprites/bluelaser1" ); + PrecacheMaterial( "effects/blueblacklargebeam" ); + PrecacheMaterial( "effects/strider_pinch_dudv" ); + PrecacheMaterial( "effects/blueblackflash" ); + PrecacheMaterial( "effects/strider_bulge_dudv" ); + PrecacheMaterial( "effects/strider_muzzle" ); + + PrecacheModel( "models/chefhat.mdl" ); + + UTIL_PrecacheOther( "sparktrail" ); + + BaseClass::Precache(); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::Spawn() +{ + Precache(); + + m_miniGunAmmo = GetAmmoDef()->Index("StriderMinigun"); + m_miniGunDirectAmmo = GetAmmoDef()->Index("StriderMinigunDirect"); + m_pMinigun->Init(); + + EnableServerIK(); + + SetModel( STRING( GetModelName() ) ); + + BaseClass::Spawn(); + + //m_debugOverlays |= OVERLAY_NPC_ROUTE_BIT | OVERLAY_BBOX_BIT; + SetHullType( HULL_LARGE_CENTERED ); + SetHullSizeNormal(); + SetDefaultEyeOffset(); + + SetNavType( NAV_FLY ); + m_flGroundSpeed = STRIDER_SPEED; + m_flSpeedScale = m_flTargetSpeedScale = 1.0; + m_NPCState = NPC_STATE_NONE; + m_bloodColor = DONT_BLEED; + + m_iHealth = sk_strider_health.GetFloat(); + m_iMaxHealth = 500; + + m_flFieldOfView = 0.0; // 180 degrees + + AddFlag( FL_FLY ); + SetCollisionGroup( HL2COLLISION_GROUP_STRIDER ); + SetSolid( SOLID_BBOX ); + AddSolidFlags( FSOLID_NOT_STANDABLE ); + SetMoveType( MOVETYPE_STEP ); + AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL ); + + // Cached for quick comparisons + m_iszStriderBusterName = AllocPooledString( "weapon_striderbuster" ); + m_iszMagnadeClassname = AllocPooledString( "npc_grenade_magna" ); + m_iszHunterClassname = AllocPooledString( "npc_hunter" ); + + // BMCD: Force collision hooks + AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST ); + SetupGlobalModelData(); + + CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 | bits_CAP_SQUAD ); + + // Don't allow us to skip animation setup because our attachments are critical to us! + SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP ); + + // find the ground, move up to strider stand height + Vector mins(-16,-16,-16), maxs(16,16,16); + Vector origin = GetLocalOrigin(); + + MoveToGround( &origin, this, mins, maxs ); + origin.z += GetMaxHeight();//(GetAbsOrigin().z - vecSurroundMins.z) + mins.z; + + SetLocalOrigin( origin ); + + NPCInit(); + + // Strider doesn't care about missiles for now. + AddClassRelationship( CLASS_MISSILE, D_NU, 0 ); + + m_bCrouchLocked = false; + m_bMinigunEnabled = true; + + m_PostureAnimationTimer.Set( 8, 16 ); + + m_BodyTargetBone = -1; + + CreateFocus(); + + m_EnemyUpdatedTimer.Set( 0 ); + + // Don't minigun things farther than 500 feet away. + m_flDistTooFar = 500.0f * 12.0f; + + GetEnemies()->SetFreeKnowledgeDuration( strider_free_knowledge.GetFloat() ); + + m_hPlayersMissile.Set( NULL ); + m_flTimeNextHuntSound = gpGlobals->curtime - 1.0f; +} + +void CNPC_Strider::SetupGlobalModelData() +{ + gm_BodyHeightPoseParam = LookupPoseParameter( "body_height" ); + gm_YawControl = LookupPoseParameter( "yaw" ); + gm_PitchControl = LookupPoseParameter( "pitch" ); + gm_CannonAttachment = LookupAttachment( "BigGun" ); + + // BMCD: Get the conservative boxes from sequences + Vector mins, maxs; + ExtractBbox( SelectHeaviestSequence( ACT_WALK ), mins, maxs ); + CNPC_Strider::gm_strideLength = (maxs.x - mins.x) * 0.5; + + // UNDONE: use crouch when crouched + CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES ); +} + +void CNPC_Strider::OnRestore() +{ + BaseClass::OnRestore(); + SetupGlobalModelData(); + CreateVPhysics(); + + // Cached for quick comparisons + m_iszStriderBusterName = FindPooledString( "weapon_striderbuster" ); + m_iszMagnadeClassname = FindPooledString( "npc_grenade_magna" ); +} + +bool CNPC_Strider::m_sbStaticPoseParamsLoaded = false; +int CNPC_Strider::m_poseMiniGunYaw = 0; +int CNPC_Strider::m_poseMiniGunPitch = 0; +//----------------------------------------------------------------------------- +// Purpose: Cache whatever pose parameters we intend to use +//----------------------------------------------------------------------------- +void CNPC_Strider::PopulatePoseParameters( void ) +{ + if (!m_sbStaticPoseParamsLoaded) + { + m_poseMiniGunYaw = LookupPoseParameter( "miniGunYaw"); + m_poseMiniGunPitch = LookupPoseParameter( "miniGunPitch" ); + + m_sbStaticPoseParamsLoaded = true; + } + + BaseClass::PopulatePoseParameters(); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::CreateVPhysics() +{ + // The strider has bone followers for every solid part of its body, + // so there's no reason for the bounding box to be solid. + //BaseClass::CreateVPhysics(); + + if ( !m_bDisableBoneFollowers ) + { + InitBoneFollowers(); + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_Strider::InitBoneFollowers( void ) +{ + // Don't do this if we're already loaded + if ( m_BoneFollowerManager.GetNumBoneFollowers() != 0 ) + return; + + // Init our followers + m_BoneFollowerManager.InitBoneFollowers( this, ARRAYSIZE(pFollowerBoneNames), pFollowerBoneNames ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::PostNPCInit() +{ + BaseClass::PostNPCInit(); + + if( CarriedByDropship() ) + { + SetMoveType( MOVETYPE_NONE ); + SetActivity( (Activity)ACT_STRIDER_CARRIED ); + SetThink( &CNPC_Strider::CarriedThink ); + RemoveFlag( FL_FLY ); + } + + m_PlayerFreePass.SetPassTarget( UTIL_PlayerByIndex(1) ); + + AI_FreePassParams_t freePassParams = + { + strider_free_pass_start_time.GetFloat(), // timeToTrigger + strider_free_pass_duration.GetFloat(), // duration + strider_free_pass_move_tolerance.GetFloat(), // moveTolerance + strider_free_pass_refill_rate.GetFloat(), // refillRate + strider_free_pass_cover_dist.GetFloat(), // coverDist + strider_peek_time.GetFloat(), // peekTime + strider_peek_time_after_damage.GetFloat(), // peekTimeAfterDamage + strider_peek_eye_dist.GetFloat(), // peekEyeDist + strider_peek_eye_dist_z.GetFloat(), // peekEyeDistZ + }; + + m_PlayerFreePass.SetParams( freePassParams ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::Activate() +{ + BaseClass::Activate(); + + const char *pszBodyTargetBone = "combine_strider.neck_bone"; + + m_BodyTargetBone = LookupBone( pszBodyTargetBone ); + + if ( m_BodyTargetBone == -1 ) + { + DevMsg( "Couldn't find npc_strider bone %s, which is used as target for others\n", pszBodyTargetBone ); + } + + gm_BodyHeightPoseParam = LookupPoseParameter( "body_height" ); + gm_YawControl = LookupPoseParameter( "yaw" ); + gm_PitchControl = LookupPoseParameter( "pitch" ); + gm_CannonAttachment = LookupAttachment( "BigGun" ); + + if ( gm_zCannonDist == 0 ) + { + // Have to create a virgin strider to ensure proper pose + CNPC_Strider *pStrider = (CNPC_Strider *)CreateEntityByName( "npc_strider" ); + Assert(pStrider); + pStrider->m_bDisableBoneFollowers = true; // don't create these since we're just going to destroy him + DispatchSpawn( pStrider ); + + pStrider->SetActivity( ACT_DIERAGDOLL ); + pStrider->InvalidateBoneCache(); + gm_zCannonDist = pStrider->CannonPosition().z - pStrider->GetAbsOrigin().z; + + // Currently just using the gun for the vertical component! + Vector defEyePos; + pStrider->GetAttachment( "minigunbase", defEyePos ); + gm_zMinigunDist = defEyePos.z - pStrider->GetAbsOrigin().z; + + Vector position; + pStrider->GetAttachment( "biggun", position ); + VectorITransform( position, pStrider->EntityToWorldTransform(), gm_vLocalRelativePositionCannon ); + + pStrider->GetAttachment( "minigun", position ); + VectorITransform( position, pStrider->EntityToWorldTransform(), gm_vLocalRelativePositionMinigun ); + UTIL_Remove( pStrider ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::UpdateOnRemove() +{ + m_BoneFollowerManager.DestroyBoneFollowers(); + +#ifdef HL2_EPISODIC + m_hAttachedBusters.Purge(); +#endif // HL2_EPISODIC + + BaseClass::UpdateOnRemove(); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InitBoneControllers() +{ + BaseClass::InitBoneControllers( ); + + SetHeight( GetMaxHeight() ); + SetIdealHeight( GetMaxHeight() ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +Class_T CNPC_Strider::Classify() +{ + if( CarriedByDropship() ) + return CLASS_NONE; + + return CLASS_COMBINE; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::ShouldAttractAutoAim( CBaseEntity *pAimingEnt ) +{ +#ifdef HL2_EPISODIC + if( m_hAttachedBusters.Count() > 0 ) + return false; +#endif//HL2_EPISODIC + + return BaseClass::ShouldAttractAutoAim( pAimingEnt ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +int CNPC_Strider::DrawDebugTextOverlays() +{ + int text_offset = BaseClass::DrawDebugTextOverlays(); + + if (m_debugOverlays & OVERLAY_TEXT_BIT) + { + EntityText(text_offset,CFmtStr("Ideal Height: %.1f; Height: %.1f", GetIdealHeight(), GetHeight()),0); + text_offset++; + if ( m_PlayerFreePass.HasPass() ) + { + EntityText(text_offset,CFmtStr("Free pass: %.1f", m_PlayerFreePass.GetTimeRemaining()),0); + text_offset++; + } + + CBaseEntity *pPlayer = UTIL_PlayerByIndex(1); + if ( pPlayer ) + { + if ( GetSenses()->ShouldSeeEntity( pPlayer ) && GetSenses()->CanSeeEntity( pPlayer ) ) + { + EntityText(text_offset,"See player",0); + text_offset++; + } + else + { + float temp = m_PlayerFreePass.GetTimeRemaining(); + m_PlayerFreePass.SetTimeRemaining( 0 ); + + if ( BaseClass::FVisible( pPlayer ) && !FVisible( pPlayer ) ) + { + EntityText(text_offset,"Player peeking",0); + text_offset++; + } + m_PlayerFreePass.SetTimeRemaining( temp ); + } + } + + if ( m_flTargetSpeedScale != 1.0 ) + { + EntityText(text_offset,CFmtStr( "Speed scaled to %.1f", m_flGroundSpeed ),0); + text_offset++; + } + } + + return text_offset; +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +Vector CNPC_Strider::EyePosition() +{ + Vector eyePosition = GetAdjustedOrigin(); + eyePosition.z += gm_zMinigunDist; + return eyePosition; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +const Vector &CNPC_Strider::GetViewOffset() +{ + Vector vOffset; + + vOffset.x = 0; + vOffset.y = 0; + vOffset.z = ( GetHeight() - GetMaxHeightModel() ) + gm_zMinigunDist; + + Assert( VectorsAreEqual( GetAbsOrigin() + vOffset, EyePosition(), 0.1 )); + + SetViewOffset( vOffset ); + + return BaseClass::GetViewOffset(); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::CalculateIKLocks( float currentTime ) +{ + BaseClass::CalculateIKLocks( currentTime ); + if ( m_pIk && m_pIk->m_target.Count() ) + { + Assert(m_pIk->m_target.Count() > STOMP_IK_SLOT); + // HACKHACK: Hardcoded 11??? Not a cleaner way to do this + CIKTarget &target = m_pIk->m_target[STOMP_IK_SLOT]; + target.SetPos( m_vecHitPos.Get() ); + for ( int i = 0; i < NUM_STRIDER_IK_TARGETS; i++ ) + { + target = m_pIk->m_target[i]; + + if (!target.IsActive()) + continue; + + m_vecIKTarget.Set( i, target.est.pos ); + +#if 0 + // yellow box at target pos - helps debugging + //if (i == 0) + NDebugOverlay::Line( GetAbsOrigin(), m_vecIKTarget[i], 255, 255, 0, 0, 0.1 ); + NDebugOverlay::Box( m_vecIKTarget[i], Vector(-8,-8,-8), Vector(8,8,8), 255, 255, 0, 0, 4.0 ); +#endif + } + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::NPCThink(void) +{ + if ( m_hRagdoll.Get() ) + { + m_nextStompTime = gpGlobals->curtime + 5; + } + + if ( m_flTargetSpeedScale > 0.01 ) + { + float deltaSpeedScale = m_flSpeedScale - m_flTargetSpeedScale; + if ( fabsf( deltaSpeedScale ) > .01 ) + { + if ( deltaSpeedScale < 0 ) + { + m_flSpeedScale += STRIDER_SPEED_CHANGE; + if ( m_flSpeedScale > m_flTargetSpeedScale ) + { + m_flSpeedScale = m_flTargetSpeedScale; + } + } + else + { + m_flSpeedScale -= STRIDER_SPEED_CHANGE; + if ( m_flSpeedScale < m_flTargetSpeedScale ) + { + m_flSpeedScale = m_flTargetSpeedScale; + } + } + } + else + { + m_flSpeedScale = m_flTargetSpeedScale; + } + } + else + { + m_flTargetSpeedScale = 1.0; + } + + BaseClass::NPCThink(); + + m_pMinigun->Think( this, 0.1 ); + + // update follower bones + m_BoneFollowerManager.UpdateBoneFollowers(this); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::PrescheduleThink() +{ + if( IsUsingAggressiveBehavior() && GetEnemy() && GetEnemy()->IsPlayer() ) + { + AddFacingTarget( GetEnemy(), GetEnemies()->LastKnownPosition( GetEnemy() ) , 1.0, 2.0 ); + } + + // Next missile will kill me! + if( GetHealth() <= 50 && random->RandomInt( 0, 20 ) == 0 ) + { + CBaseEntity *pTrail = CreateEntityByName( "sparktrail" ); + pTrail->SetOwnerEntity( this ); + pTrail->Spawn(); + } + +#if 0 + NDebugOverlay::Cross3D( GetAdjustedOrigin(), 16, 128, 128, 128, false, .1 ); + Vector vIdealOrigin = GetAbsOrigin(); + vIdealOrigin.z -= GetMaxHeightModel() - GetIdealHeight(); + NDebugOverlay::Cross3D( vIdealOrigin, 16, 255, 255, 255, false, .1 ); +#endif + + if( strider_eyepositions.GetBool() ) + { + NDebugOverlay::Cross3D( EyePosition(), 16, 0, 255, 0, false, 0.1 ); + NDebugOverlay::Cross3D( EyePositionCrouched(), 16, 255, 255, 0, false, 0.1 ); + } + + if( strider_show_focus.GetBool() ) + { + QAngle angles; + + angles.x = gpGlobals->curtime * 20.0f; + angles.y = angles.x * 0.5f; + angles.z = 0.0f; + + NDebugOverlay::Cross3DOriented( GetFocus()->GetAbsOrigin(), angles, 24, 255, 255, 0, false, 0.1 ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::GatherConditions() +{ + if ( AIGetNumFollowers( this, m_iszHunterClassname ) == 0 ) + { + // This works with old data because need to do before base class so as to not choose as enemy + if ( m_PlayerFreePass.HasPass() || ( !m_pMinigun->IsShooting() || GetEnemy() != m_PlayerFreePass.GetPassTarget() ) ) // no free pass when in midst of shooting at target + m_PlayerFreePass.Update(); + } + else + { + m_PlayerFreePass.Reset( strider_free_pass_after_escorts_dead.GetFloat(), strider_free_pass_tolerance_after_escorts_dead.GetFloat() ); + } + + if( IsUsingAggressiveBehavior() ) + { + if( m_PlayerFreePass.HasPass() && !m_pMinigun->IsShooting() ) + { + // Make the minigun stitch + m_bMinigunUseDirectFire = false; + } + } + + //--------------------------------- + + BaseClass::GatherConditions(); + + if( IsUsingAggressiveBehavior() ) + { + if( GetEnemy() ) + { + if( HasCondition( COND_SEE_ENEMY ) ) + { + // Keep setting up to play my hunt sound at some random time after losing sight of my enemy. + m_flTimeNextHuntSound = gpGlobals->curtime + 1.0f; + } + else + { + if( gpGlobals->curtime >= m_flTimeNextHuntSound && !m_pMinigun->IsShooting() ) + { + HuntSound(); + } + } + } + + if( m_hPlayersMissile ) + { + if( !m_pMinigun->IsShooting() && GetEnemy() && GetEnemy()->IsPlayer() ) + { + // If the missile is closer to the player than I am, stay suppressed. This is essentially + // allowing the missile to strike me if it was fired off before I started shooting. + // If the missile passes me or goes way off course, I can shoot. + float flPlayerMissileDist; + float flPlayerStriderDist; + + flPlayerMissileDist = GetEnemy()->GetAbsOrigin().DistTo( m_hPlayersMissile->GetAbsOrigin() ); + flPlayerStriderDist = GetEnemy()->GetAbsOrigin().DistTo( EyePosition() ); + float flDiff = flPlayerMissileDist - flPlayerStriderDist; + + // Figure out how long it's been since I've fired my cannon because of a player's missile. + float flTimeSuppressed = gpGlobals->curtime - m_flTimePlayerMissileDetected; + + if( flDiff < strider_missile_suppress_dist.GetFloat() && flTimeSuppressed < strider_missile_suppress_time.GetFloat() ) + { + // Defer the minigun until/unless the missile has passed me by 10 feet + m_pMinigun->StopShootingForSeconds( this, GetEnemy(), 0.5f ); + } + } + } + } + + // This pair of conditions is nice to have around... + if( m_pMinigun->IsShooting() ) + { + SetCondition( COND_STRIDER_MINIGUN_SHOOTING ); + } + else + { + SetCondition( COND_STRIDER_MINIGUN_NOT_SHOOTING ); + } + + if( GetCannonTarget() ) + { + SetCondition( COND_STRIDER_HAS_CANNON_TARGET ); + + if( strider_show_cannonlos.GetBool() ) + { + trace_t tr; + UTIL_TraceLine( CannonPosition(), GetCannonTarget()->WorldSpaceCenter(), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); + NDebugOverlay::Line( tr.startpos, tr.endpos, 0, 255, 0, false, 0.1 ); + + if( tr.fraction != 1.0 ) + NDebugOverlay::Line( tr.endpos, GetCannonTarget()->WorldSpaceCenter(), 255, 0, 0, false, 0.1 ); + } + } + else + { + ClearCondition( COND_STRIDER_HAS_CANNON_TARGET ); + } + + ClearCondition( COND_CAN_RANGE_ATTACK2 ); + ClearCondition( COND_STRIDER_HAS_LOS_Z ); + + // If not locked into a crouch, look into adjusting height to attack targets. + if( !m_bCrouchLocked && !m_bDontCrouch ) + { + if( m_hCannonTarget != NULL ) + { + if( !IsStriderCrouching() && !IsStriderStanding() ) + { + if ( WeaponLOSCondition( GetAdjustedOrigin(), m_hCannonTarget->GetAbsOrigin(), false ) ) + { + SetCondition( COND_CAN_RANGE_ATTACK2 ); + } + else + { + GatherHeightConditions( GetAdjustedOrigin(), m_hCannonTarget ); + } + } + } + else if( GetEnemy() ) + { + if ( strider_distributed_fire.GetBool() && !IsUsingAggressiveBehavior() ) + { + m_iVisibleEnemies = 0; + AIEnemiesIter_t iter; + + for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) ) + { + if( IRelationType( pEMemory->hEnemy ) != D_NU && IRelationType( pEMemory->hEnemy ) != D_LI ) + { + if( pEMemory->timeLastSeen == gpGlobals->curtime ) + { + m_iVisibleEnemies++; + } + } + } + + // If I'm on target and see more targets than just this one, move on to another target for a bit! + // Because the Mingun's state will stay "on target" until the minigun gets a chance to think, + // and this function may be called several times per strider think, don't call this code anymore in the same + // think when a new enemy is chosen. + // + // Don't switch targets if shooting at a bullseye! Level designers depend on bullseyes. + if( GetEnemy() && m_pMinigun->IsShooting() && GetTimeEnemyAcquired() != gpGlobals->curtime ) + { + if( m_pMinigun->IsOnTarget( 3 ) && !FClassnameIs( GetEnemy(), "npc_bullseye" ) ) + { + if( m_iVisibleEnemies > 1 ) + { + // Time to ignore this guy for a little while and switch targets. + GetEnemies()->SetTimeValidEnemy( GetEnemy(), gpGlobals->curtime + ( STRIDER_IGNORE_TARGET_DURATION * m_iVisibleEnemies ) ); + SetEnemy( NULL, false ); + ChooseEnemy(); + } + else if( GetEnemy()->IsPlayer() && GetEnemy() == m_pMinigun->GetTarget() ) + { + // Give the poor target a break. + m_pMinigun->StopShootingForSeconds( this, GetEnemy(), GetMinigunShootDowntime() ); + } + } + } + } + + if ( GetEnemy() ) // Can go null above + { + if ( !IsStriderCrouching() && !IsStriderStanding() && + ( !HasCondition( COND_SEE_ENEMY ) || + !WeaponLOSCondition( GetAdjustedOrigin(), GetEnemy()->BodyTarget( GetAdjustedOrigin() ), false ) ) ) + { +#if 0 + if ( !HasCondition( COND_STRIDER_SHOULD_CROUCH ) && !HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) + SetIdealHeight( MIN( GetMaxHeight(), GetHeight() + 75.0 * 0.1 ) ); // default to rising up +#endif + GatherHeightConditions( GetAdjustedOrigin(), GetEnemy() ); + } + } + } + else + SetIdealHeight( GetMaxHeight() ); + } + else + { + if( m_hCannonTarget != NULL && CurrentWeaponLOSCondition( m_hCannonTarget->GetAbsOrigin(), false ) ) + SetCondition( COND_CAN_RANGE_ATTACK2 ); + } + + if( m_bDontCrouch ) + { + if( HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) + { + Msg("TELL WEDGE I'M TRYING TO CROUCH!