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_strider.cpp | 11490 +++++++++++++++---------------- 1 file changed, 5745 insertions(+), 5745 deletions(-) (limited to 'mp/src/game/server/hl2/npc_strider.cpp') diff --git a/mp/src/game/server/hl2/npc_strider.cpp b/mp/src/game/server/hl2/npc_strider.cpp index 015fe0e6..b0cb2edf 100644 --- a/mp/src/game/server/hl2/npc_strider.cpp +++ b/mp/src/game/server/hl2/npc_strider.cpp @@ -1,5745 +1,5745 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: Giant walking strider thing! -// -// $NoKeywords: $ -//=============================================================================// - -#include "cbase.h" - -#include "npc_strider.h" - -#include "ai_senses.h" -#include "ai_task.h" -#include "ai_default.h" -#include "ai_schedule.h" -#include "ai_hull.h" -#include "ai_basenpc.h" -#include "ai_pathfinder.h" -#include "ai_waypoint.h" -#include "ai_link.h" -#include "ai_hint.h" -#include "ai_tacticalservices.h" -#include "ai_behavior_follow.h" -#include "simtimer.h" -#include "trains.h" -#include "npcevent.h" -#include "te_particlesystem.h" -#include "shake.h" -#include "soundent.h" -#include "IEffects.h" -#include "engine/IEngineSound.h" -#include "bone_setup.h" -#include "vcollide_parse.h" -#include "studio.h" -#include "physics_bone_follower.h" -#include "ai_navigator.h" -#include "ai_route.h" -#include "ammodef.h" -#include "npc_bullseye.h" -#include "rope.h" -#include "ai_memory.h" -#include "player_pickup.h" -#include "collisionutils.h" -#include "in_buttons.h" -#include "steamjet.h" -#include "physics_prop_ragdoll.h" -#include "vehicle_base.h" -#include "coordsize.h" -#include "hl2_shareddefs.h" -#include "te_effect_dispatch.h" -#include "beam_flags.h" -#include "prop_combine_ball.h" -#include "explode.h" -#include "filters.h" -#include "saverestore_utlvector.h" -#include "eventqueue.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -int g_interactionPlayerLaunchedRPG = 0; - -// Changing this classname avoids bugs where ai_relationship entities that change the -// strider's relationship with bullseyes would affect its relationship with the focus -LINK_ENTITY_TO_CLASS( bullseye_strider_focus, CNPC_Bullseye ); - - -//----------------------------------------------------------------------------- - -ConVar strider_immolate( "strider_immolate", "0" ); -ConVar sk_strider_health( "sk_strider_health", "350" ); -ConVar npc_strider_height_adj("npc_strider_height_adj", "0" ); -ConVar strider_eyepositions( "strider_eyepositions", "0" ); -ConVar strider_show_focus( "strider_show_focus", "0" ); -ConVar strider_distributed_fire( "strider_distributed_fire", "1" ); -ConVar strider_show_cannonlos( "strider_show_cannonlos", "0" ); -ConVar strider_show_weapon_los_z( "strider_show_weapon_los_z", "0" ); -ConVar strider_show_weapon_los_condition( "strider_show_weapon_los_condition", "0" ); -ConVar strider_idle_test( "strider_idle_test", "0" ); -ConVar strider_always_use_procedural_height( "strider_always_use_procedural_height", "0" ); -ConVar strider_test_height( "strider_test_height", "0" ); -ConVar strider_pct_height_no_crouch_move( "strider_pct_height_no_crouch_move", "90" ); - -ConVar strider_peek_time( "strider_peek_time", "0.75" ); -ConVar