diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/server/hl2/npc_missiledefense.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/server/hl2/npc_missiledefense.cpp')
| -rw-r--r-- | sp/src/game/server/hl2/npc_missiledefense.cpp | 992 |
1 files changed, 496 insertions, 496 deletions
diff --git a/sp/src/game/server/hl2/npc_missiledefense.cpp b/sp/src/game/server/hl2/npc_missiledefense.cpp index 5f77e2a5..f07984cf 100644 --- a/sp/src/game/server/hl2/npc_missiledefense.cpp +++ b/sp/src/game/server/hl2/npc_missiledefense.cpp @@ -1,496 +1,496 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "ai_basenpc.h"
-#include "ai_hull.h"
-#include "ai_senses.h"
-#include "ai_memory.h"
-#include "soundent.h"
-#include "smoke_trail.h"
-#include "weapon_rpg.h"
-#include "gib.h"
-#include "ndebugoverlay.h"
-#include "IEffects.h"
-#include "vstdlib/random.h"
-#include "engine/IEngineSound.h"
-#include "ammodef.h"
-#include "hl2_shareddefs.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#define MD_FULLAMMO 50
-
-
-#define MD_BC_YAW 0
-#define MD_BC_PITCH 1
-#define MD_AP_LGUN 2
-#define MD_AP_RGUN 1
-#define MD_GIB_COUNT 4
-#define MD_GIB_MODEL "models/gibs/missile_defense_gibs.mdl"
-#define MD_YAW_SPEED 24
-#define MD_PITCH_SPEED 12
-
-//=========================================================
-//=========================================================
-class CNPC_MissileDefense : public CAI_BaseNPC
-{
- DECLARE_CLASS( CNPC_MissileDefense, CAI_BaseNPC );
- DECLARE_DATADESC();
-
-public:
- CNPC_MissileDefense( void ) { };
- void Precache( void );
- void Spawn( void );
- Class_T Classify( void ) { return CLASS_NONE; }
- int GetSoundInterests( void ) { return SOUND_NONE; }
- float MaxYawSpeed( void ) { return 90.f; }
-
- void RunAI(void);
- void FireCannons( void );
- void AimGun( void );
- void EnemyShootPosition(CBaseEntity* pEnemy, Vector *vPosition);
-
- void Event_Killed( const CTakeDamageInfo &info );
- int OnTakeDamage_Alive( const CTakeDamageInfo &info );
- void Gib();
- void GetGunAim( Vector *vecAim );
- ~CNPC_MissileDefense();
-
- Vector m_vGunAng;
- int m_iAmmoLoaded;
- float m_flReloadedTime;
-};
-
-LINK_ENTITY_TO_CLASS( npc_missiledefense, CNPC_MissileDefense );
-
-//=========================================================
-//=========================================================
-BEGIN_DATADESC( CNPC_MissileDefense )
-
- DEFINE_FIELD( m_iAmmoLoaded, FIELD_INTEGER ),
- DEFINE_FIELD( m_flReloadedTime, FIELD_TIME ),
- DEFINE_FIELD( m_vGunAng, FIELD_VECTOR ),
-
-END_DATADESC()
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_MissileDefense::Precache( void )
-{
- PrecacheModel("models/missile_defense.mdl");
- PrecacheModel(MD_GIB_MODEL);
-
- PrecacheScriptSound( "NPC_MissileDefense.Attack" );
- PrecacheScriptSound( "NPC_MissileDefense.Reload" );
- PrecacheScriptSound( "NPC_MissileDefense.Turn" );
-
-}
-
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_MissileDefense::GetGunAim( Vector *vecAim )
-{
- Vector vecPos;
- QAngle vecAng;
-
- GetAttachment( MD_AP_LGUN, vecPos, vecAng );
