From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/game/server/hl2/npc_scanner.cpp | 3029 ++++++++++++++++++++++++++++++++ 1 file changed, 3029 insertions(+) create mode 100644 mp/src/game/server/hl2/npc_scanner.cpp (limited to 'mp/src/game/server/hl2/npc_scanner.cpp') diff --git a/mp/src/game/server/hl2/npc_scanner.cpp b/mp/src/game/server/hl2/npc_scanner.cpp new file mode 100644 index 00000000..eb1c6c46 --- /dev/null +++ b/mp/src/game/server/hl2/npc_scanner.cpp @@ -0,0 +1,3029 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "npcevent.h" +#include "soundenvelope.h" +#include "ai_hint.h" +#include "ai_moveprobe.h" +#include "ai_squad.h" +#include "beam_shared.h" +#include "globalstate.h" +#include "soundent.h" +#include "npc_citizen17.h" +#include "gib.h" +#include "spotlightend.h" +#include "IEffects.h" +#include "items.h" +#include "ai_route.h" +#include "player_pickup.h" +#include "weapon_physcannon.h" +#include "hl2_player.h" +#include "npc_scanner.h" +#include "materialsystem/imaterialsystemhardwareconfig.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//----------------------------------------------------------------------------- +// Singleton interfaces +//----------------------------------------------------------------------------- +extern IMaterialSystemHardwareConfig *g_pMaterialSystemHardwareConfig; + +//----------------------------------------------------------------------------- +// Parameters for how the scanner relates to citizens. +//----------------------------------------------------------------------------- +#define SCANNER_CIT_INSPECT_DELAY 10 // Check for citizens this often +#define SCANNER_CIT_INSPECT_GROUND_DIST 500 // How far to look for citizens to inspect +#define SCANNER_CIT_INSPECT_FLY_DIST 1500 // How far to look for citizens to inspect + +#define SCANNER_CIT_INSPECT_LENGTH 5 // How long does the inspection last +#define SCANNER_HINT_INSPECT_LENGTH 5 // How long does the inspection last +#define SCANNER_SOUND_INSPECT_LENGTH 5 // How long does the inspection last + +#define SCANNER_HINT_INSPECT_DELAY 15 // Check for hint nodes this often + +#define SPOTLIGHT_WIDTH 32 + +#define SCANNER_SPOTLIGHT_NEAR_DIST 64 +#define SCANNER_SPOTLIGHT_FAR_DIST 256 +#define SCANNER_SPOTLIGHT_FLY_HEIGHT 72 +#define SCANNER_NOSPOTLIGHT_FLY_HEIGHT 72 + +#define SCANNER_FLASH_MIN_DIST 900 // How far does flash effect enemy +#define SCANNER_FLASH_MAX_DIST 1200 // How far does flash effect enemy + +#define SCANNER_FLASH_MAX_VALUE 240 // How bright is maximum flash + +#define SCANNER_PHOTO_NEAR_DIST 64 +#define SCANNER_PHOTO_FAR_DIST 128 + +#define SCANNER_FOLLOW_DIST 128 + +#define SCANNER_NUM_GIBS 6 // Number of gibs in gib file + +// Strider Scout Scanners +#define SCANNER_SCOUT_MAX_SPEED 150 + +ConVar sk_scanner_health( "sk_scanner_health","0"); +ConVar g_debug_cscanner( "g_debug_cscanner", "0" ); + +//----------------------------------------------------------------------------- +// Private activities. +//----------------------------------------------------------------------------- +static int ACT_SCANNER_SMALL_FLINCH_ALERT = 0; +static int ACT_SCANNER_SMALL_FLINCH_COMBAT = 0; +static int ACT_SCANNER_INSPECT = 0; +static int ACT_SCANNER_WALK_ALERT = 0; +static int ACT_SCANNER_WALK_COMBAT = 0; +static int ACT_SCANNER_FLARE = 0; +static int ACT_SCANNER_RETRACT = 0; +static int ACT_SCANNER_FLARE_PRONGS = 0; +static int ACT_SCANNER_RETRACT_PRONGS = 0; +static int ACT_SCANNER_FLARE_START = 0; + +//----------------------------------------------------------------------------- +// Interactions +//----------------------------------------------------------------------------- +int g_interactionScannerInspect = 0; +int g_interactionScannerInspectBegin = 0; +int g_interactionScannerInspectHandsUp = 0; +int g_interactionScannerInspectShowArmband = 0;//<>still to be completed +int g_interactionScannerInspectDone = 0; +int g_interactionScannerSupportEntity = 0; +int g_interactionScannerSupportPosition = 0; + +//----------------------------------------------------------------------------- +// Animation events +//------------------------------------------------------------------------ +int AE_SCANNER_CLOSED; + +//----------------------------------------------------------------------------- +// Attachment points +//----------------------------------------------------------------------------- +#define SCANNER_ATTACHMENT_LIGHT "light" +#define SCANNER_ATTACHMENT_FLASH 1 +#define SCANNER_ATTACHMENT_LPRONG 2 +#define SCANNER_ATTACHMENT_RPRONG 3 + +//----------------------------------------------------------------------------- +// Other defines. +//----------------------------------------------------------------------------- +#define SCANNER_MAX_BEAMS 4 + +BEGIN_DATADESC( CNPC_CScanner ) + + DEFINE_SOUNDPATCH( m_pEngineSound ), + + DEFINE_EMBEDDED( m_KilledInfo ), + DEFINE_FIELD( m_flGoalOverrideDistance, FIELD_FLOAT ), + DEFINE_FIELD( m_bPhotoTaken, FIELD_BOOLEAN ), + DEFINE_FIELD( m_vInspectPos, FIELD_VECTOR ), + DEFINE_FIELD( m_fInspectEndTime, FIELD_TIME ), + DEFINE_FIELD( m_fCheckCitizenTime, FIELD_TIME ), + DEFINE_FIELD( m_fCheckHintTime, FIELD_TIME ), + DEFINE_KEYFIELD( m_bShouldInspect, FIELD_BOOLEAN, "ShouldInspect" ), + DEFINE_KEYFIELD( m_bOnlyInspectPlayers, FIELD_BOOLEAN, "OnlyInspectPlayers" ), + DEFINE_KEYFIELD( m_bNeverInspectPlayers,FIELD_BOOLEAN, "NeverInspectPlayers" ), + DEFINE_FIELD( m_fNextPhotographTime, FIELD_TIME ), +// DEFINE_FIELD( m_pEyeFlash, FIELD_CLASSPTR ), + DEFINE_FIELD( m_vSpotlightTargetPos, FIELD_POSITION_VECTOR ), + DEFINE_FIELD( m_vSpotlightCurrentPos, FIELD_POSITION_VECTOR ), +// don't save (recreated after restore/transition) +// DEFINE_FIELD( m_hSpotlight, FIELD_EHANDLE ), +// DEFINE_FIELD( m_hSpotlightTarget, FIELD_EHANDLE ), + DEFINE_FIELD( m_vSpotlightDir, FIELD_VECTOR ), + DEFINE_FIELD( m_vSpotlightAngVelocity, FIELD_VECTOR ), + DEFINE_FIELD( m_flSpotlightCurLength, FIELD_FLOAT ), + DEFINE_FIELD( m_fNextSpotlightTime, FIELD_TIME ), + DEFINE_FIELD( m_nHaloSprite, FIELD_INTEGER ), + DEFINE_FIELD( m_fNextFlySoundTime, FIELD_TIME ), + DEFINE_FIELD( m_nFlyMode, FIELD_INTEGER ), + DEFINE_FIELD( m_nPoseTail, FIELD_INTEGER ), + DEFINE_FIELD( m_nPoseDynamo, FIELD_INTEGER ), + DEFINE_FIELD( m_nPoseFlare, FIELD_INTEGER ), + DEFINE_FIELD( m_nPoseFaceVert, FIELD_INTEGER ), + DEFINE_FIELD( m_nPoseFaceHoriz, FIELD_INTEGER ), + + DEFINE_FIELD( m_bIsClawScanner, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bIsOpen, FIELD_BOOLEAN ), + + // DEFINE_FIELD( m_bHasSpoken, FIELD_BOOLEAN ), + + DEFINE_FIELD( m_pSmokeTrail, FIELD_CLASSPTR ), + DEFINE_FIELD( m_flFlyNoiseBase, FIELD_FLOAT ), + DEFINE_FIELD( m_flEngineStallTime, FIELD_TIME ), + + DEFINE_FIELD( m_vecDiveBombDirection, FIELD_VECTOR ), + DEFINE_FIELD( m_flDiveBombRollForce, FIELD_FLOAT ), + + DEFINE_KEYFIELD( m_flSpotlightMaxLength, FIELD_FLOAT, "SpotlightLength"), + DEFINE_KEYFIELD( m_flSpotlightGoalWidth, FIELD_FLOAT, "SpotlightWidth"), + + // Physics Influence + DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ), + DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ), + + DEFINE_KEYFIELD( m_bNoLight, FIELD_BOOLEAN, "SpotlightDisabled" ), + + DEFINE_INPUTFUNC( FIELD_VOID, "DisableSpotlight", InputDisableSpotlight ), + DEFINE_INPUTFUNC( FIELD_STRING, "InspectTargetPhoto", InputInspectTargetPhoto ), + DEFINE_INPUTFUNC( FIELD_STRING, "InspectTargetSpotlight", InputInspectTargetSpotlight ), + DEFINE_INPUTFUNC( FIELD_INTEGER, "InputShouldInspect", InputShouldInspect ), + DEFINE_INPUTFUNC( FIELD_STRING, "SetFollowTarget", InputSetFollowTarget ), + DEFINE_INPUTFUNC( FIELD_VOID, "ClearFollowTarget", InputClearFollowTarget ), + + DEFINE_INPUTFUNC( FIELD_STRING, "DeployMine", InputDeployMine ), + DEFINE_INPUTFUNC( FIELD_STRING, "EquipMine", InputEquipMine ), + + DEFINE_OUTPUT( m_OnPhotographPlayer, "OnPhotographPlayer" ), + DEFINE_OUTPUT( m_OnPhotographNPC, "OnPhotographNPC" ), + +END_DATADESC() + + +LINK_ENTITY_TO_CLASS(npc_cscanner, CNPC_CScanner); + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CNPC_CScanner::CNPC_CScanner() +{ +#ifdef _DEBUG + m_vInspectPos.Init(); + m_vSpotlightTargetPos.Init(); + m_vSpotlightCurrentPos.Init(); + m_vSpotlightDir.Init(); + m_vSpotlightAngVelocity.Init(); +#endif + m_bShouldInspect = true; + m_bOnlyInspectPlayers = false; + m_bNeverInspectPlayers = false; + + char szMapName[256]; + Q_strncpy(szMapName, STRING(gpGlobals->mapname), sizeof(szMapName) ); + Q_strlower(szMapName); + + if( !Q_strnicmp( szMapName, "d3_c17", 6 ) ) + { + // Streetwar scanners are claw scanners + m_bIsClawScanner = true; + } + else + { + m_bIsClawScanner = false; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_CScanner::Spawn(void) +{ + // Check for user error + if (m_flSpotlightMaxLength <= 0) + { + DevMsg("CNPC_CScanner::Spawn: Invalid spotlight length <= 0, setting to 500\n"); + m_flSpotlightMaxLength = 500; + } + + if (m_flSpotlightGoalWidth <= 0) + { + DevMsg("CNPC_CScanner::Spawn: Invalid spotlight width <= 0, setting to 100\n"); + m_flSpotlightGoalWidth = 100; + } + + if (m_flSpotlightGoalWidth > MAX_BEAM_WIDTH ) + { + DevMsg("CNPC_CScanner::Spawn: Invalid spotlight width %.1f (max %.1f).\n", m_flSpotlightGoalWidth, MAX_BEAM_WIDTH ); + m_flSpotlightGoalWidth = MAX_BEAM_WIDTH; + } + + Precache(); + + if( m_bIsClawScanner ) + { + SetModel( "models/shield_scanner.mdl"); + } + else + { + SetModel( "models/combine_scanner.mdl"); + } + + m_iHealth = sk_scanner_health.GetFloat(); + m_iMaxHealth = m_iHealth; + + // ------------------------------------ + // Init all class vars + // ------------------------------------ + m_vInspectPos = vec3_origin; + m_fInspectEndTime = 0; + m_fCheckCitizenTime = gpGlobals->curtime + SCANNER_CIT_INSPECT_DELAY; + m_fCheckHintTime = gpGlobals->curtime + SCANNER_HINT_INSPECT_DELAY; + m_fNextPhotographTime = 0; + + m_vSpotlightTargetPos = vec3_origin; + m_vSpotlightCurrentPos = vec3_origin; + + m_hSpotlight = NULL; + m_hSpotlightTarget = NULL; + + AngleVectors( GetLocalAngles(), &m_vSpotlightDir ); + m_vSpotlightAngVelocity = vec3_origin; + + m_pEyeFlash = 0; + m_fNextSpotlightTime = 0; + m_nFlyMode = SCANNER_FLY_PATROL; + m_vCurrentBanking = m_vSpotlightDir; + m_flSpotlightCurLength = m_flSpotlightMaxLength; + + m_nPoseTail = LookupPoseParameter( "tail_control" ); + m_nPoseDynamo = LookupPoseParameter( "dynamo_wheel" ); + m_nPoseFlare = LookupPoseParameter( "alert_control" ); + m_nPoseFaceVert = LookupPoseParameter( "flex_vert" ); + m_nPoseFaceHoriz = LookupPoseParameter( "flex_horz" ); + + // -------------------------------------------- + + CapabilitiesAdd( bits_CAP_INNATE_MELEE_ATTACK1 ); + + m_bPhotoTaken = false; + + BaseClass::Spawn(); + + // Watch for this error state + if ( m_bOnlyInspectPlayers && m_bNeverInspectPlayers ) + { + Assert( 0 ); + Warning( "ERROR: Scanner set to never and always inspect players!