From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/server/hl2/cbasehelicopter.cpp | 3194 ++++++++++++++-------------- 1 file changed, 1597 insertions(+), 1597 deletions(-) (limited to 'mp/src/game/server/hl2/cbasehelicopter.cpp') diff --git a/mp/src/game/server/hl2/cbasehelicopter.cpp b/mp/src/game/server/hl2/cbasehelicopter.cpp index a83783f6..1243fe18 100644 --- a/mp/src/game/server/hl2/cbasehelicopter.cpp +++ b/mp/src/game/server/hl2/cbasehelicopter.cpp @@ -1,1597 +1,1597 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: Base class for helicopters & helicopter-type vehicles -// -// $NoKeywords: $ -//=============================================================================// -#include "cbase.h" -#include "ai_network.h" -#include "ai_default.h" -#include "ai_schedule.h" -#include "ai_hull.h" -#include "ai_node.h" -#include "ai_task.h" -#include "ai_senses.h" -#include "ai_memory.h" -#include "entitylist.h" -#include "soundenvelope.h" -#include "gamerules.h" -#include "grenade_homer.h" -#include "ndebugoverlay.h" -#include "cbasehelicopter.h" -#include "soundflags.h" -#include "rope.h" -#include "saverestore_utlvector.h" -#include "collisionutils.h" -#include "coordsize.h" -#include "effects.h" -#include "rotorwash.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -void ExpandBBox(Vector &vecMins, Vector &vecMaxs); - -#if 0 -virtual void NullThink( void ); -#endif //0 - -#define HELICOPTER_THINK_INTERVAL 0.1 -#define HELICOPTER_ROTORWASH_THINK_INTERVAL 0.01 -#define BASECHOPPER_DEBUG_WASH 1 - -ConVar g_debug_basehelicopter( "g_debug_basehelicopter", "0", FCVAR_CHEAT ); - -//--------------------------------------------------------- -//--------------------------------------------------------- -// TODOs -// -// -Member function: CHANGE MOVE GOAL -// -// -Member function: GET GRAVITY (or GetMaxThrust) -// -//--------------------------------------------------------- -//--------------------------------------------------------- - -static const char *s_pRotorWashThinkContext = "RotorWashThink"; -static const char *s_pDelayedKillThinkContext = "DelayedKillThink"; - - -//------------------------------------------------------------------------------ -// Purpose : -// Input : -// Output : -//------------------------------------------------------------------------------ - -BEGIN_DATADESC_NO_BASE( washentity_t ) - DEFINE_FIELD( hEntity, FIELD_EHANDLE ), - DEFINE_FIELD( flWashStartTime, FIELD_TIME ), -END_DATADESC() - - -BEGIN_DATADESC( CBaseHelicopter ) - - DEFINE_THINKFUNC( HelicopterThink ), - DEFINE_THINKFUNC( RotorWashThink ), - DEFINE_THINKFUNC( CallDyingThink ), - DEFINE_THINKFUNC( DelayedKillThink ), - DEFINE_ENTITYFUNC( CrashTouch ), - DEFINE_ENTITYFUNC( FlyTouch ), - - DEFINE_SOUNDPATCH( m_pRotorSound ), - DEFINE_SOUNDPATCH( m_pRotorBlast ), - DEFINE_FIELD( m_flForce, FIELD_FLOAT ), - DEFINE_FIELD( m_fHelicopterFlags, FIELD_INTEGER), - DEFINE_FIELD( m_vecDesiredFaceDir, FIELD_VECTOR ), - DEFINE_FIELD( m_flLastSeen, FIELD_TIME ), - DEFINE_FIELD( m_flPrevSeen, FIELD_TIME ), -// DEFINE_FIELD( m_iSoundState, FIELD_INTEGER ), // Don't save, precached - DEFINE_FIELD( m_vecTargetPosition, FIELD_POSITION_VECTOR ), - - DEFINE_FIELD( m_hRotorWash, FIELD_EHANDLE ), - - DEFINE_FIELD( m_flMaxSpeed, FIELD_FLOAT ), - DEFINE_FIELD( m_flMaxSpeedFiring, FIELD_FLOAT ), - DEFINE_FIELD( m_flGoalSpeed, FIELD_FLOAT ), - DEFINE_KEYFIELD( m_flInitialSpeed, FIELD_FLOAT, "InitialSpeed" ), - - DEFINE_FIELD( m_flRandomOffsetTime, FIELD_TIME ), - DEFINE_FIELD( m_vecRandomOffset, FIELD_VECTOR ), - DEFINE_FIELD( m_flRotorWashEntitySearchTime, FIELD_TIME ), - DEFINE_FIELD( m_bSuppressSound, FIELD_BOOLEAN ), - DEFINE_FIELD( m_flStartupTime, FIELD_TIME ), - - DEFINE_FIELD( m_cullBoxMins, FIELD_VECTOR ), - DEFINE_FIELD( m_cullBoxMaxs, FIELD_VECTOR ), - - DEFINE_UTLVECTOR( m_hEntitiesPushedByWash, FIELD_EMBEDDED ), - - // Inputs - DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate), - DEFINE_INPUTFUNC( FIELD_VOID, "GunOn", InputGunOn ), - DEFINE_INPUTFUNC( FIELD_VOID, "GunOff", InputGunOff ), - DEFINE_INPUTFUNC( FIELD_VOID, "MissileOn", InputMissileOn ), - DEFINE_INPUTFUNC( FIELD_VOID, "MissileOff", InputMissileOff ), - DEFINE_INPUTFUNC( FIELD_VOID, "EnableRotorWash", InputEnableRotorWash ), - DEFINE_INPUTFUNC( FIELD_VOID, "DisableRotorWash", InputDisableRotorWash ), - DEFINE_INPUTFUNC( FIELD_VOID, "MoveTopSpeed", InputMoveTopSpeed ), - DEFINE_INPUTFUNC( FIELD_FLOAT, "MoveSpecifiedSpeed", InputMoveSpecifiedSpeed ), - DEFINE_INPUTFUNC( FIELD_STRING, "SetAngles", InputSetAngles ), - DEFINE_INPUTFUNC( FIELD_VOID, "EnableRotorSound", InputEnableRotorSound ), - DEFINE_INPUTFUNC( FIELD_VOID, "DisableRotorSound", InputDisableRotorSound ), - DEFINE_INPUTFUNC( FIELD_VOID, "Kill", InputKill ), - -END_DATADESC() - -IMPLEMENT_SERVERCLASS_ST( CBaseHelicopter, DT_BaseHelicopter ) - SendPropTime( SENDINFO( m_flStartupTime ) ), -END_SEND_TABLE() - - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -CBaseHelicopter::CBaseHelicopter( void ) -{ - m_cullBoxMins = vec3_origin; - m_cullBoxMaxs = vec3_origin; - - m_hRotorWash = NULL; -} - -//------------------------------------------------------------------------------ -// Purpose : -// Input : -// Output : -// Notes : Have your derived Helicopter's Spawn() function call this one FIRST -//------------------------------------------------------------------------------ -void CBaseHelicopter::Precache( void ) -{ -} - -//------------------------------------------------------------------------------ -// Purpose : -// Input : -// Output : -// Notes : Have your derived Helicopter's Spawn() function call this one FIRST -//------------------------------------------------------------------------------ -void CBaseHelicopter::Spawn( void ) -{ - Precache( ); - - SetSolid( SOLID_BBOX ); - SetMoveType( MOVETYPE_STEP ); - AddFlag( FL_FLY ); - SetState( NPC_STATE_IDLE ); - - m_lifeState = LIFE_ALIVE; - - // motor - //****** - // All of this stuff is specific to the individual type of aircraft. Handle it yourself. - //****** - // m_iAmmoType = g_pGameRules->GetAmmoDef()->Index("AR2"); - // SetModel( "models/attack_helicopter.mdl" ); - // UTIL_SetSize( this, Vector( -32, -32, -64 ), Vector( 32, 32, 0 ) ); - // UTIL_SetOrigin( this, GetLocalOrigin() ); - // m_iHealth = 100; - // m_flFieldOfView = -0.707; // 270 degrees - // InitBoneControllers(); - // m_iRockets = 10; - // Get the rotor sound started up. - - // This base class assumes the helicopter has no guns or missiles. - // Set the appropriate flags in your derived class' Spawn() function. - m_fHelicopterFlags &= ~BITS_HELICOPTER_MISSILE_ON; - m_fHelicopterFlags &= ~BITS_HELICOPTER_GUN_ON; - - m_pRotorSound = NULL; - m_pRotorBlast = NULL; - - SetCycle( 0 ); - ResetSequenceInfo(); - - AddFlag( FL_NPC ); - - m_flMaxSpeed = BASECHOPPER_MAX_SPEED; - m_flMaxSpeedFiring = BASECHOPPER_MAX_FIRING_SPEED; - m_takedamage = DAMAGE_AIM; - - // Don't start up if the level designer has asked the - // helicopter to start disabled. - if ( !(m_spawnflags & SF_AWAITINPUT) ) - { - Startup(); - SetNextThink( gpGlobals->curtime + 1.0f ); - } - else - { - m_flStartupTime = FLT_MAX; - } - - InitPathingData( 0, BASECHOPPER_MIN_CHASE_DIST_DIFF, BASECHOPPER_AVOID_DIST ); - - // Setup collision hull - ExpandBBox( m_cullBoxMins, m_cullBoxMaxs ); - CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &m_cullBoxMins, &m_cullBoxMaxs ); - AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST ); - m_flRandomOffsetTime = -1.0f; - m_vecRandomOffset.Init( 0, 0, 0 ); -} - - -//------------------------------------------------------------------------------ -// Cleanup -//------------------------------------------------------------------------------ -void CBaseHelicopter::UpdateOnRemove() -{ - StopRotorWash(); - BaseClass::UpdateOnRemove(); -} - - -//------------------------------------------------------------------------------ -// Gets the max speed of the helicopter -//------------------------------------------------------------------------------ -float CBaseHelicopter::GetMaxSpeed() -{ - // If our last path_track has specified a speed, use that instead of ours - if ( GetPathMaxSpeed() ) - return GetPathMaxSpeed(); - - return m_flMaxSpeed; -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -float CBaseHelicopter::GetMaxSpeedFiring() -{ - // If our last path_track has specified a speed, use that instead of ours - if ( GetPathMaxSpeed() ) - return GetPathMaxSpeed(); - - return m_flMaxSpeedFiring; -} - - -//------------------------------------------------------------------------------ -// Enemy methods -//------------------------------------------------------------------------------ -bool CBaseHelicopter::GetTrackPatherTarget( Vector *pPos ) -{ - if ( GetEnemy() ) - { - *pPos = GetEnemy()->BodyTarget( GetAbsOrigin(), false ); - return true; - } - - return false; -} - -CBaseEntity *CBaseHelicopter::GetTrackPatherTargetEnt() -{ - return GetEnemy(); -} - - -//------------------------------------------------------------------------------ -// Purpose : -// Input : -// Output : -//------------------------------------------------------------------------------ -bool CBaseHelicopter::FireGun( void ) -{ - return true; -} - - -//------------------------------------------------------------------------------ -// Purpose : The main think function for the helicopters -// Input : -// Output : -//------------------------------------------------------------------------------ -void CBaseHelicopter::HelicopterThink( void ) -{ - CheckPVSCondition(); - - SetNextThink( gpGlobals->curtime + HELICOPTER_THINK_INTERVAL ); - - // Don't keep this around for more than one frame. - ClearCondition( COND_ENEMY_DEAD ); - - // Animate and dispatch animation events. - StudioFrameAdvance( ); - DispatchAnimEvents( this ); - - PrescheduleThink(); - - if ( IsMarkedForDeletion() ) - return; - - ShowDamage( ); - - // ----------------------------------------------- - // If AI is disabled, kill any motion and return - // ----------------------------------------------- - if (CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) - { - SetAbsVelocity( vec3_origin ); - SetLocalAngularVelocity( vec3_angle ); - SetNextThink( gpGlobals->curtime + HELICOPTER_THINK_INTERVAL ); - return; - } - - Hunt(); - - // Finally, forget dead enemies, or ones we've been told to ignore. - if( GetEnemy() != NULL && (!GetEnemy()->IsAlive() || GetEnemy()->GetFlags() & FL_NOTARGET || IRelationType( GetEnemy() ) == D_NU ) ) - { - SetEnemy( NULL ); - } - - HelicopterPostThink(); -} - -//----------------------------------------------------------------------------- -// Rotor wash think -//----------------------------------------------------------------------------- -void CBaseHelicopter::RotorWashThink( void ) -{ - if ( m_lifeState == LIFE_ALIVE || m_lifeState == LIFE_DYING ) - { - DrawRotorWash( BASECHOPPER_WASH_ALTITUDE, GetAbsOrigin() ); - SetContextThink( &CBaseHelicopter::RotorWashThink, gpGlobals->curtime + HELICOPTER_ROTORWASH_THINK_INTERVAL, s_pRotorWashThinkContext ); - } - else - { - SetContextThink( NULL, gpGlobals->curtime, s_pRotorWashThinkContext ); - } -} - - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CBaseHelicopter::DrawRotorWash( float flAltitude, const Vector &vecRotorOrigin ) -{ - // Shake any ropes nearby - if ( random->RandomInt( 0, 2 ) == 0 ) - { - CRopeKeyframe::ShakeRopes( GetAbsOrigin(), flAltitude, 128 ); - } - - if ( m_spawnflags & SF_NOROTORWASH ) - return; - - DoRotorPhysicsPush( vecRotorOrigin, flAltitude ); - - if ( m_flRotorWashEntitySearchTime > gpGlobals->curtime ) - return; - - // Only push every half second - m_flRotorWashEntitySearchTime = gpGlobals->curtime + 0.5f; -} - - -//----------------------------------------------------------------------------- -// Purpose: Push an airboat in our wash -//----------------------------------------------------------------------------- -#define MAX_AIRBOAT_ROLL_ANGLE 20.0f -#define MAX_AIRBOAT_ROLL_COSANGLE 0.866f -#define MAX_AIRBOAT_ROLL_COSANGLE_X2 0.5f - -void CBaseHelicopter::DoWashPushOnAirboat( CBaseEntity *pAirboat, - const Vector &vecWashToAirboat, float flWashAmount ) -{ - // For the airboat, simply produce a small roll and a push outwards. - // But don't produce a roll if we're too rolled in that direction already. - - // Get the actual up direction vector - Vector vecUp; - pAirboat->GetVectors( NULL, NULL, &vecUp ); - if ( vecUp.z < MAX_AIRBOAT_ROLL_COSANGLE ) - return; - - // Compute roll direction so that we get pushed down on the side where the rotor wash is. - Vector vecRollNormal; - CrossProduct( vecWashToAirboat, Vector( 0, 0, 1 ), vecRollNormal ); - - // Project it into the plane of the roll normal - VectorMA( vecUp, -DotProduct( vecUp, vecRollNormal ), vecRollNormal, vecUp ); - VectorNormalize( vecUp ); - - // Compute a vector which is the max direction we can roll given the roll constraint - Vector vecExtremeUp; - VMatrix rot; - MatrixBuildRotationAboutAxis( rot, vecRollNormal, MAX_AIRBOAT_ROLL_ANGLE ); - MatrixGetColumn( rot, 2, &vecExtremeUp ); - - // Find the angle between how vertical we are and how vertical we should be - float flCosDelta = DotProduct( vecExtremeUp, vecUp ); - float flDelta = acos(flCosDelta) * 180.0f / M_PI; - flDelta = clamp( flDelta, 0.0f, MAX_AIRBOAT_ROLL_ANGLE ); - flDelta = SimpleSplineRemapVal( flDelta, 0.0f, MAX_AIRBOAT_ROLL_ANGLE, 0.0f, 1.0f ); - - float flForce = 12.0f * flWashAmount * flDelta; - - Vector vecWashOrigin; - Vector vecForce; - VectorMultiply( Vector( 0, 0, -1 ), flForce, vecForce ); - VectorMA( pAirboat->GetAbsOrigin(), -200.0f, vecWashToAirboat, vecWashOrigin ); - - pAirboat->VPhysicsTakeDamage( CTakeDamageInfo( this, this, vecForce, vecWashOrigin, flWashAmount, DMG_BLAST ) ); -} - - -//----------------------------------------------------------------------------- -// Purpose: Push a physics object in our wash. Return false if it's now out of our wash -//----------------------------------------------------------------------------- -bool CBaseHelicopter::DoWashPush( washentity_t *pWash, const Vector &vecWashOrigin ) -{ - if ( !pWash || !pWash->hEntity.Get() ) - return false; - - // Make sure the entity is still within our wash's radius - CBaseEntity *pEntity = pWash->hEntity; - - // This can happen because we can dynamically turn this flag on and off - if ( pEntity->IsEFlagSet( EFL_NO_ROTORWASH_PUSH )) - return false; - - Vector vecSpot = pEntity->BodyTarget( vecWashOrigin ); - Vector vecToSpot = ( vecSpot - vecWashOrigin ); - vecToSpot.z = 0; - float flDist = VectorNormalize( vecToSpot ); - if ( flDist > BASECHOPPER_WASH_RADIUS ) - return false; - - IRotorWashShooter *pShooter = GetRotorWashShooter( pEntity ); - IPhysicsObject *pPhysObject; - - - float flPushTime = (gpGlobals->curtime - pWash->flWashStartTime); - flPushTime = clamp( flPushTime, 0, BASECHOPPER_WASH_RAMP_TIME ); - float flWashAmount = RemapVal( flPushTime, 0, BASECHOPPER_WASH_RAMP_TIME, BASECHOPPER_WASH_PUSH_MIN, BASECHOPPER_WASH_PUSH_MAX ); - - if ( pShooter ) - { - Vector vecForce = (0.015f / 0.1f) * flWashAmount * vecToSpot * phys_pushscale.GetFloat(); - pEntity = pShooter->DoWashPush( pWash->flWashStartTime, vecForce ); - if ( !pEntity ) - return true; - - washentity_t Wash; - Wash.hEntity = pEntity; - Wash.flWashStartTime = pWash->flWashStartTime; - int i = m_hEntitiesPushedByWash.AddToTail( Wash ); - pWash = &m_hEntitiesPushedByWash[i]; - - pPhysObject = pEntity->VPhysicsGetObject(); - if ( !pPhysObject ) - return true; - } - else - { - // Airboat gets special treatment - if ( FClassnameIs( pEntity, "prop_vehicle_airboat" ) ) - { - DoWashPushOnAirboat( pEntity, vecToSpot, flWashAmount ); - return true; - } - - pPhysObject = pEntity->VPhysicsGetObject(); - if ( !pPhysObject ) - return false; - } - - // Push it away from the center of the wash - float flMass = pPhysObject->GetMass(); - - // This used to be mass independent, which is a bad idea because it blows 200kg engine blocks - // as much as it blows cardboard and soda cans. Make this force mass-independent, but clamp at - // 30kg. - flMass = MIN( flMass, 30.0f ); - - Vector vecForce = (0.015f / 0.1f) * flWashAmount * flMass * vecToSpot * phys_pushscale.GetFloat(); - pEntity->VPhysicsTakeDamage( CTakeDamageInfo( this, this, vecForce, vecWashOrigin, flWashAmount, DMG_BLAST ) ); - - // Debug - if ( g_debug_basehelicopter.GetInt() == BASECHOPPER_DEBUG_WASH ) - { - NDebugOverlay::Cross3D( pEntity->GetAbsOrigin(), -Vector(4,4,4), Vector(4,4,4), 255, 0, 0, true, 0.1f ); - NDebugOverlay::Line( pEntity->GetAbsOrigin(), pEntity->GetAbsOrigin() + vecForce, 255, 255, 0, true, 0.1f ); - - IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject(); - Msg("Pushed %s (index %d) (mass %f) with force %f (min %.2f max %.2f) at time %.2f\n", - pEntity->GetClassname(), pEntity->entindex(), pPhysObject->GetMass(), flWashAmount, - BASECHOPPER_WASH_PUSH_MIN * flMass, BASECHOPPER_WASH_PUSH_MAX * flMass, gpGlobals->curtime ); - } - - // If we've pushed this thing for some time, remove it to give us a chance to find lighter things nearby - if ( flPushTime > 2.0 ) - return false; - - return true; -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CBaseHelicopter::DoRotorPhysicsPush( const Vector &vecRotorOrigin, float flAltitude ) -{ - CBaseEntity *pEntity = NULL; - trace_t tr; - - // First, trace down and find out where the was is hitting the ground - UTIL_TraceLine( vecRotorOrigin, vecRotorOrigin+Vector(0,0,-flAltitude), (MASK_SOLID_BRUSHONLY|CONTENTS_WATER), NULL, COLLISION_GROUP_NONE, &tr ); - // Always raise the physics origin a bit - Vector vecPhysicsOrigin = tr.endpos + Vector(0,0,64); - - // Debug - if ( g_debug_basehelicopter.GetInt() == BASECHOPPER_DEBUG_WASH ) - { - NDebugOverlay::Cross3D( vecPhysicsOrigin, -Vector(16,16,16), Vector(16,16,16), 0, 255, 255, true, 0.1f ); - } - - // Push entities that we've pushed before, and are still within range - // Walk backwards because they may be removed if they're now out of range - int iCount = m_hEntitiesPushedByWash.Count(); - bool bWasPushingObjects = (iCount > 0); - for ( int i = (iCount-1); i >= 0; i-- ) - { - if ( !DoWashPush( &(m_hEntitiesPushedByWash[i]), vecPhysicsOrigin ) ) - { - // Out of range now, so remove - m_hEntitiesPushedByWash.Remove(i); - } - } - - if ( m_flRotorWashEntitySearchTime > gpGlobals->curtime ) - return; - - // Any spare slots? - iCount = m_hEntitiesPushedByWash.Count(); - if ( iCount >= BASECHOPPER_WASH_MAX_OBJECTS ) - return; - - // Find the lightest physics entity below us and add it to our list to push around - CBaseEntity *pLightestEntity = NULL; - float flLightestMass = 9999; - while ((pEntity = gEntList.FindEntityInSphere(pEntity, vecPhysicsOrigin, BASECHOPPER_WASH_RADIUS )) != NULL) - { - IRotorWashShooter *pShooter = GetRotorWashShooter( pEntity ); - - if ( pEntity->IsEFlagSet( EFL_NO_ROTORWASH_PUSH )) - continue; - - if ( pShooter || pEntity->GetMoveType() == MOVETYPE_VPHYSICS || (pEntity->VPhysicsGetObject() && !pEntity->IsPlayer()) ) - { - // Make sure it's not already in our wash - bool bAlreadyPushing = false; - for ( int i = 0; i < iCount; i++ ) - { - if ( m_hEntitiesPushedByWash[i].hEntity == pEntity ) - { - bAlreadyPushing = true; - break; - } - } - if ( bAlreadyPushing ) - continue; - - float flMass = FLT_MAX; - if ( pShooter ) - { - flMass = 1.0f; - } - else - { - // Don't try to push anything too big - IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject(); - if ( pPhysObject ) - { - flMass = pPhysObject->GetMass(); - if ( flMass > BASECHOPPER_WASH_MAX_MASS ) - continue; - } - } - - // Ignore anything bigger than the one we've already found - if ( flMass > flLightestMass ) - continue; - - Vector vecSpot = pEntity->BodyTarget( vecPhysicsOrigin ); - - // Don't push things too far below our starting point (helps reduce through-roof cases w/o doing a trace) - if ( fabs( vecSpot.z - vecPhysicsOrigin.z ) > 96 ) - continue; - - Vector vecToSpot = ( vecSpot - vecPhysicsOrigin ); - vecToSpot.z = 0; - float flDist = VectorNormalize( vecToSpot ); - if ( flDist > BASECHOPPER_WASH_RADIUS ) - continue; - - - // Try to cast to the helicopter; if we can't, then we can't be hit. - if ( pEntity->GetServerVehicle() ) - { - UTIL_TraceLine( vecSpot, vecPhysicsOrigin, MASK_SOLID_BRUSHONLY, pEntity, COLLISION_GROUP_NONE, &tr ); - if ( tr.fraction != 1.0f ) - continue; - } - - flLightestMass = flMass; - pLightestEntity = pEntity; - - washentity_t Wash; - Wash.hEntity = pLightestEntity; - Wash.flWashStartTime = gpGlobals->curtime; - m_hEntitiesPushedByWash.AddToTail( Wash ); - - // Can we fit more after adding this one? No? Then we are done. - iCount = m_hEntitiesPushedByWash.Count(); - if ( iCount >= BASECHOPPER_WASH_MAX_OBJECTS ) - break; - } - } - - // Handle sound. - // If we just started pushing objects, ramp the blast sound up. - if ( !bWasPushingObjects && m_hEntitiesPushedByWash.Count() ) - { - if ( m_pRotorBlast ) - { - CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); - controller.SoundChangeVolume( m_pRotorBlast, 1.0, 1.0 ); - } - } - else if ( bWasPushingObjects && m_hEntitiesPushedByWash.Count() == 0 ) - { - if ( m_pRotorBlast ) - { - // We just stopped pushing objects, so fade the blast sound out. - CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); - controller.SoundChangeVolume( m_pRotorBlast, 0, 1.0 ); - } - } -} - - -//------------------------------------------------------------------------------ -// Updates the enemy -//------------------------------------------------------------------------------ -float CBaseHelicopter::EnemySearchDistance( ) -{ - return 4092; -} - - -//------------------------------------------------------------------------------ -// Updates the enemy -//------------------------------------------------------------------------------ -void CBaseHelicopter::UpdateEnemy() -{ - if( HasCondition( COND_ENEMY_DEAD ) ) - { - SetEnemy( NULL ); - } - - // Look for my best enemy. If I change enemies, - // be sure and change my prevseen/lastseen timers. - if( m_lifeState == LIFE_ALIVE ) - { - GetSenses()->Look( EnemySearchDistance() ); - - GetEnemies()->RefreshMemories(); - ChooseEnemy(); - - if( HasEnemy() ) - { - CBaseEntity *pEnemy = GetEnemy(); - GatherEnemyConditions( pEnemy ); - if ( FVisible( pEnemy ) ) - { - if (m_flLastSeen < gpGlobals->curtime - 2) - { - m_flPrevSeen = gpGlobals->curtime; - } - - m_flLastSeen = gpGlobals->curtime; - m_vecTargetPosition = pEnemy->WorldSpaceCenter(); - } - } - else - { - // look at where we're going instead - m_vecTargetPosition = GetDesiredPosition(); - } - } - else - { - // If we're dead or dying, forget our enemy and don't look for new ones(sjb) - SetEnemy( NULL ); - } - -} - -//------------------------------------------------------------------------------ -// Purpose : Override the desired position if your derived helicopter is doing something special -//------------------------------------------------------------------------------ -void CBaseHelicopter::UpdateDesiredPosition( void ) -{ -} - -//------------------------------------------------------------------------------ -// Updates the facing direction -//------------------------------------------------------------------------------ -void CBaseHelicopter::UpdateFacingDirection() -{ - if ( 1 ) - { - Vector targetDir = m_vecTargetPosition - GetAbsOrigin(); - Vector desiredDir = GetDesiredPosition() - GetAbsOrigin(); - - VectorNormalize( targetDir ); - VectorNormalize( desiredDir ); - - if ( !IsCrashing() && m_flLastSeen + 5 > gpGlobals->curtime ) //&& DotProduct( targetDir, desiredDir) > 0.25) - { - // If we've seen the target recently, face the target. - //Msg( "Facing Target \n" ); - m_vecDesiredFaceDir = targetDir; - } - else - { - // Face our desired position. - // Msg( "Facing Position\n" ); - m_vecDesiredFaceDir = desiredDir; - } - } - else - { - // Face the way the path corner tells us to. - //Msg( "Facing my path corner\n" ); - m_vecDesiredFaceDir = GetGoalOrientation(); - } - -} - - -//------------------------------------------------------------------------------ -// Fire weapons -//------------------------------------------------------------------------------ -void CBaseHelicopter::FireWeapons() -{ - // ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->curtime, m_flLastSeen, m_flPrevSeen ); - if (m_fHelicopterFlags & BITS_HELICOPTER_GUN_ON) - { - //if ( (m_flLastSeen + 1 > gpGlobals->curtime) && (m_flPrevSeen + 2 < gpGlobals->curtime) ) - { - if (FireGun( )) - { - // slow down if we're firing - if (m_flGoalSpeed > GetMaxSpeedFiring() ) - { - m_flGoalSpeed = GetMaxSpeedFiring(); - } - } - } - } - - if (m_fHelicopterFlags & BITS_HELICOPTER_MISSILE_ON) - { - AimRocketGun(); - } -} - - -//------------------------------------------------------------------------------ -// Purpose : -// Input : -// Output : -//------------------------------------------------------------------------------ -void CBaseHelicopter::Hunt( void ) -{ - UpdateEnemy(); - - UpdateTrackNavigation( ); - - UpdateDesiredPosition(); - - UpdateFacingDirection(); - - Flight(); - - UpdatePlayerDopplerShift( ); - - FireWeapons(); -} - - -//------------------------------------------------------------------------------ -// Purpose : -// Input : -// Output : -//------------------------------------------------------------------------------ -void CBaseHelicopter::UpdatePlayerDopplerShift( ) -{ - // ----------------------------- - // make rotor, engine sounds - // ----------------------------- - if (m_iSoundState == 0) - { - // Sound startup. - InitializeRotorSound(); - } - else - { - CBaseEntity *pPlayer = NULL; - - // UNDONE: this needs to send different sounds to every player for multiplayer. - // FIXME: this isn't the correct way to find a player!!! - pPlayer = gEntList.FindEntityByName( NULL, "!player" ); - if (pPlayer) - { - Vector dir; - VectorSubtract( pPlayer->GetAbsOrigin(), GetAbsOrigin(), dir ); - VectorNormalize(dir); - -#if 1 - float velReceiver = DotProduct( pPlayer->GetAbsVelocity(), dir ); - float velTransmitter = -DotProduct( GetAbsVelocity(), dir ); - // speed of sound == 13049in/s - int iPitch = 100 * ((1 - velReceiver / 13049) / (1 + velTransmitter / 13049)); -#else - // This is a bogus doppler shift, but I like it better - float relV = DotProduct( GetAbsVelocity() - pPlayer->GetAbsVelocity(), dir ); - int iPitch = (int)(100 + relV / 50.0); -#endif - - // clamp pitch shifts - if (iPitch > 250) - { - iPitch = 250; - } - if (iPitch < 50) - { - iPitch = 50; - } - - UpdateRotorSoundPitch( iPitch ); - // Msg( "Pitch:%d\n", iPitch ); - } - else - { - Msg( "Chopper didn't find a player!\n" ); - } - } -} - - -//----------------------------------------------------------------------------- -// Computes the actual position to fly to -//----------------------------------------------------------------------------- -void CBaseHelicopter::ComputeActualTargetPosition( float flSpeed, float flTime, float flPerpDist, Vector *pDest, bool bApplyNoise ) -{ - // This is used to make the helicopter drift around a bit. - if ( bApplyNoise && m_flRandomOffsetTime <= gpGlobals->curtime ) - { - m_vecRandomOffset.Random( -25.0f, 25.0f ); - m_flRandomOffsetTime = gpGlobals->curtime + 1.0f; - } - - if ( IsLeading() && GetEnemy() && IsOnPathTrack() ) - { - ComputePointAlongCurrentPath( flSpeed * flTime, flPerpDist, pDest ); - *pDest += m_vecRandomOffset; - return; - } - - *pDest = GetDesiredPosition() - GetAbsOrigin(); - float flDistToDesired = pDest->Length(); - if (flDistToDesired > flSpeed * flTime) - { - float scale = flSpeed * flTime / flDistToDesired; - *pDest *= scale; - } - else if ( IsOnPathTrack() ) - { - // Blend in a fake destination point based on the dest velocity - Vector vecDestVelocity; - ComputeNormalizedDestVelocity( &vecDestVelocity ); - vecDestVelocity *= flSpeed; - - float flBlendFactor = 1.0f - flDistToDesired / (flSpeed * flTime); - VectorMA( *pDest, flTime * flBlendFactor, vecDestVelocity, *pDest ); - } - - *pDest += GetAbsOrigin(); - - if ( bApplyNoise ) - { - // ComputePointAlongCurrentPath( flSpeed * flTime, flPerpDist, pDest ); - *pDest += m_vecRandomOffset; - } -} - - -//------------------------------------------------------------------------------ -//------------------------------------------------------------------------------ -void CBaseHelicopter::Flight( void ) -{ - if( GetFlags() & FL_ONGROUND ) - { - //This would be really bad. - SetGroundEntity( NULL ); - } - - // Generic speed up - if (m_flGoalSpeed < GetMaxSpeed()) - { - m_flGoalSpeed += GetAcceleration(); - } - - //NDebugOverlay::Line(GetAbsOrigin(), m_vecDesiredPosition, 0,0,255, true, 0.1); - - // tilt model 5 degrees (why?! sjb) - QAngle vecAdj = QAngle( 5.0, 0, 0 ); - - // estimate where I'll be facing in one seconds - Vector forward, right, up; - AngleVectors( GetLocalAngles() + GetLocalAngularVelocity() * 2 + vecAdj, &forward, &right, &up ); - - // Vector vecEst1 = GetLocalOrigin() + GetAbsVelocity() + up * m_flForce - Vector( 0, 0, 384 ); - // float flSide = DotProduct( m_vecDesiredPosition - vecEst1, right ); - QAngle angVel = GetLocalAngularVelocity(); - float flSide = DotProduct( m_vecDesiredFaceDir, right ); - if (flSide < 0) - { - if (angVel.y < 60) - { - angVel.y += 8; - } - } - else - { - if (angVel.y > -60) - { - angVel.y -= 8; - } - } - - angVel.y *= ( 0.98 ); // why?! (sjb) - - // estimate where I'll be in two seconds - AngleVectors( GetLocalAngles() + angVel * 1 + vecAdj, NULL, NULL, &up ); - Vector vecEst = GetAbsOrigin() + GetAbsVelocity() * 2.0 + up * m_flForce * 20 - Vector( 0, 0, 384 * 2 ); - - // add immediate force - AngleVectors( GetLocalAngles() + vecAdj, &forward, &right, &up ); - - Vector vecImpulse( 0, 0, 0 ); - vecImpulse.x += up.x * m_flForce; - vecImpulse.y += up.y * m_flForce; - vecImpulse.z += up.z * m_flForce; - - // add gravity - vecImpulse.z -= 38.4; // 32ft/sec - ApplyAbsVelocityImpulse( vecImpulse ); - - float flSpeed = GetAbsVelocity().Length(); - float flDir = DotProduct( Vector( forward.x, forward.y, 0 ), Vector( GetAbsVelocity().x, GetAbsVelocity().y, 0 ) ); - if (flDir < 0) - { - flSpeed = -flSpeed; - } - - float flDist = DotProduct( GetDesiredPosition() - vecEst, forward ); - - // float flSlip = DotProduct( GetAbsVelocity(), right ); - float flSlip = -DotProduct( GetDesiredPosition() - vecEst, right ); - - // fly sideways - if (flSlip > 0) - { - if (GetLocalAngles().z > -30 && angVel.z > -15) - angVel.z -= 4; - else - angVel.z += 2; - } - else - { - if (GetLocalAngles().z < 30 && angVel.z < 15) - angVel.z += 4; - else - angVel.z -= 2; - } - - // These functions contain code Ken wrote that used to be right here as part of the flight model, - // but we want different helicopter vehicles to have different drag characteristics, so I made - // them virtual functions (sjb) - ApplySidewaysDrag( right ); - ApplyGeneralDrag(); - - // apply power to stay correct height - // FIXME: these need to be per class variables -#define MAX_FORCE 80 -#define FORCE_POSDELTA 12 -#define FORCE_NEGDELTA 8 - - if (m_flForce < MAX_FORCE && vecEst.z < GetDesiredPosition().z) - { - m_flForce += FORCE_POSDELTA; - } - else if (m_flForce > 30) - { - if (vecEst.z > GetDesiredPosition().z) - m_flForce -= FORCE_NEGDELTA; - } - - // pitch forward or back to get to target - //----------------------------------------- - // Pitch is reversed since Half-Life! (sjb) - //----------------------------------------- - if (flDist > 0 && flSpeed < m_flGoalSpeed /* && flSpeed < flDist */ && GetLocalAngles().x + angVel.x < 40) - { - // ALERT( at_console, "F " ); - // lean forward - angVel.x += 12.0; - } - else if (flDist < 0 && flSpeed > -50 && GetLocalAngles().x + angVel.x > -20) - { - // ALERT( at_console, "B " ); - // lean backward - angVel.x -= 12.0; - } - else if (GetLocalAngles().x + angVel.x < 0) - { - // ALERT( at_console, "f " ); - angVel.x += 4.0; - } - else if (GetLocalAngles().x + angVel.x > 0) - { - // ALERT( at_console, "b " ); - angVel.x -= 4.0; - } - - SetLocalAngularVelocity( angVel ); - // ALERT( at_console, "%.0f %.0f : %.0f %.0f : %.0f %.0f : %.0f\n", GetAbsOrigin().x, GetAbsVelocity().x, flDist, flSpeed, GetLocalAngles().x, m_vecAngVelocity.x, m_flForce ); - // ALERT( at_console, "%.0f %.0f : %.0f %0.f : %.0f\n", GetAbsOrigin().z, GetAbsVelocity().z, vecEst.z, m_vecDesiredPosition.z, m_flForce ); -} - - -//------------------------------------------------------------------------------ -// Updates the rotor wash volume -//------------------------------------------------------------------------------ -void CBaseHelicopter::UpdateRotorWashVolume() -{ - if ( !m_pRotorSound ) - return; - - CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); - float flVolDelta = GetRotorVolume() - controller.SoundGetVolume( m_pRotorSound ); - if ( flVolDelta ) - { - // We can change from 0 to 1 in 3 seconds. - // Figure out how many seconds flVolDelta will take. - float flRampTime = fabs( flVolDelta ) * 3.0f; - controller.SoundChangeVolume( m_pRotorSound, GetRotorVolume(), flRampTime ); - } -} - - -//------------------------------------------------------------------------------ -// For scripted times where it *has* to shoot -//------------------------------------------------------------------------------ -float CBaseHelicopter::GetRotorVolume( void ) -{ - return m_bSuppressSound ? 