-
- vecAng.x = GetLocalAngles().x + GetBoneController( MD_BC_PITCH );
- vecAng.z = 0;
- vecAng.y = GetLocalAngles().y + GetBoneController( MD_BC_YAW );
-
- Vector vecForward;
- AngleVectors( vecAng, &vecForward );
-
- *vecAim = vecForward;
-}
-
-
-#define NOISE 0.035f
-#define MD_ATTN_CANNON 0.4
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CNPC_MissileDefense::FireCannons( void )
-{
- // ----------------------------------------------
- // Make sure I have an enemy
- // ----------------------------------------------
- if (GetEnemy() == NULL)
- {
- return;
- }
-
- // ----------------------------------------------
- // Make sure I have ammo
- // ----------------------------------------------
- if( m_iAmmoLoaded < 1 )
- {
- return;
- }
- // ----------------------------------------------
- // Make sure gun it pointing in right direction
- // ----------------------------------------------
- Vector vGunDir;
- GetGunAim( &vGunDir );
- Vector vTargetPos;
- EnemyShootPosition(GetEnemy(),&vTargetPos);
-
- Vector vTargetDir = vTargetPos - GetAbsOrigin();
- VectorNormalize( vTargetDir );
-
- float fDotPr = DotProduct( vGunDir, vTargetDir );
- if (fDotPr < 0.95)
- {
- return;
- }
-
- // ----------------------------------------------
- // Check line of sight
- // ----------------------------------------------
- trace_t tr;
- AI_TraceLine( GetEnemy()->EyePosition(), GetAbsOrigin(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
- if (tr.fraction < 1.0)
- {
- return;
- }
-
- Vector vecRight;
- Vector vecDir;
- Vector vecCenter;
- AngleVectors( GetLocalAngles(), NULL, &vecRight, NULL );
-
- vecCenter = WorldSpaceCenter();
-
- if( GetEnemy() == NULL )
- {
- return;
- }
-
- bool fSound = false;
- if( random->RandomInt( 0, 3 ) == 0 )
- {
- fSound = true;
- }
-
-
- EmitSound( "NPC_MissileDefense.Attack" );
-
- Vector vecGun;
- QAngle vecAng;
-
- GetAttachment( MD_AP_LGUN, vecGun, vecAng );
-
- Vector vecTarget;
- EnemyShootPosition(GetEnemy(),&vecTarget);
-
- vecDir = vecTarget - vecCenter;
- VectorNormalize(vecDir);
- vecDir.x += random->RandomFloat( -NOISE, NOISE );
- vecDir.y += random->RandomFloat( -NOISE, NOISE );
-
- Vector vecStart = vecGun + vecDir * 110;
- Vector vecEnd = vecGun + vecDir * 4096;
- UTIL_Tracer( vecStart, vecEnd, 0, TRACER_DONT_USE_ATTACHMENT, 3000 + random->RandomFloat( 0, 2000 ), fSound );
-
- vecDir = vecTarget - vecCenter;
- VectorNormalize(vecDir);
- vecDir.x += random->RandomFloat( -NOISE, NOISE );
- vecDir.y += random->RandomFloat( -NOISE, NOISE );
- vecDir.z += random->RandomFloat( -NOISE, NOISE );
-
- GetAttachment( MD_AP_RGUN, vecGun, vecAng );
- vecStart = vecGun + vecDir * 110;
- vecEnd = vecGun + vecDir * 4096;
- UTIL_Tracer( vecStart, vecEnd, 0, TRACER_DONT_USE_ATTACHMENT, 3000 + random->RandomFloat( 0, 2000 ) );
-
- m_iAmmoLoaded -= 2;
-
- if( m_iAmmoLoaded < 1 )
- {
- // Incite a reload.
- EmitSound( "NPC_MissileDefense.Reload" );
- m_flReloadedTime = gpGlobals->curtime + 0.3;
- return;
- }
-
- // Do damage to the missile based on distance.
- // if < 1, make damage 0.