\n" ); + } +} + + +//----------------------------------------------------------------------------- +// +//----------------------------------------------------------------------------- +void CNPC_CScanner::Activate() +{ + BaseClass::Activate(); + + // Have to do this here because sprites do not go across level transitions + m_pEyeFlash = CSprite::SpriteCreate( "sprites/blueflare1.vmt", GetLocalOrigin(), FALSE ); + m_pEyeFlash->SetTransparency( kRenderGlow, 255, 255, 255, 0, kRenderFxNoDissipation ); + m_pEyeFlash->SetAttachment( this, LookupAttachment( SCANNER_ATTACHMENT_LIGHT ) ); + m_pEyeFlash->SetBrightness( 0 ); + m_pEyeFlash->SetScale( 1.4 ); +} + +//------------------------------------------------------------------------------ +// Purpose: Override to split in two when attacked +//------------------------------------------------------------------------------ +int CNPC_CScanner::OnTakeDamage_Alive( const CTakeDamageInfo &info ) +{ + // Turn off my spotlight when shot + SpotlightDestroy(); + m_fNextSpotlightTime = gpGlobals->curtime + 2.0f; + + return (BaseClass::OnTakeDamage_Alive( info )); +} + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +void CNPC_CScanner::Gib( void ) +{ + if ( IsMarkedForDeletion() ) + return; + + // Spawn all gibs + if( m_bIsClawScanner ) + { + CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/Shield_Scanner_Gib1.mdl"); + CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/Shield_Scanner_Gib2.mdl"); + CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/Shield_Scanner_Gib3.mdl"); + CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/Shield_Scanner_Gib4.mdl"); + CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/Shield_Scanner_Gib5.mdl"); + CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/Shield_Scanner_Gib6.mdl"); + } + else + { + CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/scanner_gib01.mdl" ); + CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/scanner_gib02.mdl" ); + CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/scanner_gib04.mdl" ); + CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/scanner_gib05.mdl" ); + } + + // Add a random chance of spawning a battery... + if ( !HasSpawnFlags(SF_NPC_NO_WEAPON_DROP) && random->RandomFloat( 0.0f, 1.0f) < 0.3f ) + { + CItem *pBattery = (CItem*)CreateEntityByName("item_battery"); + if ( pBattery ) + { + pBattery->SetAbsOrigin( GetAbsOrigin() ); + pBattery->SetAbsVelocity( GetAbsVelocity() ); + pBattery->SetLocalAngularVelocity( GetLocalAngularVelocity() ); + pBattery->ActivateWhenAtRest(); + pBattery->Spawn(); + } + } + + DeployMine(); + + BaseClass::Gib(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : pInflictor - +// pAttacker - +// flDamage - +// bitsDamageType - +//----------------------------------------------------------------------------- +void CNPC_CScanner::Event_Killed( const CTakeDamageInfo &info ) +{ + // Copy off the takedamage info that killed me, since we're not going to call + // up into the base class's Event_Killed() until we gib. (gibbing is ultimate death) + m_KilledInfo = info; + + DeployMine(); + + ClearInspectTarget(); + + // Interrupt whatever schedule I'm on + SetCondition(COND_SCHEDULE_DONE); + + // Remove spotlight + SpotlightDestroy(); + + // Remove sprite + UTIL_Remove(m_pEyeFlash); + m_pEyeFlash = NULL; + + // If I have an enemy and I'm up high, do a dive bomb (unless dissolved) + if ( !m_bIsClawScanner && GetEnemy() != NULL && (info.GetDamageType() & DMG_DISSOLVE) == false ) + { + Vector vecDelta = GetLocalOrigin() - GetEnemy()->GetLocalOrigin(); + if ( ( vecDelta.z > 120 ) && ( vecDelta.Length() > 360 ) ) + { + // If I'm divebombing, don't take any more damage. It will make Event_Killed() be called again. + // This is especially bad if someone machineguns the divebombing scanner. + AttackDivebomb(); + return; + } + } + + Gib(); +} + + +//----------------------------------------------------------------------------- +// Purpose: Tells use whether or not the NPC cares about a given type of hint node. +// Input : sHint - +// Output : TRUE if the NPC is interested in this hint type, FALSE if not. +//----------------------------------------------------------------------------- +bool CNPC_CScanner::FValidateHintType(CAI_Hint *pHint) +{ + return( pHint->HintType() == HINT_WORLD_WINDOW ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : Type - +//----------------------------------------------------------------------------- +int CNPC_CScanner::TranslateSchedule( int scheduleType ) +{ + switch ( scheduleType ) + { + case SCHED_IDLE_STAND: + { + return SCHED_SCANNER_PATROL; + } + + case SCHED_SCANNER_PATROL: + return SCHED_CSCANNER_PATROL; + } + return BaseClass::TranslateSchedule(scheduleType); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : idealActivity - +// *pIdealWeaponActivity - +// Output : int +//----------------------------------------------------------------------------- +Activity CNPC_CScanner::NPC_TranslateActivity( Activity eNewActivity ) +{ + if( !m_bIsClawScanner ) + { + return BaseClass::NPC_TranslateActivity( eNewActivity ); + } + + // The claw scanner came along a little late and doesn't have the activities + // of the city scanner. So Just pick between these three + if( eNewActivity == ACT_DISARM ) + { + // Closing up. + return eNewActivity; + } + + if( m_bIsOpen ) + { + return ACT_IDLE_ANGRY; + } + else + { + return ACT_IDLE; + } +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_CScanner::HandleAnimEvent( animevent_t *pEvent ) +{ + if( pEvent->event == AE_SCANNER_CLOSED ) + { + m_bIsOpen = false; + SetActivity( ACT_IDLE ); + return; + } + + BaseClass::HandleAnimEvent( pEvent ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +char *CNPC_CScanner::GetEngineSound( void ) +{ + if( m_bIsClawScanner ) + return "NPC_SScanner.FlyLoop"; + + return "NPC_CScanner.FlyLoop"; +} + +//----------------------------------------------------------------------------- +// Purpose: Plays the engine sound. +//----------------------------------------------------------------------------- +void CNPC_CScanner::NPCThink(void) +{ + if (!IsAlive()) + { + SetActivity((Activity)ACT_SCANNER_RETRACT_PRONGS); + StudioFrameAdvance( ); + SetNextThink( gpGlobals->curtime + 0.1f ); + } + else + { + BaseClass::NPCThink(); + SpotlightUpdate(); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_CScanner::Precache(void) +{ + // Model + if( m_bIsClawScanner ) + { + PrecacheModel("models/shield_scanner.mdl"); + + PrecacheModel("models/gibs/Shield_Scanner_Gib1.mdl"); + PrecacheModel("models/gibs/Shield_Scanner_Gib2.mdl"); + PrecacheModel("models/gibs/Shield_Scanner_Gib3.mdl"); + PrecacheModel("models/gibs/Shield_Scanner_Gib4.mdl"); + PrecacheModel("models/gibs/Shield_Scanner_Gib5.mdl"); + PrecacheModel("models/gibs/Shield_Scanner_Gib6.mdl"); + + PrecacheScriptSound( "NPC_SScanner.Shoot"); + PrecacheScriptSound( "NPC_SScanner.Alert" ); + PrecacheScriptSound( "NPC_SScanner.Die" ); + PrecacheScriptSound( "NPC_SScanner.Combat" ); + PrecacheScriptSound( "NPC_SScanner.Idle" ); + PrecacheScriptSound( "NPC_SScanner.Pain" ); + PrecacheScriptSound( "NPC_SScanner.TakePhoto" ); + PrecacheScriptSound( "NPC_SScanner.AttackFlash" ); + PrecacheScriptSound( "NPC_SScanner.DiveBombFlyby" ); + PrecacheScriptSound( "NPC_SScanner.DiveBomb" ); + PrecacheScriptSound( "NPC_SScanner.DeployMine" ); + + PrecacheScriptSound( "NPC_SScanner.FlyLoop" ); + UTIL_PrecacheOther( "combine_mine" ); + } + else + { + PrecacheModel("models/combine_scanner.mdl"); + + PrecacheModel("models/gibs/scanner_gib01.mdl" ); + PrecacheModel("models/gibs/scanner_gib02.mdl" ); + PrecacheModel("models/gibs/scanner_gib02.mdl" ); + PrecacheModel("models/gibs/scanner_gib04.mdl" ); + PrecacheModel("models/gibs/scanner_gib05.mdl" ); + + PrecacheScriptSound( "NPC_CScanner.Shoot"); + PrecacheScriptSound( "NPC_CScanner.Alert" ); + PrecacheScriptSound( "NPC_CScanner.Die" ); + PrecacheScriptSound( "NPC_CScanner.Combat" ); + PrecacheScriptSound( "NPC_CScanner.Idle" ); + PrecacheScriptSound( "NPC_CScanner.Pain" ); + PrecacheScriptSound( "NPC_CScanner.TakePhoto" ); + PrecacheScriptSound( "NPC_CScanner.AttackFlash" ); + PrecacheScriptSound( "NPC_CScanner.DiveBombFlyby" ); + PrecacheScriptSound( "NPC_CScanner.DiveBomb" ); + PrecacheScriptSound( "NPC_CScanner.DeployMine" ); + + PrecacheScriptSound( "NPC_CScanner.FlyLoop" ); + } + + // Sprites + m_nHaloSprite = PrecacheModel("sprites/light_glow03.vmt"); + PrecacheModel( "sprites/glow_test02.vmt" ); + + BaseClass::Precache(); +} + +//------------------------------------------------------------------------------ +// Purpose: Request help inspecting from other squad members +//------------------------------------------------------------------------------ +void CNPC_CScanner::RequestInspectSupport(void) +{ + if (m_pSquad) + { + AISquadIter_t iter; + for (CAI_BaseNPC *pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) ) + { + if (pSquadMember != this) + { + if (GetTarget()) + { + pSquadMember->DispatchInteraction(g_interactionScannerSupportEntity,((void *)((CBaseEntity*)GetTarget())),this); + } + else + { + pSquadMember->DispatchInteraction(g_interactionScannerSupportPosition,((void *)m_vInspectPos.Base()),this); + } + } + } + } +} + + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +bool CNPC_CScanner::IsValidInspectTarget(CBaseEntity *pEntity) +{ + // If a citizen, make sure he can be inspected again + if (pEntity->Classify() == CLASS_CITIZEN_PASSIVE) + { + if (((CNPC_Citizen*)pEntity)->GetNextScannerInspectTime() > gpGlobals->curtime) + { + return false; + } + } + + // Make sure no other squad member has already chosen to + // inspect