strider_peek_time_after_damage( "strider_peek_time_after_damage", "4.0" ); -ConVar strider_peek_eye_dist( "strider_peek_eye_dist", "1.75" ); -ConVar strider_peek_eye_dist_z( "strider_peek_eye_dist_z", "4.0" ); -ConVar strider_free_pass_start_time( "strider_free_pass_start_time", "3" ); -ConVar strider_free_pass_cover_dist( "strider_free_pass_cover_dist", "120" ); -ConVar strider_free_pass_duration( "strider_free_pass_duration", "2" ); -ConVar strider_free_pass_refill_rate( "strider_free_pass_refill_rate", "0.5" ); -ConVar strider_free_pass_move_tolerance( "strider_free_pass_move_tolerance", "320" ); -ConVar strider_free_knowledge( "strider_free_knowledge", "0.5" ); - -ConVar strider_free_pass_after_escorts_dead( "strider_free_pass_after_escorts_dead", "2.5" ); -ConVar strider_free_pass_tolerance_after_escorts_dead( "strider_free_pass_tolerance_after_escorts_dead", "600" ); - -ConVar npc_strider_shake_ropes_radius( "npc_strider_shake_ropes_radius", "1200" ); -ConVar npc_strider_shake_ropes_magnitude( "npc_strider_shake_ropes_magnitude", "150" ); - -ConVar strider_ar2_altfire_dmg( "strider_ar2_altfire_dmg", "25" ); - -// Number of RPG hits it takes to kill a strider on each skill level. -ConVar sk_strider_num_missiles1("sk_strider_num_missiles1", "5"); -ConVar sk_strider_num_missiles2("sk_strider_num_missiles2", "7"); -ConVar sk_strider_num_missiles3("sk_strider_num_missiles3", "7"); - -ConVar strider_missile_suppress_dist( "strider_missile_suppress_dist", "240" ); -ConVar strider_missile_suppress_time( "strider_missile_suppress_time", "3" ); - - -//----------------------------------------------------------------------------- - -float GetCurrentGravity( void ); - -extern void CreateConcussiveBlast( const Vector &origin, const Vector &surfaceNormal, CBaseEntity *pOwner, float magnitude ); - -//----------------------------------------------------------------------------- - -enum bodygroups -{ - STRIDER_BODYGROUP_VENT = 1, -}; - -//----------------------------------------------------------------------------- - -#define STRIDER_DEFAULT_SHOOT_DURATION 2.5 // spend this much time stitching to each target. -#define STRIDER_SHOOT_ON_TARGET_TIME 0.5 // How much of DEFAULT_SHOOT_DURATION is spent on-target (vs. stitching up to a target) -#define STRIDER_SHOOT_VARIATION 1.0 // up to 1 second of variance -#define STRIDER_SHOOT_DOWNTIME 1.0 // This much downtime between bursts -#define STRIDER_SUBSEQUENT_TARGET_DURATION 1.5 // Spend this much time stitching to targets chosen by distributed fire. -#define STRIDER_IGNORE_TARGET_DURATION 1.0 -#define STRIDER_IGNORE_PLAYER_DURATION 1.5 -#define STRIDER_DEFAULT_RATE_OF_FIRE 5 // Rounds per second - -#define STRIDER_EP1_RATE_OF_FIRE 10.0f -#define STRIDER_EP1_SHOOT_ON_TARGET_TIME 0.3f -#define STRIDER_EP1_SHOOT_DURATION 1.1f -#define STRIDER_EP1_SHOOT_DOWNTIME 1.0f -#define STRIDER_EP1_SHOOT_VARIATION 0.3f - -//Animation events -#define STRIDER_AE_FOOTSTEP_LEFT 1 -#define STRIDER_AE_FOOTSTEP_RIGHT 2 -#define STRIDER_AE_FOOTSTEP_BACK 3 -#define STRIDER_AE_FOOTSTEP_LEFTM 4 -#define STRIDER_AE_FOOTSTEP_RIGHTM 5 -#define STRIDER_AE_FOOTSTEP_BACKM 6 -#define STRIDER_AE_FOOTSTEP_LEFTL 7 -#define STRIDER_AE_FOOTSTEP_RIGHTL 