0.0f : 1.0f; -} - - -//----------------------------------------------------------------------------- -// Rotor sound -//----------------------------------------------------------------------------- -void CBaseHelicopter::InputEnableRotorSound( inputdata_t &inputdata ) -{ - m_bSuppressSound = false; -} - -void CBaseHelicopter::InputDisableRotorSound( inputdata_t &inputdata ) -{ - m_bSuppressSound = true; -} - - -//----------------------------------------------------------------------------- -// Purpose: Marks the entity for deletion -//----------------------------------------------------------------------------- -void CBaseHelicopter::InputKill( inputdata_t &inputdata ) -{ - StopRotorWash(); - - m_bSuppressSound = true; - SetContextThink( &CBaseHelicopter::DelayedKillThink, gpGlobals->curtime + 3.0f, s_pDelayedKillThinkContext ); -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CBaseHelicopter::StopRotorWash( void ) -{ - if ( m_hRotorWash ) - { - UTIL_Remove( m_hRotorWash ); - m_hRotorWash = NULL; - } -} - -//----------------------------------------------------------------------------- -// Purpose: Marks the entity for deletion -//----------------------------------------------------------------------------- -void CBaseHelicopter::DelayedKillThink( ) -{ - // tell owner ( if any ) that we're dead.This is mostly for NPCMaker functionality. - CBaseEntity *pOwner = GetOwnerEntity(); - if ( pOwner ) - { - pOwner->DeathNotice( this ); - SetOwnerEntity( NULL ); - } - - UTIL_Remove( this ); -} - - -//------------------------------------------------------------------------------ -// Purpose : -// Input : -// Output : -//------------------------------------------------------------------------------ -void CBaseHelicopter::InitializeRotorSound( void ) -{ - CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); - - if ( m_pRotorSound ) - { - // Get the rotor sound started up. - controller.Play( m_pRotorSound, 0.0, 100 ); - UpdateRotorWashVolume(); - } - - if ( m_pRotorBlast ) - { - // Start the blast sound and then immediately drop it to 0 (starting it at 0 wouldn't start it) - controller.Play( m_pRotorBlast, 1.0, 100 ); - controller.SoundChangeVolume(m_pRotorBlast, 0, 0.0); - } - - m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions -} - - -//------------------------------------------------------------------------------ -// Purpose : -// Input : -// Output : -//------------------------------------------------------------------------------ -void CBaseHelicopter::UpdateRotorSoundPitch( int iPitch ) -{ - if (m_pRotorSound) - { - CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); - controller.SoundChangePitch( m_pRotorSound, iPitch, 0.1 ); - UpdateRotorWashVolume(); - } -} - - -//------------------------------------------------------------------------------ -// Purpose : -// Input : -// Output : -//------------------------------------------------------------------------------ -void CBaseHelicopter::FlyTouch( CBaseEntity *pOther ) -{ - // bounce if we hit something solid - if ( pOther->GetSolid() == SOLID_BSP) - { -// trace_t tr; -// tr = CBaseEntity::GetTouchTrace(); - - // UNDONE, do a real bounce - // FIXME: This causes bad problems, so we just ignore it right now - //ApplyAbsVelocityImpulse( tr.plane.normal * (GetAbsVelocity().Length() + 200) ); - } -} - - -//------------------------------------------------------------------------------ -// Purpose : -// Input : -// Output : -//------------------------------------------------------------------------------ -void CBaseHelicopter::CrashTouch( CBaseEntity *pOther ) -{ - // only crash if we hit something solid - if ( pOther->GetSolid() == SOLID_BSP) - { - SetTouch( NULL ); - SetNextThink( gpGlobals->curtime ); - } -} - - -//------------------------------------------------------------------------------ -// Purpose : -// Input : -// Output : -//------------------------------------------------------------------------------ -void CBaseHelicopter::DyingThink( void ) -{ - StudioFrameAdvance( ); - SetNextThink( gpGlobals->curtime + 0.1f ); - - SetLocalAngularVelocity( GetLocalAngularVelocity() * 1.02 ); -} - - -//----------------------------------------------------------------------------- -// Purpose: Override base class to add display of fly direction -// Input : -// Output : -//----------------------------------------------------------------------------- -void CBaseHelicopter::DrawDebugGeometryOverlays(void) -{ - if (m_pfnThink!= NULL) - { - // ------------------------------ - // Draw route if requested - // ------------------------------ - if (m_debugOverlays & OVERLAY_NPC_ROUTE_BIT) - { - NDebugOverlay::Line(GetAbsOrigin(), GetDesiredPosition(), 0,0,255, true, 0); - } - } - BaseClass::DrawDebugGeometryOverlays(); -} - - -//----------------------------------------------------------------------------- -// Purpose: -// Input : -// Output : -//----------------------------------------------------------------------------- -void CBaseHelicopter::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) -{ - // Take no damage from trace attacks unless it's blast damage. RadiusDamage() sometimes calls - // TraceAttack() as a means for delivering blast damage. Usually when the explosive penetrates - // the target. (RPG missiles do this sometimes). - if( info.GetDamageType() & (DMG_BLAST|DMG_AIRBOAT) ) - { - BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator ); - } -} - - -//------------------------------------------------------------------------------ -// Purpose : -// Input : -// Output : -//------------------------------------------------------------------------------ -void CBaseHelicopter::NullThink( void ) -{ - StudioFrameAdvance( ); - SetNextThink( gpGlobals->curtime + 0.5f ); -} - - -void CBaseHelicopter::Startup( void ) -{ - StopRotorWash(); - - if ( !( m_spawnflags & SF_NOROTORWASH ) ) - { - m_hRotorWash = CreateRotorWashEmitter( GetAbsOrigin(), GetAbsAngles(), this, BASECHOPPER_WASH_ALTITUDE ); - } - - // Fade in the blades - m_flStartupTime = gpGlobals->curtime; - - m_flGoalSpeed = m_flInitialSpeed; - SetThink( &CBaseHelicopter::HelicopterThink ); - SetTouch( &CBaseHelicopter::FlyTouch ); - SetNextThink( gpGlobals->curtime + 0.1f ); - - m_flRotorWashEntitySearchTime = gpGlobals->curtime; - SetContextThink( &CBaseHelicopter::RotorWashThink, gpGlobals->curtime, s_pRotorWashThinkContext ); -} - -void CBaseHelicopter::StopLoopingSounds() -{ - // Kill the rotor sounds - CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); - controller.SoundDestroy( m_pRotorSound ); - controller.SoundDestroy( m_pRotorBlast ); - m_pRotorSound = NULL; - m_pRotorBlast = NULL; - - BaseClass::StopLoopingSounds(); -} - -void CBaseHelicopter::Event_Killed( const CTakeDamageInfo &info ) -{ - m_lifeState = LIFE_DYING; - - SetMoveType( MOVETYPE_FLYGRAVITY ); - SetGravity( UTIL_ScaleForGravity( 240 ) ); // use a lower gravity - - StopLoopingSounds(); - - UTIL_SetSize( this, Vector( -32, -32, -64), Vector( 32, 32, 0) ); - SetThink( &CBaseHelicopter::CallDyingThink ); - SetTouch( &CBaseHelicopter::CrashTouch ); - - SetNextThink( gpGlobals->curtime + 0.1f ); - m_iHealth = 0; - m_takedamage = DAMAGE_NO; - -/* - if (m_spawnflags & SF_NOWRECKAGE) - { - m_flNextRocket = gpGlobals->curtime + 4.0; - } - else - { - m_flNextRocket = gpGlobals->curtime + 15.0; - } -*/ - StopRotorWash(); - - m_OnDeath.FireOutput( info.GetAttacker(), this ); -} - - -void CBaseHelicopter::GibMonster( void ) -{ -} - - -//----------------------------------------------------------------------------- -// Purpose: Call Startup for a helicopter that's been flagged to start disabled -//----------------------------------------------------------------------------- -void CBaseHelicopter::InputActivate( inputdata_t &inputdata ) -{ - if( m_spawnflags & SF_AWAITINPUT ) - { - Startup(); - - // Now clear the spawnflag to protect from - // subsequent calls. - m_spawnflags &= ~SF_AWAITINPUT; - } -} - -//------------------------------------------------------------------------------ -// Purpose : Turn the gun on -//------------------------------------------------------------------------------ -void CBaseHelicopter::InputGunOn( inputdata_t &inputdata ) -{ - m_fHelicopterFlags |= BITS_HELICOPTER_GUN_ON; -} - -//----------------------------------------------------------------------------- -// Purpose: Turn the gun off -//----------------------------------------------------------------------------- -void CBaseHelicopter::InputGunOff( inputdata_t &inputdata ) -{ - m_fHelicopterFlags &= ~BITS_HELICOPTER_GUN_ON; -} - -//------------------------------------------------------------------------------ -// Purpose : Turn the missile on -//------------------------------------------------------------------------------ -void CBaseHelicopter::InputMissileOn( inputdata_t &inputdata ) -{ - m_fHelicopterFlags |= BITS_HELICOPTER_MISSILE_ON; -} - -//----------------------------------------------------------------------------- -// Purpose: Turn the missile off -//----------------------------------------------------------------------------- -void CBaseHelicopter::InputMissileOff( inputdata_t &inputdata ) -{ - m_fHelicopterFlags &= ~BITS_HELICOPTER_MISSILE_ON; -} - - -//----------------------------------------------------------------------------- -// Enable, disable rotor wash -//----------------------------------------------------------------------------- -void CBaseHelicopter::InputEnableRotorWash( inputdata_t &inputdata ) -{ - m_spawnflags &= ~SF_NOROTORWASH; -} - -void CBaseHelicopter::InputDisableRotorWash( inputdata_t &inputdata ) -{ - m_spawnflags |= SF_NOROTORWASH; -} - - -//----------------------------------------------------------------------------- -// Causes the helicopter to immediately accelerate to its desired velocity -//----------------------------------------------------------------------------- -void CBaseHelicopter::InputMoveTopSpeed( inputdata_t &inputdata ) -{ - Vector vecVelocity; - ComputeActualTargetPosition( GetMaxSpeed(), 1.0f, 0.0f, &vecVelocity, false ); - vecVelocity -= GetAbsOrigin(); - - float flLength = VectorNormalize( vecVelocity ); - if (flLength < 1e-3) - { - GetVectors( &vecVelocity, NULL, NULL ); - } - - vecVelocity *= GetMaxSpeed(); - SetAbsVelocity( vecVelocity ); -} - -//----------------------------------------------------------------------------- -// Cause helicopter to immediately accelerate to specified velocity -//----------------------------------------------------------------------------- -void CBaseHelicopter::InputMoveSpecifiedSpeed( inputdata_t &inputdata ) -{ - Vector vecVelocity; - ComputeActualTargetPosition( GetMaxSpeed(), 1.0f, 0.0f, &vecVelocity, false ); - vecVelocity -= GetAbsOrigin(); - - float flLength = VectorNormalize( vecVelocity ); - if (flLength < 1e-3) - { - GetVectors( &vecVelocity, NULL, NULL ); - } - - float flSpeed = inputdata.value.Float(); - - vecVelocity *= flSpeed; - SetAbsVelocity( vecVelocity ); -} - -//------------------------------------------------------------------------------ -// Input values -//------------------------------------------------------------------------------ -void CBaseHelicopter::InputSetAngles( inputdata_t &inputdata ) -{ - const char *pAngles = inputdata.value.String(); - - QAngle angles; - UTIL_StringToVector( angles.Base(), pAngles ); - SetAbsAngles( angles ); -} - -//----------------------------------------------------------------------------- -// Purpose: -// Input : -// Output : -//----------------------------------------------------------------------------- -void CBaseHelicopter::ApplySidewaysDrag( const Vector &vecRight ) -{ - Vector vecNewVelocity = GetAbsVelocity(); - vecNewVelocity.x *= 1.0 - fabs( vecRight.x ) * 0.05; - vecNewVelocity.y *= 1.0 - fabs( vecRight.y ) * 0.05; - vecNewVelocity.z *= 1.0 - fabs( vecRight.z ) * 0.05; - SetAbsVelocity( vecNewVelocity ); -} - - -//----------------------------------------------------------------------------- -// Purpose: -// Input : -// Output : -//----------------------------------------------------------------------------- -void CBaseHelicopter::ApplyGeneralDrag( void ) -{ - Vector vecNewVelocity = GetAbsVelocity(); - vecNewVelocity *= 0.995; - SetAbsVelocity( vecNewVelocity ); -} - - -//----------------------------------------------------------------------------- -// Purpose: -// Input : -// Output : -//----------------------------------------------------------------------------- -bool CBaseHelicopter::ChooseEnemy( void ) -{ - // See if there's a new enemy. - CBaseEntity *pNewEnemy; - - pNewEnemy = BestEnemy(); - - if ( pNewEnemy != GetEnemy() ) - { - if ( pNewEnemy != NULL ) - { - // New enemy! Clear the timers and set