\n"); + } + + ClearCondition( COND_STRIDER_SHOULD_CROUCH ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::GatherHeightConditions( const Vector &vTestPos, CBaseEntity *pEntity ) +{ + if ( HasCondition( COND_STRIDER_SHOULD_CROUCH ) && HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) + return; + + float maxZ = (GetAbsOrigin().z - (GetMaxHeightModel() - GetMaxHeight())); + float minZ = (maxZ - ( GetMaxHeight() - GetMinHeight()));; + float newHeight = FLT_MAX; + + if( FInViewCone( pEntity ) && GetWeaponLosZ( vTestPos, minZ, maxZ, GetHeightRange() * .1, pEntity, &newHeight ) ) + { + bool bDoProceduralHeightChange = true; + newHeight = GetMaxHeightModel() - ( GetAbsOrigin().z - newHeight); + + if ( m_LowZCorrectionTimer.Expired() ) + { + // Hack to handle discrepency between ideal gun pos and actual pos due to strider head tilt in crouch pos + if ( pEntity && fabs( newHeight - GetHeight() ) < 12 && newHeight < GetMinHeight() + GetHeightRange() * .33 ) + { + Vector muzzlePos; + Vector targetPos = pEntity->BodyTarget( GetAdjustedOrigin() ); + + GetAttachment( "minigun", muzzlePos ); + + trace_t tr; + AI_TraceLine( muzzlePos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); + + if ( ( tr.m_pEnt != pEntity) && tr.fraction != 1.0 && !CanShootThrough( tr, targetPos ) ) + { + if ( !GetWeaponLosZ( vTestPos, minZ + GetHeightRange() * .33, maxZ, GetHeightRange() * .1, pEntity, &newHeight ) ) + { + return; + } + newHeight = GetMaxHeightModel() - ( GetAbsOrigin().z - newHeight); + } + else + { + m_LowZCorrectionTimer.Set( 5.0 ); + } + } + } + + if ( !strider_always_use_procedural_height.GetBool() ) + { + // If going from max to min, or min to max, use animations 60% of the time + if ( fabsf(GetMaxHeight() - GetHeight()) < 0.1 && fabsf(GetMinHeight() - newHeight) < 0.1 ) + { + if ( random->RandomInt(1, 10 ) <= 6 ) + { + SetCondition( COND_STRIDER_SHOULD_CROUCH ); + bDoProceduralHeightChange = false; + } + } + else if ( fabsf(GetMinHeight() - GetHeight()) < 0.1 && fabsf(GetMaxHeight() - newHeight) < 0.1 ) + { + if ( random->RandomInt(1, 10 ) <= 6 ) + { + SetCondition( COND_STRIDER_SHOULD_STAND ); + bDoProceduralHeightChange = false; + } + } + + // Otherwise, if going from near max or near min to the other, use animations based on time + if ( bDoProceduralHeightChange && m_PostureAnimationTimer.Expired() ) + { + if ( GetHeight() - GetMinHeight() > GetHeightRange() * .85 && newHeight - GetMinHeight() < GetHeightRange() * .15 ) + { + m_PostureAnimationTimer.Reset(); + SetCondition( COND_STRIDER_SHOULD_CROUCH ); + bDoProceduralHeightChange = false; + } + else if ( newHeight - GetMinHeight() > GetHeightRange() * .85 && GetHeight() - GetMinHeight() < GetHeightRange() * .15 ) + { + m_PostureAnimationTimer.Reset(); + SetCondition( COND_STRIDER_SHOULD_STAND ); + bDoProceduralHeightChange = false; + } + } + } + + if ( bDoProceduralHeightChange ) + { + SetCondition( COND_STRIDER_HAS_LOS_Z ); + SetIdealHeight( newHeight ); + if ( strider_test_height.GetFloat() > .1 ) + SetIdealHeight( strider_test_height.GetFloat() ); + } + else + SetIdealHeight( GetHeight() ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::OnStateChange( NPC_STATE oldState, NPC_STATE newState ) +{ + if ( oldState == NPC_STATE_SCRIPT ) + { + m_pMinigun->Enable( this, m_bMinigunEnabled ); + } + else if ( newState == NPC_STATE_SCRIPT ) + { + m_pMinigun->Enable( this, false ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::BuildScheduleTestBits() +{ + BaseClass::BuildScheduleTestBits(); + if (m_NPCState != NPC_STATE_SCRIPT) + { + SetCustomInterruptCondition( COND_STRIDER_DO_FLICK ); + } + + if( IsCurSchedule( SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK, false ) || IsCurSchedule( SCHED_ESTABLISH_LINE_OF_FIRE, false ) ) + { + SetCustomInterruptCondition( COND_STRIDER_MINIGUN_SHOOTING ); + } + + if( IsCurSchedule( SCHED_IDLE_STAND ) ) + { + SetCustomInterruptCondition( COND_STRIDER_HAS_CANNON_TARGET ); + } + + // If our base-class schedule breaks on CAN_RANGE_ATTACK1, then also break + // on HAS_CANNON_TARGET. + if( GetCurSchedule()->HasInterrupt( COND_CAN_RANGE_ATTACK1 ) && HasCondition( COND_STRIDER_HAS_CANNON_TARGET ) ) + { + SetCustomInterruptCondition( COND_STRIDER_HAS_CANNON_TARGET ); + } + + if( IsCurSchedule( SCHED_IDLE_WALK ) || ( IsCurSchedule( SCHED_IDLE_STAND ) && hl2_episodic.GetBool() ) ) + { + SetCustomInterruptCondition(COND_STRIDER_SHOULD_CROUCH); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +int CNPC_Strider::SelectSchedule() +{ +/* + if( GetMoveType() != MOVETYPE_FLY ) + { + // Dropship just released me. + SetMoveType( MOVETYPE_FLY ); + return SCHED_STRIDER_FALL_TO_GROUND; + } +*/ + if ( strider_idle_test.GetBool() ) + { + m_pMinigun->Enable( this, false ); + return SCHED_IDLE_STAND; + } + else + { + m_pMinigun->Enable( this, m_bMinigunEnabled ); + } + + if( m_NPCState == NPC_STATE_SCRIPT ) + return BaseClass::SelectSchedule(); + + // If we're starting to die, then just wait for this to happen + if ( m_lifeState == LIFE_DYING ) + return SCHED_IDLE_STAND; + + if( m_NPCState == NPC_STATE_DEAD ) + return SCHED_STRIDER_DIE; + + if( HasPendingTargetPath() ) + { +#if 0 + if( IsInCrouchedPosture() && !m_bCrouchLocked ) + { + // Make the strider stand! + return SCHED_STRIDER_STAND; + } + else + { + SetTargetPath(); + } +#else + SetTargetPath(); +#endif + } + + //--------------------------------- + + if( HasCondition( COND_STRIDER_SHOULD_CROUCH ) && GetHeight() - GetMinHeight() > GetHeightRange() * .5 ) + { + return SCHED_STRIDER_CROUCH; + } + if( HasCondition( COND_STRIDER_SHOULD_STAND ) && !m_bCrouchLocked && GetHeight() - GetMinHeight() < GetHeightRange() * .5 ) + { + return SCHED_STRIDER_STAND; + } + + if( HasCondition( COND_CAN_RANGE_ATTACK2 ) ) + { + return SCHED_STRIDER_RANGE_ATTACK2; + } + else if( m_AttemptCannonLOSTimer.Expired() && HasCondition( COND_STRIDER_HAS_CANNON_TARGET ) ) + { + m_AttemptCannonLOSTimer.Set( 5 ); + return SCHED_STRIDER_ESTABLISH_LINE_OF_FIRE_CANNON; + } + + //--------------------------------- + + if( m_NPCState == NPC_STATE_COMBAT ) + { + if ( !HasCondition( COND_NEW_ENEMY ) ) + { + if ( m_hRagdoll.Get() && (gpGlobals->curtime > m_ragdollTime || HasCondition( COND_STRIDER_DO_FLICK ) ) ) + { + return SCHED_STRIDER_FLICKL; + } + } + + if ( HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) + { + return SCHED_STRIDER_CROUCH; + } + + if ( HasCondition( COND_STRIDER_SHOULD_STAND ) ) + { + return SCHED_STRIDER_STAND; + } + + if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) ) + { + return SCHED_MELEE_ATTACK1; + } + if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) ) + { + return SCHED_STRIDER_RANGE_ATTACK1; + } + + ClearCondition( COND_STRIDER_ENEMY_UPDATED ); + if ( !m_EnemyUpdatedTimer.Expired() ) + { + int baseResult = BaseClass::SelectSchedule(); + if ( baseResult != SCHED_COMBAT_FACE || !GetGoalEnt() ) + return baseResult; + } + + if ( !GetGoalEnt() ) + return BaseClass::SelectSchedule(); + + return SCHED_STRIDER_HUNT; + } + + //--------------------------------- + + if ( !GetGoalEnt() ) + return SCHED_IDLE_STAND; + + return SCHED_STRIDER_HUNT; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- + +#define TIME_CARE_ENEMY 7.0 + +int CNPC_Strider::TranslateSchedule( int scheduleType ) +{ + switch( scheduleType ) + { + case SCHED_RANGE_ATTACK1: + return SCHED_STRIDER_RANGE_ATTACK1; + case SCHED_RANGE_ATTACK2: + return SCHED_STRIDER_RANGE_ATTACK2; + case SCHED_MELEE_ATTACK1: + return SCHED_STRIDER_STOMPL; + case SCHED_MELEE_ATTACK2: + return SCHED_STRIDER_STOMPR; + case SCHED_CHASE_ENEMY: + { + if( HasCondition( COND_SEE_ENEMY ) ) + { + return SCHED_STRIDER_COMBAT_FACE; + } + + return SCHED_STRIDER_CHASE_ENEMY; + } + + case SCHED_ESTABLISH_LINE_OF_FIRE: + case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK: + if ( m_bNoMoveToLOS ) + { + return SCHED_COMBAT_FACE; + } + + if ( !m_bCrouchLocked ) + { + if( IsInCrouchedPosture() ) + { + if( m_pMinigun->IsShooting() ) + { + // Don't stand yet. + return SCHED_STRIDER_COMBAT_FACE; + } + } + else if ( HasCondition( COND_STRIDER_HAS_LOS_Z ) && HasCondition( COND_SEE_ENEMY ) ) + { + return SCHED_STRIDER_COMBAT_FACE; + } + } + if ( scheduleType == SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK ) + { + if ( gpGlobals->curtime - GetEnemyLastTimeSeen() < TIME_CARE_ENEMY ) + return SCHED_STRIDER_COMBAT_FACE; + else if ( GetGoalEnt() ) + return SCHED_STRIDER_HUNT; + else + { + if( IsUsingAggressiveBehavior() ) + { + return SCHED_STRIDER_AGGRESSIVE_COMBAT_STAND; + } + + return SCHED_COMBAT_PATROL; + } + } + + break; + + case SCHED_COMBAT_FACE: + return SCHED_STRIDER_COMBAT_FACE; + break; + } + + return BaseClass::TranslateSchedule( scheduleType ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::StartTask( const Task_t *pTask ) +{ + switch ( pTask->iTask ) + { + case TASK_GET_PATH_TO_ENEMY_LOS: + ChainStartTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData ); + break; + + case TASK_STRIDER_FALL_TO_GROUND: + break; + + case TASK_STRIDER_FIRE_CANNON: + FireCannon(); + TaskComplete(); + break; + + case TASK_STRIDER_SET_CANNON_HEIGHT: + { + if ( m_hCannonTarget ) + SetAbsIdealHeight( m_hCannonTarget->WorldSpaceCenter().z ); + TaskComplete(); + } + break; + + case TASK_STRIDER_AIM: + { + // Stop the minigun for a bit, the big gun's about to shoot! + m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 5 ); + + //SetIdealActivity( (Activity)ACT_STRIDER_AIMRA1 ); + SetWait( pTask->flTaskData ); + m_aimYaw = 0; + m_aimPitch = 0; + // clear out the previous shooting + SetPoseParameter( gm_YawControl, m_aimYaw ); + SetPoseParameter( gm_PitchControl, m_aimPitch ); + Vector vecShootPos; + GetAttachment( gm_CannonAttachment, vecShootPos ); + + // tell the client side effect to complete + EntityMessageBegin( this, true ); + WRITE_BYTE( STRIDER_MSG_STREAKS ); + WRITE_VEC3COORD( vecShootPos ); + MessageEnd(); + CPASAttenuationFilter filter2( this, "NPC_Strider.Charge" ); + EmitSound( filter2, entindex(), "NPC_Strider.Charge" ); + + // CPVSFilter filter( vecShootPos ); + //te->StreakSphere( filter, 0, 0, 150, 100, entindex(), gm_CannonAttachment ); + } + break; + + case TASK_STRIDER_DODGE: + break; + + case TASK_STRIDER_STOMP: + { + m_nextStompTime = gpGlobals->curtime + 5; + Activity stompAct = (Activity) ( pTask->flTaskData > 0 ? ACT_STRIDER_STOMPR : ACT_STRIDER_STOMPL ); + ResetIdealActivity( stompAct ); + } + break; + + case TASK_RANGE_ATTACK1: + CBaseCombatWeapon *pWeapon; + pWeapon = GetActiveWeapon(); + + if( pWeapon ) + { + pWeapon->PrimaryAttack(); + } + else + { + TaskFail("no primary weapon"); + } + + TaskComplete(); + break; + + case TASK_STRIDER_BREAKDOWN: + SetIdealActivity( (Activity)ACT_STRIDER_SLEEP ); + break; + + case TASK_STRIDER_REFRESH_HUNT_PATH: + Assert( GetGoalEnt() ); + if ( GetGoalEnt() ) + { + AI_NavGoal_t goal(GOALTYPE_PATHCORNER, GetGoalEnt()->GetLocalOrigin(), ACT_WALK, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST); + + TranslateNavGoal( GetGoalEnt(), goal.dest ); + + if ( ( m_debugOverlays & OVERLAY_NPC_SELECTED_BIT ) && ( m_debugOverlays & OVERLAY_NPC_ROUTE_BIT ) ) + { + NDebugOverlay::Line( GetAbsOrigin() + Vector( 0, 0, 4), goal.dest, 255, 0, 255, true, 3 ); + } + + if ( GetNavigator()->SetGoal( goal ) ) + { + TaskComplete(); + break; + } + TaskFail( FAIL_NO_ROUTE ); + } + break; + + case TASK_STRIDER_START_MOVING: + TaskComplete(); + break; + + case TASK_STRIDER_GET_PATH_TO_CANNON_LOS: + { + if ( GetCannonTarget() == NULL ) + { + TaskFail("No Cannon Target"); + return; + } + + AI_PROFILE_SCOPE(CAI_BaseNPC_FindLosToEnemy); + Vector vecEnemy = GetCannonTarget()->WorldSpaceCenter(); + + float flMaxRange = 4096; + float flMinRange = 0; + + Vector posLos; + bool found = false; + + if ( GetTacticalServices()->FindLateralLos( vecEnemy, &posLos ) ) + { + found = true; + } + + if ( !found && GetTacticalServices()->FindLos( vecEnemy, vecEnemy, flMinRange, flMaxRange, 1.0, &posLos ) ) + { + found = true; + } + + if ( found ) + { + AI_NavGoal_t goal( posLos, ACT_RUN, AIN_HULL_TOLERANCE ); + + GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ); + GetNavigator()->SetArrivalDirection( vecEnemy - goal.dest ); + + // Add the cannon target as a high priority facing entity. + AddFacingTarget( GetCannonTarget(), GetCannonTarget()->WorldSpaceCenter(), 5.0, 5.0 ); + } + else + { + TaskFail( "Can't get LOS to Cannon Target" ); + } + } + break; + + case TASK_STRIDER_GET_PATH_TO_CANNON_TARGET: + { + if( !m_hCannonTarget ) + { + TaskFail( "No cannon target!\n" ); + return; + } + + AI_NavGoal_t goal( m_hCannonTarget->GetAbsOrigin() ); + + TranslateNavGoal( m_hCannonTarget, goal.dest ); + + if ( GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ) ) + { + TaskComplete(); + } + else + { + DevWarning( 2, "GetPathToCannonTarget failed!!