8 -#define STRIDER_AE_FOOTSTEP_BACKL 9 -#define STRIDER_AE_WHOOSH_LEFT 11 -#define STRIDER_AE_WHOOSH_RIGHT 12 -#define STRIDER_AE_WHOOSH_BACK 13 -#define STRIDER_AE_CREAK_LEFT 21 -#define STRIDER_AE_CREAK_RIGHT 22 -#define STRIDER_AE_CREAK_BACK 23 -#define STRIDER_AE_SHOOTCANNON 100 -#define STRIDER_AE_CANNONHIT 101 -#define STRIDER_AE_SHOOTMINIGUN 105 -#define STRIDER_AE_STOMPHITL 110 -#define STRIDER_AE_STOMPHITR 111 -#define STRIDER_AE_FLICKL 112 -#define STRIDER_AE_FLICKR 113 -#define STRIDER_AE_WINDUPCANNON 114 - -#define STRIDER_AE_DIE 999 - -// UNDONE: Share properly with the client code!!! -#define STRIDER_MSG_BIG_SHOT 1 -#define STRIDER_MSG_STREAKS 2 -#define STRIDER_MSG_DEAD 3 -#define STOMP_IK_SLOT 11 - -// can hit anything within this range -#define STRIDER_STOMP_RANGE 260 - -// Crouch down if trying to shoot an enemy that's this close -#define STRIDER_CROUCH_RANGE 4000.0f - -// Stand up again if crouched and engaging an enemy at this distance -#define STRIDER_STAND_RANGE 6000.0f - -#define STRIDER_NO_TRACK_NAME "null" - -// Time after which if you haven't seen your enemy you stop facing him -#define STRIDER_TIME_STOP_FACING_ENEMY 3.0 - -// Spawnflags -enum -{ - SF_CAN_STOMP_PLAYER = 0x10000, - SF_TAKE_MINIMAL_DAMAGE_FROM_NPCS = 0x20000 -}; - -const float STRIDER_SPEED = 500; -const float STRIDER_SPEED_CHANGE = .0067; // per think - - -static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs ); - -int s_iImpactEffectTexture = -1; - -//================================================== -// Custom Activities -//================================================== - -int ACT_STRIDER_LOOKL; -int ACT_STRIDER_LOOKR; -int ACT_STRIDER_DEPLOYRA1; -int ACT_STRIDER_AIMRA1; -int ACT_STRIDER_FINISHRA1; -int ACT_STRIDER_DODGER; -int ACT_STRIDER_DODGEL; -int ACT_STRIDER_STOMPL; -int ACT_STRIDER_STOMPR; -int ACT_STRIDER_FLICKL; -int ACT_STRIDER_FLICKR; -int ACT_STRIDER_CARRIED; -int ACT_STRIDER_DEPLOY; -int ACT_STRIDER_GESTURE_DEATH; - -// UNDONE: Split sleep into 3 activities (start, loop, end) -int ACT_STRIDER_SLEEP; - -// These bones have physics shadows -// It allows a one-way interaction between the strider and -// the physics world -static const char *pFollowerBoneNames[] = -{ - // Head - "Combine_Strider.Body_Bone", -#ifdef HL2_EPISODIC - "Combine_Strider.Neck_Bone", - "Combine_Strider.Gun_Bone1", - "Combine_Strider.Gun_Bone2", -#endif //HL2_EPISODIC - - // lower legs - "Combine_Strider.Leg_Left_Bone1", - "Combine_Strider.Leg_Right_Bone1", - "Combine_Strider.Leg_Hind_Bone1", - - // upper legs - "Combine_Strider.Leg_Left_Bone", - "Combine_Strider.Leg_Right_Bone", - "Combine_Strider.Leg_Hind_Bone", -}; - -// NOTE: These indices must directly correlate with the above list! -enum -{ - STRIDER_BODY_FOLLOWER_INDEX = 0, -#ifdef HL2_EPISODIC - STRIDER_NECK_FOLLOWER_INDEX, - STRIDER_GUN1_FOLLOWER_INDEX, - STRIDER_GUN2_FOLLOWER_INDEX, -#endif //HL2_EPISODIC - - STRIDER_LEFT_LEG_FOLLOWER_INDEX, - STRIDER_RIGHT_LEG_FOLLOWER_INDEX, - STRIDER_BACK_LEG_FOLLOWER_INDEX, - - STRIDER_LEFT_UPPERLEG_FOLLOWER_INDEX, - STRIDER_RIGHT_UPPERLEG_FOLLOWER_INDEX, - STRIDER_BACK_UPPERLEG_FOLLOWER_INDEX, -}; - -#define MINIGUN_MAX_YAW 90.0f -#define MINIGUN_MIN_YAW -90.0f -#define MINIGUN_MAX_PITCH 45.0f -#define MINIGUN_MIN_PITCH -45.0f - -//----------------------------------------------------------------------------- -// -// CNPC_Strider -// -//----------------------------------------------------------------------------- - -IMPLEMENT_SERVERCLASS_ST(CNPC_Strider, DT_NPC_Strider) - SendPropVector(SENDINFO(m_vecHitPos), -1, SPROP_COORD), - SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 0 ), -1, SPROP_COORD ), - SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 1 ), -1, SPROP_COORD ), - SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 2 ), -1, SPROP_COORD ), - SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 3 ), -1, SPROP_COORD ), - SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 4 ), -1, SPROP_COORD ), - SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 5 ), -1, SPROP_COORD ), -END_SEND_TABLE() - -//------------------------------------- - -LINK_ENTITY_TO_CLASS( npc_strider, CNPC_Strider ); - -//------------------------------------- - -BEGIN_DATADESC( CNPC_Strider ) - -#ifdef HL2_EPISODIC - DEFINE_UTLVECTOR( m_hAttachedBusters, FIELD_EHANDLE ), -#endif // HL2_EPISODIC - - DEFINE_EMBEDDED( m_EnemyUpdatedTimer ), - DEFINE_EMBEDDEDBYREF( m_pMinigun ), - DEFINE_FIELD( m_miniGunAmmo, FIELD_INTEGER ), - DEFINE_FIELD( m_miniGunDirectAmmo, FIELD_INTEGER ), - DEFINE_FIELD( m_nextStompTime, FIELD_TIME ), - DEFINE_FIELD( m_nextShootTime, FIELD_TIME ), - DEFINE_FIELD( m_ragdollTime, FIELD_TIME ), - DEFINE_FIELD( m_miniGunShootDuration, FIELD_FLOAT ), - DEFINE_FIELD( m_aimYaw, FIELD_FLOAT ), - DEFINE_FIELD( m_aimPitch, FIELD_FLOAT ), - DEFINE_FIELD( m_blastHit, FIELD_VECTOR ), - DEFINE_FIELD( m_blastNormal, FIELD_VECTOR ), - DEFINE_FIELD( m_vecHitPos, FIELD_POSITION_VECTOR ), - DEFINE_AUTO_ARRAY( m_vecIKTarget, FIELD_POSITION_VECTOR ), - - DEFINE_EMBEDDED( m_PlayerFreePass ), - - DEFINE_EMBEDDED( m_PostureAnimationTimer ), - - DEFINE_EMBEDDED( m_BoneFollowerManager ), - - // m_iszStriderBusterName - recreated at load time - // m_iszMagnadeClassname - recreated at load time - // m_iszHunterClassname - recreated at load time - - DEFINE_FIELD( m_hRagdoll, FIELD_EHANDLE ), - DEFINE_FIELD( m_hCannonTarget, FIELD_EHANDLE ), - DEFINE_EMBEDDED( m_AttemptCannonLOSTimer ), - - DEFINE_FIELD( m_flSpeedScale, FIELD_FLOAT ), - DEFINE_FIELD( m_flTargetSpeedScale, FIELD_FLOAT ), - - DEFINE_EMBEDDED( m_LowZCorrectionTimer ), - DEFINE_FIELD( m_BodyTargetBone, FIELD_INTEGER ), - - DEFINE_FIELD( m_iVisibleEnemies, FIELD_INTEGER ), - DEFINE_FIELD( m_flTargetAcquiredTime, FIELD_FLOAT ), - DEFINE_FIELD( m_bCrouchLocked, FIELD_BOOLEAN ), - DEFINE_FIELD( m_bNoCrouchWalk, FIELD_BOOLEAN ), - DEFINE_FIELD( m_bDontCrouch, FIELD_BOOLEAN ), - DEFINE_FIELD( m_bNoMoveToLOS, FIELD_BOOLEAN ), - DEFINE_KEYFIELD( m_bDisableBoneFollowers, FIELD_BOOLEAN, "disablephysics" ), - - DEFINE_FIELD( m_idealHeight, FIELD_FLOAT ), - DEFINE_FIELD( m_HeightVelocity, FIELD_FLOAT ), - - DEFINE_FIELD( m_prevYaw, FIELD_FLOAT ), - DEFINE_FIELD( m_doTurn, FIELD_FLOAT ), - DEFINE_FIELD( m_doLeft, FIELD_FLOAT ), - DEFINE_FIELD( m_doRight, FIELD_FLOAT ), - DEFINE_FIELD( m_flNextTurnAct, FIELD_TIME ), - - DEFINE_FIELD( m_strTrackName, FIELD_STRING ), - DEFINE_FIELD( m_hFocus, FIELD_EHANDLE ), - DEFINE_FIELD( m_hSmoke, FIELD_EHANDLE ), - - DEFINE_FIELD( m_flTimeLastAlertSound, FIELD_TIME ), - DEFINE_FIELD( m_flTimeNextHuntSound, FIELD_TIME ), - DEFINE_FIELD( m_flTimePlayerMissileDetected, FIELD_TIME ), - DEFINE_FIELD( m_hPlayersMissile, FIELD_EHANDLE ), - DEFINE_FIELD( m_bMinigunUseDirectFire, FIELD_BOOLEAN ), - - DEFINE_FIELD( m_bUseAggressiveBehavior, FIELD_BOOLEAN ), - - DEFINE_FIELD( m_bFastCrouch, FIELD_BOOLEAN ), - DEFINE_FIELD( m_bMinigunEnabled, FIELD_BOOLEAN ), - DEFINE_FIELD( m_bExploding, FIELD_BOOLEAN ), - - // inputs - DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMinigunTime", InputSetMinigunTime ), - DEFINE_INPUTFUNC( FIELD_STRING, "SetMinigunTarget", InputSetMinigunTarget ), - DEFINE_INPUTFUNC( FIELD_STRING, "SetCannonTarget", InputSetCannonTarget ), - DEFINE_INPUTFUNC( FIELD_STRING, "FlickRagdoll", InputFlickRagdoll ), - DEFINE_INPUTFUNC( FIELD_VOID, "Crouch", InputCrouch ), - DEFINE_INPUTFUNC( FIELD_VOID, "CrouchInstantly", InputCrouchInstantly ), - DEFINE_INPUTFUNC( FIELD_VOID, "Stand", InputStand ), - DEFINE_INPUTFUNC( FIELD_FLOAT, "SetHeight", InputSetHeight ), - DEFINE_INPUTFUNC( FIELD_STRING, "SetTargetPath", InputSetTargetPath ), - DEFINE_INPUTFUNC( FIELD_STRING, "ClearTargetPath", InputClearTargetPath ), - DEFINE_INPUTFUNC( FIELD_VOID, "DisableCrouchWalk", InputDisableCrouchWalk ), - DEFINE_INPUTFUNC( FIELD_VOID, "EnableCrouchWalk", InputEnableCrouchWalk ), - DEFINE_INPUTFUNC( FIELD_VOID, "EnableAggressiveBehavior", InputEnableAggressiveBehavior ), - DEFINE_INPUTFUNC( FIELD_VOID, "DisableAggressiveBehavior", InputDisableAggressiveBehavior ), - DEFINE_INPUTFUNC( FIELD_VOID, "DisableMinigun", InputDisableMinigun ), - DEFINE_INPUTFUNC( FIELD_VOID, "EnableMinigun", InputEnableMinigun ), - DEFINE_INPUTFUNC( FIELD_FLOAT, "StopShootingMinigunForSeconds", InputStopShootingMinigunForSeconds ), - DEFINE_INPUTFUNC( FIELD_VOID, "DisableCrouch", InputDisableCrouch ), - DEFINE_INPUTFUNC( FIELD_VOID, "DisableMoveToLOS", InputDisableMoveToLOS ), - DEFINE_INPUTFUNC( FIELD_STRING, "DisableCollisionWith", InputDisableCollisionWith ), - DEFINE_INPUTFUNC( FIELD_STRING, "EnableCollisionWith", InputEnableCollisionWith ), - DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode ), - DEFINE_INPUTFUNC( FIELD_FLOAT, "ScaleGroundSpeed", InputScaleGroundSpeed ), - - // Function Pointers -// DEFINE_FUNCTION( JumpTouch ), - DEFINE_THINKFUNC( CarriedThink ), - DEFINE_THINKFUNC( CannonHitThink ), - -END_DATADESC() - -//--------------------------------------------------------- - -float CNPC_Strider::gm_strideLength; - -int CNPC_Strider::gm_BodyHeightPoseParam; -int CNPC_Strider::gm_YawControl; -int CNPC_Strider::gm_PitchControl; -int CNPC_Strider::gm_CannonAttachment; - -float CNPC_Strider::gm_zCannonDist; -float CNPC_Strider::gm_zMinigunDist; -Vector CNPC_Strider::gm_vLocalRelativePositionCannon; -Vector CNPC_Strider::gm_vLocalRelativePositionMinigun; - -//--------------------------------------------------------- -//--------------------------------------------------------- -CNPC_Strider::CNPC_Strider() -{ - m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); - m_hFocus = NULL; - m_pMinigun = new