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/npc_scanner.cpp | 6058 ++++++++++++++++---------------- 1 file changed, 3029 insertions(+), 3029 deletions(-) (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 index eb1c6c46..031ce6d9 100644 --- a/mp/src/game/server/hl2/npc_scanner.cpp +++ b/mp/src/game/server/hl2/npc_scanner.cpp @@ -1,3029 +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(); -} +//========= 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