\n" ); + TaskFail(FAIL_NO_ROUTE); + } + } + break; + + case TASK_STRIDER_FACE_CANNON_TARGET: + if ( m_hCannonTarget != NULL ) + { + GetMotor()->SetIdealYawToTarget( m_hCannonTarget->WorldSpaceCenter() ); + SetTurnActivity(); + } + else + { + TaskFail(FAIL_NO_TARGET); + } + break; + + case TASK_STRIDER_SET_HEIGHT: + SetIdealHeight( pTask->flTaskData ); + TaskComplete(); + break; + + default: + BaseClass::StartTask( pTask ); + break; + } +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::RunTask( const Task_t *pTask ) +{ + switch ( pTask->iTask ) + { + case TASK_GET_PATH_TO_ENEMY_LOS: + ChainRunTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData ); + break; + + case TASK_STRIDER_FALL_TO_GROUND: + { + // This doesn't work right now. (sjb) + Vector vecVelocity = GetAbsVelocity(); + + vecVelocity.z -= (GetCurrentGravity() * 0.1); + + SetAbsVelocity( vecVelocity ); + + Vector pos = GetAbsOrigin(); + TranslateNavGoal( NULL, pos ); + + if( GetAbsOrigin().z - pos.z <= 0.0f ) + { + SetAbsVelocity( vec3_origin ); + TaskComplete(); + } + } + break; + + case TASK_STRIDER_AIM: + { + // BUGBUG: Need the real flInterval here, not just 0.1 + AimCannonAt( GetCannonTarget(), 0.1 ); + if ( IsWaitFinished() ) + { + TaskComplete(); + } + } + break; + + case TASK_STRIDER_DODGE: + TaskComplete(); + break; + + case TASK_STRIDER_STOMP: + if ( IsActivityFinished() ) + { + TaskComplete(); + } + if ( GetEnemy() ) + { + m_vecHitPos = CalculateStompHitPosition( GetEnemy() ); + } + break; + + case TASK_STRIDER_BREAKDOWN: + if ( IsActivityFinished() ) + { + // UNDONE: Fix this bug! + //Assert(!IsMarkedForDeletion()); + if ( !IsMarkedForDeletion() ) + { + CTakeDamageInfo info; + CreateServerRagdoll( this, 0, info, COLLISION_GROUP_NONE ); + TaskComplete(); + UTIL_Remove(this); + } + } + break; + + case TASK_STRIDER_FACE_CANNON_TARGET: + GetMotor()->UpdateYaw(); + if ( FacingIdeal() ) + { + TaskComplete(); + } + break; + + case TASK_PLAY_SEQUENCE: + if( m_bFastCrouch && pTask->flTaskData == ACT_CROUCH ) + { + SetPlaybackRate( 10.0f ); + if( IsSequenceFinished() ) + { + m_bFastCrouch = false; + } + } + + // Hack to make sure client doesn't pop after stand/crouch is done + if ( GetCycle() > 0.5 ) + { + if ( IsStriderStanding() && GetHeight() != GetMaxHeight() ) + SetHeight( GetMaxHeight() ); + else if ( IsStriderCrouching() && GetHeight() != GetMinHeight() ) + SetHeight( GetMinHeight() ); + SetIdealHeight( GetHeight() ); + } + BaseClass::RunTask( pTask ); + break; + + default: + BaseClass::RunTask( pTask ); + break; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_Strider::Explode( void ) +{ + Vector velocity = vec3_origin; + AngularImpulse angVelocity = RandomAngularImpulse( -150, 150 ); + + // Break into pieces + breakablepropparams_t params( EyePosition(), GetAbsAngles(), velocity, angVelocity ); + params.impactEnergyScale = 1.0f; + params.defBurstScale = 600.0f; + params.defCollisionGroup = COLLISION_GROUP_NPC; + PropBreakableCreateAll( GetModelIndex(), NULL, params, this, -1, true, true ); + + // Go away + m_lifeState = LIFE_DEAD; + + SetThink( &CNPC_Strider::SUB_Remove ); + SetNextThink( gpGlobals->curtime + 0.1f ); + + AddEffects( EF_NODRAW ); + + StopSmoking(); + + m_BoneFollowerManager.DestroyBoneFollowers(); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Strider::HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt ) +{ + if ( interactionType == g_interactionPlayerLaunchedRPG ) + { + m_flTimePlayerMissileDetected = gpGlobals->curtime; + m_hPlayersMissile = sourceEnt; + return true; + } + + return BaseClass::HandleInteraction( interactionType, data, sourceEnt ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::HandleAnimEvent( animevent_t *pEvent ) +{ + Vector footPosition; + + switch( pEvent->event ) + { + case STRIDER_AE_DIE: + { + Explode(); + } + break; + case STRIDER_AE_SHOOTCANNON: + { + FireCannon(); + } + break; + case STRIDER_AE_WINDUPCANNON: + { + AimCannonAt( GetCannonTarget(), 0.1 ); + + // Stop the minigun for a bit, the big gun's about to shoot! + m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 5 ); + + m_aimYaw = 0; + m_aimPitch = 0; + + // clear out the previous shooting + SetPoseParameter( gm_YawControl, m_aimYaw ); + SetPoseParameter( gm_PitchControl, m_aimPitch ); + Vector vecShootPos; + GetAttachment( gm_CannonAttachment, vecShootPos ); + + // tell the client side effect to start + EntityMessageBegin( this, true ); + WRITE_BYTE( STRIDER_MSG_STREAKS ); + WRITE_VEC3COORD( vecShootPos ); + MessageEnd(); + CPASAttenuationFilter filter2( this, "NPC_Strider.Charge" ); + EmitSound( filter2, entindex(), "NPC_Strider.Charge" ); + } + break; + case STRIDER_AE_CANNONHIT: + CreateConcussiveBlast( m_blastHit, m_blastNormal, this, 2.5 ); + break; + + case STRIDER_AE_SHOOTMINIGUN: + { + CBaseEntity *pTarget = gEntList.FindEntityGeneric( NULL, pEvent->options, this, this ); + if ( pTarget ) + { + Vector vecTarget = pTarget->CollisionProp()->WorldSpaceCenter(); + ShootMinigun( &vecTarget, 0 ); + } + break; + } + + case STRIDER_AE_STOMPHITL: + StompHit( STRIDER_LEFT_LEG_FOLLOWER_INDEX ); + break; + case STRIDER_AE_STOMPHITR: + StompHit( STRIDER_RIGHT_LEG_FOLLOWER_INDEX ); + break; + case STRIDER_AE_FLICKL: + case STRIDER_AE_FLICKR: + { + CBaseEntity *pRagdoll = m_hRagdoll; + if ( pRagdoll ) + { + CPASAttenuationFilter filter( pRagdoll, "NPC_Strider.RagdollDetach" ); + EmitSound( filter, pRagdoll->entindex(), "NPC_Strider.RagdollDetach" ); + DetachAttachedRagdoll( pRagdoll ); + } + m_hRagdoll = NULL; + } + break; + + case STRIDER_AE_FOOTSTEP_LEFT: + case STRIDER_AE_FOOTSTEP_LEFTM: + case STRIDER_AE_FOOTSTEP_LEFTL: + LeftFootHit( pEvent->eventtime ); + break; + case STRIDER_AE_FOOTSTEP_RIGHT: + case STRIDER_AE_FOOTSTEP_RIGHTM: + case STRIDER_AE_FOOTSTEP_RIGHTL: + RightFootHit( pEvent->eventtime ); + break; + case STRIDER_AE_FOOTSTEP_BACK: + case STRIDER_AE_FOOTSTEP_BACKM: + case STRIDER_AE_FOOTSTEP_BACKL: + BackFootHit( pEvent->eventtime ); + break; + case STRIDER_AE_WHOOSH_LEFT: + { + GetAttachment( "left foot", footPosition ); + + CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" ); + EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition ); + } + break; + case STRIDER_AE_WHOOSH_RIGHT: + { + GetAttachment( "right foot", footPosition ); + + CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" ); + EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition ); + } + break; + case STRIDER_AE_WHOOSH_BACK: + { + GetAttachment( "back foot", footPosition ); + + CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" ); + EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition ); + } + break; + case STRIDER_AE_CREAK_LEFT: + case STRIDER_AE_CREAK_BACK: + case STRIDER_AE_CREAK_RIGHT: + { + EmitSound( "NPC_Strider.Creak" ); + } + break; + default: + BaseClass::HandleAnimEvent( pEvent ); + break; + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +Disposition_t CNPC_Strider::IRelationType( CBaseEntity *pTarget ) +{ + if ( IsCannonTarget( pTarget ) ) + return D_HT; + + return BaseClass::IRelationType( pTarget ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority ) +{ + if ( nDisposition == D_HT && pEntity->ClassMatches("npc_bullseye") ) + UpdateEnemyMemory( pEntity, pEntity->GetAbsOrigin() ); + BaseClass::AddEntityRelationship( pEntity, nDisposition, nPriority ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity ) +{ + if ( IsCurSchedule( SCHED_STRIDER_RANGE_ATTACK2, false ) ) + { + SetGoalEnt( pGoalEntity ); + return true; + } + return BaseClass::ScheduledMoveToGoalEntity( scheduleType, pGoalEntity, movementActivity ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::ScheduledFollowPath( int scheduleType, CBaseEntity *pPathStart, Activity movementActivity ) +{ + m_strTrackName = pPathStart->GetEntityName(); + if ( IsCurSchedule( SCHED_STRIDER_RANGE_ATTACK2, false ) ) + { + SetGoalEnt( pPathStart ); + return true; + } + return BaseClass::ScheduledFollowPath( scheduleType, pPathStart, movementActivity ); +} + + +//--------------------------------------------------------- +// Disables the minigun until EnableMinigun input is received. +//--------------------------------------------------------- +void CNPC_Strider::InputDisableMinigun( inputdata_t &inputdata ) +{ + m_bMinigunEnabled = false; + m_pMinigun->Enable( this, false ); +} + + +//--------------------------------------------------------- +// Enables the minigun. +//--------------------------------------------------------- +void CNPC_Strider::InputEnableMinigun( inputdata_t &inputdata ) +{ + m_bMinigunEnabled = true; + m_pMinigun->Enable( this, true ); +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputSetMinigunTime( inputdata_t &inputdata ) +{ + m_miniGunShootDuration = inputdata.value.Float(); + m_pMinigun->SetShootDuration( m_miniGunShootDuration ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputSetMinigunTarget( inputdata_t &inputdata ) +{ + CBaseEntity *pTargetEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller ); + + m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 0 ); + m_pMinigun->ShootAtTarget( this, pTargetEntity, m_miniGunShootDuration ); + m_miniGunShootDuration = 0; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputSetCannonTarget( inputdata_t &inputdata ) +{ + CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller ); + + if ( pTarget ) + { + if ( m_hCannonTarget == pTarget ) + return; + + CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); + CNPC_Strider *pStrider; + for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ ) + { + if ( ppAIs[i] != this && ppAIs[i]->ClassMatches( GetClassname() ) ) + { + pStrider = (CNPC_Strider *)(ppAIs[i]); + if ( pStrider->GetCannonTarget() == pTarget ) + return; // Already accounted for + } + } + + if( pTarget->MyCombatCharacterPointer() && pTarget->IsAlive() ) + { + m_hCannonTarget = pTarget; + m_AttemptCannonLOSTimer.Force(); + return; + } + } + + m_hCannonTarget = NULL; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputFlickRagdoll( inputdata_t &inputdata ) +{ + if ( m_hRagdoll.Get() ) + { + SetCondition( COND_STRIDER_DO_FLICK ); + } +} + + +/* + IPhysicsObject *pPhysics0 = FindPhysicsObjectByName( STRING(m_nameAttach1), this ); + IPhysicsObject *pPhysics1 = FindPhysicsObjectByName( STRING(m_nameAttach2), this ); + + if ( !pPhysics0 ) + { + pPhysics0 = g_PhysWorldObject; + } + if ( !pPhysics1 ) + { + pPhysics1 = g_PhysWorldObject; + } + + if ( pPhysics0 != pPhysics1 ) + { + m_disabled = !bEnable; + m_succeeded = true; + if ( bEnable ) + { + PhysEnableEntityCollisions( pPhysics0, pPhysics1 ); + } + else + { + PhysDisableEntityCollisions( pPhysics0, pPhysics1 ); + } + } + else + { + m_succeeded = false; + } +*/ +/* +#pragma warning(push) +#pragma warning(disable : 4706) // I know what I'm doing +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputDisableCollisionWith( inputdata_t &inputdata ) +{ + IPhysicsObject *pIgnorePhys = FindPhysicsObjectByName( inputdata.value.String(), this ); + if ( !pIgnorePhys ) + return; + + int idx; + CBoneFollower *pFol; + + for (idx = 0 ; pFol = GetBoneFollowerByIndex(idx) ; ++idx) // stop when the function starts returning null (idx is no longer good) + { + IPhysicsObject *pFollowPhys = pFol->VPhysicsGetObject(); + Assert(pFollowPhys); + PhysDisableEntityCollisions( pIgnorePhys, pFollowPhys ); + } +} +#pragma warning(pop) +*/ + + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputDisableCollisionWith( inputdata_t &inputdata ) +{ + IPhysicsObject *pIgnorePhys = FindPhysicsObjectByName( inputdata.value.String(), this ); + if ( !pIgnorePhys ) + return; + + + // CBoneFollower *pFol; + + for (int idx = m_BoneFollowerManager.GetNumBoneFollowers() - 1 ; idx >= 0 ; --idx) // stop when the function starts returning null (idx is no longer good) + { + IPhysicsObject *pFollowPhys = GetBoneFollowerByIndex(idx)->VPhysicsGetObject(); + Assert(pFollowPhys); + PhysDisableEntityCollisions( pIgnorePhys, pFollowPhys ); + } +} + + + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputEnableCollisionWith( inputdata_t &inputdata ) +{ + IPhysicsObject *pIgnorePhys = FindPhysicsObjectByName( inputdata.value.String(), this ); + if ( !pIgnorePhys ) + return; + + int idx; + // CBoneFollower *pFol; + + for (idx = m_BoneFollowerManager.GetNumBoneFollowers() - 1 ; idx >= 0 ; --idx) // stop when the function starts returning null (idx is no longer good) + { + /* + pFol = GetBoneFollowerByIndex(idx); + Assert(pFol); + IPhysicsObject *pFollowPhys = pFol->VPhysicsGetObject(); + Assert(pFollowPhys); + */ + IPhysicsObject *pFollowPhys = GetBoneFollowerByIndex(idx)->VPhysicsGetObject(); + PhysEnableEntityCollisions( pIgnorePhys, pFollowPhys ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputCrouch( inputdata_t &inputdata ) +{ + if ( !IsCurSchedule( SCHED_STRIDER_CROUCH ) && !IsInCrouchedPosture() ) + SetCondition( COND_STRIDER_SHOULD_CROUCH ); + m_bCrouchLocked = true; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputCrouchInstantly( inputdata_t &inputdata ) +{ + if ( !IsCurSchedule( SCHED_STRIDER_CROUCH ) && !IsInCrouchedPosture() ) + { + m_bFastCrouch = true; + SetCondition( COND_STRIDER_SHOULD_CROUCH ); + } + m_bCrouchLocked = true; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputStand( inputdata_t &inputdata ) +{ + if ( !IsCurSchedule( SCHED_STRIDER_STAND ) && !IsInStandingPosture() ) + SetCondition( COND_STRIDER_SHOULD_STAND ); + m_bCrouchLocked = false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputSetHeight( inputdata_t &inputdata ) +{ + SetIdealHeight( inputdata.value.Float() ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputSetTargetPath( inputdata_t &inputdata ) +{ + m_strTrackName = MAKE_STRING( inputdata.value.String() ); + SetGoalEnt( NULL ); + + if( !IsStriderCrouching() && !IsStriderStanding() && !IsInCrouchedPosture() ) + { + SetTargetPath(); + } + + // Otherwise, we just leave the track name set and the AI will + // get to it as soon as possible (as soon as the strider can be + // made to stand). +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputClearTargetPath( inputdata_t &inputdata ) +{ + if (GetNavigator()->IsGoalActive() && GetNavigator()->GetGoalType() == GOALTYPE_PATHCORNER ) + { + GetNavigator()->ClearGoal(); + ClearSchedule( "Target path cleared via input" ); + } + m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); + SetGoalEnt(NULL); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputDisableCrouchWalk( inputdata_t &inputdata ) +{ + m_bNoCrouchWalk = true; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputEnableCrouchWalk( inputdata_t &inputdata ) +{ + m_bNoCrouchWalk = false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputEnableAggressiveBehavior( inputdata_t &inputdata ) +{ + m_bUseAggressiveBehavior = true; + GetEnemies()->SetEnemyDiscardTime( 601.0f ); // Make the assert in SetFreeKnowledgeDuration() happy. + GetEnemies()->SetFreeKnowledgeDuration( 600.0f ); + + AI_FreePassParams_t params = m_PlayerFreePass.GetParams(); + params.duration = 0.8f; + params.coverDist = 1200.0f; + m_PlayerFreePass.SetParams( params ); + + GetTacticalServices()->AllowFindLateralLos( false ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputDisableAggressiveBehavior( inputdata_t &inputdata ) +{ + m_bUseAggressiveBehavior = false; + GetEnemies()->SetFreeKnowledgeDuration( strider_free_knowledge.GetFloat() ); + GetEnemies()->SetEnemyDiscardTime( AI_DEF_ENEMY_DISCARD_TIME ); + + AI_FreePassParams_t params = m_PlayerFreePass.GetParams(); + params.duration = strider_free_pass_duration.GetFloat(); + params.coverDist = strider_free_pass_cover_dist.GetFloat(); + m_PlayerFreePass.SetParams( params ); + + GetTacticalServices()->AllowFindLateralLos( true ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputStopShootingMinigunForSeconds( inputdata_t &inputdata ) +{ + m_pMinigun->StopShootingForSeconds( this, NULL, inputdata.value.Float() ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputDisableCrouch( inputdata_t &inputdata ) +{ + m_bDontCrouch = true; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputDisableMoveToLOS( inputdata_t &inputdata ) +{ + m_bNoMoveToLOS = true; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputExplode( inputdata_t &inputdata ) +{ + CTakeDamageInfo killInfo; + killInfo.SetAttacker( this ); + killInfo.SetInflictor( this ); + killInfo.SetDamage( GetHealth() ); + TakeDamage( killInfo ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputScaleGroundSpeed( inputdata_t &inputdata ) +{ + m_flTargetSpeedScale = inputdata.value.Float(); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker ) +{ + bool bIsVisible = BaseClass::FVisible( pEntity, traceMask, ppBlocker ); + + if ( bIsVisible && pEntity == m_PlayerFreePass.GetPassTarget() ) + { + bIsVisible = m_PlayerFreePass.ShouldAllowFVisible( bIsVisible ); + + if( !bIsVisible && IsUsingAggressiveBehavior() && FInViewCone(pEntity) ) + { + AlertSound(); + } + } + + return bIsVisible; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +Vector CNPC_Strider::BodyTarget( const Vector &posSrc, bool bNoisy ) +{ + if ( m_BodyTargetBone != -1 ) + { + Vector position; + QAngle angles; + GetBonePosition( m_BodyTargetBone, position, angles ); + return position; + } + return BaseClass::BodyTarget( posSrc, bNoisy ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::IsValidEnemy( CBaseEntity *pTarget ) +{ + if ( HasCannonTarget() ) + { + return IsCannonTarget(pTarget); + } + + if ( pTarget->IsPlayer() ) + { + if ( AIGetNumFollowers( this, m_iszHunterClassname ) > 0 ) + return false; + } + + CBaseCombatCharacter *pEnemy = ToBaseCombatCharacter( pTarget ); + if ( pEnemy ) + { + // Test our enemy filter + if ( m_hEnemyFilter.Get()!