this entity + if (m_pSquad) + { + AISquadIter_t iter; + for (CAI_BaseNPC *pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) ) + { + if (pSquadMember->GetTarget() == pEntity) + { + return false; + } + } + } + + // Do not inspect friendly targets + if ( IRelationType( pEntity ) == D_LI ) + return false; + + return true; +} + + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +CBaseEntity* CNPC_CScanner::BestInspectTarget(void) +{ + if ( !m_bShouldInspect ) + return NULL; + + CBaseEntity* pBestEntity = NULL; + float fBestDist = MAX_COORD_RANGE; + float fTestDist; + + CBaseEntity *pEntity = NULL; + + // If I have a spotlight, search from the spotlight position + // otherwise search from my position + Vector vSearchOrigin; + float fSearchDist; + if (m_hSpotlightTarget != NULL) + { + vSearchOrigin = m_hSpotlightTarget->GetAbsOrigin(); + fSearchDist = SCANNER_CIT_INSPECT_GROUND_DIST; + } + else + { + vSearchOrigin = WorldSpaceCenter(); + fSearchDist = SCANNER_CIT_INSPECT_FLY_DIST; + } + + if ( m_bOnlyInspectPlayers ) + { + CBasePlayer *pPlayer = AI_GetSinglePlayer(); + if ( !pPlayer ) + return NULL; + + if ( !pPlayer->IsAlive() || (pPlayer->GetFlags() & FL_NOTARGET) ) + return NULL; + + return WorldSpaceCenter().DistToSqr( pPlayer->EyePosition() ) <= (fSearchDist * fSearchDist) ? pPlayer : NULL; + } + + CUtlVector candidates; + float fSearchDistSq = fSearchDist * fSearchDist; + int i; + + // Inspect players unless told otherwise + if ( m_bNeverInspectPlayers == false ) + { + // Players + for ( i = 1; i <= gpGlobals->maxClients; i++ ) + { + CBaseEntity *pPlayer = UTIL_PlayerByIndex( i ); + + if ( pPlayer ) + { + if ( vSearchOrigin.DistToSqr(pPlayer->GetAbsOrigin()) < fSearchDistSq ) + { + candidates.AddToTail( pPlayer ); + } + } + } + } + + // NPCs + CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); + + for ( i = 0; i < g_AI_Manager.NumAIs(); i++ ) + { + if ( ppAIs[i] != this && vSearchOrigin.DistToSqr(ppAIs[i]->GetAbsOrigin()) < fSearchDistSq ) + { + candidates.AddToTail( ppAIs[i] ); + } + } + + for ( i = 0; i < candidates.Count(); i++ ) + { + pEntity = candidates[i]; + Assert( pEntity != this && (pEntity->MyNPCPointer() || pEntity->IsPlayer() ) ); + + CAI_BaseNPC *pNPC = pEntity->MyNPCPointer(); + if ( ( pNPC && pNPC->Classify() == CLASS_CITIZEN_PASSIVE ) || pEntity->IsPlayer() ) + { + if ( pEntity->GetFlags() & FL_NOTARGET ) + continue; + + if ( pEntity->IsAlive() == false ) + continue; + + // Ensure it's within line of sight + if ( !FVisible( pEntity ) ) + continue; + + fTestDist = ( GetAbsOrigin() - pEntity->EyePosition() ).Length(); + if ( fTestDist < fBestDist ) + { + if ( IsValidInspectTarget( pEntity ) ) + { + fBestDist = fTestDist; + pBestEntity = pEntity; + } + } + } + } + return pBestEntity; +} + + +//------------------------------------------------------------------------------ +// Purpose: Clears any previous inspect target and set inspect target to +// the given entity and set the durection of the inspection +//------------------------------------------------------------------------------ +void CNPC_CScanner::SetInspectTargetToEnt(CBaseEntity *pEntity, float fInspectDuration) +{ + ClearInspectTarget(); + SetTarget(pEntity); + + m_fInspectEndTime = gpGlobals->curtime + fInspectDuration; +} + + +//------------------------------------------------------------------------------ +// Purpose: Clears any previous inspect target and set inspect target to +// the given hint node and set the durection of the inspection +//------------------------------------------------------------------------------ +void CNPC_CScanner::SetInspectTargetToHint(CAI_Hint *pHint, float fInspectDuration) +{ + ClearInspectTarget(); + + float yaw = pHint->Yaw(); + // -------------------------------------------- + // Figure out the location that the hint hits + // -------------------------------------------- + Vector vHintDir = UTIL_YawToVector( yaw ); + + Vector vHintOrigin; + pHint->GetPosition( this, &vHintOrigin ); + + Vector vHintEnd = vHintOrigin + (vHintDir * 512); + + trace_t tr; + AI_TraceLine ( vHintOrigin, vHintEnd, MASK_BLOCKLOS, this, COLLISION_GROUP_NONE, &tr); + + if ( g_debug_cscanner.GetBool() ) + { + NDebugOverlay::Line( vHintOrigin, tr.endpos, 255, 0, 0, true, 4.0f ); + NDebugOverlay::Cross3D( tr.endpos, -Vector(8,8,8), Vector(8,8,8), 255, 0, 0, true, 4.0f ); + } + + if (tr.fraction == 1.0f ) + { + DevMsg("ERROR: Scanner hint node not facing a surface!\n"); + } + else + { + SetHintNode( pHint ); + m_vInspectPos = tr.endpos; + pHint->Lock( this ); + + m_fInspectEndTime = gpGlobals->curtime + fInspectDuration; + } +} + + +//------------------------------------------------------------------------------ +// Purpose: Clears any previous inspect target and set inspect target to +// the given position and set the durection of the inspection +// Input : +// Output : +//------------------------------------------------------------------------------ +void CNPC_CScanner::SetInspectTargetToPos(const Vector &vInspectPos, float fInspectDuration) +{ + ClearInspectTarget(); + m_vInspectPos = vInspectPos; + + m_fInspectEndTime = gpGlobals->curtime + fInspectDuration; +} + + +//------------------------------------------------------------------------------ +// Purpose: Clears out any previous inspection targets +//------------------------------------------------------------------------------ +void CNPC_CScanner::ClearInspectTarget(void) +{ + if ( GetIdealState() != NPC_STATE_SCRIPT ) + { + SetTarget( NULL ); + } + + ClearHintNode( SCANNER_HINT_INSPECT_LENGTH ); + m_vInspectPos = vec3_origin; +} + + +//------------------------------------------------------------------------------ +// Purpose: Returns true if there is a position to be inspected. +//------------------------------------------------------------------------------ +bool CNPC_CScanner::HaveInspectTarget( void ) +{ + if ( GetTarget() != NULL ) + return true; + + if ( m_vInspectPos != vec3_origin ) + return true; + + return false; +} + + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +Vector CNPC_CScanner::InspectTargetPosition(void) +{ + // If we have a target, return an adjust position + if ( GetTarget() != NULL ) + { + Vector vEyePos = GetTarget()->EyePosition(); + + // If in spotlight mode, aim for ground below target unless is client + if ( m_nFlyMode == SCANNER_FLY_SPOT && !(GetTarget()->GetFlags() & FL_CLIENT) ) + { + Vector vInspectPos; + vInspectPos.x = vEyePos.x; + vInspectPos.y = vEyePos.y; + vInspectPos.z = GetFloorZ( vEyePos ); + + // Let's take three-quarters between eyes and ground + vInspectPos.z += ( vEyePos.z - vInspectPos.z ) * 0.75f; + + return vInspectPos; + } + else + { + // Otherwise aim for eyes + return vEyePos; + } + } + else if ( m_vInspectPos != vec3_origin ) + { + return m_vInspectPos; + } + else + { + DevMsg("InspectTargetPosition called with no target!\n"); + + return m_vInspectPos; + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_CScanner::InputShouldInspect( inputdata_t &inputdata ) +{ + m_bShouldInspect = ( inputdata.value.Int() != 0 ); + + if ( !m_bShouldInspect ) + { + if ( GetEnemy() == GetTarget() ) + SetEnemy(NULL); + ClearInspectTarget(); + SetTarget(NULL); + SpotlightDestroy(); + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_CScanner::DeployMine() +{ + CBaseEntity *child; + // iterate through all children + for ( child = FirstMoveChild(); child != NULL; child = child->NextMovePeer() ) + { + if( FClassnameIs( child, "combine_mine" ) ) + { + child->SetParent( NULL ); + child->SetAbsVelocity( GetAbsVelocity() ); + child->SetOwnerEntity( this ); + + ScannerEmitSound( "DeployMine" ); + + IPhysicsObject *pPhysObj = child->VPhysicsGetObject(); + if( pPhysObj ) + { + // Make sure the mine's awake + pPhysObj->Wake(); + } + + if( m_bIsClawScanner ) + { + // Fold up. + SetActivity( ACT_DISARM ); + } + + return; + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +float CNPC_CScanner::GetMaxSpeed() +{ + if( IsStriderScout() ) + { + return SCANNER_SCOUT_MAX_SPEED; + } + + return BaseClass::GetMaxSpeed(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_CScanner::InputDeployMine(inputdata_t &inputdata) +{ + DeployMine(); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_CScanner::InputEquipMine(inputdata_t &inputdata) +{ + CBaseEntity *child; + // iterate through all children + for ( child = FirstMoveChild(); child != NULL; child = child->NextMovePeer() ) + { + if( FClassnameIs( child, "combine_mine" ) ) + { + // Already have a mine! + return; + } + } + + CBaseEntity *pEnt; + + pEnt = CreateEntityByName( "combine_mine" ); + bool bPlacedMine = false; + + if( m_bIsClawScanner ) + { + Vector vecOrigin; + QAngle angles; + int attachment; + + attachment = LookupAttachment( "claw" ); + + if( attachment > -1 ) + { + GetAttachment( attachment, vecOrigin, angles ); + + pEnt->SetAbsOrigin( vecOrigin ); + pEnt->SetAbsAngles( angles ); + pEnt->SetOwnerEntity( this ); + pEnt->SetParent( this, attachment ); + + m_bIsOpen = true; + SetActivity( ACT_IDLE_ANGRY ); + bPlacedMine = true; + } + } + + + if( !bPlacedMine ) + { + Vector vecMineLocation = GetAbsOrigin(); + vecMineLocation.z -= 32.0; + + pEnt->SetAbsOrigin( vecMineLocation ); + pEnt->SetAbsAngles( GetAbsAngles() ); + pEnt->SetOwnerEntity( this ); + pEnt->SetParent( this ); + } + + pEnt->Spawn(); +} + + +//----------------------------------------------------------------------------- +// Purpose: Tells the scanner to go photograph an entity. +// Input : String name or classname of the entity to inspect. +//----------------------------------------------------------------------------- +void CNPC_CScanner::InputInspectTargetPhoto(inputdata_t &inputdata) +{ + m_vLastPatrolDir = vec3_origin; + m_bPhotoTaken = false; + InspectTarget( inputdata, SCANNER_FLY_PHOTO ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Tells the scanner to go spotlight an entity. +// Input : String name or classname of the entity to inspect. +//----------------------------------------------------------------------------- +void CNPC_CScanner::InputInspectTargetSpotlight(inputdata_t &inputdata) +{ + InspectTarget( inputdata, SCANNER_FLY_SPOT ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Tells the scanner to go photo or spotlight an entity. +// Input : String name or classname of the entity to inspect. +//----------------------------------------------------------------------------- +void CNPC_CScanner::InspectTarget( inputdata_t &inputdata, ScannerFlyMode_t eFlyMode ) +{ + CBaseEntity *pEnt = gEntList.FindEntityGeneric( NULL, inputdata.value.String(), this, inputdata.pActivator ); + + if ( pEnt != NULL ) + { + // Set and begin to inspect our target + SetInspectTargetToEnt( pEnt, SCANNER_CIT_INSPECT_LENGTH ); + + m_nFlyMode = eFlyMode; + SetCondition( COND_CSCANNER_HAVE_INSPECT_TARGET ); + + // Stop us from any other navigation we were doing + GetNavigator()->ClearGoal(); + } + else + { + DevMsg( "InspectTarget: target %s not found!