-
- float flDist = (GetEnemy()->GetLocalOrigin() - vecGun).Length();
- float flDamage;
-
- flDamage = 4000 - flDist;
-
- flDamage /= 1000.0;
-
- if( flDamage > 0 )
- {
- if( flDist <= 1500 )
- {
- flDamage *= 2;
- }
-
- CTakeDamageInfo info( this, this, flDamage, DMG_MISSILEDEFENSE );
- CalculateBulletDamageForce( &info, GetAmmoDef()->Index("SMG1"), vecDir, GetEnemy()->GetAbsOrigin() );
- GetEnemy()->TakeDamage( info );
- }
-}
-
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_MissileDefense::Spawn( void )
-{
- Precache();
-
- SetModel( "models/missile_defense.mdl" );
- UTIL_SetSize( this, Vector( -36, -36 , 0 ), Vector( 36, 36, 64 ) );
-
- SetSolid( SOLID_BBOX );
- SetMoveType( MOVETYPE_NONE );
- m_takedamage = DAMAGE_YES;
- SetBloodColor( DONT_BLEED );
- m_iHealth = 10;
- m_flFieldOfView = 0.1;
- m_NPCState = NPC_STATE_NONE;
- CapabilitiesClear();
- CapabilitiesAdd ( bits_CAP_INNATE_RANGE_ATTACK1 );
-
- // Hate missiles
- AddClassRelationship( CLASS_MISSILE, D_HT, 5 );
-
- m_spawnflags |= SF_NPC_LONG_RANGE;
-
- m_flReloadedTime = gpGlobals->curtime;
-
- InitBoneControllers();
-
- NPCInit();
-
- SetBoneController( MD_BC_YAW, 10 );
- SetBoneController( MD_BC_PITCH, 0 );
-
- SetBodygroup( 1, 1 );
- SetBodygroup( 2, 1 );
- SetBodygroup( 3, 1 );
- SetBodygroup( 4, 1 );
-
- m_NPCState = NPC_STATE_IDLE;
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-int CNPC_MissileDefense::OnTakeDamage_Alive( const CTakeDamageInfo &info )
-{
- // Only take blast damage
- if (info.GetDamageType() & DMG_BLAST )
- {
- return BaseClass::OnTakeDamage_Alive( info );
- }
- else
- {
- return 0;
- }
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CNPC_MissileDefense::Event_Killed( const CTakeDamageInfo &info )
-{
- StopSound( "NPC_MissileDefense.Turn" );
- Gib();
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CNPC_MissileDefense::Gib(void)
-{
- // Sparks
- for (int i = 0; i < 4; i++)
- {
- Vector sparkPos = GetAbsOrigin();
- sparkPos.x += random->RandomFloat(-12,12);
- sparkPos.y += random->RandomFloat(-12,12);
- sparkPos.z += random->RandomFloat(-12,12);
- g_pEffects->Sparks(sparkPos);
- }
- // Smoke
- UTIL_Smoke(GetAbsOrigin(), random->RandomInt(10, 15), 10);
-
- // Light
- CBroadcastRecipientFilter filter;
-
- te->DynamicLight( filter, 0.0,
- &GetAbsOrigin(), 255, 180, 100, 0, 100, 0.1, 0 );
-
- // Remove top parts
- SetBodygroup( 1, 0 );
- SetBodygroup( 2, 0 );
- SetBodygroup( 3, 0 );
- SetBodygroup( 4, 0 );
- m_takedamage = 0;
- SetThink(NULL);
-
- // Throw manhackgibs
- CGib::SpawnSpecificGibs( this, MD_GIB_COUNT, 300, 500, MD_GIB_MODEL);
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CNPC_MissileDefense::RunAI( void )
-{
- // If my enemy is dead clear the memory and reset m_hEnemy
- if (GetEnemy() != NULL &&
- !GetEnemy()->IsAlive())
- {
- ClearEnemyMemory();
- SetEnemy( NULL );
- }
-
- if (GetEnemy() == NULL )
- {
- GetSenses()->Look( 4092 );
- SetEnemy( BestEnemy( ) );
-
- if (GetEnemy() != NULL)
- {
- m_iAmmoLoaded = MD_FULLAMMO;
- m_flReloadedTime = gpGlobals->curtime;
- }
- }
-
- if( m_iAmmoLoaded < 1 && gpGlobals->curtime > m_flReloadedTime )
- {
- m_iAmmoLoaded = MD_FULLAMMO;
- }
-
- AimGun();
- FireCannons();
- SetNextThink( gpGlobals->curtime + 0.05 );
-}
-
-//------------------------------------------------------------------------------
-// Purpose : Add a little prediction into my enemy aim position