= NULL && m_hEnemyFilter->PassesFilter( this, pEnemy ) == false ) + return false; + + return true; + } + + return BaseClass::IsValidEnemy( pTarget ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer ) +{ + if( pInformer && FClassnameIs( pInformer, "npc_cscanner" ) ) + { + EmitSound( "NPC_Strider.Alert" ); + // Move Strider's focus to this location and make strider mad at it + // (but less mad than at any other potential entities in the scene). +#if 1 + GetFocus()->SetAbsOrigin( position + Vector( 0, 0, 32 ) ); +#else + trace_t tr; + AI_TraceLine( EyePosition(), position + Vector( 0, 0, 32 ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); + GetFocus()->SetAbsOrigin( tr.endpos ); +#endif + + SetCondition( COND_STRIDER_ENEMY_UPDATED ); + + m_EnemyUpdatedTimer.Set( 20 ); + + AddEntityRelationship( GetFocus(), D_HT, -1 ); + + if( pEnemy->IsPlayer() ) + { + m_PlayerFreePass.Revoke(); + } + + BaseClass::UpdateEnemyMemory( GetFocus(), GetFocus()->GetAbsOrigin(), pInformer ); + + // Change the informer to myself so that information provided by a scanner is + // as good as firsthand knowledge insofar as enemy memory is concerned. + pInformer = this; + } + + return BaseClass::UpdateEnemyMemory( pEnemy, position, pInformer ); +} + +//--------------------------------------------------------- +// HACKHACK: The base class looks at distance from the head of the strider +// But when stomping, we need distance from the feet. Recompute it here. +// UNDONE: make enemy distance aware of strider +//--------------------------------------------------------- +float CNPC_Strider::StriderEnemyDistance( CBaseEntity *pEnemy ) +{ + Vector enemyDelta = pEnemy->WorldSpaceCenter() - WorldSpaceCenter(); + + // NOTE: We ignore rotation for computing height. Assume it isn't an effect + // we care about, so we simply use OBBSize().z for height. + // Otherwise you'd do this: + // float enemyHeight = enemyMaxs.z - enemyMins.z; + + float enemyHeight = pEnemy->CollisionProp()->OBBSize().z; + Vector striderSurroundMins, striderSurroundMaxs; + CollisionProp()->WorldSpaceSurroundingBounds( &striderSurroundMins, &striderSurroundMaxs ); + float myHeight = striderSurroundMaxs.z - striderSurroundMins.z; + + // max distance our centers can be apart with the boxes still overlapping + float flMaxZDist = ( enemyHeight + myHeight ) * 0.5f; + + // see if the enemy is closer to my head, feet or in between + if ( enemyDelta.z > flMaxZDist ) + { + // enemy feet above my head, compute distance from my head to his feet + enemyDelta.z -= flMaxZDist; + } + else if ( enemyDelta.z < -flMaxZDist ) + { + // enemy head below my feet, return distance between my feet and his head + enemyDelta.z += flMaxZDist; + } + else + { + // boxes overlap in Z, no delta + enemyDelta.z = 0; + } + + return enemyDelta.Length(); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::FCanCheckAttacks() +{ + // Strider has direct and indirect attacks, so he's always checking + // as long as the enemy is in front of him. + if( FInViewCone( GetEnemy() ) ) + { + return true; + } + + return false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +int CNPC_Strider::RangeAttack2Conditions( float flDot, float flDist ) +{ + // All of this code has moved to GatherConditions(), since the + // strider uses the cannon on things that aren't the enemy! + return COND_NONE; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +int CNPC_Strider::MeleeAttack1Conditions( float flDot, float flDist ) +{ + if ( m_bDisableBoneFollowers ) + { + return COND_NONE; + } + + if (gpGlobals->curtime < m_nextStompTime) + { + return COND_NONE; + } + + if ( IsInCrouchedPosture() ) + { + return COND_NONE; + } + + CBaseEntity *pEnemy = GetEnemy(); + if ( !pEnemy ) + return COND_NONE; + + // No more stabbing players. + if ( pEnemy->IsPlayer() && !HasSpawnFlags(SF_CAN_STOMP_PLAYER) ) + return COND_NONE; + + if( !HasCondition( COND_SEE_ENEMY ) ) + { + return COND_NONE; + } + + // recompute this because the base class function does not work for the strider + flDist = StriderEnemyDistance( pEnemy ); + + if ( flDist > STRIDER_STOMP_RANGE ) + { + return COND_NONE; + } + + // strider will cross his feet, but only 6ft over + Vector right; + GetVectors( NULL, &right, NULL ); + if ( DotProduct( pEnemy->GetAbsOrigin() - GetAbsOrigin(), right ) > 72 ) + { + return COND_NONE; + } + + // Don't skewer if crouched too low. + if( GetHeight() < GetMaxHeight() - ( (GetMaxHeight()-GetMinHeight()) / 2 ) ) + { + return COND_NONE; + } + + // Don't skewer if target is too high above or below ground. + Vector vecGround = GetAbsOrigin(); + MoveToGround( &vecGround, this, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ) ); + if( fabs( vecGround.z - GetEnemy()->GetAbsOrigin().z ) > 64.0f ) + { + return COND_NONE; + } + + // too far, but don't change schedules/movement + return COND_CAN_MELEE_ATTACK1; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +int CNPC_Strider::MeleeAttack2Conditions( float flDot, float flDist ) +{ + // HACKHACK: Disabled until we get a good right-leg animation + return COND_NONE; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions) +{ + CBaseEntity *pTargetEnt; + Vector vRootOffset; + Vector vBarrelOffset; + + vRootOffset.x = vRootOffset.y = 0; + if ( GetCannonTarget() ) + { + //Assert( targetPos == GetCannonTarget()->GetAbsOrigin() ); + pTargetEnt = GetCannonTarget(); + vRootOffset.z = gm_zCannonDist; + vBarrelOffset = gm_vLocalRelativePositionCannon; + } + else + { + pTargetEnt = GetEnemy(); + vRootOffset.z = gm_zMinigunDist; + vBarrelOffset = gm_vLocalRelativePositionMinigun; + } + + trace_t tr; + AI_TraceLine( ownerPos + vRootOffset, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); + + // Hit the enemy, or hit nothing (traced all the way to a nonsolid enemy like a bullseye) + if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) ) + { + Vector vBarrelPos; + matrix3x4_t losTestToWorld; + + Vector xaxis; + VectorSubtract( targetPos, ownerPos, xaxis ); + + // @TODO (toml 03-07-04): Add an angle test + //float flAngle = acos( xaxis.z / xaxis.Length() ); + + xaxis.z = 0.0f; + float flLength = VectorNormalize( xaxis ); + if ( flLength < 1e-3 ) + return false; + + Vector yaxis( -xaxis.y, xaxis.x, 0.0f ); + + MatrixInitialize( losTestToWorld, ownerPos, xaxis, yaxis, Vector(0,0,1) ); + + VectorTransform( vBarrelOffset, losTestToWorld, vBarrelPos ); + + AI_TraceLine( vBarrelPos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); + if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) ) + { + if ( strider_show_weapon_los_condition.GetBool() ) + { + NDebugOverlay::Line( ownerPos + vRootOffset, targetPos, 255, 0, 255, false, 0.1 ); + NDebugOverlay::Line( vBarrelPos, targetPos, 128, 0, 128, false, 0.1 ); + } + return true; + } + else + { + if ( strider_show_weapon_los_condition.GetBool() ) + { + NDebugOverlay::Line( ownerPos + vRootOffset, targetPos, 255, 0, 255, false, 0.1 ); + NDebugOverlay::Line( vBarrelPos, tr.endpos, 128, 0, 0, false, 0.1 ); + } + } + } + else + { + if ( strider_show_weapon_los_condition.GetBool() ) + { + NDebugOverlay::Line( ownerPos + vRootOffset, tr.endpos, 255, 0, 0, false, 0.1 ); + } + } + + return false; +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::CurrentWeaponLOSCondition(const Vector &targetPos, bool bSetConditions) +{ + return WeaponLOSCondition( GetAdjustedOrigin(), targetPos, bSetConditions ); +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::IsValidShootPosition( const Vector &vecCoverLocation, CAI_Node *pNode, CAI_Hint const *pHint ) +{ + if ( ( pNode && !pHint ) || ( pHint && pHint->HintType() != HINT_STRIDER_NODE ) ) + return false; + return BaseClass::IsValidShootPosition( vecCoverLocation, pNode, pHint ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::TestShootPosition(const Vector &vecShootPos, const Vector &targetPos ) +{ + if ( BaseClass::TestShootPosition( vecShootPos, targetPos ) ) + { + return true; + } + + // What if I crouched? + float zDelta = ( ( vecShootPos.z - targetPos.z ) + gm_vLocalRelativePositionMinigun.z ) - 12; + if ( zDelta > 0 ) + { + if ( zDelta > GetHeightRange() ) + zDelta = GetHeightRange(); + + Vector vecTestPos = vecShootPos; + vecTestPos.z -= zDelta; + + if ( BaseClass::TestShootPosition( vecTestPos, targetPos ) ) + { + return true; + } + } + return false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +Vector CNPC_Strider::Weapon_ShootPosition( ) +{ + Vector vecShootPos; + GetAttachment( gm_CannonAttachment, vecShootPos ); + + return vecShootPos; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ) +{ + float flTracerDist; + Vector vecDir; + Vector vecEndPos; + + vecDir = tr.endpos - vecTracerSrc; + + flTracerDist = VectorNormalize( vecDir ); + + UTIL_Tracer( vecTracerSrc, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 5000, true, "StriderTracer" ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::DoImpactEffect( trace_t &tr, int nDamageType ) +{ + BaseClass::DoImpactEffect( tr, nDamageType ); + + // Add a halo + CBroadcastRecipientFilter filter; + te->BeamRingPoint( filter, 0.0, + tr.endpos, //origin + 0, //start radius + 64, //end radius + s_iImpactEffectTexture, //texture + 0, //halo index + 0, //start frame + 0, //framerate + 0.2, //life + 10, //width + 0, //spread + 0, //amplitude + 255, //r + 255, //g + 255, //b + 50, //a + 0, //speed + FBEAM_FADEOUT + ); + + g_pEffects->EnergySplash( tr.endpos, tr.plane.normal ); + + // Punch the effect through? + if( tr.m_pEnt && !tr.m_pEnt->MyNPCPointer() ) + { + Vector vecDir = tr.endpos - tr.startpos; + VectorNormalize( vecDir ); + + trace_t retrace; + + Vector vecReTrace = tr.endpos + vecDir * 12; + + if( UTIL_PointContents( vecReTrace ) == CONTENTS_EMPTY ) + { + AI_TraceLine( vecReTrace, vecReTrace - vecDir * 24, MASK_SHOT, NULL, COLLISION_GROUP_NONE, &retrace ); + + BaseClass::DoImpactEffect( retrace, nDamageType ); + } + } +} + +//--------------------------------------------------------- +// Trace didn't hit the intended target, but should the strider +// shoot anyway? We use this to get the strider to destroy +// breakables that are between him and his target. +//--------------------------------------------------------- +bool CNPC_Strider::CanShootThrough( const trace_t &tr, const Vector &vecTarget ) +{ + if( GetCannonTarget() ) + { + // Cannon does not have this behavior. + return false; + } + + if( !tr.m_pEnt ) + { + return false; + } + + if( !tr.m_pEnt->GetHealth() ) + { + return false; + } + + // Would a trace ignoring this entity continue to the target? + trace_t continuedTrace; + AI_TraceLine( tr.endpos, vecTarget, MASK_SHOT, tr.m_pEnt, COLLISION_GROUP_NONE, &continuedTrace ); + + if( continuedTrace.fraction != 1.0 ) + { + if( continuedTrace.m_pEnt != GetEnemy() ) + { + return false; + } + } + + return true; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::CreateFocus() +{ + m_hFocus = CreateEntityByName( "bullseye_strider_focus" ); + + ASSERT( m_hFocus != NULL ); + m_hFocus->AddSpawnFlags( SF_BULLSEYE_NONSOLID | SF_BULLSEYE_NODAMAGE ); + m_hFocus->SetAbsOrigin( GetAbsOrigin() ); + m_hFocus->Spawn(); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +CNPC_Bullseye *CNPC_Strider::GetFocus() +{ + ASSERT( m_hFocus != NULL ); + + CNPC_Bullseye *pBull = dynamic_cast<CNPC_Bullseye*>(m_hFocus.Get()); + + return pBull; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::GetWeaponLosZ( const Vector &vOrigin, float minZ, float maxZ, float increment, CBaseEntity *pTarget, float *pResult ) +{ + Vector vTestPos; + Vector vTargetPos = pTarget->BodyTarget(vOrigin, false); + Vector vIncrement( 0, 0, increment ); + + // Try right where am + if ( vOrigin.z >= minZ && vOrigin.z <= maxZ ) + { + vTestPos = vOrigin; + if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) + { + if ( strider_show_weapon_los_z.GetBool() ) + NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); + *pResult = vTestPos.z; + return true; + } + } + + // Try at adjusted height of target + vTestPos.z = ( vTargetPos.z - gm_vLocalRelativePositionMinigun.z ) + 12; + + if ( vTestPos.z >= minZ && vTestPos.z <= maxZ ) + { + if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) + { + if ( strider_show_weapon_los_z.GetBool() ) + NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); + *pResult = vTestPos.z; + return true; + } + } + + + // Try at max height + vTestPos.z = maxZ; + if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) + { + if ( strider_show_weapon_los_z.GetBool() ) + NDebugOverlay::Line( vOrigin, vTargetPos, 0, 255, 0, false, 0.1 ); + *pResult = vTestPos.z; + return true; + } + + // Try min height + vTestPos.z = minZ; + if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) + { + if ( strider_show_weapon_los_z.GetBool() ) + NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); + *pResult = vTestPos.z; + return true; + } + + // Test up from min + vTestPos = vOrigin + vIncrement; + while ( vTestPos.z <= maxZ && !WeaponLOSCondition( vTestPos, vTargetPos, false ) ) + { + vTestPos += vIncrement; + } + + if ( vTestPos.z <= maxZ ) + { + if ( strider_show_weapon_los_z.GetBool() ) + NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); + *pResult = vTestPos.z; + return true; + } + + // Test down + vTestPos = vOrigin - vIncrement; + while ( vTestPos.z >= minZ && !WeaponLOSCondition( vTestPos, vTargetPos, false ) ) + { + vTestPos -= vIncrement; + } + + if ( vTestPos.z >= minZ ) + { + if ( strider_show_weapon_los_z.GetBool() ) + NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); + *pResult = vTestPos.z; + return true; + } + + return false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::AlertSound() +{ + if( ( gpGlobals->curtime - m_flTimeLastAlertSound ) > 2.0f ) + { + EmitSound( "NPC_Strider.Alert" ); + m_flTimeLastAlertSound = gpGlobals->curtime; + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::PainSound( const CTakeDamageInfo &info ) +{ + // This means that we've exploded into pieces and have no way to whimper + if ( ShouldExplodeFromDamage( info ) ) + return; + + EmitSound( "NPC_Strider.Pain" ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::DeathSound( const CTakeDamageInfo &info ) +{ + // This means that we've exploded into pieces and have no way to whimper + if ( m_bExploding ) + { + EmitSound( "NPC_Strider.StriderBusterExplode" ); + EmitSound( "explode_5" ); + return; + } + + EmitSound( "NPC_Strider.Death" ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::HuntSound() +{ + if( m_PlayerFreePass.HasPass() ) + { + EmitSound( "NPC_Strider.Hunt" ); + m_flTimeNextHuntSound = gpGlobals->curtime + random->RandomFloat( 8.0f, 12.0f ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) +{ + CTakeDamageInfo info = inputInfo; + + bool ricochetBullets = true; + + if ( info.GetAttacker()->IsPlayer() ) + { + if ( !HasMemory( bits_MEMORY_PROVOKED ) ) + { + GetEnemies()->ClearMemory( info.GetAttacker() ); + Remember( bits_MEMORY_PROVOKED ); + SetCondition( COND_LIGHT_DAMAGE ); + } + } + +#ifdef HL2_EPISODIC + + // Attempt to hit strider busters in the area + float flDistSqr; + for ( int i = 0; i < m_hAttachedBusters.Count(); i++ ) + { + if ( m_hAttachedBusters[i] == NULL ) + continue; + + flDistSqr = ( m_hAttachedBusters[i]->WorldSpaceCenter() - inputInfo.GetDamagePosition() ).LengthSqr(); + if ( flDistSqr < Square( 50.0f ) ) + { + // Kill the buster and stop the trace going through + CTakeDamageInfo killInfo = inputInfo; + killInfo.SetDamage( 100 ); + + m_hAttachedBusters[i]->TakeDamage( killInfo ); + return; + } + } + +#endif //HL2_EPISODIC + + if ( (info.GetDamageType() & DMG_BULLET) && ricochetBullets ) + { + g_pEffects->Ricochet(ptr->endpos,ptr->plane.normal); + if ( ptr->hitgroup != HITGROUP_HEAD ) + { + info.SetDamage( 0.01 ); + } + } + + BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +int CNPC_Strider::OnTakeDamage_Alive( const CTakeDamageInfo &info ) +{ + // don't take damage from my own weapons!!! + if ( info.GetInflictor() && info.GetInflictor()->GetOwnerEntity() == this ) + return 0; + + // special interaction with combine balls + if ( UTIL_IsCombineBall( info.GetInflictor() ) ) + return TakeDamageFromCombineBall( info ); + + if ( info.GetDamageType() == DMG_GENERIC ) + return BaseClass::OnTakeDamage_Alive( info ); + + if( IsUsingAggressiveBehavior() ) + { + // Any damage the player inflicts gets my attention, even if it doesn't actually harm me. + if ( info.GetAttacker()->IsPlayer() ) + { + UpdateEnemyMemory( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin() ); + } + } + + //int healthIncrement = 5 - ( m_iHealth / ( m_iMaxHealth / 5 ) ); + if ( (info.GetDamageType() & DMG_BLAST) && info.GetMaxDamage() > 50 ) + { + Vector headPos = BodyTarget( info.GetDamagePosition(), false ); + + float dist = CalcDistanceToAABB( WorldAlignMins(), WorldAlignMaxs(), info.GetDamagePosition() - headPos ); + // close enough to do damage? + if ( dist < 200 ) + { + bool bPlayer = info.GetAttacker()->IsPlayer(); + if ( bPlayer ) + { + m_PlayerFreePass.Revoke(); + AddFacingTarget( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin(), 1.0, 2.0 ); + + UpdateEnemyMemory( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin() ); + } + else + AddFacingTarget( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin(), 0.5, 2.0 ); + + // Default to NPC damage value + int damage = 20; + + if( HasSpawnFlags(SF_TAKE_MINIMAL_DAMAGE_FROM_NPCS) ) + damage = 1; + + if( bPlayer ) + { + if( g_pGameRules->IsSkillLevel(SKILL_EASY) ) + { + damage = GetMaxHealth() / sk_strider_num_missiles1.GetFloat(); + } + else if( g_pGameRules->IsSkillLevel(SKILL_HARD) ) + { + damage = GetMaxHealth() / sk_strider_num_missiles3.GetFloat(); + } + else // Medium, or unspecified + { + damage = GetMaxHealth() / sk_strider_num_missiles2.GetFloat(); + } + } + + m_iHealth -= damage; + + m_OnDamaged.FireOutput( info.GetAttacker(), this); + + if( info.GetAttacker()->IsPlayer() ) + { + m_OnDamagedByPlayer.FireOutput( info.GetAttacker(), this ); + + // This also counts as being harmed by player's squad. + m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this ); + } + else + { + // See if the person that injured me is an NPC. + CAI_BaseNPC *pAttacker = dynamic_cast<CAI_BaseNPC *>( info.GetAttacker() ); + CBasePlayer *pPlayer = AI_GetSinglePlayer(); + + if( pAttacker && pAttacker->IsAlive() && pPlayer ) + { + if( pAttacker->GetSquad() != NULL && pAttacker->IsInPlayerSquad() ) + { + m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this ); + } + } + } + + if ( m_iHealth <= ( m_iMaxHealth / 2 ) ) + { + m_OnHalfHealth.FireOutput(this, this); + } + + RestartGesture( ACT_GESTURE_SMALL_FLINCH ); + PainSound( info ); + + // Interrupt our gun during the flinch + m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 1.1f ); + + GetEnemies()->OnTookDamageFrom( info.GetAttacker() ); + + if( !IsSmoking() && m_iHealth <= sk_strider_health.GetInt() / 2 ) + { + StartSmoking(); + } + return damage; + } + +// NOTE: Currently radius damage doesn't even call this because it uses the origin, not the box for distance +#if 0 + NDebugOverlay::Box( headPos, WorldAlignMins(), WorldAlignMaxs(), 255, 0, 0, 0, 5.0 ); + NDebugOverlay::Cross3D( inf + o.GetDamagePosition(), 24, 0, 255, 0, false, 5.0 ); + // too far from head, apply damage to nearest leg? +#endif + } + +#if 0 + if ( (info.GetDamageType() & DMG_BULLET) && info.GetDamage() > 