\n", inputdata.value.String() ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CNPC_CScanner::MovingToInspectTarget( void ) +{ + // If we're flying to a photograph target and the photo isn't yet taken, we're still moving to it + if ( m_nFlyMode == SCANNER_FLY_PHOTO && m_bPhotoTaken == false ) + return true; + + // If we're still on a path, then we're still moving + if ( HaveInspectTarget() && GetNavigator()->IsGoalActive() ) + return true; + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_CScanner::GatherConditions( void ) +{ + BaseClass::GatherConditions(); + + // Clear out our old conditions + ClearCondition( COND_CSCANNER_INSPECT_DONE ); + ClearCondition( COND_CSCANNER_HAVE_INSPECT_TARGET ); + ClearCondition( COND_CSCANNER_SPOT_ON_TARGET ); + ClearCondition( COND_CSCANNER_CAN_PHOTOGRAPH ); + + // We don't do any of these checks if we have an enemy + if ( GetEnemy() ) + return; + + // -------------------------------------- + // COND_CSCANNER_INSPECT_DONE + // + // If my inspection over + // --------------------------------------------------------- + + // Refresh our timing if we're still moving to our inspection target + if ( MovingToInspectTarget() ) + { + m_fInspectEndTime = gpGlobals->curtime + SCANNER_CIT_INSPECT_LENGTH; + } + + // Update our follow times + if ( HaveInspectTarget() && gpGlobals->curtime > m_fInspectEndTime && m_nFlyMode != SCANNER_FLY_FOLLOW ) + { + SetCondition ( COND_CSCANNER_INSPECT_DONE ); + + m_fCheckCitizenTime = gpGlobals->curtime + SCANNER_CIT_INSPECT_DELAY; + m_fCheckHintTime = gpGlobals->curtime + SCANNER_HINT_INSPECT_DELAY; + ClearInspectTarget(); + } + + // ---------------------------------------------------------- + // If I heard a sound and I don't have an enemy, inspect it + // ---------------------------------------------------------- + if ( ( HasCondition( COND_HEAR_COMBAT ) || HasCondition( COND_HEAR_DANGER ) ) && m_nFlyMode != SCANNER_FLY_FOLLOW ) + { + CSound *pSound = GetBestSound(); + + if ( pSound ) + { + // Chase an owner if we can + if ( pSound->m_hOwner != NULL ) + { + // Don't inspect sounds of things we like + if ( IRelationType( pSound->m_hOwner ) != D_LI ) + { + // Only bother if we can see it + if ( FVisible( pSound->m_hOwner ) ) + { + SetInspectTargetToEnt( pSound->m_hOwner, SCANNER_SOUND_INSPECT_LENGTH ); + } + } + } + else + { + // Otherwise chase the specific sound + Vector vSoundPos = pSound->GetSoundOrigin(); + SetInspectTargetToPos( vSoundPos, SCANNER_SOUND_INSPECT_LENGTH ); + } + + m_nFlyMode = (random->RandomInt(0,2)==0) ? SCANNER_FLY_SPOT : SCANNER_FLY_PHOTO; + } + } + + // -------------------------------------- + // COND_CSCANNER_HAVE_INSPECT_TARGET + // + // Look for a nearby citizen or player to hassle. + // --------------------------------------------------------- + + // Check for citizens to inspect + if ( gpGlobals->curtime > m_fCheckCitizenTime && HaveInspectTarget() == false ) + { + CBaseEntity *pBestEntity = BestInspectTarget(); + + if ( pBestEntity != NULL ) + { + SetInspectTargetToEnt( pBestEntity, SCANNER_CIT_INSPECT_LENGTH ); + m_nFlyMode = (random->RandomInt(0,3)==0) ? SCANNER_FLY_SPOT : SCANNER_FLY_PHOTO; + SetCondition ( COND_CSCANNER_HAVE_INSPECT_TARGET ); + } + } + + // Check for hints to inspect + if ( gpGlobals->curtime > m_fCheckHintTime && HaveInspectTarget() == false ) + { + SetHintNode( CAI_HintManager::FindHint( this, HINT_WORLD_WINDOW, 0, SCANNER_CIT_INSPECT_FLY_DIST ) ); + + if ( GetHintNode() ) + { + m_fCheckHintTime = gpGlobals->curtime + SCANNER_HINT_INSPECT_DELAY; + + m_nFlyMode = (random->RandomInt(0,2)==0) ? SCANNER_FLY_SPOT : SCANNER_FLY_PHOTO; + + SetInspectTargetToHint( GetHintNode(), SCANNER_HINT_INSPECT_LENGTH ); + + SetCondition ( COND_CSCANNER_HAVE_INSPECT_TARGET ); + } + } + + // -------------------------------------- + // COND_CSCANNER_SPOT_ON_TARGET + // + // True when spotlight is on target ent + // -------------------------------------- + + if ( m_hSpotlightTarget != NULL && HaveInspectTarget() && m_hSpotlightTarget->GetSmoothedVelocity().Length() < 25 ) + { + // If I have a target entity, check my spotlight against the + // actual position of the entity + if (GetTarget()) + { + float fInspectDist = (m_vSpotlightTargetPos - m_vSpotlightCurrentPos).Length(); + if ( fInspectDist < 100 ) + { + SetCondition( COND_CSCANNER_SPOT_ON_TARGET ); + } + } + // Otherwise just check by beam direction + else + { + Vector vTargetDir = SpotlightTargetPos() - GetLocalOrigin(); + VectorNormalize(vTargetDir); + float dotpr = DotProduct(vTargetDir, m_vSpotlightDir); + if (dotpr > 0.95) + { + SetCondition( COND_CSCANNER_SPOT_ON_TARGET ); + } + } + } + + // -------------------------------------------- + // COND_CSCANNER_CAN_PHOTOGRAPH + // + // True when can photograph target ent + // -------------------------------------------- + + ClearCondition( COND_CSCANNER_CAN_PHOTOGRAPH ); + + if ( m_nFlyMode == SCANNER_FLY_PHOTO ) + { + // Make sure I have something to photograph and I'm ready to photograph and I'm not moving to fast + if ( gpGlobals->curtime > m_fNextPhotographTime && HaveInspectTarget() && GetCurrentVelocity().LengthSqr() < (64*64) ) + { + // Check that I'm in the right distance range + float fInspectDist = (InspectTargetPosition() - GetAbsOrigin()).Length2D(); + + // See if we're within range + if ( fInspectDist > SCANNER_PHOTO_NEAR_DIST && fInspectDist < SCANNER_PHOTO_FAR_DIST ) + { + // Make sure we're looking at the target + if ( UTIL_AngleDiff( GetAbsAngles().y, VecToYaw( InspectTargetPosition() - GetAbsOrigin() ) ) < 4.0f ) + { + trace_t tr; + AI_TraceLine ( GetAbsOrigin(), InspectTargetPosition(), MASK_BLOCKLOS, GetTarget(), COLLISION_GROUP_NONE, &tr); + + if ( tr.fraction == 1.0f ) + { + SetCondition( COND_CSCANNER_CAN_PHOTOGRAPH ); + } + } + } + } + } +} + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +void CNPC_CScanner::PrescheduleThink(void) +{ + BaseClass::PrescheduleThink(); + + // Go back to idling if we're done + if ( GetIdealActivity() == ACT_SCANNER_FLARE_START ) + { + if ( IsSequenceFinished() ) + { + SetIdealActivity( (Activity) ACT_IDLE ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: Overridden because if the player is a criminal, we hate them. +// Input : pTarget - Entity with which to determine relationship. +// Output : Returns relationship value. +//----------------------------------------------------------------------------- +Disposition_t CNPC_CScanner::IRelationType(CBaseEntity *pTarget) +{ + // If it's the player and they are a criminal, we hates them + if ( pTarget && pTarget->Classify() == CLASS_PLAYER ) + { + if ( GlobalEntity_GetState("gordon_precriminal") == GLOBAL_ON ) + return D_NU; + } + + return BaseClass::IRelationType( pTarget ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pTask - +//----------------------------------------------------------------------------- +void CNPC_CScanner::RunTask( const Task_t *pTask ) +{ + switch ( pTask->iTask ) + { + case TASK_CSCANNER_PHOTOGRAPH: + { + if ( IsWaitFinished() ) + { + // If light was on turn it off + if ( m_pEyeFlash->GetBrightness() > 0 ) + { + m_pEyeFlash->SetBrightness( 0 ); + + // I'm done with this target + if ( gpGlobals->curtime > m_fInspectEndTime ) + { + ClearInspectTarget(); + TaskComplete(); + } + // Otherwise take another picture + else + { + SetWait( 5.0f, 10.0f ); + } + } + // If light was off, take another picture + else + { + TakePhoto(); + SetWait( 0.1f ); + } + } + break; + } + case TASK_CSCANNER_ATTACK_PRE_FLASH: + { + AttackPreFlash(); + + if ( IsWaitFinished() ) + { + TaskComplete(); + } + break; + } + case TASK_CSCANNER_ATTACK_FLASH: + { + if (IsWaitFinished()) + { + AttackFlashBlind(); + TaskComplete(); + } + break; + } + default: + { + BaseClass::RunTask(pTask); + } + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Gets the appropriate next schedule based on current condition +// bits. +//----------------------------------------------------------------------------- +int CNPC_CScanner::SelectSchedule(void) +{ + // Turn our flash off in case we were interrupted while it was on. + if ( m_pEyeFlash ) + { + m_pEyeFlash->SetBrightness( 0 ); + } + + // ---------------------------------------------------- + // If I'm dead, go into a dive bomb + // ---------------------------------------------------- + if ( m_iHealth <= 0 ) + { + m_flSpeed = SCANNER_MAX_DIVE_BOMB_SPEED; + return SCHED_SCANNER_ATTACK_DIVEBOMB; + } + + // ------------------------------- + // If I'm in a script sequence + // ------------------------------- + if ( m_NPCState == NPC_STATE_SCRIPT ) + return(BaseClass::SelectSchedule()); + + // ------------------------------- + // Flinch + // ------------------------------- + if ( HasCondition(COND_LIGHT_DAMAGE) || HasCondition(COND_HEAVY_DAMAGE) ) + { + if ( IsHeldByPhyscannon( ) ) + return SCHED_SMALL_FLINCH; + + if ( m_NPCState == NPC_STATE_IDLE ) + return SCHED_SMALL_FLINCH; + + if ( m_NPCState == NPC_STATE_ALERT ) + { + if ( m_iHealth < ( 3 * sk_scanner_health.GetFloat() / 4 )) + return SCHED_TAKE_COVER_FROM_ORIGIN; + + if ( SelectWeightedSequence( ACT_SMALL_FLINCH ) != -1 ) + return SCHED_SMALL_FLINCH; + } + else + { + if ( random->RandomInt( 0, 10 ) < 4 ) + return SCHED_SMALL_FLINCH; + } + } + + // I'm being held by the physcannon... struggle! + if ( IsHeldByPhyscannon( ) ) + return SCHED_SCANNER_HELD_BY_PHYSCANNON; + + // ---------------------------------------------------------- + // If I have an enemy + // ---------------------------------------------------------- + if ( GetEnemy() != NULL && GetEnemy()->IsAlive() && m_bShouldInspect ) + { + // Always chase the enemy + SetInspectTargetToEnt( GetEnemy(), 9999 ); + + // Patrol if the enemy has vanished + if ( HasCondition( COND_LOST_ENEMY ) ) + return SCHED_SCANNER_PATROL; + + // Chase via route if we're directly blocked + if ( HasCondition( COND_SCANNER_FLY_BLOCKED ) ) + return SCHED_SCANNER_CHASE_ENEMY; + + // Attack if it's time + if ( gpGlobals->curtime < m_flNextAttack ) + return SCHED_CSCANNER_SPOTLIGHT_HOVER; + + // Melee attack if possible + if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) ) + { + if ( random->RandomInt(0,1) ) + return SCHED_CSCANNER_ATTACK_FLASH; + + // TODO: a schedule where he makes an alarm sound? + return SCHED_SCANNER_CHASE_ENEMY; + } + + // If I'm far from the enemy, stay up high and approach in spotlight mode + float fAttack2DDist = ( GetEnemyLKP() - GetAbsOrigin() ).Length2D(); + + if ( fAttack2DDist > SCANNER_ATTACK_FAR_DIST ) + return SCHED_CSCANNER_SPOTLIGHT_HOVER; + + // Otherwise fly in low for attack + return SCHED_SCANNER_ATTACK_HOVER; + } + + // ---------------------------------------------------------- + // If I have something to inspect + // ---------------------------------------------------------- + if ( HaveInspectTarget() ) + { + // Pathfind to our goal + if ( HasCondition( COND_SCANNER_FLY_BLOCKED ) ) + return SCHED_CSCANNER_MOVE_TO_INSPECT; + + // If I was chasing, pick with photographing or spotlighting + if ( m_nFlyMode == SCANNER_FLY_CHASE ) + { + m_nFlyMode = (random->RandomInt(0,1)==0) ? SCANNER_FLY_SPOT : SCANNER_FLY_PHOTO; + } + + // Handle spotlight + if ( m_nFlyMode == SCANNER_FLY_SPOT ) + { + if (HasCondition( COND_CSCANNER_SPOT_ON_TARGET )) + { + if (GetTarget()) + { + RequestInspectSupport(); + + CAI_BaseNPC *pNPC = GetTarget()->MyNPCPointer(); + // If I'm leading the inspection, so verbal inspection + if (pNPC && pNPC->GetTarget() == this) + { + return SCHED_CSCANNER_SPOTLIGHT_INSPECT_CIT; + } + + return SCHED_CSCANNER_SPOTLIGHT_HOVER; + } + + return SCHED_CSCANNER_SPOTLIGHT_INSPECT_POS; + } + + return SCHED_CSCANNER_SPOTLIGHT_HOVER; + } + + // Handle photographing + if ( m_nFlyMode == SCANNER_FLY_PHOTO ) + { + if ( HasCondition( COND_CSCANNER_CAN_PHOTOGRAPH )) + return SCHED_CSCANNER_PHOTOGRAPH; + + return SCHED_CSCANNER_PHOTOGRAPH_HOVER; + } + + // Handle following after a target + if ( m_nFlyMode == SCANNER_FLY_FOLLOW ) + { + //TODO: Randomly make noise, photograph, etc + return SCHED_SCANNER_FOLLOW_HOVER; + } + + // Handle patrolling + if ( ( m_nFlyMode == SCANNER_FLY_PATROL ) || ( m_nFlyMode == SCANNER_FLY_FAST ) ) + return SCHED_SCANNER_PATROL; + } + + // Default to patrolling around + return SCHED_SCANNER_PATROL; +} + + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +void CNPC_CScanner::SpotlightDestroy(void) +{ + if ( m_hSpotlight ) + { + UTIL_Remove(m_hSpotlight); + m_hSpotlight = NULL; + + UTIL_Remove(m_hSpotlightTarget); + m_hSpotlightTarget = NULL; + } +} + + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +void CNPC_CScanner::SpotlightCreate(void) +{ + // Make sure we don't already have one + if ( m_hSpotlight != NULL ) + return; + + // Can we create a spotlight yet? + if ( gpGlobals->curtime < m_fNextSpotlightTime ) + return; + + // If I have an enemy, start spotlight on my enemy + if (GetEnemy() != NULL) + { + Vector vEnemyPos = GetEnemyLKP(); + Vector vTargetPos = vEnemyPos; + vTargetPos.z = GetFloorZ(vEnemyPos); + m_vSpotlightDir = vTargetPos - GetLocalOrigin(); + VectorNormalize(m_vSpotlightDir); + } + // If I have an target, start spotlight on my target + else if (GetTarget() != NULL) + { + Vector vTargetPos = GetTarget()->GetLocalOrigin(); + vTargetPos.z = GetFloorZ(GetTarget()->GetLocalOrigin()); + m_vSpotlightDir = vTargetPos - GetLocalOrigin(); + VectorNormalize(m_vSpotlightDir); + } + // Other wise just start looking down + else + { + m_vSpotlightDir = Vector(0,0,-1); + } + + trace_t tr; + AI_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + m_vSpotlightDir * 2024, MASK_OPAQUE, this, COLLISION_GROUP_NONE, &tr ); + + m_hSpotlightTarget = (CSpotlightEnd*)CreateEntityByName( "spotlight_end" ); + m_hSpotlightTarget->Spawn(); + m_hSpotlightTarget->SetLocalOrigin( tr.endpos ); + m_hSpotlightTarget->SetOwnerEntity( this ); + // YWB: Because the scanner only moves the target during think, make sure we interpolate over 0.1 sec instead of every tick!!! + m_hSpotlightTarget->SetSimulatedEveryTick( false ); + + // Using the same color as the beam... + m_hSpotlightTarget->SetRenderColor( 255, 255, 255 ); + m_hSpotlightTarget->m_Radius = m_flSpotlightMaxLength; + + m_hSpotlight = CBeam::BeamCreate( "sprites/glow_test02.vmt", SPOTLIGHT_WIDTH ); + // Set the temporary spawnflag on the beam so it doesn't save (we'll recreate it on restore) + m_hSpotlight->AddSpawnFlags( SF_BEAM_TEMPORARY ); + m_hSpotlight->SetColor( 255, 255, 255 ); + m_hSpotlight->SetHaloTexture( m_nHaloSprite ); + m_hSpotlight->SetHaloScale( 32 ); + m_hSpotlight->SetEndWidth( m_hSpotlight->GetWidth() ); + m_hSpotlight->SetBeamFlags( (FBEAM_SHADEOUT|FBEAM_NOTILE) ); + m_hSpotlight->SetBrightness( 32 ); + m_hSpotlight->SetNoise( 0 ); + m_hSpotlight->EntsInit( this, m_hSpotlightTarget ); + m_hSpotlight->SetHDRColorScale( 0.75f ); // Scale this back a bit on HDR maps + // attach to light + m_hSpotlight->SetStartAttachment( LookupAttachment( SCANNER_ATTACHMENT_LIGHT ) ); + + m_vSpotlightAngVelocity = vec3_origin; +} + + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +Vector CNPC_CScanner::SpotlightTargetPos(void) +{ + // ---------------------------------------------- + // If I have an enemy + // ---------------------------------------------- + if (GetEnemy() != NULL) + { + // If I can see my enemy aim for him + if (HasCondition(COND_SEE_ENEMY)) + { + // If its client aim for his eyes + if (GetEnemy()->GetFlags() & FL_CLIENT) + { + m_vSpotlightTargetPos = GetEnemy()->EyePosition(); + } + // Otherwise same for his feet + else + { + m_vSpotlightTargetPos = GetEnemy()->GetLocalOrigin(); + m_vSpotlightTargetPos.z = GetFloorZ(GetEnemy()->GetLocalOrigin()); + } + } + // Otherwise aim for last known position if I can see LKP + else + { + Vector vLKP = GetEnemyLKP(); + m_vSpotlightTargetPos.x = vLKP.x; + m_vSpotlightTargetPos.y = vLKP.y; + m_vSpotlightTargetPos.z = GetFloorZ(vLKP); + } + } + // ---------------------------------------------- + // If I have an inspect target + // ---------------------------------------------- + else if (HaveInspectTarget()) + { + m_vSpotlightTargetPos = InspectTargetPosition(); + } + else + { + // This creates a nice patrol spotlight sweep + // in the direction that I'm travelling + m_vSpotlightTargetPos = GetCurrentVelocity(); + m_vSpotlightTargetPos.z = 0; + VectorNormalize( m_vSpotlightTargetPos ); + m_vSpotlightTargetPos *= 5; + + float noiseScale = 2.5; + const Vector &noiseMod = GetNoiseMod(); + m_vSpotlightTargetPos.x += noiseScale*sin(noiseMod.x * gpGlobals->curtime + noiseMod.x); + m_vSpotlightTargetPos.y += noiseScale*cos(noiseMod.y* gpGlobals->curtime + noiseMod.y); + m_vSpotlightTargetPos.z -= fabs(noiseScale*cos(noiseMod.z* gpGlobals->curtime + noiseMod.z) ); + m_vSpotlightTargetPos = GetLocalOrigin()+m_vSpotlightTargetPos * 2024; + } + + return m_vSpotlightTargetPos; +} + + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +Vector CNPC_CScanner::SpotlightCurrentPos(void) +{ + Vector vTargetDir = SpotlightTargetPos() - GetLocalOrigin(); + VectorNormalize(vTargetDir); + + if (!m_hSpotlight) + { + DevMsg("Spotlight pos. called w/o spotlight!\n"); + return vec3_origin; + } + // ------------------------------------------------- + // Beam has momentum relative to it's ground speed + // so sclae the turn rate based on its distance + // from the beam source + // ------------------------------------------------- + float fBeamDist = (m_hSpotlightTarget->GetLocalOrigin() - GetLocalOrigin()).Length(); + + float fBeamTurnRate = atan(50/fBeamDist); + Vector vNewAngVelocity = fBeamTurnRate * (vTargetDir - m_vSpotlightDir); + + float myDecay = 0.4; + m_vSpotlightAngVelocity = (myDecay * m_vSpotlightAngVelocity + (1-myDecay) * vNewAngVelocity); + + // ------------------------------ + // Limit overall angular speed + // ----------------------------- + if (m_vSpotlightAngVelocity.Length() > 1) + { + + Vector velDir = m_vSpotlightAngVelocity; + VectorNormalize(velDir); + m_vSpotlightAngVelocity = velDir * 1; + } + + // ------------------------------ + // Calculate new beam direction + // ------------------------------ + m_vSpotlightDir = m_vSpotlightDir + m_vSpotlightAngVelocity; + m_vSpotlightDir = m_vSpotlightDir; + VectorNormalize(m_vSpotlightDir); + + + // --------------------------------------------- + // Get beam end point. Only collide with + // solid objects, not npcs + // --------------------------------------------- + trace_t tr; + Vector vTraceEnd = GetAbsOrigin() + (m_vSpotlightDir * 2 * m_flSpotlightMaxLength); + AI_TraceLine ( GetAbsOrigin(), vTraceEnd, MASK_OPAQUE, this, COLLISION_GROUP_NONE, &tr); + + return (tr.endpos); +} + + +//------------------------------------------------------------------------------ +// Purpose: Update the direction and position of my spotlight +//------------------------------------------------------------------------------ +void CNPC_CScanner::SpotlightUpdate(void) +{ + //FIXME: JDW - E3 Hack + if ( m_bNoLight ) + { + if ( m_hSpotlight ) + { + SpotlightDestroy(); + } + + return; + } + + if ((m_nFlyMode != SCANNER_FLY_SPOT) && + (m_nFlyMode != SCANNER_FLY_PATROL) && + (m_nFlyMode != SCANNER_FLY_FAST)) + { + if ( m_hSpotlight ) + { + SpotlightDestroy(); + } + return; + } + + // If I don't have a spotlight attempt to create one + + if ( m_hSpotlight == NULL ) + { + SpotlightCreate(); + + if ( m_hSpotlight== NULL ) + return; + } + + // Calculate the new homing target position + m_vSpotlightCurrentPos = SpotlightCurrentPos(); + + // ------------------------------------------------------------------ + // If I'm not facing the spotlight turn it off + // ------------------------------------------------------------------ + Vector vSpotDir = m_vSpotlightCurrentPos - GetAbsOrigin(); + VectorNormalize(vSpotDir); + + Vector vForward; + AngleVectors( GetAbsAngles(), &vForward ); + + float dotpr = DotProduct( vForward, vSpotDir ); + + if ( dotpr < 0.0 ) + { + // Leave spotlight off for a while + m_fNextSpotlightTime = gpGlobals->curtime + 3.0f; + + SpotlightDestroy(); + return; + } + + // -------------------------------------------------------------- + // Update spotlight target velocity + // -------------------------------------------------------------- + Vector vTargetDir = (m_vSpotlightCurrentPos - m_hSpotlightTarget->GetLocalOrigin()); + float vTargetDist = vTargetDir.Length(); + + Vector vecNewVelocity = vTargetDir; + VectorNormalize(vecNewVelocity); + vecNewVelocity *= (10 * vTargetDist); + + // If a large move is requested, just jump to final spot as we + // probably hit a discontinuity + if (vecNewVelocity.Length() > 200) + { + VectorNormalize(vecNewVelocity); + vecNewVelocity *= 200; + m_hSpotlightTarget->SetLocalOrigin( m_vSpotlightCurrentPos ); + } + m_hSpotlightTarget->SetAbsVelocity( vecNewVelocity ); + + m_hSpotlightTarget->m_vSpotlightOrg = GetAbsOrigin(); + + // Avoid sudden change in where beam fades out when cross disconinuities + m_hSpotlightTarget->m_vSpotlightDir = m_hSpotlightTarget->GetLocalOrigin() - m_hSpotlightTarget->m_vSpotlightOrg; + float flBeamLength = VectorNormalize( m_hSpotlightTarget->m_vSpotlightDir ); + m_flSpotlightCurLength = (0.80*m_flSpotlightCurLength) + (0.2*flBeamLength); + + // Fade out spotlight end if past max length. + if (m_flSpotlightCurLength > 2*m_flSpotlightMaxLength) + { + m_hSpotlightTarget->SetRenderColorA( 0 ); + m_hSpotlight->SetFadeLength(m_flSpotlightMaxLength); + } + else if (m_flSpotlightCurLength > m_flSpotlightMaxLength) + { + m_hSpotlightTarget->SetRenderColorA( (1-((m_flSpotlightCurLength-m_flSpotlightMaxLength)/m_flSpotlightMaxLength)) ); + m_hSpotlight->SetFadeLength(m_flSpotlightMaxLength); + } + else + { + m_hSpotlightTarget->SetRenderColorA( 1.0 ); + m_hSpotlight->SetFadeLength(m_flSpotlightCurLength); + } + + // Adjust end width to keep beam width constant + float flNewWidth = SPOTLIGHT_WIDTH * ( flBeamLength/m_flSpotlightMaxLength); + + m_hSpotlight->SetWidth(flNewWidth); + m_hSpotlight->SetEndWidth(flNewWidth); + + m_hSpotlightTarget->m_flLightScale = 0.0; +} + +//----------------------------------------------------------------------------- +// Purpose: Called just before we are deleted. +//----------------------------------------------------------------------------- +void CNPC_CScanner::UpdateOnRemove( void ) +{ + SpotlightDestroy(); + BaseClass::UpdateOnRemove(); +} + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +void CNPC_CScanner::TakePhoto(void) +{ + ScannerEmitSound( "TakePhoto" ); + + m_pEyeFlash->SetScale( 1.4 ); + m_pEyeFlash->SetBrightness( 255 ); + m_pEyeFlash->SetColor(255,255,255); + + Vector vRawPos = InspectTargetPosition(); + Vector vLightPos = vRawPos; + + // If taking picture of entity, aim at feet + if ( GetTarget() ) + { + if ( GetTarget()->IsPlayer() ) + { + m_OnPhotographPlayer.FireOutput( GetTarget(), this ); + BlindFlashTarget( GetTarget() ); + } + + if ( GetTarget()->MyNPCPointer() != NULL ) + { + m_OnPhotographNPC.FireOutput( GetTarget(), this ); + GetTarget()->MyNPCPointer()->DispatchInteraction( g_interactionScannerInspectBegin, NULL, this ); + } + } + + SetIdealActivity( (Activity) ACT_SCANNER_FLARE_START ); + + m_bPhotoTaken = true; +} + + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +void CNPC_CScanner::AttackPreFlash(void) +{ + ScannerEmitSound( "TakePhoto" ); + + // If off turn on, if on turn off + if (m_pEyeFlash->GetBrightness() == 0) + { + m_pEyeFlash->SetScale( 0.5 ); + m_pEyeFlash->SetBrightness( 255 ); + m_pEyeFlash->SetColor(255,0,0); + } + else + { + m_pEyeFlash->SetBrightness( 0 ); + } +} + + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +void CNPC_CScanner::AttackFlash(void) +{ + ScannerEmitSound( "AttackFlash" ); + m_pEyeFlash->SetScale( 1.8 ); + m_pEyeFlash->SetBrightness( 255 ); + m_pEyeFlash->SetColor(255,255,255); + + if (GetEnemy() != NULL) + { + Vector pos = GetEnemyLKP(); + CBroadcastRecipientFilter filter; + te->DynamicLight( filter, 0.0, &pos, 200, 200, 255, 0, 300, 0.2, 50 ); + + if (GetEnemy()->IsPlayer()) + { + m_OnPhotographPlayer.FireOutput(GetTarget(), this); + } + else if( GetEnemy()->MyNPCPointer() ) + { + m_OnPhotographNPC.FireOutput(GetTarget(), this); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pTarget - +//----------------------------------------------------------------------------- +void CNPC_CScanner::BlindFlashTarget( CBaseEntity *pTarget ) +{ + // Tell all the striders this person is here! + CAI_BaseNPC ** ppAIs = g_AI_Manager.AccessAIs(); + int nAIs = g_AI_Manager.NumAIs(); + + if( IsStriderScout() ) + { + for ( int i = 0; i < nAIs; i++ ) + { + if( FClassnameIs( ppAIs[ i ], "npc_strider" ) ) + { + ppAIs[ i ]->UpdateEnemyMemory( pTarget, pTarget->GetAbsOrigin(), this ); + } + } + } + + // Only bother with player + if ( pTarget->IsPlayer() == false ) + return; + + // Scale the flash value by how closely the player is looking at me + Vector vFlashDir = GetAbsOrigin() - pTarget->EyePosition(); + VectorNormalize(vFlashDir); + + Vector vFacing; + AngleVectors( pTarget->EyeAngles(), &vFacing ); + + float dotPr = DotProduct( vFlashDir, vFacing ); + + // Not if behind us + if ( dotPr > 0.5f ) + { + // Make sure nothing in the way + trace_t tr; + AI_TraceLine ( GetAbsOrigin(), pTarget->EyePosition(), MASK_OPAQUE, this, COLLISION_GROUP_NONE, &tr ); + + if ( tr.startsolid == false && tr.fraction == 1.0) + { + color32 white = { 255, 255, 255, SCANNER_FLASH_MAX_VALUE * dotPr }; + + if ( ( g_pMaterialSystemHardwareConfig != NULL ) && ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) ) + { + white.a = ( byte )( ( float )white.a * 0.9f ); + } + + float flFadeTime = ( IsX360() ) ? 0.5f : 3.0f; + UTIL_ScreenFade( pTarget, white, flFadeTime, 0.5, FFADE_IN ); + } + } +} + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +void CNPC_CScanner::AttackFlashBlind(void) +{ + if( GetEnemy() ) + { + BlindFlashTarget( GetEnemy() ); + } + + m_pEyeFlash->SetBrightness( 0 ); + + float fAttackDelay = random->RandomFloat(SCANNER_ATTACK_MIN_DELAY,SCANNER_ATTACK_MAX_DELAY); + + if( IsStriderScout() ) + { + // Make strider scouts more snappy. + fAttackDelay *= 0.5; + } + + m_flNextAttack = gpGlobals->curtime + fAttackDelay; + m_fNextSpotlightTime = gpGlobals->curtime + 1.0f; +} + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +void CNPC_CScanner::AttackDivebomb( void ) +{ + if (m_hSpotlight) + { + SpotlightDestroy(); + } + + BaseClass::AttackDivebomb(); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : pTask - +//----------------------------------------------------------------------------- +void CNPC_CScanner::StartTask( const Task_t *pTask ) +{ + switch (pTask->iTask) + { + case TASK_CSCANNER_GET_PATH_TO_INSPECT_TARGET: + { + // Must have somewhere to fly to + if ( HaveInspectTarget() == false ) + { + TaskFail( "No inspection target to fly to!\n" ); + return; + } + + if ( GetTarget() ) + { + //FIXME: Tweak + //Vector idealPos = IdealGoalForMovement( InspectTargetPosition(), GetAbsOrigin(), 128.0f, 128.0f ); + + AI_NavGoal_t goal( GOALTYPE_TARGETENT, vec3_origin ); + + if ( GetNavigator()->SetGoal( goal ) ) + { + TaskComplete(); + return; + } + } + else + { + AI_NavGoal_t goal( GOALTYPE_LOCATION, InspectTargetPosition() ); + + if ( GetNavigator()->SetGoal( goal ) ) + { + TaskComplete(); + return; + } + } + + // Don't try and inspect this target again for a few seconds + CNPC_Citizen *pCitizen = dynamic_cast( GetTarget() ); + if ( pCitizen ) + { + pCitizen->SetNextScannerInspectTime( gpGlobals->curtime + 5.0 ); + } + + TaskFail("No route to inspection target!\n"); + } + break; + + case TASK_CSCANNER_SPOT_INSPECT_ON: + { + if (GetTarget() == NULL) + { + TaskFail(FAIL_NO_TARGET); + } + else + { + CAI_BaseNPC* pNPC = GetTarget()->MyNPCPointer(); + if (!pNPC) + { + TaskFail(FAIL_NO_TARGET); + } + else + { + pNPC->DispatchInteraction(g_interactionScannerInspectBegin,NULL,this); + + // Now we need some time to inspect + m_fInspectEndTime = gpGlobals->curtime + SCANNER_CIT_INSPECT_LENGTH; + TaskComplete(); + } + } + break; + } + case TASK_CSCANNER_SPOT_INSPECT_WAIT: + { + if (GetTarget() == NULL) + { + TaskFail(FAIL_NO_TARGET); + } + else + { + CAI_BaseNPC* pNPC = GetTarget()->MyNPCPointer(); + if (!pNPC) + { + SetTarget( NULL ); + TaskFail(FAIL_NO_TARGET); + } + else + { + //<>//<> armband too! + pNPC->DispatchInteraction(g_interactionScannerInspectHandsUp,NULL,this); + } + TaskComplete(); + } + break; + } + case TASK_CSCANNER_SPOT_INSPECT_OFF: + { + if (GetTarget() == NULL) + { + TaskFail(FAIL_NO_TARGET); + } + else + { + CAI_BaseNPC* pNPC = GetTarget()->MyNPCPointer(); + if (!pNPC) + { + TaskFail(FAIL_NO_TARGET); + } + else + { + pNPC->DispatchInteraction(g_interactionScannerInspectDone,NULL,this); + + // Clear target entity and don't inspect again for a while + SetTarget( NULL ); + m_fCheckCitizenTime = gpGlobals->curtime + SCANNER_CIT_INSPECT_DELAY; + TaskComplete(); + } + } + break; + } + case TASK_CSCANNER_CLEAR_INSPECT_TARGET: + { + ClearInspectTarget(); + + TaskComplete(); + break; + } + + case TASK_CSCANNER_SET_FLY_SPOT: + { + m_nFlyMode = SCANNER_FLY_SPOT; + TaskComplete(); + break; + } + + case TASK_CSCANNER_SET_FLY_PHOTO: + { + m_nFlyMode = SCANNER_FLY_PHOTO; + m_bPhotoTaken = false; + + // Leave spotlight off for a while + m_fNextSpotlightTime = gpGlobals->curtime + 2.0; + + TaskComplete(); + break; + } + + case TASK_CSCANNER_PHOTOGRAPH: + { + TakePhoto(); + SetWait( 0.1 ); + break; + } + + case TASK_CSCANNER_ATTACK_PRE_FLASH: + { + if( IsStriderScout() ) + { + Vector vecScare = GetEnemy()->EarPosition(); + Vector vecDir = WorldSpaceCenter() - vecScare; + VectorNormalize( vecDir ); + vecScare += vecDir * 64.0f; + + CSoundEnt::InsertSound( SOUND_DANGER, vecScare, 256, 1.0, this ); + } + + if (m_pEyeFlash) + { + AttackPreFlash(); + // Flash red for a while + SetWait( 1.0f ); + } + else + { + TaskFail("No Flash"); + } + break; + } + + case TASK_CSCANNER_ATTACK_FLASH: + { + AttackFlash(); + // Blinding occurs slightly later + SetWait( 0.05 ); + break; + } + + // Override to go to inspect target position whether or not is an entity + case TASK_GET_PATH_TO_TARGET: + { + if (!HaveInspectTarget()) + { + TaskFail(FAIL_NO_TARGET); + } + else