conditions. - SetEnemy( pNewEnemy ); - m_flLastSeen = m_flPrevSeen = gpGlobals->curtime; - } - else - { - SetEnemy( NULL ); - SetState( NPC_STATE_ALERT ); - } - return true; - } - else - { - ClearCondition( COND_NEW_ENEMY ); - return false; - } -} - -//----------------------------------------------------------------------------- -// Purpose: -// Input : -// Output : -//----------------------------------------------------------------------------- -void CBaseHelicopter::GatherEnemyConditions( CBaseEntity *pEnemy ) -{ - // ------------------- - // If enemy is dead - // ------------------- - if ( !pEnemy->IsAlive() ) - { - SetCondition( COND_ENEMY_DEAD ); - ClearCondition( COND_SEE_ENEMY ); - ClearCondition( COND_ENEMY_OCCLUDED ); - return; - } -} - -//----------------------------------------------------------------------------- -// Purpose: -// Input : *pInfo - -// bAlways - -//----------------------------------------------------------------------------- -void CBaseHelicopter::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways ) -{ - // Are we already marked for transmission? - if ( pInfo->m_pTransmitEdict->Get( entindex() ) ) - return; - - BaseClass::SetTransmit( pInfo, bAlways ); - - // Make our smoke trail always come with us - if ( m_hRotorWash ) - { - m_hRotorWash->SetTransmit( pInfo, bAlways ); - } -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void ExpandBBox(Vector &vecMins, Vector &vecMaxs) -{ - // expand for *any* rotation - float maxval = 0; - for (int i = 0; i < 3; i++) - { - float v = fabs( vecMins[i]); - if (v > maxval) - maxval = v; - - v = fabs( vecMaxs[i]); - if (v > maxval) - maxval = v; - } - - vecMins.Init(-maxval, -maxval, -maxval); - vecMaxs.Init(maxval, maxval, maxval); -} +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Base class for helicopters & helicopter-type vehicles +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "ai_network.h" +#include "ai_default.h" +#include "ai_schedule.h" +#include "ai_hull.h" +#include "ai_node.h" +#include "ai_task.h" +#include "ai_senses.h" +#include "ai_memory.h" +#include "entitylist.h" +#include "soundenvelope.h" +#include "gamerules.h" +#include "grenade_homer.h" +#include "ndebugoverlay.h" +#include "cbasehelicopter.h" +#include "soundflags.h" +#include "rope.h" +#include "saverestore_utlvector.h" +#include "collisionutils.h" +#include "coordsize.h" +#include "effects.h" +#include "rotorwash.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +void ExpandBBox(Vector &vecMins, Vector &vecMaxs); + +#if 0 +virtual void NullThink( void ); +#endif //0 + +#define HELICOPTER_THINK_INTERVAL 0.1 +#define HELICOPTER_ROTORWASH_THINK_INTERVAL 0.01 +#define BASECHOPPER_DEBUG_WASH 1 + +ConVar g_debug_basehelicopter( "g_debug_basehelicopter", "0", FCVAR_CHEAT ); + +//--------------------------------------------------------- +//--------------------------------------------------------- +// TODOs +// +// -Member function: CHANGE MOVE GOAL +// +// -Member function: GET GRAVITY (or GetMaxThrust) +// +//--------------------------------------------------------- +//--------------------------------------------------------- + +static const char *s_pRotorWashThinkContext = "RotorWashThink"; +static const char *s_pDelayedKillThinkContext = "DelayedKillThink"; + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ + +BEGIN_DATADESC_NO_BASE( washentity_t ) + DEFINE_FIELD( hEntity, FIELD_EHANDLE ), + DEFINE_FIELD( flWashStartTime, FIELD_TIME ), +END_DATADESC() + + +BEGIN_DATADESC( CBaseHelicopter ) + + DEFINE_THINKFUNC( HelicopterThink ), + DEFINE_THINKFUNC( RotorWashThink ), + DEFINE_THINKFUNC( CallDyingThink ), + DEFINE_THINKFUNC( DelayedKillThink ), + DEFINE_ENTITYFUNC( CrashTouch ), + DEFINE_ENTITYFUNC( FlyTouch ), + + DEFINE_SOUNDPATCH( m_pRotorSound ), + DEFINE_SOUNDPATCH( m_pRotorBlast ), + DEFINE_FIELD( m_flForce, FIELD_FLOAT ), + DEFINE_FIELD( m_fHelicopterFlags, FIELD_INTEGER), + DEFINE_FIELD( m_vecDesiredFaceDir, FIELD_VECTOR ), + DEFINE_FIELD( m_flLastSeen, FIELD_TIME ), + DEFINE_FIELD( m_flPrevSeen, FIELD_TIME ), +// DEFINE_FIELD( m_iSoundState, FIELD_INTEGER ), // Don't save, precached + DEFINE_FIELD( m_vecTargetPosition, FIELD_POSITION_VECTOR ), + + DEFINE_FIELD( m_hRotorWash, FIELD_EHANDLE ), + + DEFINE_FIELD( m_flMaxSpeed, FIELD_FLOAT ), + DEFINE_FIELD( m_flMaxSpeedFiring, FIELD_FLOAT ), + DEFINE_FIELD( m_flGoalSpeed, FIELD_FLOAT ), + DEFINE_KEYFIELD( m_flInitialSpeed, FIELD_FLOAT, "InitialSpeed" ), + + DEFINE_FIELD( m_flRandomOffsetTime, FIELD_TIME ), + DEFINE_FIELD( m_vecRandomOffset, FIELD_VECTOR ), + DEFINE_FIELD( m_flRotorWashEntitySearchTime, FIELD_TIME ), + DEFINE_FIELD( m_bSuppressSound, FIELD_BOOLEAN ), + DEFINE_FIELD( m_flStartupTime, FIELD_TIME ), + + DEFINE_FIELD( m_cullBoxMins, FIELD_VECTOR ), + DEFINE_FIELD( m_cullBoxMaxs, FIELD_VECTOR ), + + DEFINE_UTLVECTOR( m_hEntitiesPushedByWash, FIELD_EMBEDDED ), + + // Inputs + DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate), + DEFINE_INPUTFUNC( FIELD_VOID, "GunOn", InputGunOn ), + DEFINE_INPUTFUNC( FIELD_VOID, "GunOff", InputGunOff ), + DEFINE_INPUTFUNC( FIELD_VOID, "MissileOn", InputMissileOn ), + DEFINE_INPUTFUNC( FIELD_VOID, "MissileOff", InputMissileOff ), + DEFINE_INPUTFUNC( FIELD_VOID, "EnableRotorWash", InputEnableRotorWash ), + DEFINE_INPUTFUNC( FIELD_VOID, "DisableRotorWash", InputDisableRotorWash ), + DEFINE_INPUTFUNC( FIELD_VOID, "MoveTopSpeed", InputMoveTopSpeed ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "MoveSpecifiedSpeed", InputMoveSpecifiedSpeed ), + DEFINE_INPUTFUNC( FIELD_STRING, "SetAngles", InputSetAngles ), + DEFINE_INPUTFUNC( FIELD_VOID, "EnableRotorSound", InputEnableRotorSound ), + DEFINE_INPUTFUNC( FIELD_VOID, "DisableRotorSound", InputDisableRotorSound ), + DEFINE_INPUTFUNC( FIELD_VOID, "Kill", InputKill ), + +END_DATADESC() + +IMPLEMENT_SERVERCLASS_ST( CBaseHelicopter, DT_BaseHelicopter ) + SendPropTime( SENDINFO( m_flStartupTime ) ), +END_SEND_TABLE() + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CBaseHelicopter::CBaseHelicopter( void ) +{ + m_cullBoxMins = vec3_origin; + m_cullBoxMaxs = vec3_origin; + + m_hRotorWash = NULL; +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +// Notes : Have your derived Helicopter's Spawn() function call this one FIRST +//------------------------------------------------------------------------------ +void CBaseHelicopter::Precache( void ) +{ +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +// Notes : Have your derived Helicopter's Spawn() function call this one FIRST +//------------------------------------------------------------------------------ +void CBaseHelicopter::Spawn( void ) +{ + Precache( ); + + SetSolid( SOLID_BBOX ); + SetMoveType( MOVETYPE_STEP ); + AddFlag( FL_FLY ); + SetState( NPC_STATE_IDLE ); + + m_lifeState = LIFE_ALIVE; + + // motor + //****** + // All of this stuff is specific to the individual type of aircraft. Handle it yourself. + //****** + // m_iAmmoType = g_pGameRules->GetAmmoDef()->Index("AR2"); + // SetModel( "models/attack_helicopter.mdl" ); + // UTIL_SetSize( this, Vector( -32, -32, -64 ), Vector( 32, 32, 0 ) ); + // UTIL_SetOrigin( this, GetLocalOrigin() ); + // m_iHealth = 100; + // m_flFieldOfView = -0.707; // 270 degrees + // InitBoneControllers(); + // m_iRockets = 10; + // Get the rotor sound started up. + + // This base class assumes the helicopter has no guns or missiles. + // Set the appropriate flags in your derived class' Spawn() function. + m_fHelicopterFlags &= ~BITS_HELICOPTER_MISSILE_ON; + m_fHelicopterFlags &= ~BITS_HELICOPTER_GUN_ON; + + m_pRotorSound = NULL; + m_pRotorBlast = NULL; + + SetCycle( 0 ); + ResetSequenceInfo(); + + AddFlag( FL_NPC ); + + m_flMaxSpeed = BASECHOPPER_MAX_SPEED; + m_flMaxSpeedFiring = BASECHOPPER_MAX_FIRING_SPEED; + m_takedamage = DAMAGE_AIM; + + // Don't start up if the level designer has asked the + // helicopter to start disabled. + if ( !(m_spawnflags & SF_AWAITINPUT) ) + { + Startup(); + SetNextThink( gpGlobals->curtime + 1.0f ); + } + else + { + m_flStartupTime = FLT_MAX; + } + + InitPathingData( 0, BASECHOPPER_MIN_CHASE_DIST_DIFF, BASECHOPPER_AVOID_DIST ); + + // Setup collision hull + ExpandBBox( m_cullBoxMins, m_cullBoxMaxs ); + CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &m_cullBoxMins, &m_cullBoxMaxs ); + AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST ); + m_flRandomOffsetTime = -1.0f; + m_vecRandomOffset.Init( 0, 0, 0 ); +} + + +//------------------------------------------------------------------------------ +// Cleanup +//------------------------------------------------------------------------------ +void CBaseHelicopter::UpdateOnRemove() +{ + StopRotorWash(); + BaseClass::UpdateOnRemove(); +} + + +//------------------------------------------------------------------------------ +// Gets the max speed of the helicopter +//------------------------------------------------------------------------------ +float CBaseHelicopter::GetMaxSpeed() +{ + // If our last path_track has specified a speed, use that instead of ours + if ( GetPathMaxSpeed() ) + return GetPathMaxSpeed(); + + return m_flMaxSpeed; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +float CBaseHelicopter::GetMaxSpeedFiring() +{ + // If our last path_track has specified a speed, use that instead of ours + if ( GetPathMaxSpeed() ) + return GetPathMaxSpeed(); + + return m_flMaxSpeedFiring; +} + + +//------------------------------------------------------------------------------ +// Enemy methods +//------------------------------------------------------------------------------ +bool CBaseHelicopter::GetTrackPatherTarget( Vector *pPos ) +{ + if ( GetEnemy() ) + { + *pPos = GetEnemy()->BodyTarget( GetAbsOrigin(), false ); + return true; + } + + return false; +} + +CBaseEntity *CBaseHelicopter::GetTrackPatherTargetEnt() +{ + return GetEnemy(); +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +bool CBaseHelicopter::FireGun( void ) +{ + return true; +} + + +//------------------------------------------------------------------------------ +// Purpose : The main think function for the helicopters +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBaseHelicopter::HelicopterThink( void ) +{ + CheckPVSCondition(); + + SetNextThink( gpGlobals->curtime + HELICOPTER_THINK_INTERVAL ); + + // Don't keep this around for more than one frame. + ClearCondition( COND_ENEMY_DEAD ); + + // Animate and dispatch animation events. + StudioFrameAdvance( ); + DispatchAnimEvents( this ); + + PrescheduleThink(); + + if ( IsMarkedForDeletion() ) + return; + + ShowDamage( ); + + // ----------------------------------------------- + // If AI is disabled, kill any motion and return + // ----------------------------------------------- + if (CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) + { + SetAbsVelocity( vec3_origin ); + SetLocalAngularVelocity( vec3_angle ); + SetNextThink( gpGlobals->curtime + HELICOPTER_THINK_INTERVAL ); + return; + } + + Hunt(); + + // Finally, forget dead enemies, or ones we've been told to ignore. + if( GetEnemy() != NULL && (!GetEnemy()->IsAlive() || GetEnemy()->GetFlags() & FL_NOTARGET || IRelationType( GetEnemy() ) == D_NU ) ) + { + SetEnemy( NULL ); + } + + HelicopterPostThink(); +} + +//----------------------------------------------------------------------------- +// Rotor wash think +//----------------------------------------------------------------------------- +void CBaseHelicopter::RotorWashThink( void ) +{ + if ( m_lifeState == LIFE_ALIVE || m_lifeState == LIFE_DYING ) + { + DrawRotorWash( BASECHOPPER_WASH_ALTITUDE, GetAbsOrigin() ); + SetContextThink( &CBaseHelicopter::RotorWashThink, gpGlobals->curtime + HELICOPTER_ROTORWASH_THINK_INTERVAL, s_pRotorWashThinkContext ); + } + else + { + SetContextThink( NULL, gpGlobals->curtime, s_pRotorWashThinkContext ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseHelicopter::DrawRotorWash( float flAltitude, const Vector &vecRotorOrigin ) +{ + // Shake any ropes nearby + if ( random->RandomInt( 0, 2 ) == 0 ) + { + CRopeKeyframe::ShakeRopes( GetAbsOrigin(), flAltitude, 128 ); + } + + if ( m_spawnflags & SF_NOROTORWASH ) + return; + + DoRotorPhysicsPush( vecRotorOrigin, flAltitude ); + + if ( m_flRotorWashEntitySearchTime > gpGlobals->curtime ) + return; + + // Only push every half second + m_flRotorWashEntitySearchTime = gpGlobals->curtime + 0.5f; +} + + +//----------------------------------------------------------------------------- +// Purpose: Push an airboat in our wash +//----------------------------------------------------------------------------- +#define MAX_AIRBOAT_ROLL_ANGLE 20.0f +#define MAX_AIRBOAT_ROLL_COSANGLE 0.866f +#define MAX_AIRBOAT_ROLL_COSANGLE_X2 0.5f + +void CBaseHelicopter::DoWashPushOnAirboat( CBaseEntity *pAirboat, + const Vector &vecWashToAirboat, float flWashAmount ) +{ + // For the airboat, simply produce a small roll and a push outwards. + // But don't produce a roll if we're too rolled in that direction already. + + // Get the actual up direction vector + Vector vecUp; + pAirboat->GetVectors( NULL, NULL, &vecUp ); + if ( vecUp.z < MAX_AIRBOAT_ROLL_COSANGLE ) + return; + + // Compute roll direction so that we get pushed down on the side where the rotor wash is. + Vector vecRollNormal; + CrossProduct( vecWashToAirboat, Vector( 0, 0, 1 ), vecRollNormal ); + + // Project it into the plane of the roll normal + VectorMA( vecUp, -DotProduct( vecUp, vecRollNormal ), vecRollNormal, vecUp ); + VectorNormalize( vecUp ); + + // Compute a vector which is the max direction we can roll given the roll constraint + Vector vecExtremeUp; + VMatrix rot; + MatrixBuildRotationAboutAxis( rot, vecRollNormal, MAX_AIRBOAT_ROLL_ANGLE ); + MatrixGetColumn( rot, 2, &vecExtremeUp ); + + // Find the angle between how vertical we are and how vertical we should be + float flCosDelta = DotProduct( vecExtremeUp, vecUp ); + float flDelta = acos(flCosDelta) * 180.0f / M_PI; + flDelta = clamp( flDelta, 0.0f, MAX_AIRBOAT_ROLL_ANGLE ); + flDelta = SimpleSplineRemapVal( flDelta, 0.0f, MAX_AIRBOAT_ROLL_ANGLE, 0.0f, 1.0f ); + + float flForce = 12.0f * flWashAmount * flDelta; + + Vector vecWashOrigin; + Vector vecForce; + VectorMultiply( Vector( 0, 0, -1 ), flForce, vecForce ); + VectorMA( pAirboat->GetAbsOrigin(), -200.0f, vecWashToAirboat, vecWashOrigin ); + + pAirboat->VPhysicsTakeDamage( CTakeDamageInfo( this, this, vecForce, vecWashOrigin, flWashAmount, DMG_BLAST ) ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Push a physics object in our wash. Return false if it's now out of our wash +//----------------------------------------------------------------------------- +bool CBaseHelicopter::DoWashPush( washentity_t *pWash, const Vector &vecWashOrigin ) +{ + if ( !pWash || !pWash->hEntity.Get() ) + return false; + + // Make sure the entity is still within our wash's radius + CBaseEntity *pEntity = pWash->hEntity; + + // This can happen because we can dynamically turn this flag on and off + if ( pEntity->IsEFlagSet( EFL_NO_ROTORWASH_PUSH )) + return false; + + Vector vecSpot = pEntity->BodyTarget( vecWashOrigin ); + Vector vecToSpot = ( vecSpot - vecWashOrigin ); + vecToSpot.z = 0; + float flDist = VectorNormalize( vecToSpot ); + if ( flDist > BASECHOPPER_WASH_RADIUS ) + return false; + + IRotorWashShooter *pShooter = GetRotorWashShooter( pEntity ); + IPhysicsObject *pPhysObject; + + + float flPushTime = (gpGlobals->curtime - pWash->flWashStartTime); + flPushTime = clamp( flPushTime, 0, BASECHOPPER_WASH_RAMP_TIME ); + float flWashAmount = RemapVal( flPushTime, 0, BASECHOPPER_WASH_RAMP_TIME, BASECHOPPER_WASH_PUSH_MIN, BASECHOPPER_WASH_PUSH_MAX ); + + if ( pShooter ) + { + Vector vecForce = (0.015f / 0.1f) * flWashAmount * vecToSpot * phys_pushscale.GetFloat(); + pEntity = pShooter->DoWashPush( pWash->flWashStartTime, vecForce ); + if ( !pEntity ) + return true; + + washentity_t Wash; + Wash.hEntity = pEntity; + Wash.flWashStartTime = pWash->flWashStartTime; + int i = m_hEntitiesPushedByWash.AddToTail( Wash ); + pWash = &m_hEntitiesPushedByWash[i]; + + pPhysObject = pEntity->VPhysicsGetObject(); + if ( !pPhysObject ) + return true; + } + else + { + // Airboat gets special treatment + if ( FClassnameIs( pEntity, "prop_vehicle_airboat" ) ) + { + DoWashPushOnAirboat( pEntity, vecToSpot, flWashAmount ); + return true; + } + + pPhysObject = pEntity->VPhysicsGetObject(); + if ( !pPhysObject ) + return false; + } + + // Push it away from the center of the wash + float flMass = pPhysObject->GetMass(); + + // This used to be mass independent, which is a bad idea because it blows 200kg engine blocks + // as much as it blows cardboard and soda cans. Make this force mass-independent, but clamp at + // 30kg. + flMass = MIN( flMass, 30.0f ); + + Vector vecForce = (0.015f / 0.1f) * flWashAmount * flMass * vecToSpot * phys_pushscale.GetFloat(); + pEntity->VPhysicsTakeDamage( CTakeDamageInfo( this, this, vecForce, vecWashOrigin, flWashAmount, DMG_BLAST ) ); + + // Debug + if ( g_debug_basehelicopter.GetInt() == BASECHOPPER_DEBUG_WASH ) + { + NDebugOverlay::Cross3D( pEntity->GetAbsOrigin(), -Vector(4,4,4), Vector(4,4,4), 255, 0, 0, true, 0.1f ); + NDebugOverlay::Line( pEntity->GetAbsOrigin(), pEntity->GetAbsOrigin() + vecForce, 255, 255, 0, true, 0.1f ); + + IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject(); + Msg("Pushed %s (index %d) (mass %f) with force %f (min %.2f max %.2f) at time %.2f\n", + pEntity->GetClassname(), pEntity->entindex(), pPhysObject->GetMass(), flWashAmount, + BASECHOPPER_WASH_PUSH_MIN * flMass, BASECHOPPER_WASH_PUSH_MAX * flMass, gpGlobals->curtime ); + } + + // If we've pushed this thing for some time, remove it to give us a chance to find lighter things nearby + if ( flPushTime > 2.0 ) + return false; + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseHelicopter::DoRotorPhysicsPush( const Vector &vecRotorOrigin, float flAltitude ) +{ + CBaseEntity *pEntity = NULL; + trace_t tr; + + // First, trace down and find out where the was is hitting the ground + UTIL_TraceLine( vecRotorOrigin, vecRotorOrigin+Vector(0,0,-flAltitude), (MASK_SOLID_BRUSHONLY|CONTENTS_WATER), NULL, COLLISION_GROUP_NONE, &tr ); + // Always raise the physics origin a bit + Vector vecPhysicsOrigin = tr.endpos + Vector(0,0,64); + + // Debug + if ( g_debug_basehelicopter.GetInt() == BASECHOPPER_DEBUG_WASH ) + { + NDebugOverlay::Cross3D( vecPhysicsOrigin, -Vector(16,16,16), Vector(16,16,16), 0, 255, 255, true, 0.1f ); + } + + // Push entities that we've pushed before, and are still within range + // Walk backwards because they may be removed if they're now out of range + int iCount = m_hEntitiesPushedByWash.Count(); + bool bWasPushingObjects = (iCount > 0); + for ( int i = (iCount-1); i >= 0; i-- ) + { + if ( !DoWashPush( &(m_hEntitiesPushedByWash[i]), vecPhysicsOrigin ) ) + { + // Out of range now, so remove + m_hEntitiesPushedByWash.Remove(i); + } + } + + if ( m_flRotorWashEntitySearchTime > gpGlobals->curtime ) + return; + + // Any spare slots? + iCount = m_hEntitiesPushedByWash.Count(); + if ( iCount >= BASECHOPPER_WASH_MAX_OBJECTS ) + return; + + // Find the lightest physics entity below us and add it to our list to push around + CBaseEntity *pLightestEntity = NULL; + float flLightestMass = 9999; + while ((pEntity = gEntList.FindEntityInSphere(pEntity, vecPhysicsOrigin, BASECHOPPER_WASH_RADIUS )) != NULL) + { + IRotorWashShooter *pShooter = GetRotorWashShooter( pEntity ); + + if ( pEntity->IsEFlagSet( EFL_NO_ROTORWASH_PUSH )) + continue; + + if ( pShooter || pEntity->GetMoveType() == MOVETYPE_VPHYSICS || (pEntity->VPhysicsGetObject() && !pEntity->IsPlayer()) ) + { + // Make sure it's not already in our wash + bool bAlreadyPushing = false; + for ( int i = 0; i < iCount; i++ ) + { + if ( m_hEntitiesPushedByWash[i].hEntity == pEntity ) + { + bAlreadyPushing = true; + break; + } + } + if ( bAlreadyPushing ) + continue; + + float flMass = FLT_MAX; + if ( pShooter ) + { + flMass = 1.0f; + } + else + { + // Don't try to push anything too big + IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject(); + if ( pPhysObject ) + { + flMass = pPhysObject->GetMass(); + if ( flMass > BASECHOPPER_WASH_MAX_MASS ) + continue; + } + } + + // Ignore anything bigger than the one we've already found + if ( flMass > flLightestMass ) + continue; + + Vector vecSpot = pEntity->BodyTarget( vecPhysicsOrigin ); + + // Don't push things too far below our starting point (helps reduce through-roof cases w/o doing a trace) + if ( fabs( vecSpot.z - vecPhysicsOrigin.z ) > 96 ) + continue; + + Vector vecToSpot = ( vecSpot - vecPhysicsOrigin ); + vecToSpot.z = 0; + float flDist = VectorNormalize( vecToSpot ); + if ( flDist > BASECHOPPER_WASH_RADIUS ) + continue; + + + // Try to cast to the helicopter; if we can't, then we can't be hit. + if ( pEntity->GetServerVehicle() ) + { + UTIL_TraceLine( vecSpot, vecPhysicsOrigin, MASK_SOLID_BRUSHONLY, pEntity, COLLISION_GROUP_NONE, &tr ); + if ( tr.fraction != 1.0f ) + continue; + } + + flLightestMass = flMass; + pLightestEntity = pEntity; + + washentity_t Wash; + Wash.hEntity = pLightestEntity; + Wash.flWashStartTime = gpGlobals->curtime; + m_hEntitiesPushedByWash.AddToTail( Wash ); + + // Can we fit more after adding this one? No? Then we are done. + iCount = m_hEntitiesPushedByWash.Count(); + if ( iCount >= BASECHOPPER_WASH_MAX_OBJECTS ) + break; + } + } + + // Handle sound. + // If we just started pushing objects, ramp the blast sound up. + if ( !bWasPushingObjects && m_hEntitiesPushedByWash.Count() ) + { + if ( m_pRotorBlast ) + { + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + controller.SoundChangeVolume( m_pRotorBlast, 1.0, 1.0 ); + } + } + else if ( bWasPushingObjects && m_hEntitiesPushedByWash.Count() == 0 ) + { + if ( m_pRotorBlast ) + { + // We just stopped pushing objects, so fade the blast sound out. + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + controller.SoundChangeVolume( m_pRotorBlast, 0, 1.0 ); + } + } +} + + +//------------------------------------------------------------------------------ +// Updates the enemy +//------------------------------------------------------------------------------ +float CBaseHelicopter::EnemySearchDistance( ) +{ + return 4092; +} + + +//------------------------------------------------------------------------------ +// Updates the enemy +//------------------------------------------------------------------------------ +void CBaseHelicopter::UpdateEnemy() +{ + if( HasCondition( COND_ENEMY_DEAD ) ) + { + SetEnemy( NULL ); + } + + // Look for my best enemy. If I change enemies, + // be sure and change my prevseen/lastseen timers. + if( m_lifeState == LIFE_ALIVE ) + { + GetSenses()->Look( EnemySearchDistance() ); + + GetEnemies()->RefreshMemories(); + ChooseEnemy(); + + if( HasEnemy() ) + { + CBaseEntity *pEnemy = GetEnemy(); + GatherEnemyConditions( pEnemy ); + if ( FVisible( pEnemy ) ) + { + if (m_flLastSeen < gpGlobals->curtime - 2) + { + m_flPrevSeen = gpGlobals->curtime; + } + + m_flLastSeen = gpGlobals->curtime; + m_vecTargetPosition = pEnemy->WorldSpaceCenter(); + } + } + else + { + // look at where we're going instead + m_vecTargetPosition = GetDesiredPosition(); + } + } + else + { + // If we're dead or dying, forget our enemy and don't look for new ones(sjb) + SetEnemy( NULL ); + } + +} + +//------------------------------------------------------------------------------ +// Purpose : Override the desired position if your derived helicopter is doing something special +//------------------------------------------------------------------------------ +void CBaseHelicopter::UpdateDesiredPosition( void ) +{ +} + +//------------------------------------------------------------------------------ +// Updates the facing direction +//------------------------------------------------------------------------------ +void CBaseHelicopter::UpdateFacingDirection() +{ + if ( 1 ) + { + Vector targetDir = m_vecTargetPosition - GetAbsOrigin(); + Vector desiredDir = GetDesiredPosition() - GetAbsOrigin(); + + VectorNormalize( targetDir ); + VectorNormalize( desiredDir ); + + if ( !IsCrashing() && m_flLastSeen + 5 > gpGlobals->curtime ) //&& DotProduct( targetDir, desiredDir) > 0.25) + { + // If we've seen the target recently, face the target. + //Msg( "Facing Target \n" ); + m_vecDesiredFaceDir = targetDir; + } + else + { + // Face our desired position. + // Msg( "Facing Position\n" ); + m_vecDesiredFaceDir = desiredDir; + } + } + else + { + // Face the way the path corner tells us to. + //Msg( "Facing my path corner\n" ); + m_vecDesiredFaceDir = GetGoalOrientation(); + } + +} + + +//------------------------------------------------------------------------------ +// Fire weapons +//------------------------------------------------------------------------------ +void CBaseHelicopter::FireWeapons() +{ + // ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->curtime, m_flLastSeen, m_flPrevSeen ); + if (m_fHelicopterFlags & BITS_HELICOPTER_GUN_ON) + { + //if ( (m_flLastSeen + 1 > gpGlobals->curtime) && (m_flPrevSeen + 2 < gpGlobals->curtime) ) + { + if (FireGun( )) + { + // slow down if we're firing + if (m_flGoalSpeed > GetMaxSpeedFiring() ) + { + m_flGoalSpeed = GetMaxSpeedFiring(); + } + } + } + } + + if (m_fHelicopterFlags & BITS_HELICOPTER_MISSILE_ON) + { + AimRocketGun(); + } +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBaseHelicopter::Hunt( void ) +{ + UpdateEnemy(); + + UpdateTrackNavigation( ); + + UpdateDesiredPosition(); + + UpdateFacingDirection(); + + Flight(); + + UpdatePlayerDopplerShift( ); + + FireWeapons(); +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBaseHelicopter::UpdatePlayerDopplerShift( ) +{ + // ----------------------------- + // make rotor, engine sounds + // ----------------------------- + if (m_iSoundState == 0) + { + // Sound startup. + InitializeRotorSound(); + } + else + { + CBaseEntity *pPlayer = NULL; + + // UNDONE: this needs to send different sounds to every player for multiplayer. + // FIXME: this isn't the correct way to find a player!!! + pPlayer = gEntList.FindEntityByName( NULL, "!player" ); + if (pPlayer) + { + Vector dir; + VectorSubtract( pPlayer->GetAbsOrigin(), GetAbsOrigin(), dir ); + VectorNormalize(dir); + +#if 1 + float velReceiver = DotProduct( pPlayer->GetAbsVelocity(), dir ); + float velTransmitter = -DotProduct( GetAbsVelocity(), dir ); + // speed of sound == 13049in/s + int iPitch = 100 * ((1 - velReceiver / 13049) / (1 + velTransmitter / 13049)); +#else + // This is a bogus doppler shift, but I like it better + float relV = DotProduct( GetAbsVelocity() - pPlayer->GetAbsVelocity(), dir ); + int iPitch = (int)(100 + relV / 50.0); +#endif + + // clamp pitch shifts + if (iPitch > 250) + { + iPitch = 250; + } + if (iPitch < 50) + { + iPitch = 50; + } + + UpdateRotorSoundPitch( iPitch ); + // Msg( "Pitch:%d\n", iPitch ); + } + else + { + Msg( "Chopper didn't find a player!\n" ); + } + } +} + + +//----------------------------------------------------------------------------- +// Computes the actual position to fly to +//----------------------------------------------------------------------------- +void CBaseHelicopter::ComputeActualTargetPosition( float flSpeed, float flTime, float flPerpDist, Vector *pDest, bool bApplyNoise ) +{ + // This is used to make the helicopter drift around a bit. + if ( bApplyNoise && m_flRandomOffsetTime <= gpGlobals->curtime ) + { + m_vecRandomOffset.Random( -25.0f, 25.0f ); + m_flRandomOffsetTime = gpGlobals->curtime + 1.0f; + } + + if ( IsLeading() && GetEnemy() && IsOnPathTrack() ) + { + ComputePointAlongCurrentPath( flSpeed * flTime, flPerpDist, pDest ); + *pDest += m_vecRandomOffset; + return; + } + + *pDest = GetDesiredPosition() - GetAbsOrigin(); + float flDistToDesired = pDest->Length(); + if (flDistToDesired > flSpeed * flTime) + { + float scale = flSpeed * flTime / flDistToDesired; + *pDest *= scale; + } + else if ( IsOnPathTrack() ) + { + // Blend in a fake destination point based on the dest velocity + Vector vecDestVelocity; + ComputeNormalizedDestVelocity( &vecDestVelocity ); + vecDestVelocity *= flSpeed; + + float flBlendFactor = 1.0f - flDistToDesired / (flSpeed * flTime); + VectorMA( *pDest, flTime * flBlendFactor, vecDestVelocity, *pDest ); + } + + *pDest += GetAbsOrigin(); + + if ( bApplyNoise ) + { + // ComputePointAlongCurrentPath( flSpeed * flTime, flPerpDist, pDest ); + *pDest += m_vecRandomOffset; + } +} + + +//------------------------------------------------------------------------------ +//------------------------------------------------------------------------------ +void CBaseHelicopter::Flight( void ) +{ + if( GetFlags() & FL_ONGROUND ) + { + //This would be really bad. + SetGroundEntity( NULL ); + } + + // Generic speed up + if (m_flGoalSpeed < GetMaxSpeed()) + { + m_flGoalSpeed += GetAcceleration(); + } + + //NDebugOverlay::Line(GetAbsOrigin(), m_vecDesiredPosition, 0,0,255, true, 0.1); + + // tilt model 5 degrees (why?! sjb) + QAngle vecAdj = QAngle( 5.0, 0, 0 ); + + // estimate where I'll be facing in one seconds + Vector forward, right, up; + AngleVectors( GetLocalAngles() + GetLocalAngularVelocity() * 2 + vecAdj, &forward, &right, &up ); + + // Vector vecEst1 = GetLocalOrigin() + GetAbsVelocity() + up * m_flForce - Vector( 0, 0, 384 ); + // float flSide = DotProduct( m_vecDesiredPosition - vecEst1, right ); + QAngle angVel = GetLocalAngularVelocity(); + float flSide = DotProduct( m_vecDesiredFaceDir, right ); + if (flSide < 0) + { + if (angVel.y < 60) + { + angVel.y += 8; + } + } + else + { + if (angVel.y > -60) + { + angVel.y -= 8; + } + } + + angVel.y *= ( 0.98 ); // why?! (sjb) + + // estimate where I'll be in two seconds + AngleVectors( GetLocalAngles() + angVel * 1 + vecAdj, NULL, NULL, &up ); + Vector vecEst = GetAbsOrigin() + GetAbsVelocity() * 2.0 + up * m_flForce * 20 - Vector( 0, 0, 384 * 2 ); + + // add immediate force + AngleVectors( GetLocalAngles() + vecAdj, &forward, &right, &up ); + + Vector vecImpulse( 0, 0, 0 ); + vecImpulse.x += up.x * m_flForce; + vecImpulse.y += up.y * m_flForce; + vecImpulse.z += up.z * m_flForce; + + // add gravity + vecImpulse.z -= 38.4; // 32ft/sec + ApplyAbsVelocityImpulse( vecImpulse ); + + float flSpeed = GetAbsVelocity().Length(); + float flDir = DotProduct( Vector( forward.x, forward.y, 0 ), Vector( GetAbsVelocity().x, GetAbsVelocity().y, 0 ) ); + if (flDir < 0) + { + flSpeed = -flSpeed; + } + + float flDist = DotProduct( GetDesiredPosition() - vecEst, forward ); + + // float flSlip = DotProduct( GetAbsVelocity(), right ); + float flSlip = -DotProduct( GetDesiredPosition() - vecEst, right ); + + // fly sideways + if (flSlip > 0) + { + if (GetLocalAngles().z > -30 && angVel.z > -15) + angVel.z -= 4; + else + angVel.z += 2; + } + else + { + if (GetLocalAngles().z < 30 && angVel.z < 15) + angVel.z += 4; + else + angVel.z -= 2; + } + + // These functions contain code Ken wrote that used to be right here as part of the flight model, + // but we want different helicopter vehicles to have different drag characteristics, so I made + // them virtual functions (sjb) + ApplySidewaysDrag( right ); + ApplyGeneralDrag(); + + // apply power to stay correct height + // FIXME: these need to be per class variables +#define MAX_FORCE 80 +#define FORCE_POSDELTA 12 +#define FORCE_NEGDELTA 8 + + if (m_flForce < MAX_FORCE && vecEst.z < GetDesiredPosition().z) + { + m_flForce += FORCE_POSDELTA; + } + else if (m_flForce > 30) + { + if (vecEst.z > GetDesiredPosition().z) + m_flForce -= FORCE_NEGDELTA; + } + + // pitch forward or back to get to target + //----------------------------------------- + // Pitch is reversed since Half-Life! (sjb) + //----------------------------------------- + if (flDist > 0 && flSpeed < m_flGoalSpeed /* && flSpeed < flDist */ && GetLocalAngles().x + angVel.x < 40) + { + // ALERT( at_console, "F " ); + // lean forward + angVel.x += 12.0; + } + else if (flDist < 0 && flSpeed > -50 && GetLocalAngles().x + angVel.x > -20) + { + // ALERT( at_console, "B " ); + // lean backward + angVel.x -= 12.0; + } + else if (GetLocalAngles().x + angVel.x < 0) + { + // ALERT( at_console, "f " ); + angVel.x += 4.0; + } + else if (GetLocalAngles().x + angVel.x > 0) + { + // ALERT( at_console, "b " ); + angVel.x -= 4.0; + } + + SetLocalAngularVelocity( angVel ); + // ALERT( at_console, "%.0f %.0f : %.0f %.0f : %.0f %.0f : %.0f\n", GetAbsOrigin().x, GetAbsVelocity().x, flDist, flSpeed, GetLocalAngles().x, m_vecAngVelocity.x, m_flForce ); + // ALERT( at_console, "%.0f %.0f : %.0f %0.f : %.0f\n", GetAbsOrigin().z, GetAbsVelocity().z, vecEst.z, m_vecDesiredPosition.z, m_flForce ); +} + + +//------------------------------------------------------------------------------ +// Updates the rotor wash volume +//------------------------------------------------------------------------------ +void CBaseHelicopter::UpdateRotorWashVolume() +{ + if ( !m_pRotorSound ) + return; + + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + float flVolDelta = GetRotorVolume() - controller.SoundGetVolume( m_pRotorSound ); + if ( flVolDelta ) + { + // We can change from 0 to 1 in 3 seconds. + // Figure out how many seconds flVolDelta will take. + float flRampTime = fabs( flVolDelta ) * 3.0f; + controller.SoundChangeVolume( m_pRotorSound, GetRotorVolume(), flRampTime ); + } +} + + +//------------------------------------------------------------------------------ +// For scripted times where it *has* to shoot +//------------------------------------------------------------------------------ +float CBaseHelicopter::GetRotorVolume( void ) +{ + return m_bSuppressSound ? 