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CNPC_MissileDefense::EnemyShootPosition(CBaseEntity* pEnemy, Vector *vPosition)
-{
- // This should never happen, but just in case
- if (!pEnemy)
- {
- return;
- }
-
- *vPosition = pEnemy->GetAbsOrigin();
-
- // Add prediction but prevents us from flipping around as enemy approaches us
- float flDist = (pEnemy->GetAbsOrigin() - GetAbsOrigin()).Length();
- Vector vPredVel = pEnemy->GetSmoothedVelocity() * 0.5;
- if ( flDist > vPredVel.Length())
- {
- *vPosition += vPredVel;
- }
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CNPC_MissileDefense::AimGun( void )
-{
- if (GetEnemy() == NULL)
- {
- StopSound( "NPC_MissileDefense.Turn" );
- return;
- }
-
- Vector forward, right, up;
- AngleVectors( GetLocalAngles(), &forward, &right, &up );
-
- // Get gun attachment points
- Vector vBasePos;
- QAngle vBaseAng;
- GetAttachment( MD_AP_LGUN, vBasePos, vBaseAng );
-
- Vector vTargetPos;
- EnemyShootPosition(GetEnemy(),&vTargetPos);
-
- Vector vTargetDir = vTargetPos - vBasePos;
- VectorNormalize( vTargetDir );
-
- Vector vecOut;
- vecOut.x = DotProduct( forward, vTargetDir );
- vecOut.y = -DotProduct( right, vTargetDir );
- vecOut.z = DotProduct( up, vTargetDir );
-
- QAngle angles;
- VectorAngles(vecOut, angles);
-
- if (angles.y > 180)
- angles.y = angles.y - 360;
- if (angles.y < -180)
- angles.y = angles.y + 360;
- if (angles.x > 180)
- angles.x = angles.x - 360;
- if (angles.x < -180)
- angles.x = angles.x + 360;
-
- float flOldX = m_vGunAng.x;
- float flOldY = m_vGunAng.y;
-
- if (angles.x > m_vGunAng.x)
- m_vGunAng.x = MIN( angles.x, m_vGunAng.x + MD_PITCH_SPEED );
- if (angles.x < m_vGunAng.x)
- m_vGunAng.x = MAX( angles.x, m_vGunAng.x - MD_PITCH_SPEED );
- if (angles.y > m_vGunAng.y)
- m_vGunAng.y = MIN( angles.y, m_vGunAng.y + MD_YAW_SPEED );
- if (angles.y < m_vGunAng.y)
- m_vGunAng.y = MAX( angles.y, m_vGunAng.y - MD_YAW_SPEED );
-
- m_vGunAng.y = SetBoneController( MD_BC_YAW, m_vGunAng.y );
- m_vGunAng.x = SetBoneController( MD_BC_PITCH, m_vGunAng.x );
-
- if (flOldX != m_vGunAng.x || flOldY != m_vGunAng.y)
- {
- EmitSound( "NPC_MissileDefense.Turn" );
- }
- else
- {
- StopSound( "NPC_MissileDefense.Turn" );
- }
-}
-
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-CNPC_MissileDefense::~CNPC_MissileDefense(void)
-{
- StopSound( "NPC_MissileDefense.Turn" );
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "ai_basenpc.h" +#include "ai_hull.h" +#include "ai_senses.h" +#include "ai_memory.h" +#include "soundent.h" +#include "smoke_trail.h" +#include "weapon_rpg.h" +#include "gib.h" +#include "ndebugoverlay.h" +#include "IEffects.h" +#include "vstdlib/random.h" +#include "engine/IEngineSound.h" +#include "ammodef.h" +#include "hl2_shareddefs.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define MD_FULLAMMO 50 + + +#define MD_BC_YAW 0 +#define MD_BC_PITCH 1 +#define MD_AP_LGUN 2 +#define MD_AP_RGUN 1 +#define MD_GIB_COUNT 4 +#define MD_GIB_MODEL "models/gibs/missile_defense_gibs.mdl" +#define MD_YAW_SPEED 24 +#define MD_PITCH_SPEED 12 + +//========================================================= +//========================================================= +class CNPC_MissileDefense : public CAI_BaseNPC +{ + DECLARE_CLASS( CNPC_MissileDefense, CAI_BaseNPC ); + DECLARE_DATADESC(); + +public: + CNPC_MissileDefense( void ) { }; + void Precache( void ); + void Spawn( void ); + Class_T Classify( void ) { return CLASS_NONE; } + int