1 && m_iHealth > 1 ) + { + m_iHealth -= 1; + return 1; + } +#endif + + return 0; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +int CNPC_Strider::TakeDamageFromCombineBall( const CTakeDamageInfo &info ) +{ + float damage = info.GetDamage(); + + // If it's only an AR2 alt-fire, we don't take much damage + if ( UTIL_IsAR2CombineBall( info.GetInflictor() ) ) + { + damage = strider_ar2_altfire_dmg.GetFloat(); + } + else + { + // Always start smoking when we're struck by a normal combine ball + StartSmoking(); + } + + if( info.GetAttacker() && info.GetAttacker()->IsPlayer() ) + { + // Route combine ball damage through the regular skill level code. + damage = g_pGameRules->AdjustPlayerDamageInflicted(damage); + } + + AddFacingTarget( info.GetInflictor(), info.GetInflictor()->GetAbsOrigin(), 0.5, 2.0 ); + if ( !UTIL_IsAR2CombineBall( info.GetInflictor() ) ) + RestartGesture( ACT_GESTURE_BIG_FLINCH ); + else + RestartGesture( ACT_GESTURE_SMALL_FLINCH ); + + PainSound( info ); + + m_iHealth -= damage; + + return damage; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::Event_Killed( const CTakeDamageInfo &info ) +{ + // Do a special death if we're killed by a combine ball in the Citadel + if ( info.GetInflictor() && UTIL_IsCombineBall( info.GetInflictor() ) ) + { + if ( m_lifeState == LIFE_DYING ) + return; + + // Tracker 23610: Strider playing death sounds twice (AI_BaseNPC calls it in Event_Killed, too) + // DeathSound( info ); + m_lifeState = LIFE_DYING; + + // Start dying + RestartGesture( (Activity) ACT_STRIDER_GESTURE_DEATH ); + + // Stop our mini-cannon + m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 100.0f ); + } + else + { + StopSmoking(); + + m_BoneFollowerManager.DestroyBoneFollowers(); + + } + + if( IsUsingAggressiveBehavior() ) + { + // Lifted this code from the gunship. + Vector vecExplode; + GetAttachment( "minigun", vecExplode ); + ExplosionCreate( vecExplode, QAngle(0,0,1), this, 100, 128, false ); + } + + // Determine if we're going to explode into pieces + m_bExploding = ShouldExplodeFromDamage( info ); + + BaseClass::Event_Killed( info ); + + // Stop our large cannon + EntityMessageBegin( this, true ); + WRITE_BYTE( STRIDER_MSG_DEAD ); + MessageEnd(); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::RagdollDeathEffect( CRagdollProp *pRagdoll, float flDuration ) +{ + UTIL_ScreenShake( EyePosition(), 50, 150.0, 1.0, 1024, SHAKE_START ); + + int i; + for( i = 0 ; i < 2 ; i++ ) + { + SmokeTrail *pSmoke = SmokeTrail::CreateSmokeTrail(); + if ( pSmoke ) + { + if( i == 0 ) + { + pSmoke->m_SpawnRate = 16; + pSmoke->m_Opacity = 0.25; + pSmoke->m_StartColor.Init( 0.45f, 0.45f, 0.45f ); + } + else + { + pSmoke->m_SpawnRate = 32; + pSmoke->m_Opacity = 0.3; + pSmoke->m_StartColor.Init( 0.5f, 0.5f, 0.5f ); + } + + pSmoke->m_ParticleLifetime = 3.0; + pSmoke->m_StartSize = 16; + pSmoke->m_EndSize = 64; + pSmoke->m_SpawnRadius = 20; + pSmoke->m_MinSpeed = 8; + pSmoke->m_MaxSpeed = 64; + pSmoke->m_EndColor.Init( 0, 0, 0 ); + + pSmoke->SetLifetime( flDuration ); + + if( i == 0 ) + { + pSmoke->FollowEntity( pRagdoll, "MiniGunBase" ); + } + else + { + pSmoke->FollowEntity( pRagdoll, "vehicle_driver_eyes" ); + } + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &info - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CNPC_Strider::ShouldExplodeFromDamage( const CTakeDamageInfo &info ) +{ + CBaseEntity *pInflictor = info.GetInflictor(); + if ( pInflictor == NULL ) + return false; + + // Combine balls make us explode + if ( UTIL_IsCombineBall( info.GetInflictor() ) ) + return true; + + // Stickybombs make us explode + CBaseEntity *pAttacker = info.GetAttacker(); + if ( pAttacker != NULL && (FClassnameIs( pAttacker, "weapon_striderbuster" ) || + FClassnameIs( pAttacker, "npc_grenade_magna" ))) + return true; + + if ( pInflictor == this && pAttacker == this ) + return true; + + return false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +ConVarRef mat_dxlevel( "mat_dxlevel" ); +bool CNPC_Strider::BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector ) +{ + // Combine balls make us explode + if ( m_bExploding ) + { + Explode(); + } + else + { + // Otherwise just keel over + CRagdollProp *pRagdoll = NULL; + CBasePlayer *pPlayer = AI_GetSinglePlayer(); + if ( pPlayer && mat_dxlevel.GetInt() > 0 ) + { + int dxlevel = mat_dxlevel.GetInt(); + int maxRagdolls = ( dxlevel >= 90 ) ? 2 : ( dxlevel >= 80 ) ? 1 : 0; + + if ( maxRagdolls > 0 ) + { + CUtlVectorFixed<CRagdollProp *, 2> striderRagdolls; + while ( ( pRagdoll = gEntList.NextEntByClass( pRagdoll ) ) != NULL ) + { + if ( pRagdoll->GetModelName() == GetModelName() && !pRagdoll->IsFading() ) + { + Assert( striderRagdolls.Count() < striderRagdolls.NumAllocated() ); + if ( striderRagdolls.Count() < striderRagdolls.NumAllocated() ) + striderRagdolls.AddToTail( pRagdoll ); + } + } + + if ( striderRagdolls.Count() >= maxRagdolls ) + { + float distSqrFurthest = FLT_MAX; + CRagdollProp *pFurthest = NULL; + + for ( int i = 0; i < striderRagdolls.Count(); i++ ) + { + float distSqrCur = CalcSqrDistanceToAABB( striderRagdolls[i]->WorldAlignMins(), striderRagdolls[i]->WorldAlignMaxs(), pPlayer->GetAbsOrigin() ); + if ( distSqrCur < distSqrFurthest ) + { + distSqrFurthest = distSqrCur; + pFurthest = striderRagdolls[i]; + } + } + + if ( pFurthest ) + pFurthest->FadeOut( 0.75, 1.5 ); + } + } + + pRagdoll = assert_cast<CRagdollProp *>( CreateServerRagdoll( this, m_nForceBone, info, HL2COLLISION_GROUP_STRIDER ) ); + pRagdoll->DisableAutoFade(); + + if ( maxRagdolls == 0 ) + { + pRagdoll->FadeOut( 6.0, .75 ); + RagdollDeathEffect( pRagdoll, 6.0f ); + } + else + { + RagdollDeathEffect( pRagdoll, 600.0f ); + } + } + else + { + // Otherwise just keel over + pRagdoll = assert_cast<CRagdollProp *>( CreateServerRagdoll( this, m_nForceBone, info, HL2COLLISION_GROUP_STRIDER ) ); + pRagdoll->DisableAutoFade(); + } + } + + UTIL_Remove(this); + + return true; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::StartSmoking( void ) +{ + if ( m_hSmoke != NULL ) + return; + + m_hSmoke = SmokeTrail::CreateSmokeTrail(); + + if ( m_hSmoke ) + { + m_hSmoke->m_SpawnRate = 32; + m_hSmoke->m_ParticleLifetime = 3.0; + m_hSmoke->m_StartSize = 16; + m_hSmoke->m_EndSize = 64; + m_hSmoke->m_SpawnRadius = 20; + m_hSmoke->m_MinSpeed = 8; + m_hSmoke->m_MaxSpeed = 64; + m_hSmoke->m_Opacity = 0.3; + + m_hSmoke->m_StartColor.Init( 0.25f, 0.25f, 0.25f ); + m_hSmoke->m_EndColor.Init( 0, 0, 0 ); + m_hSmoke->SetLifetime( 500.0f ); + m_hSmoke->FollowEntity( this, "MiniGunBase" ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::StopSmoking( float flDelay ) +{ + if ( m_hSmoke ) + { + m_hSmoke->SetLifetime( flDelay ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::SetHeight( float h ) +{ + if ( h > GetMaxHeight() ) + h = GetMaxHeight(); + else if ( h < GetMinHeight() ) + h = GetMinHeight(); + + SetPoseParameter( gm_BodyHeightPoseParam, h ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::SetIdealHeight( float h ) +{ + if ( h > GetMaxHeight() ) + h = GetMaxHeight(); + else if ( h < GetMinHeight() ) + h = GetMinHeight(); + + m_idealHeight = h; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::SetAbsIdealHeight( float z ) +{ + float h = GetMaxHeight() - ( z - GetAbsOrigin().z ); + + SetIdealHeight( h ); +} + +//--------------------------------------------------------- +// At this moment, am I in the PROCESS of crouching? +// as in, and I transitioning from standing to crouch? +//--------------------------------------------------------- +bool CNPC_Strider::IsStriderCrouching() +{ + if( IsCurSchedule( SCHED_STRIDER_CROUCH, false ) ) + return true; + + return false; +} + +//--------------------------------------------------------- +// As IsStriderCrouching(), but for obvious differences. +//--------------------------------------------------------- +bool CNPC_Strider::IsStriderStanding() +{ + if( IsCurSchedule( SCHED_STRIDER_STAND, false ) ) + return true; + + return false; +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- + +bool CNPC_Strider::OverrideMove( float flInterval ) +{ + if ( GetCannonTarget() ) + { + AddFacingTarget( GetCannonTarget(), GetCannonTarget()->GetAbsOrigin(), 1.0, 0.5 ); + } + else if ( GetEnemy() ) + { + bool bPlayer = GetEnemy()->IsPlayer(); + float timeSinceSeenEnemy = gpGlobals->curtime - GetEnemyLastTimeSeen(); + if ( ( !bPlayer && timeSinceSeenEnemy < STRIDER_TIME_STOP_FACING_ENEMY ) || + ( bPlayer && !m_PlayerFreePass.HasPass() ) ) + { + AddFacingTarget( GetEnemy(), GetEnemies()->LastKnownPosition( GetEnemy() ), 1.0, 0.5 ); + } + + if ( !m_bCrouchLocked && !m_hCannonTarget && GetIdealHeight() < GetMaxHeight() && timeSinceSeenEnemy > TIME_CARE_ENEMY ) + SetIdealHeight( GetMaxHeight() ); + } + else if ( !m_bCrouchLocked && !m_hCannonTarget ) + SetIdealHeight( GetMaxHeight() ); + + if ( strider_test_height.GetFloat() > .1 ) + SetIdealHeight( strider_test_height.GetFloat() ); + + // If we're not supposed to crouch walk and we're under the threshold for what we consider crouch walking, stand back up! + if ( !m_bCrouchLocked && m_bNoCrouchWalk && IsMoving() && ( GetIdealHeight() < ( GetMinHeight() + GetHeightRange() * ( strider_pct_height_no_crouch_move.GetFloat() / 100.0 ) ) ) ) + { + SetIdealHeight( GetMinHeight() + GetHeightRange() * ( strider_pct_height_no_crouch_move.GetFloat() / 100.0 ) ); + } + + float heightMove = GetIdealHeight() - GetHeight(); + float heightMoveSign = ( heightMove < 0 ) ? -1 : 1; + heightMove = fabsf( heightMove ); + if ( heightMove > 0.01 ) + { + const float maxVelocity = 300; + const float minVelocity = 10; + + #define HEIGHTINVDECAY 0.8 // maintain X percent of velocity when slowing down + #define HEIGHTDECAYTIME 0.4161 // Sum( 1..cycle, HEIGHTINVDECAY^cycle ) + #define HEIGHTACCEL 0.5 // accel toward maxVelocity by X percent each cycle + + if (fabsf( m_HeightVelocity ) < minVelocity) + m_HeightVelocity = minVelocity * heightMoveSign; + + if (heightMove < m_HeightVelocity * heightMoveSign * HEIGHTDECAYTIME ) + { + m_HeightVelocity = m_HeightVelocity * HEIGHTINVDECAY; + + if (heightMove < m_HeightVelocity * heightMoveSign * flInterval) + { + m_HeightVelocity = heightMove * heightMoveSign / flInterval; + } + } + else + { + m_HeightVelocity = m_HeightVelocity * (1.0f - HEIGHTACCEL) + maxVelocity * HEIGHTACCEL * heightMoveSign; + if (heightMove < m_HeightVelocity * heightMoveSign * HEIGHTDECAYTIME) + { + m_HeightVelocity = heightMove * heightMoveSign / HEIGHTDECAYTIME; + } + } + + float newHeight = GetHeight() + m_HeightVelocity * flInterval; + SetHeight( newHeight ); + } + + // FIXME: where should this go? + MaintainTurnActivity( ); + + return false; +} + + +void CNPC_Strider::MaintainTurnActivity( void ) +{ + // detect that the npc has turned + if (m_prevYaw != GetAbsAngles().y) + { + float diff = UTIL_AngleDiff( m_prevYaw, GetAbsAngles().y ); + if (diff < 0.0) + { + m_doLeft += -diff; + } + else + { + m_doRight += diff; + } + m_prevYaw = GetAbsAngles().y; + } + // accumulate turn angle, delay response for short turns + m_doTurn += m_doRight + m_doLeft; + if (!IsMoving() && m_doTurn > 180.0f && m_flNextTurnAct < gpGlobals->curtime ) + { + int iSeq = ACT_INVALID; + if (m_doLeft > m_doRight) + { + iSeq = SelectWeightedSequence( ACT_GESTURE_TURN_LEFT ); + } + else + { + iSeq = SelectWeightedSequence( ACT_GESTURE_TURN_RIGHT ); + } + if (iSeq != ACT_INVALID) + { + int iLayer = AddGestureSequence( iSeq ); + if (iLayer != -1) + { + SetLayerPriority( iLayer, 100 ); + // increase speed if we're getting behind or they're turning quickly + if (m_doTurn > 360.0) + { + SetLayerPlaybackRate( iLayer, 1.5 ); + } + m_flNextTurnAct = gpGlobals->curtime + GetLayerDuration( iLayer ); + } + else + { + // too busy, try again in half a second + m_flNextTurnAct = gpGlobals->curtime + 0.5; + } + } + m_doTurn = m_doLeft = m_doRight = 0.0; + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::IsUnusableNode(int iNodeID, CAI_Hint *pHint) +{ + if ( !BaseClass::IsUnusableNode(iNodeID, pHint) ) + { + if ( pHint && pHint->HintType() == HINT_STRIDER_NODE ) + return false; + } + return true; +} + +//--------------------------------------------------------- +// Purpose: Compute the nav position for the strider's origin relative to this enemy. +//--------------------------------------------------------- +void CNPC_Strider::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition ) +{ + if ( pEnemy ) + { + if ( ! (pEnemy->GetFlags() & FL_ONGROUND) ) + { + MoveToGround( &chasePosition, pEnemy, pEnemy->WorldAlignMins(), pEnemy->WorldAlignMaxs() ); + } + + // move down to enemy's feet for enemy origin at chasePosition + chasePosition.z += pEnemy->WorldAlignMins().z; + + } + else + { + MoveToGround( &chasePosition, NULL, Vector( -16, -16, 0 ), Vector( 16, 16, 32 ) ); + } + + // move up to strider stand height + chasePosition.z += GetMaxHeight() + npc_strider_height_adj.GetFloat(); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::HasPendingTargetPath() +{ + bool bReturn = ( !FStrEq( STRING(m_strTrackName), STRIDER_NO_TRACK_NAME ) && !GetGoalEnt() ); + + return bReturn; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::SetTargetPath() +{ + SetGoalEnt( NULL ); + CBaseEntity *pGoalEnt = gEntList.FindEntityByName( NULL, m_strTrackName ); + if ( pGoalEnt == NULL ) + { + DevWarning( "%s: Could not find target path '%s'!\n", GetClassname(), STRING( m_strTrackName ) ); + + // Don't try anymore. It just hurts the AI. + m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); + + UTIL_Remove( this ); + return; + } + + const Vector &absOrigin = GetAbsOrigin(); + CBaseEntity *pClosestEnt = NULL; + CBaseEntity *pCurEnt = pGoalEnt; + float distClosestSq = FLT_MAX; + + CUtlRBTree<CBaseEntity *> visits; + SetDefLessFunc(visits); + + while ( pCurEnt && visits.Find( pCurEnt ) == visits.InvalidIndex() ) + { + float distCurSq = ( pCurEnt->GetAbsOrigin() - absOrigin ).LengthSqr(); + if ( distCurSq < distClosestSq ) + { + distClosestSq = distCurSq; + pClosestEnt = pCurEnt; + } + visits.Insert( pCurEnt ); + pCurEnt = GetNavigator()->GetNextPathcorner( pCurEnt ); + } + + ScheduledFollowPath( SCHED_IDLE_WALK, pClosestEnt, ACT_WALK ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- + +float CNPC_Strider::GetDefaultNavGoalTolerance() +{ + return 64; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::OnMovementComplete() +{ + if ( GetGoalEnt() && + ( IsCurSchedule( SCHED_IDLE_WALK ) || + IsCurSchedule( SCHED_ALERT_WALK ) || + IsCurSchedule( SCHED_COMBAT_WALK ) || + IsCurSchedule( SCHED_STRIDER_HUNT ) ) ) + { + m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); + SetGoalEnt( NULL ); + } + BaseClass::OnMovementComplete(); +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +float CNPC_Strider::GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence ) +{ + return ( BaseClass::GetSequenceGroundSpeed( pStudioHdr, iSequence ) * m_flSpeedScale ); +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +float CNPC_Strider::MaxYawSpeed() +{ + switch( GetActivity() ) + { + case ACT_90_LEFT: + case ACT_90_RIGHT: + return 10; + + case ACT_TURN_LEFT: + case ACT_TURN_RIGHT: + return 10; + + case ACT_WALK: + return 10; + + default: + return 10; // should be zero, but this makes it easy to see when he's turning with default AI code + break; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_Strider::DoMuzzleFlash( void ) +{ + BaseClass::DoMuzzleFlash(); + + CEffectData data; + + data.m_nAttachmentIndex = LookupAttachment( "MiniGun" ); + data.m_nEntIndex = entindex(); + DispatchEffect( "StriderMuzzleFlash", data ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::ShootMinigun( const Vector *pTarget, float aimError, const Vector &vecSpread ) +{ + if ( pTarget ) + { + Vector muzzlePos; + QAngle muzzleAng; + + GetAttachment( "minigun", muzzlePos, muzzleAng ); + + Vector vecShootDir = *pTarget - muzzlePos; + VectorNormalize( vecShootDir ); + + if( m_bMinigunUseDirectFire ) + { + // exactly on target w/tracer + FireBullets( 1, muzzlePos, vecShootDir, vecSpread, 8192, m_miniGunDirectAmmo, 1 ); + } + else + { + // exactly on target w/tracer + FireBullets( 1, muzzlePos, vecShootDir, vecSpread, 8192, m_miniGunAmmo, 1 ); + } + + //g_pEffects->MuzzleFlash( muzzlePos, muzzleAng, random->RandomFloat( 2.0f, 4.0f ) , MUZZLEFLASH_TYPE_STRIDER ); + DoMuzzleFlash(); + + EmitSound( "NPC_Strider.FireMinigun" ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::UpdateMinigunControls( float &yaw, float &pitch ) +{ + SetPoseParameter( m_poseMiniGunYaw, yaw ); + SetPoseParameter( m_poseMiniGunPitch, pitch ); + + yaw = GetPoseParameter( m_poseMiniGunYaw ); + pitch = GetPoseParameter( m_poseMiniGunPitch ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::GetViewCone( StriderMinigunViewcone_t &cone ) +{ + cone.origin = EyePosition(); + GetVectors( &cone.axis, NULL, NULL ); + cone.cosAngle = 0.5; // 60 degree cone + cone.length = 2048; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::OnMinigunStopShooting( CBaseEntity *pTarget ) +{ + // Stop hating the focus. + if( GetFocus() && pTarget == GetFocus() ) + { + AddEntityRelationship( GetFocus(), D_NU, 0 ); + } + + if( IsUsingAggressiveBehavior() ) + { + // From now on, direct fire. + m_bMinigunUseDirectFire = true; + } +} + +//--------------------------------------------------------- +// How fast the minigun fires (rounds per second) +//--------------------------------------------------------- +float CNPC_Strider::GetMinigunRateOfFire() +{ + if( IsUsingAggressiveBehavior() && m_bMinigunUseDirectFire ) + return STRIDER_EP1_RATE_OF_FIRE; + + return STRIDER_DEFAULT_RATE_OF_FIRE; +} + +//--------------------------------------------------------- +// How much of shoot duration is spent firing directly at +// the target (the balance of time is spent stitching towards) +//--------------------------------------------------------- +float CNPC_Strider::GetMinigunOnTargetTime() +{ + if( IsUsingAggressiveBehavior() ) + { + if( m_bMinigunUseDirectFire ) + { + // On target the whole time. Just send a large number that + // will be clipped, since shooting duration is random and + // we don't know how long the burst will actually be. + return 100.0f; + } + + return STRIDER_EP1_SHOOT_ON_TARGET_TIME; + } + + return STRIDER_SHOOT_ON_TARGET_TIME; +} + +//--------------------------------------------------------- +// How long (seconds) a burst of minigun fire lasts. +//--------------------------------------------------------- +float CNPC_Strider::GetMinigunShootDuration() +{ + if( IsUsingAggressiveBehavior() ) + return STRIDER_EP1_SHOOT_DURATION; + + return STRIDER_DEFAULT_SHOOT_DURATION; +} + +//--------------------------------------------------------- +// How long (seconds) a strider must wait between bursts +//--------------------------------------------------------- +float CNPC_Strider::GetMinigunShootDowntime() +{ + if( IsUsingAggressiveBehavior() ) + return STRIDER_EP1_SHOOT_DOWNTIME; + + return STRIDER_SHOOT_DOWNTIME; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +float CNPC_Strider::GetMinigunShootVariation() +{ + if( IsUsingAggressiveBehavior() ) + { + if( m_bMinigunUseDirectFire ) + return 0.0f; + + return STRIDER_EP1_SHOOT_VARIATION; + } + + return STRIDER_SHOOT_VARIATION; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +Vector CNPC_Strider::CannonPosition() +{ + Vector position; + + // Currently just using the gun for the vertical component! + GetAttachment( "biggun", position ); + position.x = GetAbsOrigin().x; + position.y = GetAbsOrigin().y; + + return position; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +CBaseEntity *CNPC_Strider::GetCannonTarget() +{ + CBaseEntity *pTarget = m_hCannonTarget; + return pTarget; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::HasCannonTarget() const +{ + return ( m_hCannonTarget.Get() != NULL ); +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::IsCannonTarget( CBaseEntity *pTarget ) const +{ + CBaseEntity *pCannonTarget = m_hCannonTarget; + if ( pCannonTarget && pCannonTarget == pTarget ) + { + return true; + } + + return false; +} + +//--------------------------------------------------------- +// Purpose: Aim Gun at a target +// Output : Returns true if you hit the target, false if not there yet +//--------------------------------------------------------- +bool CNPC_Strider::AimCannonAt( CBaseEntity *pEntity, float flInterval ) +{ + if ( !pEntity ) + return true; + + matrix3x4_t gunMatrix; + GetAttachment( gm_CannonAttachment, gunMatrix ); + + // transform the enemy into gun space + m_vecHitPos = pEntity->GetAbsOrigin(); + Vector localEnemyPosition; + VectorITransform( pEntity->GetAbsOrigin(), gunMatrix, localEnemyPosition ); + + // do a look at in gun space (essentially a delta-lookat) + QAngle localEnemyAngles; + VectorAngles( localEnemyPosition, localEnemyAngles ); + + // convert to +/- 180 degrees + localEnemyAngles.x = UTIL_AngleDiff( localEnemyAngles.x, 0 ); + localEnemyAngles.y = UTIL_AngleDiff( localEnemyAngles.y, 0 ); + + float targetYaw = m_aimYaw + localEnemyAngles.y; + float targetPitch = m_aimPitch + localEnemyAngles.x; + + Vector unitAngles = Vector( localEnemyAngles.x, localEnemyAngles.y, localEnemyAngles.z ); + float angleDiff = VectorNormalize(unitAngles); + const float aimSpeed = 16; + + // Exponentially approach the target + float yawSpeed = fabsf(aimSpeed*flInterval*localEnemyAngles.y); + float pitchSpeed = fabsf(aimSpeed*flInterval*localEnemyAngles.x); + + yawSpeed = MAX(yawSpeed,5); + pitchSpeed = MAX(pitchSpeed,5); + + m_aimYaw = UTIL_Approach( targetYaw, m_aimYaw, yawSpeed ); + m_aimPitch = UTIL_Approach( targetPitch, m_aimPitch, pitchSpeed ); + + SetPoseParameter( gm_YawControl, m_aimYaw ); + SetPoseParameter( gm_PitchControl, m_aimPitch ); + + // read back to avoid drift when hitting limits + // as long as the velocity is less than the delta between the limit and 180, this is fine. + m_aimPitch = GetPoseParameter( gm_PitchControl ); + m_aimYaw = GetPoseParameter( gm_YawControl ); + + // UNDONE: Zero out any movement past the limit and go ahead and fire if the strider hit its + // target except for clamping. Need to clamp targets to limits and compare? + if ( angleDiff < 1 ) + return true; + + return false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::FireCannon() +{ + ASSERT( m_hCannonTarget != NULL ); + if ( !m_hCannonTarget ) + { + DevMsg( "Strider firing cannon at NULL target\n" ); + + // Turn the cannon off + EntityMessageBegin( this, true ); + WRITE_BYTE( STRIDER_MSG_DEAD ); + MessageEnd(); + + return; + } + + if ( GetNextThink( "CANNON_HIT" ) > gpGlobals->curtime ) + { + DevMsg( "Strider refiring cannon?\n" ); + return; + } + + m_nextShootTime = gpGlobals->curtime + 5; + trace_t tr; + Vector vecShootPos; + GetAttachment( gm_CannonAttachment, vecShootPos ); + + Vector vecShootDir; + vecShootDir = m_hCannonTarget->WorldSpaceCenter() - vecShootPos; + float flDist = VectorNormalize( vecShootDir ); + + AI_TraceLine( vecShootPos, vecShootPos + vecShootDir * flDist, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); + m_blastHit = tr.endpos; + m_blastHit += tr.plane.normal * 16; + m_blastNormal = tr.plane.normal; + + // tell the client side effect to complete + EntityMessageBegin( this, true ); + WRITE_BYTE( STRIDER_MSG_BIG_SHOT ); + WRITE_VEC3COORD( tr.endpos ); + MessageEnd(); + + CPASAttenuationFilter filter2( this, "NPC_Strider.Shoot" ); + EmitSound( filter2, entindex(), "NPC_Strider.Shoot"); + SetContextThink( &CNPC_Strider::CannonHitThink, gpGlobals->curtime + 0.2f, "CANNON_HIT" ); +} + +void CNPC_Strider::CannonHitThink() +{ + CBaseEntity *pCannonTarget = m_hCannonTarget; + if ( pCannonTarget ) + { + bool fAlive = pCannonTarget->IsAlive(); + + CreateConcussiveBlast( m_blastHit, m_blastNormal, this, 2.5 ); + + // If the target was alive, check to make sure it is now dead. If not, + // Kill it and warn the designer. + if( fAlive && pCannonTarget->IsAlive() ) + { + DevWarning("* * * * * * * * * * * * * * *\n"); + DevWarning("NASTYGRAM: STRIDER failed to kill its cannon target. Killing directly...\n"); + DevWarning("* * * * * * * * * * * * * * *\n"); + + CTakeDamageInfo info; + + info.SetDamage( pCannonTarget->GetHealth() ); + info.SetDamageType( DMG_GENERIC ); + info.SetAttacker( this ); + info.SetInflictor( this ); + + pCannonTarget->TakeDamage( info ); + } + + // Clear this guy now that we've shot him + m_hCannonTarget = NULL; + } + + // Allow the cannon back on. + m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 1 ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent ) +{ + if ( !HasMemory( bits_MEMORY_PROVOKED ) ) + { + // if the player threw this in the last 1 seconds + CBasePlayer *pPlayer = pEvent->pEntities[!index]->HasPhysicsAttacker( 1 ); + if ( pPlayer ) + { + GetEnemies()->ClearMemory( pPlayer ); + Remember( bits_MEMORY_PROVOKED ); + SetCondition( COND_LIGHT_DAMAGE ); + } + } + + int otherIndex = !index; + CBaseEntity *pOther = pEvent->pEntities[otherIndex]; + if ( pOther && UTIL_IsCombineBall( pOther ) ) + { + Vector damagePos; + pEvent->pInternalData->GetContactPoint( damagePos ); + CTakeDamageInfo dmgInfo( pOther, pOther, vec3_origin, damagePos, (m_iMaxHealth / 3) + 1, DMG_BLAST | DMG_PREVENT_PHYSICS_FORCE ); + + // FIXME: is there a better way for physics objects to keep track of what root entity responsible for them moving? + CBasePlayer *pPlayer = pOther->HasPhysicsAttacker( 1.0 ); + if (pPlayer) + { + dmgInfo.SetAttacker( pPlayer ); + } + + // UNDONE: Find one near damagePos? + m_nForceBone = 0; + PhysCallbackDamage( this, dmgInfo, *pEvent, index ); + return; + } + + BaseClass::VPhysicsShadowCollision( index, pEvent ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ) +{ + // Let normal hitbox code handle rays + if ( mask & CONTENTS_HITBOX ) + { + return BaseClass::TestCollision( ray, mask, trace ); + } + + if ( IntersectRayWithBox( ray, WorldAlignMins() + GetAbsOrigin(), WorldAlignMaxs() + GetAbsOrigin(), DIST_EPSILON, &trace ) ) + { + trace.hitbox = 0; + trace.hitgroup = HITGROUP_HEAD; + return true; + } + return false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::CarriedByDropship() +{ + if( GetOwnerEntity() && FClassnameIs( GetOwnerEntity(), "npc_combinedropship" ) ) + return true; + + return false; +} + +//--------------------------------------------------------- +// Carried by a dropship +//--------------------------------------------------------- +void CNPC_Strider::CarriedThink() +{ + SetNextThink( gpGlobals->curtime + 0.05 ); + StudioFrameAdvance(); + + Vector vecGround = GetAbsOrigin(); + TranslateNavGoal( NULL, vecGround ); + + if( !CarriedByDropship() ) + { + SetSolid( SOLID_BBOX ); + SetThink ( &CAI_BaseNPC::CallNPCThink ); + } +} + + + + +//--------------------------------------------------------- +//--------------------------------------------------------- +Vector CNPC_Strider::LeftFootHit( float eventtime ) +{ + Vector footPosition; + QAngle angles; + + GetAttachment( "left foot", footPosition, angles ); + + if ( hl2_episodic.GetBool() ) + { + CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" ); + EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime ); + } + else + { + CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" ); + EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime ); + } + + FootFX( footPosition ); + + return footPosition; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +Vector CNPC_Strider::RightFootHit( float eventtime ) +{ + Vector footPosition; + + GetAttachment( "right foot", footPosition ); + + if ( hl2_episodic.GetBool() ) + { + CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" ); + EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime ); + } + else + { + CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" ); + EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime ); + } + + FootFX( footPosition ); + + return footPosition; +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +Vector CNPC_Strider::BackFootHit( float eventtime ) +{ + Vector footPosition; + + GetAttachment( "back foot", footPosition ); + + if ( hl2_episodic.GetBool() ) + { + CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" ); + EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime ); + } + else + { + CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" ); + EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime ); + } + + FootFX( footPosition ); + + return footPosition; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +static Vector GetAttachmentPositionInSpaceOfBone( CStudioHdr *pStudioHdr, const char *pAttachmentName, int outputBoneIndex ) +{ + int attachment = Studio_FindAttachment( pStudioHdr, pAttachmentName ); + + Vector localAttach; + const mstudioattachment_t &pAttachment = pStudioHdr->pAttachment(attachment); + int iBone = pStudioHdr->GetAttachmentBone( attachment ); + MatrixGetColumn( pAttachment.local, 3, localAttach ); + + matrix3x4_t inputToOutputBone; + Studio_CalcBoneToBoneTransform( pStudioHdr, iBone, outputBoneIndex, inputToOutputBone ); + + Vector out; + VectorTransform( localAttach, inputToOutputBone, out ); + + return out; +} + +//------------------------------------- + +void CNPC_Strider::StompHit( int followerBoneIndex ) +{ + CStudioHdr *pStudioHdr = GetModelPtr(); + physfollower_t *bone = m_BoneFollowerManager.GetBoneFollower( followerBoneIndex ); + if ( !bone ) + return; + + const char *pBoneNames[] = {"left skewer", "right skewer" }; + int nameIndex = followerBoneIndex == STRIDER_LEFT_LEG_FOLLOWER_INDEX ? 0 : 1; + Vector localHit = GetAttachmentPositionInSpaceOfBone( pStudioHdr, pBoneNames[nameIndex], bone->boneIndex ); + IPhysicsObject *pLegPhys = bone->hFollower->VPhysicsGetObject(); + + // now transform into the worldspace of the current position of the leg's physics + matrix3x4_t legToWorld; + pLegPhys->GetPositionMatrix( &legToWorld ); + Vector hitPosition; + VectorTransform( localHit, legToWorld, hitPosition ); + + //NDebugOverlay::Box( hitPosition, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 255, 1.0 ); + CBaseEntity *pEnemy = GetEnemy(); + CAI_BaseNPC *pNPC = pEnemy ? pEnemy->MyNPCPointer() : NULL; + bool bIsValidTarget = pNPC && pNPC->GetModelPtr(); + if ( HasSpawnFlags( SF_CAN_STOMP_PLAYER ) ) + { + bIsValidTarget = bIsValidTarget || ( pEnemy && pEnemy->IsPlayer() ); + } + + if ( !bIsValidTarget ) + return; + + Vector delta; + VectorSubtract( pEnemy->GetAbsOrigin(), hitPosition, delta ); + if ( delta.LengthSqr() > (STRIDER_STOMP_RANGE * STRIDER_STOMP_RANGE) ) + return; + + // DVS E3 HACK: Assume we stab our victim midway between their eyes and their center. + Vector vecStabPos = ( pEnemy->WorldSpaceCenter() + pEnemy->EyePosition() ) * 0.5f; + hitPosition = pEnemy->GetAbsOrigin(); + + Vector footPosition; + GetAttachment( "left foot", footPosition ); + + CPASAttenuationFilter filter( this, "NPC_Strider.Skewer" ); + EmitSound( filter, 0, "NPC_Strider.Skewer", &hitPosition ); + + CTakeDamageInfo damageInfo( this, this, 500, DMG_CRUSH ); + Vector forward; + pEnemy->GetVectors( &forward, NULL, NULL ); + damageInfo.SetDamagePosition( hitPosition ); + damageInfo.SetDamageForce( -50 * 300 * forward ); + pEnemy->TakeDamage( damageInfo ); + + if ( !pNPC || pNPC->IsAlive() ) + return; + + Vector vecBloodDelta = footPosition - vecStabPos; + vecBloodDelta.z = 0; // effect looks better + VectorNormalize( vecBloodDelta ); + UTIL_BloodSpray( vecStabPos + vecBloodDelta * 4, vecBloodDelta, BLOOD_COLOR_RED, 8, FX_BLOODSPRAY_ALL ); + UTIL_BloodSpray( vecStabPos + vecBloodDelta * 4, vecBloodDelta, BLOOD_COLOR_RED, 11, FX_BLOODSPRAY_DROPS ); + CBaseEntity *pRagdoll = CreateServerRagdollAttached( pNPC, vec3_origin, -1, COLLISION_GROUP_DEBRIS, pLegPhys, this, bone->boneIndex, vecStabPos, -1, localHit ); + if ( pRagdoll ) + { + // the strider might drag this through the world + pRagdoll->AddSolidFlags( FSOLID_NOT_SOLID ); + + m_hRagdoll = pRagdoll; + m_ragdollTime = gpGlobals->curtime + 10; + UTIL_Remove( pNPC ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::FootFX( const Vector &origin ) +{ + trace_t tr; + AI_TraceLine( origin + Vector(0, 0, 48), origin - Vector(0,0,100), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); + float yaw = random->RandomInt(0,120); + + if ( UTIL_PointContents( tr.endpos + Vector( 0, 0, 1 ) ) & MASK_WATER ) + { + float flWaterZ = UTIL_FindWaterSurface( tr.endpos, tr.endpos.z, tr.endpos.z + 100.0f ); + + CEffectData data; + data.m_fFlags = 0; + data.m_vOrigin = tr.endpos; + data.m_vOrigin.z = flWaterZ; + data.m_vNormal = Vector( 0, 0, 1 ); + data.m_flScale = random->RandomFloat( 10.0, 14.0 ); + + DispatchEffect( "watersplash", data ); + } + else + { + for ( int i = 0; i < 3; i++ ) + { + Vector dir = UTIL_YawToVector( yaw + i*120 ) * 10; + VectorNormalize( dir ); + dir.z = 0.25; + VectorNormalize( dir ); + g_pEffects->Dust( tr.endpos, dir, 12, 50 ); + } + } + UTIL_ScreenShake( tr.endpos, 4.0, 1.0, 0.5, 1000, SHAKE_START, false ); + + if ( npc_strider_shake_ropes_radius.GetInt() ) + { + CRopeKeyframe::ShakeRopes( tr.endpos, npc_strider_shake_ropes_radius.GetFloat(), npc_strider_shake_ropes_magnitude.GetFloat() ); + } + + // + // My feet are scary things! NOTE: We might want to make danger sounds as the feet move + // through the air. Then soldiers could run from the feet, which would look cool. + // + CSoundEnt::InsertSound( SOUND_DANGER|SOUND_CONTEXT_EXCLUDE_COMBINE, tr.endpos, 512, 1.0f, this ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +Vector CNPC_Strider::CalculateStompHitPosition( CBaseEntity *pEnemy ) +{ + Vector skewerPosition, footPosition; + GetAttachment( "left skewer", skewerPosition ); + GetAttachment( "left foot", footPosition ); + Vector vecStabPos = ( pEnemy->WorldSpaceCenter() + pEnemy->EyePosition() ) * 0.5f; + + return vecStabPos - skewerPosition + footPosition; +} + +//----------------------------------------------------------------------------- +// Strider Navigation +//----------------------------------------------------------------------------- + +static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs ) +{ + trace_t tr; + // Find point on floor where enemy would stand at chasePosition + Vector floor = *position; + floor.z -= 1024; + AI_TraceHull( *position, floor, mins, maxs, MASK_NPCSOLID_BRUSHONLY, ignore, COLLISION_GROUP_NONE, &tr ); + if ( tr.fraction < 1 ) + { + position->z = tr.endpos.z; + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void AdjustStriderNodePosition( CAI_Network *pNetwork, CAI_Node *pNode ) +{ + if ( pNode->GetHint() && pNode->GetHint()->HintType() == HINT_STRIDER_NODE ) + { + CNPC_Strider *pStrider = (CNPC_Strider *)gEntList.FindEntityByClassname( NULL, "npc_strider" ); + bool bCreated = false; + if ( !pStrider ) + { + bool allowPrecache = CBaseEntity::IsPrecacheAllowed(); + CBaseEntity::SetAllowPrecache( true ); + pStrider = (CNPC_Strider *)CreateEntityByName( "npc_strider" ); + pStrider->m_bDisableBoneFollowers = true; // don't create these since we're just going to destroy him + DispatchSpawn( pStrider ); + CBaseEntity::SetAllowPrecache( allowPrecache ); + bCreated = true; + } + + if ( pStrider ) + { + pStrider->TranslateNavGoal( NULL, pNode->AccessOrigin() ); + if ( bCreated ) + UTIL_Remove( pStrider ); + } + } +} + + +//--------------------------------------------------------- +// Implement a navigator so that the strider can get closer to the ground when he's walking on a slope +// This gives him enough reach for his legs to IK to lower ground points +//--------------------------------------------------------- +void LookaheadPath( const Vector ¤t, AI_Waypoint_t *pWaypoint, float dist, Vector &nextPos ) +{ + if ( !pWaypoint ) + return; + + Vector dir = pWaypoint->GetPos() - current; + float dist2D = dir.Length2D(); + if ( dist2D > 0.1 ) + { + if ( dist <= dist2D ) + { + nextPos = ((dist / dist2D) * dir) + current; + return; + } + } + nextPos = pWaypoint->GetPos(); + dist -= dist2D; + dir = nextPos; + + LookaheadPath( dir, pWaypoint->GetNext(), dist, nextPos ); +} + +//--------------------------------------------------------- +// Find the forward slope and lower the strider height when moving downward +//--------------------------------------------------------- +void CNPC_Strider::CNavigator::MoveCalcBaseGoal( AILocalMoveGoal_t *pMoveGoal ) +{ + BaseClass::MoveCalcBaseGoal( pMoveGoal ); + Vector dest = pMoveGoal->target; + LookaheadPath( GetAbsOrigin(), pMoveGoal->pPath->GetCurWaypoint(), CNPC_Strider::gm_strideLength, dest ); + + //NDebugOverlay::Box( dest, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 255, 0.1 ); + Vector unitDir = pMoveGoal->dir * CNPC_Strider::gm_strideLength; + unitDir.z = dest.z - GetAbsOrigin().z; + VectorNormalize( unitDir ); + float heightAdj = unitDir.z * CNPC_Strider::gm_strideLength; + pMoveGoal->flags |= ( AILMG_NO_STEER | AILMG_NO_AVOIDANCE_PATHS ); + if ( heightAdj < -1 ) + { + heightAdj = clamp( heightAdj, -192, 0 ); + pMoveGoal->target.z += heightAdj; + pMoveGoal->dir = unitDir * CNPC_Strider::gm_strideLength * 0.1; + pMoveGoal->dir.z += heightAdj; + VectorNormalize( pMoveGoal->dir ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::CNavigator::MoveUpdateWaypoint( AIMoveResult_t *pResult ) +{ + // Note that goal & waypoint tolerances are handled in progress blockage cases (e.g., OnObstructionPreSteer) + + AI_Waypoint_t *pCurWaypoint = GetPath()->GetCurWaypoint(); + float waypointDist = (pCurWaypoint->GetPos() - GetAbsOrigin()).Length2D(); + bool bIsGoal = CurWaypointIsGoal(); + // HACKHACK: adjust this tolerance + // The strider is following paths most of the time, but he needs a bunch of freedom + // to adjust himself to make his feet look good. + float tolerance = 10.0; + + if ( waypointDist <= tolerance ) + { + if ( bIsGoal ) + { + OnNavComplete(); + *pResult = AIMR_OK; + + } + else + { + AdvancePath(); + *pResult = AIMR_CHANGE_TYPE; + } + return true; + } + + return false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::CNavigator::DoFindPathToPos() +{ + DbgNavMsg( GetOuter(), "Strider overriding DoFindPathToPos\n"); + if ( BaseClass::DoFindPathToPos() ) + { + // Do special optimization on our first path segment + DbgNavMsg( GetOuter(), "Strider base pathfind worked\n"); + CAI_WaypointList waypoints( GetPath()->GetCurWaypoint() ); + AI_Waypoint_t *pFirstWaypoint = waypoints.GetFirst(); + AI_Waypoint_t *pLast = waypoints.GetLast(); + + if ( pFirstWaypoint->IsReducible() && + pFirstWaypoint->GetNext() && + pFirstWaypoint->GetNext()->iNodeID != NO_NODE && + pFirstWaypoint->GetNext()->NavType() == GetNavType() ) + { + // Find nearest point on the line segment of our path + Vector vOrigin = GetOuter()->GetAbsOrigin(); + Vector vClosest; + CalcClosestPointOnLineSegment( vOrigin, + pFirstWaypoint->GetPos(), + pFirstWaypoint->GetNext()->GetPos(), + vClosest ); + + // Find both these positions as offset from the ground + TranslateNavGoal( GetPath()->GetTarget(), vClosest ); + TranslateNavGoal( GetPath()->GetTarget(), vOrigin ); + + // If we're seemingly beyond the waypoint and our hull is near enough to the path segment, advance to the next node + const float EPS = 0.1f; + bool bPastStartNode = ( ( pFirstWaypoint->GetPos() - vClosest ).Length() > EPS ); + bool bNearPathSegment = ( ( vOrigin - vClosest ).Length() < GetHullWidth() * 0.5f ); + if ( bPastStartNode && bNearPathSegment ) + { + GetPath()->Advance(); + } + } + + if ( pLast->iNodeID == NO_NODE ) + { + AI_Waypoint_t *pLastNodeWaypoint = pLast->GetPrev(); + + if ( pLastNodeWaypoint && pLastNodeWaypoint->iNodeID == NO_NODE ) + { + // Pathfinder triangulated to goal + Assert( pLastNodeWaypoint->GetPrev() ); + if ( pLastNodeWaypoint->GetPrev() ) + { + pLastNodeWaypoint->GetPrev()->SetNext( pLast ); + delete pLastNodeWaypoint; + pLastNodeWaypoint = pLast->GetPrev(); + } + } + + Assert( pLastNodeWaypoint ); + if ( pLastNodeWaypoint ) + { + Assert( pLastNodeWaypoint->iNodeID != NO_NODE ); + if ( pLastNodeWaypoint->iNodeID != NO_NODE ) + { + CAI_Node *pLastNode = GetNetwork()->GetNode( pLastNodeWaypoint->iNodeID ); + float bestDistSq = ( pLast->vecLocation - pLastNodeWaypoint->vecLocation ).LengthSqr(); + Vector vNewEnd = vec3_invalid; + int segmentDestClosest = NO_NODE; + + for (int link=0; link < pLastNode->NumLinks();link++) + { + CAI_Link *pLink = pLastNode->GetLinkByIndex(link); + if ( !( pLink->m_LinkInfo & bits_LINK_OFF ) && (pLink->m_iAcceptedMoveTypes[GetHullType()] & bits_CAP_MOVE_FLY) ) + { + CAI_Node *pTestNode = GetNetwork()->GetNode( pLink->DestNodeID( pLastNodeWaypoint->iNodeID ) ); + if ( pTestNode->GetHint() && pTestNode->GetHint()->HintType() == HINT_STRIDER_NODE ) + { + Vector vClosest; + CalcClosestPointOnLineSegment( pLast->vecLocation, + pLastNodeWaypoint->vecLocation, pTestNode->GetPosition(GetHullType()), + vClosest ); + float distTestSq = ( pLast->vecLocation - vClosest ).LengthSqr(); + if ( distTestSq < bestDistSq ) + { + bestDistSq = distTestSq; + vNewEnd = vClosest; + segmentDestClosest = pTestNode->GetId(); + } + } + } + } + + if ( vNewEnd == vec3_invalid ) + { + DbgNavMsg( GetOuter(), "Strider resetting goal to last node waypoint\n"); + pLastNodeWaypoint->SetNext( NULL ); + pLastNodeWaypoint->ModifyFlags( bits_WP_TO_GOAL, true ); + delete pLast; + } + else if ( !pLastNodeWaypoint->GetPrev() || pLastNodeWaypoint->GetPrev()->iNodeID != segmentDestClosest ) + { + DbgNavMsg( GetOuter(), "Strider resetting goal to nearest point on graph\n"); + pLast->vecLocation = vNewEnd; + } + else + { + DbgNavMsg( GetOuter(), "Strider resetting goal to nearest point on graph, on node\n"); + pLastNodeWaypoint->vecLocation = vNewEnd; + pLastNodeWaypoint->SetNext( NULL ); + pLastNodeWaypoint->ModifyFlags( bits_WP_TO_GOAL, true ); + delete pLast; + } + GetPath()->ResetGoalPosition( GetPath()->GetGoalWaypoint()->vecLocation ); + } + } + } + else + DbgNavMsg( GetOuter(), "Goal ended on node\n"); + return true; + } + else + DbgNavMsg( GetOuter(), "Strider base pathfind failed\n"); + + return false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::CNavigator::ShouldOptimizeInitialPathSegment( AI_Waypoint_t *pFirstWaypoint ) +{ + // We do our own special initial path optimization DoFindPathToPos() + return false; +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::CNavigator::GetStoppingPath( CAI_WaypointList *pClippedWaypoints ) +{ + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: Returns if a bone follower is a leg piece or not +// Input : *pFollower - Bone follower we're testing +// Output : Returns true if the bone follower is a part of the strider's legs +//----------------------------------------------------------------------------- +bool CNPC_Strider::IsLegBoneFollower( CBoneFollower *pFollower ) +{ + // Find the index of this bone follower, if we have it + int nFollowerIndex = GetBoneFollowerIndex( pFollower ); + if ( nFollowerIndex == -1 ) + return false; + + // See if we're a leg + if ( nFollowerIndex >= STRIDER_LEFT_LEG_FOLLOWER_INDEX && + nFollowerIndex <= STRIDER_BACK_UPPERLEG_FOLLOWER_INDEX ) + return true; + + // We're something else + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: Finds a bone follower via a supplied index +// Input : nIndex - index our bone follower manager will use to retrieve the follower +// Output : NULL if not found, otherwise the bone follower we were seeking +//----------------------------------------------------------------------------- +CBoneFollower *CNPC_Strider::GetBoneFollowerByIndex( int nIndex ) +{ + physfollower_t *pFollower = m_BoneFollowerManager.GetBoneFollower( nIndex ); + if ( pFollower != NULL ) + return pFollower->hFollower; + + return NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: Returns the index of a bone follower in our system +// Input : *pFollower - Follower we're looking for +// Output : -1 if not found, otherwise the index of the follower +//----------------------------------------------------------------------------- +int CNPC_Strider::GetBoneFollowerIndex( CBoneFollower *pFollower ) +{ + return m_BoneFollowerManager.GetBoneFollowerIndex( pFollower ); +} + +//----------------------------------------------------------------------------- +// Purpose: The strider ignores certain entities this way +// Input : *pEntity - Entity in question +// Output : Returns true if we should collide with the entity +//----------------------------------------------------------------------------- +bool CNPC_Strider::ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity ) +{ + if ( pEntity->m_iClassname == m_iszStriderBusterName ) + return false; + + return BaseClass::ShouldProbeCollideAgainstEntity( pEntity ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Lets us keep track of attached Strider busters +// Input : *pAttached - strider buster that is attached +//----------------------------------------------------------------------------- +#ifdef HL2_EPISODIC +void CNPC_Strider::StriderBusterAttached( CBaseEntity *pAttached ) +{ + // Add another to the list + m_hAttachedBusters.AddToTail( pAttached ); + m_PlayerFreePass.Revoke(); + + variant_t target; + target.SetString( AllocPooledString( "!player" ) ); + g_EventQueue.AddEvent( this, "UpdateEnemyMemory", target, 1.0, this, this ); +} + + +void CNPC_Strider::StriderBusterDetached( CBaseEntity *pAttached ) +{ + int elem = m_hAttachedBusters.Find(pAttached); + if (elem >= 0) + { + m_hAttachedBusters.FastRemove(elem); + } +} + +#endif // HL2_EPISODIC + +//----------------------------------------------------------------------------- +// +// Strider Minigun +// +//----------------------------------------------------------------------------- + +BEGIN_DATADESC_NO_BASE( CStriderMinigun ) + + DEFINE_FIELD( m_enable, FIELD_BOOLEAN ), + DEFINE_FIELD( m_minigunState, FIELD_INTEGER ), + DEFINE_FIELD( m_nextBulletTime, FIELD_TIME ), + DEFINE_FIELD( m_burstTime, FIELD_TIME ), + DEFINE_FIELD( m_nextTwitchTime, FIELD_TIME ), + DEFINE_FIELD( m_randomState, FIELD_INTEGER ), + DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ), + DEFINE_FIELD( m_bWarnedAI, FIELD_BOOLEAN ), + DEFINE_FIELD( m_shootDuration, FIELD_TIME ), + DEFINE_FIELD( m_vecAnchor, FIELD_VECTOR ), + DEFINE_FIELD( m_bOverrideEnemy, FIELD_BOOLEAN ), + DEFINE_FIELD( m_vecLastTargetPos, FIELD_VECTOR ), + DEFINE_FIELD( m_iOnTargetShots, FIELD_INTEGER ), + + // Silence, Classcheck! + // DEFINE_FIELD( m_yaw, StriderMinigunAnimController_t ), + // DEFINE_FIELD( m_pitch, StriderMinigunAnimController_t ), + + DEFINE_FIELD( m_yaw.current, FIELD_FLOAT ), + DEFINE_FIELD( m_yaw.target, FIELD_FLOAT ), + DEFINE_FIELD( m_yaw.rate, FIELD_FLOAT ), + DEFINE_FIELD( m_pitch.current, FIELD_FLOAT ), + DEFINE_FIELD( m_pitch.target, FIELD_FLOAT ), + DEFINE_FIELD( m_pitch.rate, FIELD_FLOAT ), + + +END_DATADESC() + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::Init() +{ + m_enable = true; + m_nextTwitchTime = gpGlobals->curtime; + m_randomState = 0; + m_yaw.current = m_yaw.target = 0; + m_pitch.current = m_pitch.target = 0; + m_yaw.rate = 360; + m_pitch.rate = 180; + + SetState( MINIGUN_OFF ); + m_burstTime = gpGlobals->curtime; + m_nextBulletTime = FLT_MAX; + m_vecAnchor = vec3_invalid; + m_shootDuration = STRIDER_DEFAULT_SHOOT_DURATION; + m_bOverrideEnemy = false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CStriderMinigun::ShouldFindTarget( IMinigunHost *pHost ) +{ + ASSERT( pHost != NULL ); + + if( !GetTarget() ) + { + // No target. Find one. + return true; + } + + if( m_bOverrideEnemy ) + { + return false; + } + + if( pHost->GetEntity()->GetEnemy() ) + { + return GetTarget() != pHost->GetEntity()->GetEnemy(); + } + + return true; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +float CStriderMinigun::GetAimError() +{ + return fabs(m_yaw.target-m_yaw.current) + fabs(m_pitch.target-m_pitch.current); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::AimAtPoint( IStriderMinigunHost *pHost, const Vector &vecPoint, bool bSnap ) +{ + matrix3x4_t gunMatrix; + CAI_BaseNPC *pOwner = pHost->GetEntity(); + + int mingunAttachment = pOwner->LookupAttachment( "minigunbase" ); + pOwner->GetAttachment( mingunAttachment, gunMatrix ); + + Vector forward, pos; + MatrixGetColumn( gunMatrix, 0, forward ); + MatrixGetColumn( gunMatrix, 3, pos ); + + // transform the point into gun space + Vector localPointPosition; + VectorITransform( vecPoint, gunMatrix, localPointPosition ); + + // do a look at in gun space (essentially a delta-lookat) + QAngle localPointAngles; + VectorAngles( localPointPosition, localPointAngles ); + + // convert to +/- 180 degrees + float pdiff, ydiff; + pdiff = UTIL_AngleDiff( localPointAngles.x, 0 ); + ydiff = UTIL_AngleDiff( localPointAngles.y, 0 ); + + m_pitch.target += 0.5 * pdiff; + m_yaw.target -= 0.5 * ydiff; + + m_pitch.target = MAX( MINIGUN_MIN_PITCH, m_pitch.target ); + m_pitch.target = MIN( MINIGUN_MAX_PITCH, m_pitch.target ); + m_yaw.target = MAX( MINIGUN_MIN_YAW, m_yaw.target ); + m_yaw.target = MIN( MINIGUN_MAX_YAW, m_yaw.target ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::AimAtTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, bool bSnap ) +{ + if ( pTarget && !(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) ) + { + Vector vecTargetPos = pTarget->BodyTarget( pHost->GetEntity()->EyePosition() ); + AimAtPoint( pHost, vecTargetPos, bSnap ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::ShootAtTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float shootTime ) +{ + if ( !pTarget && !