0.0f : 1.0f; +} + + +//----------------------------------------------------------------------------- +// Rotor sound +//----------------------------------------------------------------------------- +void CBaseHelicopter::InputEnableRotorSound( inputdata_t &inputdata ) +{ + m_bSuppressSound = false; +} + +void CBaseHelicopter::InputDisableRotorSound( inputdata_t &inputdata ) +{ + m_bSuppressSound = true; +} + + +//----------------------------------------------------------------------------- +// Purpose: Marks the entity for deletion +//----------------------------------------------------------------------------- +void CBaseHelicopter::InputKill( inputdata_t &inputdata ) +{ + StopRotorWash(); + + m_bSuppressSound = true; + SetContextThink( &CBaseHelicopter::DelayedKillThink, gpGlobals->curtime + 3.0f, s_pDelayedKillThinkContext ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseHelicopter::StopRotorWash( void ) +{ + if ( m_hRotorWash ) + { + UTIL_Remove( m_hRotorWash ); + m_hRotorWash = NULL; + } +} + +//----------------------------------------------------------------------------- +// Purpose: Marks the entity for deletion +//----------------------------------------------------------------------------- +void CBaseHelicopter::DelayedKillThink( ) +{ + // tell owner ( if any ) that we're dead.This is mostly for NPCMaker functionality. + CBaseEntity *pOwner = GetOwnerEntity(); + if ( pOwner ) + { + pOwner->DeathNotice( this ); + SetOwnerEntity( NULL ); + } + + UTIL_Remove( this ); +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBaseHelicopter::InitializeRotorSound( void ) +{ + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + + if ( m_pRotorSound ) + { + // Get the rotor sound started up. + controller.Play( m_pRotorSound, 0.0, 100 ); + UpdateRotorWashVolume(); + } + + if ( m_pRotorBlast ) + { + // Start the blast sound and then immediately drop it to 0 (starting it at 0 wouldn't start it) + controller.Play( m_pRotorBlast, 1.0, 100 ); + controller.SoundChangeVolume(m_pRotorBlast, 0, 0.0); + } + + m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBaseHelicopter::UpdateRotorSoundPitch( int iPitch ) +{ + if (m_pRotorSound) + { + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + controller.SoundChangePitch( m_pRotorSound, iPitch, 0.1 ); + UpdateRotorWashVolume(); + } +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBaseHelicopter::FlyTouch( CBaseEntity *pOther ) +{ + // bounce if we hit something solid + if ( pOther->GetSolid() == SOLID_BSP) + { +// trace_t tr; +// tr = CBaseEntity::GetTouchTrace(); + + // UNDONE, do a real bounce + // FIXME: This causes bad problems, so we just ignore it right now + //ApplyAbsVelocityImpulse( tr.plane.normal * (GetAbsVelocity().Length() + 200) ); + } +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBaseHelicopter::CrashTouch( CBaseEntity *pOther ) +{ + // only crash if we hit something solid + if ( pOther->GetSolid() == SOLID_BSP) + { + SetTouch( NULL ); + SetNextThink( gpGlobals->curtime ); + } +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBaseHelicopter::DyingThink( void ) +{ + StudioFrameAdvance( ); + SetNextThink( gpGlobals->curtime + 0.1f ); + + SetLocalAngularVelocity( GetLocalAngularVelocity() * 1.02 ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Override base class to add display of fly direction +// Input : +// Output : +//----------------------------------------------------------------------------- +void CBaseHelicopter::DrawDebugGeometryOverlays(void) +{ + if (m_pfnThink!= NULL) + { + // ------------------------------ + // Draw route if requested + // ------------------------------ + if (m_debugOverlays & OVERLAY_NPC_ROUTE_BIT) + { + NDebugOverlay::Line(GetAbsOrigin(), GetDesiredPosition(), 0,0,255, true, 0); + } + } + BaseClass::DrawDebugGeometryOverlays(); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CBaseHelicopter::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) +{ + // Take no damage from trace attacks unless it's blast damage. RadiusDamage() sometimes calls + // TraceAttack() as a means for delivering blast damage. Usually when the explosive penetrates + // the target. (RPG missiles do this sometimes). + if( info.GetDamageType() & (DMG_BLAST|DMG_AIRBOAT) ) + { + BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator ); + } +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBaseHelicopter::NullThink( void ) +{ + StudioFrameAdvance( ); + SetNextThink( gpGlobals->curtime + 0.5f ); +} + + +void CBaseHelicopter::Startup( void ) +{ + StopRotorWash(); + + if ( !( m_spawnflags & SF_NOROTORWASH ) ) + { + m_hRotorWash = CreateRotorWashEmitter( GetAbsOrigin(), GetAbsAngles(), this, BASECHOPPER_WASH_ALTITUDE ); + } + + // Fade in the blades + m_flStartupTime = gpGlobals->curtime; + + m_flGoalSpeed = m_flInitialSpeed; + SetThink( &CBaseHelicopter::HelicopterThink ); + SetTouch( &CBaseHelicopter::FlyTouch ); + SetNextThink( gpGlobals->curtime + 0.1f ); + + m_flRotorWashEntitySearchTime = gpGlobals->curtime; + SetContextThink( &CBaseHelicopter::RotorWashThink, gpGlobals->curtime, s_pRotorWashThinkContext ); +} + +void CBaseHelicopter::StopLoopingSounds() +{ + // Kill the rotor sounds + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + controller.SoundDestroy( m_pRotorSound ); + controller.SoundDestroy( m_pRotorBlast ); + m_pRotorSound = NULL; + m_pRotorBlast = NULL; + + BaseClass::StopLoopingSounds(); +} + +void CBaseHelicopter::Event_Killed( const CTakeDamageInfo &info ) +{ + m_lifeState = LIFE_DYING; + + SetMoveType( MOVETYPE_FLYGRAVITY ); + SetGravity( UTIL_ScaleForGravity( 240 ) ); // use a lower gravity + + StopLoopingSounds(); + + UTIL_SetSize( this, Vector( -32, -32, -64), Vector( 32, 32, 0) ); + SetThink( &CBaseHelicopter::CallDyingThink ); + SetTouch( &CBaseHelicopter::CrashTouch ); + + SetNextThink( gpGlobals->curtime + 0.1f ); + m_iHealth = 0; + m_takedamage = DAMAGE_NO; + +/* + if (m_spawnflags & SF_NOWRECKAGE) + { + m_flNextRocket = gpGlobals->curtime + 4.0; + } + else + { + m_flNextRocket = gpGlobals->curtime + 15.0; + } +*/ + StopRotorWash(); + + m_OnDeath.FireOutput( info.GetAttacker(), this ); +} + + +void CBaseHelicopter::GibMonster( void ) +{ +} + + +//----------------------------------------------------------------------------- +// Purpose: Call Startup for a helicopter that's been flagged to start disabled +//----------------------------------------------------------------------------- +void CBaseHelicopter::InputActivate( inputdata_t &inputdata ) +{ + if( m_spawnflags & SF_AWAITINPUT ) + { + Startup(); + + // Now clear the spawnflag to protect from + // subsequent calls. + m_spawnflags &= ~SF_AWAITINPUT; + } +} + +//------------------------------------------------------------------------------ +// Purpose : Turn the gun on +//------------------------------------------------------------------------------ +void CBaseHelicopter::InputGunOn( inputdata_t &inputdata ) +{ + m_fHelicopterFlags |= BITS_HELICOPTER_GUN_ON; +} + +//----------------------------------------------------------------------------- +// Purpose: Turn the gun off +//----------------------------------------------------------------------------- +void CBaseHelicopter::InputGunOff( inputdata_t &inputdata ) +{ + m_fHelicopterFlags &= ~BITS_HELICOPTER_GUN_ON; +} + +//------------------------------------------------------------------------------ +// Purpose : Turn the missile on +//------------------------------------------------------------------------------ +void CBaseHelicopter::InputMissileOn( inputdata_t &inputdata ) +{ + m_fHelicopterFlags |= BITS_HELICOPTER_MISSILE_ON; +} + +//----------------------------------------------------------------------------- +// Purpose: Turn the missile off +//----------------------------------------------------------------------------- +void CBaseHelicopter::InputMissileOff( inputdata_t &inputdata ) +{ + m_fHelicopterFlags &= ~BITS_HELICOPTER_MISSILE_ON; +} + + +//----------------------------------------------------------------------------- +// Enable, disable rotor wash +//----------------------------------------------------------------------------- +void CBaseHelicopter::InputEnableRotorWash( inputdata_t &inputdata ) +{ + m_spawnflags &= ~SF_NOROTORWASH; +} + +void CBaseHelicopter::InputDisableRotorWash( inputdata_t &inputdata ) +{ + m_spawnflags |= SF_NOROTORWASH; +} + + +//----------------------------------------------------------------------------- +// Causes the helicopter to immediately accelerate to its desired velocity +//----------------------------------------------------------------------------- +void CBaseHelicopter::InputMoveTopSpeed( inputdata_t &inputdata ) +{ + Vector vecVelocity; + ComputeActualTargetPosition( GetMaxSpeed(), 1.0f, 0.0f, &vecVelocity, false ); + vecVelocity -= GetAbsOrigin(); + + float flLength = VectorNormalize( vecVelocity ); + if (flLength < 1e-3) + { + GetVectors( &vecVelocity, NULL, NULL ); + } + + vecVelocity *= GetMaxSpeed(); + SetAbsVelocity( vecVelocity ); +} + +//----------------------------------------------------------------------------- +// Cause helicopter to immediately accelerate to specified velocity +//----------------------------------------------------------------------------- +void CBaseHelicopter::InputMoveSpecifiedSpeed( inputdata_t &inputdata ) +{ + Vector vecVelocity; + ComputeActualTargetPosition( GetMaxSpeed(), 1.0f, 0.0f, &vecVelocity, false ); + vecVelocity -= GetAbsOrigin(); + + float flLength = VectorNormalize( vecVelocity ); + if (flLength < 1e-3) + { + GetVectors( &vecVelocity, NULL, NULL ); + } + + float flSpeed = inputdata.value.Float(); + + vecVelocity *= flSpeed; + SetAbsVelocity( vecVelocity ); +} + +//------------------------------------------------------------------------------ +// Input values +//------------------------------------------------------------------------------ +void CBaseHelicopter::InputSetAngles( inputdata_t &inputdata ) +{ + const char *pAngles = inputdata.value.String(); + + QAngle angles; + UTIL_StringToVector( angles.Base(), pAngles ); + SetAbsAngles( angles ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CBaseHelicopter::ApplySidewaysDrag( const Vector &vecRight ) +{ + Vector vecNewVelocity = GetAbsVelocity(); + vecNewVelocity.x *= 1.0 - fabs( vecRight.x ) * 0.05; + vecNewVelocity.y *= 1.0 - fabs( vecRight.y ) * 0.05; + vecNewVelocity.z *= 1.0 - fabs( vecRight.z ) * 0.05; + SetAbsVelocity( vecNewVelocity ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CBaseHelicopter::ApplyGeneralDrag( void ) +{ + Vector vecNewVelocity = GetAbsVelocity(); + vecNewVelocity *= 0.995; + SetAbsVelocity( vecNewVelocity ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +bool CBaseHelicopter::ChooseEnemy( void ) +{ + // See if there's a new enemy. + CBaseEntity *pNewEnemy; + + pNewEnemy = BestEnemy(); + + if ( pNewEnemy != GetEnemy() ) + { + if ( pNewEnemy != NULL ) + { + // New enemy! Clear the timers and set conditions. + SetEnemy( pNewEnemy ); + m_flLastSeen = m_flPrevSeen = gpGlobals->curtime; + } + else + { + SetEnemy( NULL ); + SetState( NPC_STATE_ALERT ); + } + return true; + } + else + { + ClearCondition( COND_NEW_ENEMY ); + return false; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CBaseHelicopter::GatherEnemyConditions( CBaseEntity *pEnemy ) +{ + // ------------------- + // If enemy is dead + // ------------------- + if ( !pEnemy->IsAlive() ) + { + SetCondition( COND_ENEMY_DEAD ); + ClearCondition( COND_SEE_ENEMY ); + ClearCondition( COND_ENEMY_OCCLUDED ); + return; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pInfo - +// bAlways - +//----------------------------------------------------------------------------- +void CBaseHelicopter::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways ) +{ + // Are we already marked for transmission? + if ( pInfo->m_pTransmitEdict->Get( entindex() ) ) + return; + + BaseClass::SetTransmit( pInfo, bAlways ); + + // Make our smoke trail always come with us + if ( m_hRotorWash ) + { + m_hRotorWash->SetTransmit( pInfo, bAlways ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void ExpandBBox(Vector &vecMins, Vector &vecMaxs) +{ + // expand for *any* rotation + float maxval = 0; + for (int i = 0; i < 3; i++) + { + float v = fabs( vecMins[i]); + if (v > maxval) + maxval = v; + + v = fabs( vecMaxs[i]); + if (v > maxval) + maxval = v; + } + + vecMins.Init(-maxval, -maxval, -maxval); + vecMaxs.Init(maxval, maxval, maxval); +} -- cgit v1.2.3