GetSoundInterests( void ) { return SOUND_NONE; } + float MaxYawSpeed( void ) { return 90.f; } + + void RunAI(void); + void FireCannons( void ); + void AimGun( void ); + void EnemyShootPosition(CBaseEntity* pEnemy, Vector *vPosition); + + void Event_Killed( const CTakeDamageInfo &info ); + int OnTakeDamage_Alive( const CTakeDamageInfo &info ); + void Gib(); + void GetGunAim( Vector *vecAim ); + ~CNPC_MissileDefense(); + + Vector m_vGunAng; + int m_iAmmoLoaded; + float m_flReloadedTime; +}; + +LINK_ENTITY_TO_CLASS( npc_missiledefense, CNPC_MissileDefense ); + +//========================================================= +//========================================================= +BEGIN_DATADESC( CNPC_MissileDefense ) + + DEFINE_FIELD( m_iAmmoLoaded, FIELD_INTEGER ), + DEFINE_FIELD( m_flReloadedTime, FIELD_TIME ), + DEFINE_FIELD( m_vGunAng, FIELD_VECTOR ), + +END_DATADESC() + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_MissileDefense::Precache( void ) +{ + PrecacheModel("models/missile_defense.mdl"); + PrecacheModel(MD_GIB_MODEL); + + PrecacheScriptSound( "NPC_MissileDefense.Attack" ); + PrecacheScriptSound( "NPC_MissileDefense.Reload" ); + PrecacheScriptSound( "NPC_MissileDefense.Turn" ); + +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_MissileDefense::GetGunAim( Vector *vecAim ) +{ + Vector vecPos; + QAngle vecAng; + + GetAttachment( MD_AP_LGUN, vecPos, vecAng ); + + vecAng.x = GetLocalAngles().x + GetBoneController( MD_BC_PITCH ); + vecAng.z = 0; + vecAng.y = GetLocalAngles().y + GetBoneController( MD_BC_YAW ); + + Vector vecForward; + AngleVectors( vecAng, &vecForward ); + + *vecAim = vecForward; +} + + +#define NOISE 0.035f +#define MD_ATTN_CANNON 0.4 +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CNPC_MissileDefense::FireCannons( void ) +{ + // ---------------------------------------------- + // Make sure I have an enemy + // ---------------------------------------------- + if (GetEnemy() == NULL) + { + return; + } + + // ---------------------------------------------- + // Make sure I have ammo + // ---------------------------------------------- + if( m_iAmmoLoaded < 1 ) + { + return; + } + // ---------------------------------------------- + // Make sure gun it pointing in right direction + // ---------------------------------------------- + Vector vGunDir; + GetGunAim( &vGunDir ); + Vector vTargetPos; + EnemyShootPosition(GetEnemy(),&vTargetPos); + + Vector vTargetDir = vTargetPos - GetAbsOrigin(); + VectorNormalize( vTargetDir ); + + float fDotPr = DotProduct( vGunDir, vTargetDir ); + if (fDotPr < 0.95) + { + return; + } + + // ---------------------------------------------- + // Check line of sight + // ---------------------------------------------- + trace_t tr; + AI_TraceLine( GetEnemy()->EyePosition(), GetAbsOrigin(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); + if (tr.fraction < 1.0) + { + return; + } + + Vector vecRight; + Vector vecDir; + Vector vecCenter; + AngleVectors( GetLocalAngles(), NULL, &vecRight, NULL ); + + vecCenter = WorldSpaceCenter(); + + if( GetEnemy() == NULL ) + { + return; + } + + bool fSound = false; + if( random->RandomInt( 0, 3 ) == 0 ) + { + fSound = true; + } + + + EmitSound( "NPC_MissileDefense.Attack" ); + + Vector vecGun; + QAngle vecAng; + + GetAttachment( MD_AP_LGUN, vecGun, vecAng ); + + Vector vecTarget; + EnemyShootPosition(GetEnemy(),&vecTarget); + + vecDir = vecTarget - vecCenter; + VectorNormalize(vecDir); + vecDir.x += random->RandomFloat( -NOISE, NOISE ); + vecDir.y += random->RandomFloat( -NOISE, NOISE ); + + Vector vecStart = vecGun + vecDir * 110; + Vector vecEnd = vecGun + vecDir * 4096; + UTIL_Tracer( vecStart, vecEnd, 0, TRACER_DONT_USE_ATTACHMENT, 3000 + random->RandomFloat( 0, 2000 ), fSound ); + + vecDir = vecTarget - vecCenter; + VectorNormalize(vecDir); + vecDir.x += random->RandomFloat( -NOISE, NOISE ); + vecDir.y += random->RandomFloat( -NOISE, NOISE ); + vecDir.z += random->RandomFloat( -NOISE, NOISE ); + + GetAttachment( MD_AP_RGUN, vecGun, vecAng ); + vecStart = vecGun + vecDir * 110; + vecEnd = vecGun + vecDir * 4096; + UTIL_Tracer( vecStart, vecEnd, 0, TRACER_DONT_USE_ATTACHMENT, 3000 + random->RandomFloat( 0, 2000 ) ); + + m_iAmmoLoaded -= 2; + + if( m_iAmmoLoaded < 1 ) + { + // Incite a reload. + EmitSound( "NPC_MissileDefense.Reload" ); + m_flReloadedTime = gpGlobals->curtime + 0.3; + return; + } + + // Do damage to the missile based on distance. + // if < 1, make damage 0. + + float flDist = (GetEnemy()->GetLocalOrigin() - vecGun).Length(); + float flDamage; + + flDamage = 4000 - flDist; + + flDamage /= 1000.0; + + if( flDamage > 0 ) + { + if( flDist <= 1500 ) + { + flDamage *= 2; + } + + CTakeDamageInfo info( this, this, flDamage, DMG_MISSILEDEFENSE ); + CalculateBulletDamageForce( &info, GetAmmoDef()->Index("SMG1"), vecDir, GetEnemy()->GetAbsOrigin() ); + GetEnemy()->TakeDamage( info ); + } +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_MissileDefense::Spawn( void ) +{ + Precache(); + + SetModel( "models/missile_defense.mdl" ); + UTIL_SetSize( this, Vector( -36, -36 , 0 ), Vector( 36, 36, 64 ) ); + + SetSolid( SOLID_BBOX ); + SetMoveType( MOVETYPE_NONE ); + m_takedamage = DAMAGE_YES; + SetBloodColor( DONT_BLEED ); + m_iHealth = 10; + m_flFieldOfView = 0.1; + m_NPCState = NPC_STATE_NONE; + CapabilitiesClear(); + CapabilitiesAdd ( bits_CAP_INNATE_RANGE_ATTACK1 ); + + // Hate missiles + AddClassRelationship( CLASS_MISSILE, D_HT, 5 ); + + m_spawnflags |= SF_NPC_LONG_RANGE; + + m_flReloadedTime = gpGlobals->curtime; + + InitBoneControllers(); + + NPCInit(); + + SetBoneController( MD_BC_YAW, 10 ); + SetBoneController( MD_BC_PITCH, 0 ); + + SetBodygroup( 1, 1 ); + SetBodygroup( 2, 1 ); + SetBodygroup( 3, 1 ); + SetBodygroup( 4, 1 ); + + m_NPCState = NPC_STATE_IDLE; +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +int CNPC_MissileDefense::OnTakeDamage_Alive( const CTakeDamageInfo &info ) +{ + // Only take blast damage + if (info.GetDamageType() & DMG_BLAST ) + { + return BaseClass::OnTakeDamage_Alive( info ); + } + else + { + return 0; + } +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CNPC_MissileDefense::Event_Killed( const CTakeDamageInfo &info ) +{ + StopSound( "NPC_MissileDefense.Turn" ); + Gib(); +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CNPC_MissileDefense::Gib(void) +{ + // Sparks + for (int i = 0; i < 4; i++) + { + Vector sparkPos = GetAbsOrigin(); + sparkPos.x += random->RandomFloat(-12,12); + sparkPos.y += random->RandomFloat(-12,12); + sparkPos.z += random->RandomFloat(-12,12); + g_pEffects->Sparks(sparkPos); + } + // Smoke + UTIL_Smoke(GetAbsOrigin(), random->RandomInt(10, 15), 10); + + // Light + CBroadcastRecipientFilter filter; + + te->DynamicLight( filter, 0.0, + &GetAbsOrigin(), 255, 180, 100, 0, 100, 0.1, 0 ); + + // Remove top parts + SetBodygroup( 1, 0 ); + SetBodygroup( 