(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) ) + return; + + variant_t emptyVariant; + pTarget->AcceptInput( "InputTargeted", pHost->GetEntity(), pHost->GetEntity(), emptyVariant, 0 ); + Enable( NULL, true ); + if ( shootTime <= 0 ) + { + shootTime = random->RandomFloat( 4, 8 ); + } + SetTarget( pHost, pTarget, true ); + + StartShooting( pHost, pTarget, shootTime ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::StartShooting( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float duration ) +{ + bool bHasSetAnchor = false; + + SetState( MINIGUN_SHOOTING ); + + m_nextBulletTime = gpGlobals->curtime; + m_burstTime = gpGlobals->curtime + duration; + + m_shootDuration = duration; + + // don't twitch while shooting + m_nextTwitchTime = FLT_MAX; + + if( pTarget->IsPlayer() ) + { + // Don't shoot a player in the back if they aren't looking. + // Give them a chance to see they're being fired at. + CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>(pTarget); + + if( !pPlayer->FInViewCone( pHost->GetEntity() ) ) + { + // Player doesn't see me. Try to start shooting so that they can see + // the bullet impacts. + m_vecAnchor = pPlayer->EyePosition(); + + Vector vecPlayerLook; + Vector vecToPlayer; + + // Check in 2D. + vecPlayerLook = pPlayer->EyeDirection3D(); + vecPlayerLook.z = 0.0; + VectorNormalize( vecPlayerLook ); + + vecToPlayer = pPlayer->EyePosition() - pHost->GetEntity()->EyePosition(); + vecToPlayer.z = 0.0; + VectorNormalize( vecToPlayer ); + + float flDot = DotProduct( vecToPlayer, vecPlayerLook ); + + if( flDot < 0.95 ) + { + // If the player is looking sufficiently to a side, start 30 feet out in that direction. + m_vecAnchor += pPlayer->EyeDirection3D() * 320; + bHasSetAnchor = true; + } + else + { + // Start over their head, cause firing the direction they are looking will drill them. + // in the back! + m_vecAnchor += Vector( 0, 0, random->RandomFloat( 160, 240 ) ); + + // Move it to one side of the other randomly, just to get it off center. + Vector right; + pPlayer->GetVectors( NULL, &right, NULL ); + m_vecAnchor += right * random->RandomFloat( -100, 100 ); + bHasSetAnchor = true; + } + } + } + + if( !bHasSetAnchor ) + { + m_vecAnchor = pTarget->WorldSpaceCenter(); + + Vector right; + pTarget->GetVectors( NULL, &right, NULL ); + + // Start 5 or 10 feet off target. + Vector offset = right * random->RandomFloat( 60, 120 ); + + // Flip a coin to decide left or right. + if( random->RandomInt( 0, 1 ) == 0 ) + { + offset *= -1; + } + + m_vecAnchor += offset; + + // Start below them, too. + m_vecAnchor.z -= random->RandomFloat( 80, 200 ); + } + + pHost->OnMinigunStartShooting( pTarget ); +} + +//--------------------------------------------------------- +// Fixes up the math for stitching. +//--------------------------------------------------------- +void CStriderMinigun::ExtendShooting( float timeExtend ) +{ + m_burstTime = gpGlobals->curtime + timeExtend; + m_shootDuration = timeExtend; + m_bWarnedAI = false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::SetShootDuration( float duration ) +{ +} + +//--------------------------------------------------------- +// Is the gun turned as far as it can go? +//--------------------------------------------------------- +bool CStriderMinigun::IsPegged( int dir ) +{ + bool up, down, left, right, any; + + up = down = left = right = any = false; + + if( m_yaw.current >= 89.0 ) + any = right = true; + + if( m_yaw.current <= -89.0 ) + any = left = true; + + if( m_pitch.current >= 44.0 ) + any = down = true; + + if( m_pitch.current <= -44.0 ) + any = up = true; + + switch( dir ) + { + case MINIGUN_PEGGED_UP: + return up; + + case MINIGUN_PEGGED_DOWN: + return down; + + case MINIGUN_PEGGED_LEFT: + return left; + + case MINIGUN_PEGGED_RIGHT: + return right; + + default: + return (any && !up); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::StopShootingForSeconds( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float duration ) +{ + if ( IsShooting() ) + { + SetState( MINIGUN_OFF ); + } + + m_burstTime = gpGlobals->curtime + duration; + m_nextBulletTime = FLT_MAX; + + ClearOnTarget(); + m_nextTwitchTime = gpGlobals->curtime + random->RandomFloat( 2.0, 4.0 ); + pHost->OnMinigunStopShooting( pTarget ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::SetState( int newState ) +{ + m_minigunState = newState; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::SetTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, bool bOverrideEnemy ) +{ + m_hTarget = pTarget; + + if( pTarget ) + { + // New target, we haven't scared this guy yet! + m_bWarnedAI = false; + + if( m_vecAnchor == vec3_invalid ) + { + Vector right; + pHost->GetEntity()->GetVectors( NULL, &right, NULL ); + + m_vecAnchor = pTarget->GetAbsOrigin() - Vector( 0, 0, 256 ); + m_vecAnchor += right * random->RandomFloat( -60.0f, 60.0f ); + } + } + + ClearOnTarget(); + + m_bOverrideEnemy = bOverrideEnemy; +} + +//--------------------------------------------------------- +// The strider minigun can track and fire at targets in a fairly +// large arc. It looks unnatural for a Strider to acquire a target +// off to one side and begin firing at it, so we don't let the +// minigun BEGIN shooting at a target unless the target is fairly +// well in front of the Strider. Once firing, the gun is allowed +// to track the target anywhere for the duration of that burst of +// minigun fire. This is tuned by eye. (sjb) +//--------------------------------------------------------- +bool CStriderMinigun::CanStartShooting( IStriderMinigunHost *pHost, CBaseEntity *pTargetEnt ) +{ + if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI ) + return false; + + if( !pTargetEnt ) + return false; + + if( gpGlobals->curtime < m_burstTime ) + return false; + + CNPC_Strider *pStrider = dynamic_cast<CNPC_Strider *>(pHost->GetEntity() ); + if ( pTargetEnt->IsPlayer() && pStrider->HasPass() ) + return false; + + if( !m_bOverrideEnemy ) + { + if( pTargetEnt != pHost->GetEntity()->GetEnemy() ) + { + return false; + } + + // If the strider can't see the enemy, this may be because the enemy is + // hiding behind something breakable. If the weapon has LOS, fire away. + if( !pHost->GetEntity()->HasCondition( COND_SEE_ENEMY ) ) + { + Assert( pStrider != NULL ); + + if( !pStrider->WeaponLOSCondition( pStrider->GetAdjustedOrigin(), pTargetEnt->WorldSpaceCenter(), false ) ) + { + if( pStrider->IsUsingAggressiveBehavior() && pTargetEnt->IsPlayer() && !pStrider->HasPass() ) + { + // I can shoot the player's cover until he hides long enough to earn a free pass. + float flTimeSinceLastSeen = gpGlobals->curtime - pStrider->GetEnemies()->LastTimeSeen(pTargetEnt); + + if( flTimeSinceLastSeen <= 2.0f ) + return true; + } + + return false; + } + } + } + + Vector los = ( pTargetEnt->WorldSpaceCenter() - pHost->GetEntity()->EyePosition() ); + + // Following code stolen from FVisible. This check done in 2d intentionally. + los.z = 0; + VectorNormalize( los ); + + Vector facingDir = pHost->GetEntity()->EyeDirection2D( ); + float flDot = DotProduct( los, facingDir ); + + // Too far to a side. + if ( flDot <= .707 ) + return false; + + return true; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::Enable( IMinigunHost *pHost, bool enable ) +{ + m_enable = enable; + if ( !m_enable ) + { + m_yaw.current = m_yaw.target = 0; + m_pitch.current = m_pitch.target = 0; + if ( pHost ) + { + // KENB pHost->UpdateMinigunControls( m_yaw.current, m_pitch.current ); + } + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::Think( IStriderMinigunHost *pHost, float dt ) +{ + if ( !m_enable ) + return; + + if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI ) + return; + + if( ShouldFindTarget( pHost ) ) + { + CBaseEntity *pOldTarget = GetTarget(); + + // Take my host's enemy. + SetTarget( pHost, pHost->GetEntity()->GetEnemy() ); + + if( IsShooting() ) + { + // Changing targets hot! + if( pOldTarget ) + { + m_vecAnchor = pOldTarget->WorldSpaceCenter(); + } + + ExtendShooting( STRIDER_SUBSEQUENT_TARGET_DURATION + random->RandomFloat( 0, 0.5 ) ); + } + + pHost->NewTarget(); + } + + if ( !GetTarget() && m_nextTwitchTime <= gpGlobals->curtime ) + { + // invert one and randomize the other. + // This has the effect of making the gun cross the field of + // view more often - like he's looking around + m_randomState = !m_randomState; + if ( m_randomState ) + { + m_yaw.Random( MINIGUN_MIN_YAW, MINIGUN_MAX_YAW, 360, 720 ); + m_pitch.target = -m_pitch.target; + } + else + { + m_pitch.Random( MINIGUN_MIN_PITCH, MINIGUN_MAX_PITCH, 270, 360 ); + m_yaw.target = -m_yaw.target; + } + m_nextTwitchTime = gpGlobals->curtime + random->RandomFloat( 0.3, 2 ); + } + + CBaseEntity *pTargetEnt = m_hTarget.Get(); + + if ( pTargetEnt ) + { + pHost->GetEntity()->InvalidateBoneCache(); + AimAtTarget( pHost, pTargetEnt ); + } + + // Update the minigun's pose parameters using approaching. + m_yaw.Update( dt ); + m_pitch.Update( dt ); + + pHost->UpdateMinigunControls( m_yaw.current, m_pitch.current ); + + // Start or stop shooting. + if( IsShooting() ) + { + if( gpGlobals->curtime > m_burstTime || !pTargetEnt ) + { + // Time to stop firing. + if( m_bOverrideEnemy ) + { + // Get rid of this target. + SetTarget( pHost, NULL ); + } + + StopShootingForSeconds( pHost, pTargetEnt, pHost->GetMinigunShootDowntime() ); + } + } + else + { + if( CanStartShooting( pHost, pTargetEnt ) ) + { + StartShooting( pHost, pTargetEnt, pHost->GetMinigunShootDuration() + random->RandomFloat( 0, pHost->GetMinigunShootVariation() ) ); + } + } + + // Fire the next bullet! + if ( m_nextBulletTime <= gpGlobals->curtime && !IsPegged() ) + { + if( pTargetEnt && pTargetEnt == pHost->GetEntity()->GetEnemy() ) + { + // Shooting at the Strider's enemy. Strafe to target! + float flRemainingShootTime = m_burstTime - gpGlobals->curtime; + + // Skim a little time off of the factor, leave a moment of on-target + // time. This guarantees that the minigun will strike the target a few times. + float flFactor = (flRemainingShootTime - pHost->GetMinigunOnTargetTime() ) / m_shootDuration; + + flFactor = MAX( 0.0f, flFactor ); + + Vector vecTarget = pTargetEnt->BodyTarget( assert_cast<CNPC_Strider *>(pHost->GetEntity())->GetAdjustedOrigin()); + + Vector vecLine = m_vecAnchor - vecTarget; + + float flDist = VectorNormalize( vecLine ); + + vecTarget += vecLine * flDist * flFactor; + + if( flFactor == 0.0 ) + { + m_vecAnchor = vecTarget; + RecordShotOnTarget(); + } + + if ( GetTarget() ) + { + pHost->ShootMinigun( &vecTarget, GetAimError(), vec3_origin ); + + if( flFactor <= 0.5 && !m_bWarnedAI ) + { + m_bWarnedAI = true; + + CSoundEnt::InsertSound( SOUND_DANGER | SOUND_CONTEXT_REACT_TO_SOURCE, pTargetEnt->EarPosition() + Vector( 0, 0, 1 ), 120, MAX( 1.0, flRemainingShootTime ), pHost->GetEntity() ); + } + } + } + else + { + const Vector *pTargetPoint = pTargetEnt ? &pTargetEnt->GetAbsOrigin() : NULL; + pHost->ShootMinigun( pTargetPoint, GetAimError() ); + } + + m_nextBulletTime = gpGlobals->curtime + (1.0f / pHost->GetMinigunRateOfFire() ); + } +} + +LINK_ENTITY_TO_CLASS( sparktrail, CSparkTrail ); + +void CSparkTrail::Precache() +{ + BaseClass::Precache(); + + PrecacheScriptSound( "DoSpark" ); +} + +void CSparkTrail::Spawn() +{ + Precache(); + + EmitSound( "DoSpark" ); + + m_iHealth = 20 + random->RandomInt( 0, 5 ); + UTIL_SetOrigin( this, GetOwnerEntity()->EyePosition() ); + + Vector vecVelocity; + + vecVelocity.x = random->RandomFloat( 100, 400 ); + vecVelocity.y = random->RandomFloat( 100, 400 ); + vecVelocity.z = random->RandomFloat( 0, 100 ); + + if( random->RandomInt( 0, 1 ) == 0 ) + vecVelocity.x *= -1; + + if( random->RandomInt( 0, 1 ) == 0 ) + vecVelocity.y *= -1; + + UTIL_SetSize( this, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); + SetMoveType( MOVETYPE_FLYGRAVITY ); + SetSolid( SOLID_NONE ); + + if( random->RandomInt( 0, 2 ) == 0 ) + { + vecVelocity *= 2.0; + m_iHealth /= 2; + SetMoveType( MOVETYPE_FLY ); + } + + SetAbsVelocity( vecVelocity ); + + SetThink( &CSparkTrail::SparkThink ); + SetNextThink( gpGlobals->curtime ); +} + +void CSparkTrail::SparkThink() +{ + SetNextThink( gpGlobals->curtime + 0.05 ); + + g_pEffects->Sparks( GetAbsOrigin() ); + + if( m_iHealth-- < 1 ) + { + UTIL_Remove( this ); + } +} + +BEGIN_DATADESC( CSparkTrail ) + DEFINE_THINKFUNC( SparkThink ), +END_DATADESC() + + +//----------------------------------------------------------------------------- +// +// Schedules +// +//----------------------------------------------------------------------------- +AI_BEGIN_CUSTOM_NPC( npc_strider, CNPC_Strider ) + + DECLARE_TASK( TASK_STRIDER_AIM ) + DECLARE_TASK( TASK_STRIDER_DODGE ) + DECLARE_TASK( TASK_STRIDER_STOMP ) + DECLARE_TASK( TASK_STRIDER_BREAKDOWN ) + DECLARE_TASK( TASK_STRIDER_START_MOVING ) + DECLARE_TASK( TASK_STRIDER_REFRESH_HUNT_PATH ) + DECLARE_TASK( TASK_STRIDER_GET_PATH_TO_CANNON_TARGET ) + DECLARE_TASK( TASK_STRIDER_FACE_CANNON_TARGET ) + DECLARE_TASK( TASK_STRIDER_SET_HEIGHT ) + DECLARE_TASK( TASK_STRIDER_GET_PATH_TO_CANNON_LOS ) + DECLARE_TASK( TASK_STRIDER_FIRE_CANNON ) + DECLARE_TASK( TASK_STRIDER_SET_CANNON_HEIGHT ) + DECLARE_TASK( TASK_STRIDER_FALL_TO_GROUND ) + + DECLARE_ACTIVITY( ACT_STRIDER_LOOKL ) + DECLARE_ACTIVITY( ACT_STRIDER_LOOKR ) + DECLARE_ACTIVITY( ACT_STRIDER_DEPLOYRA1 ) + DECLARE_ACTIVITY( ACT_STRIDER_AIMRA1 ) + DECLARE_ACTIVITY( ACT_STRIDER_FINISHRA1 ) + DECLARE_ACTIVITY( ACT_STRIDER_DODGER ) + DECLARE_ACTIVITY( ACT_STRIDER_DODGEL ) + DECLARE_ACTIVITY( ACT_STRIDER_STOMPL ) + DECLARE_ACTIVITY( ACT_STRIDER_STOMPR ) + DECLARE_ACTIVITY( ACT_STRIDER_FLICKL ) + DECLARE_ACTIVITY( ACT_STRIDER_FLICKR ) + DECLARE_ACTIVITY( ACT_STRIDER_SLEEP ) + DECLARE_ACTIVITY( ACT_STRIDER_CARRIED ) + DECLARE_ACTIVITY( ACT_STRIDER_DEPLOY ) + DECLARE_ACTIVITY( ACT_STRIDER_GESTURE_DEATH ) + + DECLARE_CONDITION( COND_STRIDER_DO_FLICK ) + DECLARE_CONDITION( COND_TRACK_PATH_GO ) + DECLARE_CONDITION( COND_STRIDER_SHOULD_CROUCH ) + DECLARE_CONDITION( COND_STRIDER_SHOULD_STAND ) + DECLARE_CONDITION( COND_STRIDER_MINIGUN_SHOOTING ) + DECLARE_CONDITION( COND_STRIDER_MINIGUN_NOT_SHOOTING ) + DECLARE_CONDITION( COND_STRIDER_HAS_CANNON_TARGET ) + DECLARE_CONDITION( COND_STRIDER_ENEMY_UPDATED ) + DECLARE_CONDITION( COND_STRIDER_HAS_LOS_Z ) + + DECLARE_INTERACTION( g_interactionPlayerLaunchedRPG ) + + //========================================================= + // Hunt (Basic logic for strider thinking) + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_STRIDER_HUNT, + + " Tasks" + " TASK_STRIDER_REFRESH_HUNT_PATH 0" + " TASK_STRIDER_START_MOVING 0" + " TASK_WAIT 4" + " " + " Interrupts" + " COND_NEW_ENEMY" + " COND_CAN_MELEE_ATTACK1" + " COND_CAN_RANGE_ATTACK1" + " COND_CAN_RANGE_ATTACK2" + " COND_STRIDER_SHOULD_CROUCH" + " COND_STRIDER_HAS_CANNON_TARGET" + " COND_STRIDER_ENEMY_UPDATED" + ) + + //========================================================= + // Attack (Deploy/shoot/finish) + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_STRIDER_RANGE_ATTACK1, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" + " TASK_FACE_ENEMY 0" + " TASK_RANGE_ATTACK1 0" + " TASK_WAIT 5" // let the immolator work its magic + " " + " Interrupts" + ) + + //========================================================= + // Attack (Deploy/shoot/finish) + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_STRIDER_RANGE_ATTACK2, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_STRIDER_FACE_CANNON_TARGET 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" + " TASK_WAIT 1" + " TASK_STRIDER_AIM 1.25" + " TASK_STRIDER_FIRE_CANNON 0" + " TASK_WAIT 1" + " " + " Interrupts" + ) + + //========================================================= + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_STRIDER_CROUCH, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCH" + " " + " Interrupts" + ) + + //========================================================= + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_STRIDER_STAND, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STAND" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" + " TASK_STRIDER_SET_HEIGHT 500" + " " + " Interrupts" + ) + + //========================================================= + // Dodge Incoming missile + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_STRIDER_DODGE, + + " Tasks" + " TASK_STRIDER_DODGE 0" + " " + " Interrupts" + ) + + //========================================================= + // Break down and die + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_STRIDER_DIE, + + " Tasks" + " TASK_STRIDER_BREAKDOWN 0" + " " + " Interrupts" + ) + + //========================================================= + // Stomp on an enemy + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_STRIDER_STOMPL, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_STRIDER_STOMP 0" + " " + " Interrupts" + ); + + // Stomp on an enemy + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_STRIDER_STOMPR, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_STRIDER_STOMP 1" + " " + " Interrupts" + ) + + DEFINE_SCHEDULE + ( + SCHED_STRIDER_FLICKL, + + " Tasks" + " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STRIDER_FLICKL" + " " + " Interrupts" + ) + DEFINE_SCHEDULE + ( + SCHED_STRIDER_FLICKR, + + " Tasks" + " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STRIDER_FLICKR" + " " + " Interrupts" + ) + DEFINE_SCHEDULE + ( + SCHED_STRIDER_ATTACK_CANNON_TARGET, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_STRIDER_GET_PATH_TO_CANNON_TARGET 0" + " TASK_WALK_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " " + " Interrupts" + " COND_CAN_RANGE_ATTACK2" + " COND_STRIDER_SHOULD_CROUCH" + ) + + DEFINE_SCHEDULE + ( + SCHED_STRIDER_CHASE_ENEMY, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_GET_CHASE_PATH_TO_ENEMY 300" + " TASK_RUN_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " TASK_FACE_ENEMY 0" + "" + " Interrupts" + " COND_NEW_ENEMY" + " COND_ENEMY_DEAD" + " COND_ENEMY_UNREACHABLE" + " COND_CAN_RANGE_ATTACK1" + " COND_CAN_MELEE_ATTACK1" + " COND_CAN_RANGE_ATTACK2" + " COND_CAN_MELEE_ATTACK2" + " COND_TOO_CLOSE_TO_ATTACK" + " COND_LOST_ENEMY" + " COND_STRIDER_HAS_CANNON_TARGET" + ) + + DEFINE_SCHEDULE + ( + SCHED_STRIDER_COMBAT_FACE, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" + " TASK_WAIT_FACE_ENEMY 1" + "" + " Interrupts" + " COND_CAN_RANGE_ATTACK1" + " COND_CAN_RANGE_ATTACK2" + " COND_CAN_MELEE_ATTACK1" + " COND_CAN_MELEE_ATTACK2" + " COND_NEW_ENEMY" + " COND_ENEMY_DEAD" + " COND_STRIDER_HAS_CANNON_TARGET" + ) + + DEFINE_SCHEDULE + ( + SCHED_STRIDER_AGGRESSIVE_COMBAT_STAND, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" + " TASK_WAIT 1" + "" + " Interrupts" + " COND_NEW_ENEMY" + " COND_ENEMY_DEAD" + " COND_LIGHT_DAMAGE" + " COND_HEAVY_DAMAGE" + " COND_SEE_ENEMY" + " COND_CAN_RANGE_ATTACK1" + " COND_CAN_RANGE_ATTACK2" + " COND_CAN_MELEE_ATTACK1" + " COND_CAN_MELEE_ATTACK2" + " COND_IDLE_INTERRUPT" + ) + + DEFINE_SCHEDULE + ( + SCHED_STRIDER_ESTABLISH_LINE_OF_FIRE_CANNON, + + " Tasks " + " TASK_STRIDER_GET_PATH_TO_CANNON_LOS 0" + " TASK_RUN_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " TASK_STRIDER_FACE_CANNON_TARGET 0" + "" + " Interrupts " + " COND_CAN_RANGE_ATTACK2" + " COND_STRIDER_SHOULD_CROUCH" + " COND_STRIDER_SHOULD_STAND" + ) + + DEFINE_SCHEDULE + ( + SCHED_STRIDER_FALL_TO_GROUND, + + " Tasks " + " TASK_STRIDER_FALL_TO_GROUND 0" + "" + " Interrupts " + ) + + +AI_END_CUSTOM_NPC() + +//============================================================================= |