if (GetHintNode()) + { + Vector vNodePos; + GetHintNode()->GetPosition(this,&vNodePos); + + GetNavigator()->SetGoal( vNodePos ); + } + else + { + AI_NavGoal_t goal( (const Vector &)InspectTargetPosition() ); + goal.pTarget = GetTarget(); + GetNavigator()->SetGoal( goal ); + } + break; + } + default: + BaseClass::StartTask(pTask); + break; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +char *CNPC_CScanner::GetScannerSoundPrefix( void ) +{ + if( m_bIsClawScanner ) + return "NPC_SScanner"; + + return "NPC_CScanner"; +} + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +float CNPC_CScanner::MinGroundDist( void ) +{ + if ( m_nFlyMode == SCANNER_FLY_SPOT && !GetHintNode() ) + { + return SCANNER_SPOTLIGHT_FLY_HEIGHT; + } + + return SCANNER_NOSPOTLIGHT_FLY_HEIGHT; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_CScanner::AdjustScannerVelocity( void ) +{ + if ( m_bIsClawScanner ) + { + m_vCurrentVelocity *= ( 1 + sin( ( gpGlobals->curtime + m_flFlyNoiseBase ) * 2.5f ) * .1 ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : flInterval - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CNPC_CScanner::OverrideMove( float flInterval ) +{ + // ---------------------------------------------- + // If dive bombing + // ---------------------------------------------- + if (m_nFlyMode == SCANNER_FLY_DIVE) + { + MoveToDivebomb( flInterval ); + } + else + { + Vector vMoveTargetPos(0,0,0); + CBaseEntity *pMoveTarget = NULL; + + // The original line of code was, due to the accidental use of '|' instead of + // '&', always true. Replacing with 'true' to suppress the warning without changing + // the (long-standing) behavior. + if ( true ) //!GetNavigator()->IsGoalActive() || ( GetNavigator()->GetCurWaypointFlags() | bits_WP_TO_PATHCORNER ) ) + { + // Select move target + if ( GetTarget() != NULL ) + { + pMoveTarget = GetTarget(); + } + else if ( GetEnemy() != NULL ) + { + pMoveTarget = GetEnemy(); + } + + // Select move target position + if ( HaveInspectTarget() ) + { + vMoveTargetPos = InspectTargetPosition(); + } + else if ( GetEnemy() != NULL ) + { + vMoveTargetPos = GetEnemy()->GetAbsOrigin(); + } + } + else + { + vMoveTargetPos = GetNavigator()->GetCurWaypointPos(); + } + + ClearCondition( COND_SCANNER_FLY_CLEAR ); + ClearCondition( COND_SCANNER_FLY_BLOCKED ); + + // See if we can fly there directly + if ( pMoveTarget || HaveInspectTarget() ) + { + trace_t tr; + AI_TraceHull( GetAbsOrigin(), vMoveTargetPos, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); + + float fTargetDist = (1.0f-tr.fraction)*(GetAbsOrigin() - vMoveTargetPos).Length(); + + if ( ( tr.m_pEnt == pMoveTarget ) || ( fTargetDist < 50 ) ) + { + if ( g_debug_cscanner.GetBool() ) + { + NDebugOverlay::Line(GetLocalOrigin(), vMoveTargetPos, 0,255,0, true, 0); + NDebugOverlay::Cross3D(tr.endpos,Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1); + } + + SetCondition( COND_SCANNER_FLY_CLEAR ); + } + else + { + //HANDY DEBUG TOOL + if ( g_debug_cscanner.GetBool() ) + { + NDebugOverlay::Line(GetLocalOrigin(), vMoveTargetPos, 255,0,0, true, 0); + NDebugOverlay::Cross3D(tr.endpos,Vector(-5,-5,-5),Vector(5,5,5),255,0,0,true,0.1); + } + + SetCondition( COND_SCANNER_FLY_BLOCKED ); + } + } + + // If I have a route, keep it updated and move toward target + if ( GetNavigator()->IsGoalActive() ) + { + if ( OverridePathMove( pMoveTarget, flInterval ) ) + { + BlendPhyscannonLaunchSpeed(); + return true; + } + } + else if (m_nFlyMode == SCANNER_FLY_SPOT) + { + MoveToSpotlight( flInterval ); + } + // If photographing + else if ( m_nFlyMode == SCANNER_FLY_PHOTO ) + { + MoveToPhotograph( flInterval ); + } + else if ( m_nFlyMode == SCANNER_FLY_FOLLOW ) + { + MoveToSpotlight( flInterval ); + } + // ---------------------------------------------- + // If attacking + // ---------------------------------------------- + else if (m_nFlyMode == SCANNER_FLY_ATTACK) + { + if ( m_hSpotlight ) + { + SpotlightDestroy(); + } + + MoveToAttack( flInterval ); + } + // ----------------------------------------------------------------- + // If I don't have a route, just decelerate + // ----------------------------------------------------------------- + else if (!GetNavigator()->IsGoalActive()) + { + float myDecay = 9.5; + Decelerate( flInterval, myDecay); + } + } + + MoveExecute_Alive( flInterval ); + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: Accelerates toward a given position. +// Input : flInterval - Time interval over which to move. +// vecMoveTarget - Position to move toward. +//----------------------------------------------------------------------------- +void CNPC_CScanner::MoveToTarget( float flInterval, const Vector &vecMoveTarget ) +{ + // Don't move if stalling + if ( m_flEngineStallTime > gpGlobals->curtime ) + return; + + // Look at our inspection target if we have one + if ( GetEnemy() != NULL ) + { + // Otherwise at our enemy + TurnHeadToTarget( flInterval, GetEnemy()->EyePosition() ); + } + else if ( HaveInspectTarget() ) + { + TurnHeadToTarget( flInterval, InspectTargetPosition() ); + } + else + { + // Otherwise face our motion direction + TurnHeadToTarget( flInterval, vecMoveTarget ); + } + + // ------------------------------------- + // Move towards our target + // ------------------------------------- + float myAccel; + float myZAccel = 400.0f; + float myDecay = 0.15f; + + Vector vecCurrentDir; + + // Get the relationship between my current velocity and the way I want to be going. + vecCurrentDir = GetCurrentVelocity(); + VectorNormalize( vecCurrentDir ); + + Vector targetDir = vecMoveTarget - GetAbsOrigin(); + float flDist = VectorNormalize(targetDir); + + float flDot; + flDot = DotProduct( targetDir, vecCurrentDir ); + + if( flDot > 0.25 ) + { + // If my target is in front of me, my flight model is a bit more accurate. + myAccel = 250; + } + else + { + // Have a harder time correcting my course if I'm currently flying away from my target. + myAccel = 128; + } + + if ( myAccel > flDist / flInterval ) + { + myAccel = flDist / flInterval; + } + + if ( myZAccel > flDist / flInterval ) + { + myZAccel = flDist / flInterval; + } + + MoveInDirection( flInterval, targetDir, myAccel, myZAccel, myDecay ); + + // calc relative banking targets + Vector forward, right, up; + GetVectors( &forward, &right, &up ); + + m_vCurrentBanking.x = targetDir.x; + m_vCurrentBanking.z = 120.0f * DotProduct( right, targetDir ); + m_vCurrentBanking.y = 0; + + float speedPerc = SimpleSplineRemapVal( GetCurrentVelocity().Length(), 0.0f, GetMaxSpeed(), 0.0f, 1.0f ); + + speedPerc = clamp( speedPerc, 0.0f, 1.0f ); + + m_vCurrentBanking *= speedPerc; +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : flInterval - +//----------------------------------------------------------------------------- +void CNPC_CScanner::MoveToSpotlight( float flInterval ) +{ + if ( flInterval <= 0 ) + return; + + Vector vTargetPos; + + if ( HaveInspectTarget() ) + { + vTargetPos = InspectTargetPosition(); + } + else if ( GetEnemy() != NULL ) + { + vTargetPos = GetEnemyLKP(); + } + else + { + return; + } + + //float flDesiredDist = SCANNER_SPOTLIGHT_NEAR_DIST + ( ( SCANNER_SPOTLIGHT_FAR_DIST - SCANNER_SPOTLIGHT_NEAR_DIST ) / 2 ); + + float flIdealHeightDiff = SCANNER_SPOTLIGHT_NEAR_DIST; + if( IsEnemyPlayerInSuit() ) + { + flIdealHeightDiff *= 0.5; + } + + Vector idealPos = IdealGoalForMovement( vTargetPos, GetAbsOrigin(), GetGoalDistance(), flIdealHeightDiff ); + + MoveToTarget( flInterval, idealPos ); + + //TODO: Re-implement? + + /* + // ------------------------------------------------ + // Also keep my distance from other squad members + // unless I'm inspecting + // ------------------------------------------------ + if (m_pSquad && + gpGlobals->curtime > m_fInspectEndTime) + { + CBaseEntity* pNearest = m_pSquad->NearestSquadMember(this); + if (pNearest) + { + Vector vNearestDir = (pNearest->GetLocalOrigin() - GetLocalOrigin()); + if (vNearestDir.Length() < SCANNER_SQUAD_FLY_DIST) + { + vNearestDir = pNearest->GetLocalOrigin() - GetLocalOrigin(); + VectorNormalize(vNearestDir); + vFlyDirection -= 0.5*vNearestDir; + } + } + } + + // --------------------------------------------------------- + // Add evasion if I have taken damage recently + // --------------------------------------------------------- + if ((m_flLastDamageTime + SCANNER_EVADE_TIME) > gpGlobals->curtime) + { + vFlyDirection = vFlyDirection + VelocityToEvade(GetEnemyCombatCharacterPointer()); + } + */ +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : float +//----------------------------------------------------------------------------- +float CNPC_CScanner::GetGoalDistance( void ) +{ + if ( m_flGoalOverrideDistance != 0.0f ) + return m_flGoalOverrideDistance; + + switch ( m_nFlyMode ) + { + case SCANNER_FLY_PHOTO: + return ( SCANNER_PHOTO_NEAR_DIST + ( ( SCANNER_PHOTO_FAR_DIST - SCANNER_PHOTO_NEAR_DIST ) / 2 ) ); + break; + + case SCANNER_FLY_SPOT: + { + float goalDist = ( SCANNER_SPOTLIGHT_NEAR_DIST + ( ( SCANNER_SPOTLIGHT_FAR_DIST - SCANNER_SPOTLIGHT_NEAR_DIST ) / 2 ) ); + if( IsEnemyPlayerInSuit() ) + { + goalDist *= 0.5; + } + return goalDist; + } + break; + + case SCANNER_FLY_FOLLOW: + return ( SCANNER_FOLLOW_DIST ); + break; + } + + return BaseClass::GetGoalDistance(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_CScanner::MoveToPhotograph(float flInterval) +{ + if ( HaveInspectTarget() == false ) + return; + + //float flDesiredDist = SCANNER_PHOTO_NEAR_DIST + ( ( SCANNER_PHOTO_FAR_DIST - SCANNER_PHOTO_NEAR_DIST ) / 2 ); + + Vector idealPos = IdealGoalForMovement( InspectTargetPosition(), GetAbsOrigin(), GetGoalDistance(), 32.0f ); + + MoveToTarget( flInterval, idealPos ); + + //FIXME: Re-implement? + + /* + // ------------------------------------------------ + // Also keep my distance from other squad members + // unless I'm inspecting + // ------------------------------------------------ + if (m_pSquad && + gpGlobals->curtime > m_fInspectEndTime) + { + CBaseEntity* pNearest = m_pSquad->NearestSquadMember(this); + if (pNearest) + { + Vector vNearestDir = (pNearest->GetLocalOrigin() - GetLocalOrigin()); + if (vNearestDir.Length() < SCANNER_SQUAD_FLY_DIST) + { + vNearestDir = pNearest->GetLocalOrigin() - GetLocalOrigin(); + VectorNormalize(vNearestDir); + vFlyDirection -= 0.5*vNearestDir; + } + } + } + */ +} + + +//----------------------------------------------------------------------------- +// Purpose: This is a generic function (to be implemented by sub-classes) to +// handle specific interactions between different types of characters +// (For example the barnacle grabbing an NPC) +// Input : Constant for the type of interaction +// Output : true - if sub-class has a response for the interaction +// false - if sub-class has no response +//----------------------------------------------------------------------------- +bool CNPC_CScanner::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* pSourceEnt) +{ + // TODO:: - doing this by just an interrupt contition would be a lot better! + if (interactionType == g_interactionScannerSupportEntity) + { + // Only accept help request if I'm not already busy + if (GetEnemy() == NULL && !HaveInspectTarget()) + { + // Only accept if target is a reasonable distance away + CBaseEntity* pTarget = (CBaseEntity*)data; + float fTargetDist = (pTarget->GetLocalOrigin() - GetLocalOrigin()).Length(); + + if (fTargetDist < SCANNER_SQUAD_HELP_DIST) + { + float fInspectTime = (((CNPC_CScanner*)pSourceEnt)->m_fInspectEndTime - gpGlobals->curtime); + SetInspectTargetToEnt(pTarget,fInspectTime); + + if (random->RandomInt(0,2)==0) + { + SetSchedule(SCHED_CSCANNER_PHOTOGRAPH_HOVER); + } + else + { + SetSchedule(SCHED_CSCANNER_SPOTLIGHT_HOVER); + } + return true; + } + } + } + else if (interactionType == g_interactionScannerSupportPosition) + { + // Only accept help request if I'm not already busy + if (GetEnemy() == NULL && !HaveInspectTarget()) + { + // Only accept if target is a reasonable distance away + Vector vInspectPos; + vInspectPos.x = ((Vector *)data)->x; + vInspectPos.y = ((Vector *)data)->y; + vInspectPos.z = ((Vector *)data)->z; + + float fTargetDist = (vInspectPos - GetLocalOrigin()).Length(); + + if (fTargetDist < SCANNER_SQUAD_HELP_DIST) + { + float fInspectTime = (((CNPC_CScanner*)pSourceEnt)->m_fInspectEndTime - gpGlobals->curtime); + SetInspectTargetToPos(vInspectPos,fInspectTime); + + if (random->RandomInt(0,2)==0) + { + SetSchedule(SCHED_CSCANNER_PHOTOGRAPH_HOVER); + } + else + { + SetSchedule(SCHED_CSCANNER_SPOTLIGHT_HOVER); + } + return true; + } + } + } + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CNPC_CScanner::InputDisableSpotlight( inputdata_t &inputdata ) +{ + m_bNoLight = true; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : float +//----------------------------------------------------------------------------- +float CNPC_CScanner::GetHeadTurnRate( void ) +{ + if ( GetEnemy() ) + return 800.0f; + + if ( HaveInspectTarget() ) + return 500.0f; + + return BaseClass::GetHeadTurnRate(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CNPC_CScanner::InputSetFollowTarget( inputdata_t &inputdata ) +{ + InspectTarget( inputdata, SCANNER_FLY_FOLLOW ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CNPC_CScanner::InputClearFollowTarget( inputdata_t &inputdata ) +{ + SetInspectTargetToEnt( NULL, 0 ); + + m_nFlyMode = SCANNER_FLY_PATROL; +} + +//----------------------------------------------------------------------------- +// +// Schedules +// +//----------------------------------------------------------------------------- + +AI_BEGIN_CUSTOM_NPC( npc_cscanner, CNPC_CScanner ) + DECLARE_TASK(TASK_CSCANNER_SET_FLY_PHOTO) + DECLARE_TASK(TASK_CSCANNER_SET_FLY_SPOT) + DECLARE_TASK(TASK_CSCANNER_PHOTOGRAPH) + DECLARE_TASK(TASK_CSCANNER_ATTACK_PRE_FLASH) + DECLARE_TASK(TASK_CSCANNER_ATTACK_FLASH) + DECLARE_TASK(TASK_CSCANNER_SPOT_INSPECT_ON) + DECLARE_TASK(TASK_CSCANNER_SPOT_INSPECT_WAIT) + DECLARE_TASK(TASK_CSCANNER_SPOT_INSPECT_OFF) + DECLARE_TASK(TASK_CSCANNER_CLEAR_INSPECT_TARGET) + DECLARE_TASK(TASK_CSCANNER_GET_PATH_TO_INSPECT_TARGET) + + DECLARE_CONDITION(COND_CSCANNER_HAVE_INSPECT_TARGET) + DECLARE_CONDITION(COND_CSCANNER_INSPECT_DONE) + DECLARE_CONDITION(COND_CSCANNER_CAN_PHOTOGRAPH) + DECLARE_CONDITION(COND_CSCANNER_SPOT_ON_TARGET) + + DECLARE_ACTIVITY(ACT_SCANNER_SMALL_FLINCH_ALERT) + DECLARE_ACTIVITY(ACT_SCANNER_SMALL_FLINCH_COMBAT) + DECLARE_ACTIVITY(ACT_SCANNER_INSPECT) + DECLARE_ACTIVITY(ACT_SCANNER_WALK_ALERT) + DECLARE_ACTIVITY(ACT_SCANNER_WALK_COMBAT) + DECLARE_ACTIVITY(ACT_SCANNER_FLARE) + DECLARE_ACTIVITY(ACT_SCANNER_RETRACT) + DECLARE_ACTIVITY(ACT_SCANNER_FLARE_PRONGS) + DECLARE_ACTIVITY(ACT_SCANNER_RETRACT_PRONGS) + DECLARE_ACTIVITY(ACT_SCANNER_FLARE_START) + + DECLARE_ANIMEVENT( AE_SCANNER_CLOSED ) + + DECLARE_INTERACTION(g_interactionScannerInspect) + DECLARE_INTERACTION(g_interactionScannerInspectBegin) + DECLARE_INTERACTION(g_interactionScannerInspectDone) + DECLARE_INTERACTION(g_interactionScannerInspectHandsUp) + DECLARE_INTERACTION(g_interactionScannerInspectShowArmband) + DECLARE_INTERACTION(g_interactionScannerSupportEntity) + DECLARE_INTERACTION(g_interactionScannerSupportPosition) + + //========================================================= + // > SCHED_CSCANNER_PATROL + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_CSCANNER_PATROL, + + " Tasks" + " TASK_CSCANNER_CLEAR_INSPECT_TARGET 0" + " TASK_SCANNER_SET_FLY_PATROL 0" + " TASK_SET_TOLERANCE_DISTANCE 32" + " TASK_SET_ROUTE_SEARCH_TIME 5" // Spend 5 seconds trying to build a path if stuck + " TASK_GET_PATH_TO_RANDOM_NODE 2000" + " TASK_RUN_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + "" + " Interrupts" + " COND_GIVE_WAY" + " COND_NEW_ENEMY" + " COND_SEE_ENEMY" + " COND_SEE_FEAR" + " COND_HEAR_COMBAT" + " COND_HEAR_DANGER" + " COND_HEAR_PLAYER" + " COND_LIGHT_DAMAGE" + " COND_HEAVY_DAMAGE" + " COND_PROVOKED" + " COND_CSCANNER_HAVE_INSPECT_TARGET" + " COND_SCANNER_GRABBED_BY_PHYSCANNON" + ) + + //========================================================= + // > SCHED_CSCANNER_SPOTLIGHT_HOVER + // + // Hover above target entity, trying to get spotlight + // on my target + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_CSCANNER_SPOTLIGHT_HOVER, + + " Tasks" + " TASK_CSCANNER_SET_FLY_SPOT 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_WALK " + " TASK_WAIT 1" + "" + " Interrupts" + " COND_CSCANNER_SPOT_ON_TARGET" + " COND_CSCANNER_INSPECT_DONE" + " COND_SCANNER_FLY_BLOCKED" + " COND_NEW_ENEMY" + " COND_SCANNER_GRABBED_BY_PHYSCANNON" + ) + + //========================================================= + // > SCHED_CSCANNER_SPOTLIGHT_INSPECT_POS + // + // Inspect a position once spotlight is on it + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_CSCANNER_SPOTLIGHT_INSPECT_POS, + + " Tasks" + " TASK_CSCANNER_SET_FLY_SPOT 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_SCANNER_INSPECT" + " TASK_SPEAK_SENTENCE 3" // Curious sound + " TASK_WAIT 5" + " TASK_CSCANNER_CLEAR_INSPECT_TARGET 0" + "" + " Interrupts" + " COND_CSCANNER_INSPECT_DONE" + " COND_HEAR_DANGER" + " COND_HEAR_COMBAT" + " COND_NEW_ENEMY" + " COND_SCANNER_GRABBED_BY_PHYSCANNON" + ) + + //========================================================= + // > SCHED_CSCANNER_SPOTLIGHT_INSPECT_CIT + // + // Inspect a citizen once spotlight is on it + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_CSCANNER_SPOTLIGHT_INSPECT_CIT, + + " Tasks" + " TASK_CSCANNER_SET_FLY_SPOT 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_SCANNER_INSPECT" + " TASK_SPEAK_SENTENCE 0" // Stop! + " TASK_WAIT 1" + " TASK_CSCANNER_SPOT_INSPECT_ON 0" + " TASK_WAIT 2" + " TASK_SPEAK_SENTENCE 1" // Hands on head or Show Armband! + " TASK_WAIT 1" + " TASK_CSCANNER_SPOT_INSPECT_WAIT 0" + " TASK_WAIT 5" + " TASK_SPEAK_SENTENCE 2" // Free to go! + " TASK_WAIT 1" + " TASK_CSCANNER_SPOT_INSPECT_OFF 0" + " TASK_CSCANNER_CLEAR_INSPECT_TARGET 0" + "" + " Interrupts" + " COND_NEW_ENEMY" + " COND_SCANNER_GRABBED_BY_PHYSCANNON" + ) + + //========================================================= + // > SCHED_CSCANNER_PHOTOGRAPH_HOVER + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_CSCANNER_PHOTOGRAPH_HOVER, + + " Tasks" + " TASK_CSCANNER_SET_FLY_PHOTO 0" + " TASK_WAIT 2" + "" + " Interrupts" + " COND_CSCANNER_INSPECT_DONE" + " COND_CSCANNER_CAN_PHOTOGRAPH" + " COND_SCANNER_FLY_BLOCKED" + " COND_NEW_ENEMY" + " COND_SCANNER_GRABBED_BY_PHYSCANNON" + ) + + //========================================================= + // > SCHED_CSCANNER_PHOTOGRAPH + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_CSCANNER_PHOTOGRAPH, + + " Tasks" + " TASK_CSCANNER_SET_FLY_PHOTO 0" + " TASK_CSCANNER_PHOTOGRAPH 0" + "" + " Interrupts" + " COND_CSCANNER_INSPECT_DONE" + " COND_NEW_ENEMY" + " COND_ENEMY_DEAD" + " COND_SCANNER_GRABBED_BY_PHYSCANNON" + ) + + //========================================================= + // > SCHED_CSCANNER_ATTACK_FLASH + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_CSCANNER_ATTACK_FLASH, + + " Tasks" + " TASK_SCANNER_SET_FLY_ATTACK 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" + " TASK_CSCANNER_ATTACK_PRE_FLASH 0 " + " TASK_CSCANNER_ATTACK_FLASH 0" + " TASK_WAIT 0.5" + "" + " Interrupts" + " COND_NEW_ENEMY" + " COND_ENEMY_DEAD" + " COND_SCANNER_GRABBED_BY_PHYSCANNON" + ) + + //========================================================= + // > SCHED_CSCANNER_MOVE_TO_INSPECT + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_CSCANNER_MOVE_TO_INSPECT, + + " Tasks" + " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_SCANNER_PATROL" + " TASK_SET_TOLERANCE_DISTANCE 128" + " TASK_CSCANNER_GET_PATH_TO_INSPECT_TARGET 0" + " TASK_RUN_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + "" + " Interrupts" + " COND_SCANNER_FLY_CLEAR" + " COND_NEW_ENEMY" + " COND_SCANNER_GRABBED_BY_PHYSCANNON" + ) + +AI_END_CUSTOM_NPC() + +//----------------------------------------------------------------------------- +// Claw Scanner +// +// Scanner that always spawns as a claw scanner +//----------------------------------------------------------------------------- + +class CNPC_ClawScanner : public CNPC_CScanner +{ +DECLARE_CLASS( CNPC_ClawScanner, CNPC_CScanner ); + +public: + CNPC_ClawScanner(); + DECLARE_DATADESC(); +}; + +BEGIN_DATADESC( CNPC_ClawScanner ) +END_DATADESC() + + +LINK_ENTITY_TO_CLASS(npc_clawscanner, CNPC_ClawScanner); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CNPC_ClawScanner::CNPC_ClawScanner() +{ + // override our superclass's setting + BecomeClawScanner(); +} -- cgit v1.2.3