2, 0 ); + SetBodygroup( 3, 0 ); + SetBodygroup( 4, 0 ); + m_takedamage = 0; + SetThink(NULL); + + // Throw manhackgibs + CGib::SpawnSpecificGibs( this, MD_GIB_COUNT, 300, 500, MD_GIB_MODEL); +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CNPC_MissileDefense::RunAI( void ) +{ + // If my enemy is dead clear the memory and reset m_hEnemy + if (GetEnemy() != NULL && + !GetEnemy()->IsAlive()) + { + ClearEnemyMemory(); + SetEnemy( NULL ); + } + + if (GetEnemy() == NULL ) + { + GetSenses()->Look( 4092 ); + SetEnemy( BestEnemy( ) ); + + if (GetEnemy() != NULL) + { + m_iAmmoLoaded = MD_FULLAMMO; + m_flReloadedTime = gpGlobals->curtime; + } + } + + if( m_iAmmoLoaded < 1 && gpGlobals->curtime > m_flReloadedTime ) + { + m_iAmmoLoaded = MD_FULLAMMO; + } + + AimGun(); + FireCannons(); + SetNextThink( gpGlobals->curtime + 0.05 ); +} + +//------------------------------------------------------------------------------ +// Purpose : Add a little prediction into my enemy aim position +// Input : +// Output : +//------------------------------------------------------------------------------ +void CNPC_MissileDefense::EnemyShootPosition(CBaseEntity* pEnemy, Vector *vPosition) +{ + // This should never happen, but just in case + if (!pEnemy) + { + return; + } + + *vPosition = pEnemy->GetAbsOrigin(); + + // Add prediction but prevents us from flipping around as enemy approaches us + float flDist = (pEnemy->GetAbsOrigin() - GetAbsOrigin()).Length(); + Vector vPredVel = pEnemy->GetSmoothedVelocity() * 0.5; + if ( flDist > vPredVel.Length()) + { + *vPosition += vPredVel; + } +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CNPC_MissileDefense::AimGun( void ) +{ + if (GetEnemy() == NULL) + { + StopSound( "NPC_MissileDefense.Turn" ); + return; + } + + Vector forward, right, up; + AngleVectors( GetLocalAngles(), &forward, &right, &up ); + + // Get gun attachment points + Vector vBasePos; + QAngle vBaseAng; + GetAttachment( MD_AP_LGUN, vBasePos, vBaseAng ); + + Vector vTargetPos; + EnemyShootPosition(GetEnemy(),&vTargetPos); + + Vector vTargetDir = vTargetPos - vBasePos; + VectorNormalize( vTargetDir ); + + Vector vecOut; + vecOut.x = DotProduct( forward, vTargetDir ); + vecOut.y = -DotProduct( right, vTargetDir ); + vecOut.z = DotProduct( up, vTargetDir ); + + QAngle angles; + VectorAngles(vecOut, angles); + + if (angles.y > 180) + angles.y = angles.y - 360; + if (angles.y < -180) + angles.y = angles.y + 360; + if (angles.x > 180) + angles.x = angles.x - 360; + if (angles.x < -180) + angles.x = angles.x + 360; + + float flOldX = m_vGunAng.x; + float flOldY = m_vGunAng.y; + + if (angles.x > m_vGunAng.x) + m_vGunAng.x = MIN( angles.x, m_vGunAng.x + MD_PITCH_SPEED ); + if (angles.x < m_vGunAng.x) + m_vGunAng.x = MAX( angles.x, m_vGunAng.x - MD_PITCH_SPEED ); + if (angles.y > m_vGunAng.y) + m_vGunAng.y = MIN( angles.y, m_vGunAng.y + MD_YAW_SPEED ); + if (angles.y < m_vGunAng.y) + m_vGunAng.y = MAX( angles.y, m_vGunAng.y - MD_YAW_SPEED ); + + m_vGunAng.y = SetBoneController( MD_BC_YAW, m_vGunAng.y ); + m_vGunAng.x = SetBoneController( MD_BC_PITCH, m_vGunAng.x ); + + if (flOldX != m_vGunAng.x || flOldY != m_vGunAng.y) + { + EmitSound( "NPC_MissileDefense.Turn" ); + } + else + { + StopSound( "NPC_MissileDefense.Turn" ); + } +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +CNPC_MissileDefense::~CNPC_MissileDefense(void) +{ + StopSound( "NPC_MissileDefense.Turn" ); +} |