CStriderMinigun; - m_hSmoke = NULL; - m_PlayerFreePass.SetOuter( this ); - m_bExploding = false; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -CNPC_Strider::~CNPC_Strider() -{ - delete m_pMinigun; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::Precache() -{ - if ( !GetModelName() ) - { - SetModelName( MAKE_STRING( "models/combine_strider.mdl" ) ); - } - - PrecacheModel( STRING( GetModelName() ) ); - - PropBreakablePrecacheAll( GetModelName() ); - - PrecacheScriptSound( "NPC_Strider.StriderBusterExplode" ); - PrecacheScriptSound( "explode_5" ); - PrecacheScriptSound( "NPC_Strider.Charge" ); - PrecacheScriptSound( "NPC_Strider.RagdollDetach" ); - PrecacheScriptSound( "NPC_Strider.Whoosh" ); - PrecacheScriptSound( "NPC_Strider.Creak" ); - PrecacheScriptSound( "NPC_Strider.Alert" ); - PrecacheScriptSound( "NPC_Strider.Pain" ); - PrecacheScriptSound( "NPC_Strider.Death" ); - PrecacheScriptSound( "NPC_Strider.FireMinigun" ); - PrecacheScriptSound( "NPC_Strider.Shoot" ); - PrecacheScriptSound( "NPC_Strider.OpenHatch" ); - PrecacheScriptSound( "NPC_Strider.Footstep" ); - PrecacheScriptSound( "NPC_Strider.Skewer" ); - PrecacheScriptSound( "NPC_Strider.Hunt" ); - PrecacheMaterial( "effects/water_highlight" ); - s_iImpactEffectTexture = PrecacheModel( "sprites/physbeam.vmt" ); - PrecacheMaterial( "sprites/bluelaser1" ); - PrecacheMaterial( "effects/blueblacklargebeam" ); - PrecacheMaterial( "effects/strider_pinch_dudv" ); - PrecacheMaterial( "effects/blueblackflash" ); - PrecacheMaterial( "effects/strider_bulge_dudv" ); - PrecacheMaterial( "effects/strider_muzzle" ); - - PrecacheModel( "models/chefhat.mdl" ); - - UTIL_PrecacheOther( "sparktrail" ); - - BaseClass::Precache(); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::Spawn() -{ - Precache(); - - m_miniGunAmmo = GetAmmoDef()->Index("StriderMinigun"); - m_miniGunDirectAmmo = GetAmmoDef()->Index("StriderMinigunDirect"); - m_pMinigun->Init(); - - EnableServerIK(); - - SetModel( STRING( GetModelName() ) ); - - BaseClass::Spawn(); - - //m_debugOverlays |= OVERLAY_NPC_ROUTE_BIT | OVERLAY_BBOX_BIT; - SetHullType( HULL_LARGE_CENTERED ); - SetHullSizeNormal(); - SetDefaultEyeOffset(); - - SetNavType( NAV_FLY ); - m_flGroundSpeed = STRIDER_SPEED; - m_flSpeedScale = m_flTargetSpeedScale = 1.0; - m_NPCState = NPC_STATE_NONE; - m_bloodColor = DONT_BLEED; - - m_iHealth = sk_strider_health.GetFloat(); - m_iMaxHealth = 500; - - m_flFieldOfView = 0.0; // 180 degrees - - AddFlag( FL_FLY ); - SetCollisionGroup( HL2COLLISION_GROUP_STRIDER ); - SetSolid( SOLID_BBOX ); - AddSolidFlags( FSOLID_NOT_STANDABLE ); - SetMoveType( MOVETYPE_STEP ); - AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL ); - - // Cached for quick comparisons - m_iszStriderBusterName = AllocPooledString( "weapon_striderbuster" ); - m_iszMagnadeClassname = AllocPooledString( "npc_grenade_magna" ); - m_iszHunterClassname = AllocPooledString( "npc_hunter" ); - - // BMCD: Force collision hooks - AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST ); - SetupGlobalModelData(); - - CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 | bits_CAP_SQUAD ); - - // Don't allow us to skip animation setup because our attachments are critical to us! - SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP ); - - // find the ground, move up to strider stand height - Vector mins(-16,-16,-16), maxs(16,16,16); - Vector origin = GetLocalOrigin(); - - MoveToGround( &origin, this, mins, maxs ); - origin.z += GetMaxHeight();//(GetAbsOrigin().z - vecSurroundMins.z) + mins.z; - - SetLocalOrigin( origin ); - - NPCInit(); - - // Strider doesn't care about missiles for now. - AddClassRelationship( CLASS_MISSILE, D_NU, 0 ); - - m_bCrouchLocked = false; - m_bMinigunEnabled = true; - - m_PostureAnimationTimer.Set( 8, 16 ); - - m_BodyTargetBone = -1; - - CreateFocus(); - - m_EnemyUpdatedTimer.Set( 0 ); - - // Don't minigun things farther than 500 feet away. - m_flDistTooFar = 500.0f * 12.0f; - - GetEnemies()->SetFreeKnowledgeDuration( strider_free_knowledge.GetFloat() ); - - m_hPlayersMissile.Set( NULL ); - m_flTimeNextHuntSound = gpGlobals->curtime - 1.0f; -} - -void CNPC_Strider::SetupGlobalModelData() -{ - gm_BodyHeightPoseParam = LookupPoseParameter( "body_height" ); - gm_YawControl = LookupPoseParameter( "yaw" ); - gm_PitchControl = LookupPoseParameter( "pitch" ); - gm_CannonAttachment = LookupAttachment( "BigGun" ); - - // BMCD: Get the conservative boxes from sequences - Vector mins, maxs; - ExtractBbox( SelectHeaviestSequence( ACT_WALK ), mins, maxs ); - CNPC_Strider::gm_strideLength = (maxs.x - mins.x) * 0.5; - - // UNDONE: use crouch when crouched - CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES ); -} - -void CNPC_Strider::OnRestore() -{ - BaseClass::OnRestore(); - SetupGlobalModelData(); - CreateVPhysics(); - - // Cached for quick comparisons - m_iszStriderBusterName = FindPooledString( "weapon_striderbuster" ); - m_iszMagnadeClassname = FindPooledString( "npc_grenade_magna" ); -} - -bool CNPC_Strider::m_sbStaticPoseParamsLoaded = false; -int CNPC_Strider::m_poseMiniGunYaw = 0; -int CNPC_Strider::m_poseMiniGunPitch = 0; -//----------------------------------------------------------------------------- -// Purpose: Cache whatever pose parameters we intend to use -//----------------------------------------------------------------------------- -void CNPC_Strider::PopulatePoseParameters( void ) -{ - if (!m_sbStaticPoseParamsLoaded) - { - m_poseMiniGunYaw = LookupPoseParameter( "miniGunYaw"); - m_poseMiniGunPitch = LookupPoseParameter( "miniGunPitch" ); - - m_sbStaticPoseParamsLoaded = true; - } - - BaseClass::PopulatePoseParameters(); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::CreateVPhysics() -{ - // The strider has bone followers for every solid part of its body, - // so there's no reason for the bounding box to be solid. - //BaseClass::CreateVPhysics(); - - if ( !m_bDisableBoneFollowers ) - { - InitBoneFollowers(); - } - - return true; -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CNPC_Strider::InitBoneFollowers( void ) -{ - // Don't do this if we're already loaded - if ( m_BoneFollowerManager.GetNumBoneFollowers() != 0 ) - return; - - // Init our followers - m_BoneFollowerManager.InitBoneFollowers( this, ARRAYSIZE(pFollowerBoneNames), pFollowerBoneNames ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::PostNPCInit() -{ - BaseClass::PostNPCInit(); - - if( CarriedByDropship() ) - { - SetMoveType( MOVETYPE_NONE ); - SetActivity( (Activity)ACT_STRIDER_CARRIED ); - SetThink( &CNPC_Strider::CarriedThink ); - RemoveFlag( FL_FLY ); - } - - m_PlayerFreePass.SetPassTarget( UTIL_PlayerByIndex(1) ); - - AI_FreePassParams_t freePassParams = - { - strider_free_pass_start_time.GetFloat(), // timeToTrigger - strider_free_pass_duration.GetFloat(), // duration - strider_free_pass_move_tolerance.GetFloat(), // moveTolerance - strider_free_pass_refill_rate.GetFloat(), // refillRate - strider_free_pass_cover_dist.GetFloat(), // coverDist - strider_peek_time.GetFloat(), // peekTime - strider_peek_time_after_damage.GetFloat(), // peekTimeAfterDamage - strider_peek_eye_dist.GetFloat(), // peekEyeDist - strider_peek_eye_dist_z.GetFloat(), // peekEyeDistZ - }; - - m_PlayerFreePass.SetParams( freePassParams ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::Activate() -{ - BaseClass::Activate(); - - const char *pszBodyTargetBone = "combine_strider.neck_bone"; - - m_BodyTargetBone = LookupBone( pszBodyTargetBone ); - - if ( m_BodyTargetBone == -1 ) - { - DevMsg( "Couldn't find npc_strider bone %s, which is used as target for others\n", pszBodyTargetBone ); - } - - gm_BodyHeightPoseParam = LookupPoseParameter( "body_height" ); - gm_YawControl = LookupPoseParameter( "yaw" ); - gm_PitchControl = LookupPoseParameter( "pitch" ); - gm_CannonAttachment = LookupAttachment( "BigGun" ); - - if ( gm_zCannonDist == 0 ) - { - // Have to create a virgin strider to ensure proper pose - CNPC_Strider *pStrider = (CNPC_Strider *)CreateEntityByName( "npc_strider" ); - Assert(pStrider); - pStrider->m_bDisableBoneFollowers = true; // don't create these since we're just going to destroy him - DispatchSpawn( pStrider ); - - pStrider->SetActivity( ACT_DIERAGDOLL ); - pStrider->InvalidateBoneCache(); - gm_zCannonDist = pStrider->CannonPosition().z - pStrider->GetAbsOrigin().z; - - // Currently just using the gun for the vertical component! - Vector defEyePos; - pStrider->GetAttachment( "minigunbase", defEyePos ); - gm_zMinigunDist = defEyePos.z - pStrider->GetAbsOrigin().z; - - Vector position; - pStrider->GetAttachment( "biggun", position ); - VectorITransform( position, pStrider->EntityToWorldTransform(), gm_vLocalRelativePositionCannon ); - - pStrider->GetAttachment( "minigun", position ); - VectorITransform( position, pStrider->EntityToWorldTransform(), gm_vLocalRelativePositionMinigun ); - UTIL_Remove( pStrider ); - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::UpdateOnRemove() -{ - m_BoneFollowerManager.DestroyBoneFollowers(); - -#ifdef HL2_EPISODIC - m_hAttachedBusters.Purge(); -#endif // HL2_EPISODIC - - BaseClass::UpdateOnRemove(); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InitBoneControllers() -{ - BaseClass::InitBoneControllers( ); - - SetHeight( GetMaxHeight() ); - SetIdealHeight( GetMaxHeight() ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -Class_T CNPC_Strider::Classify() -{ - if( CarriedByDropship() ) - return CLASS_NONE; - - return CLASS_COMBINE; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::ShouldAttractAutoAim( CBaseEntity *pAimingEnt ) -{ -#ifdef HL2_EPISODIC - if( m_hAttachedBusters.Count() > 0 ) - return false; -#endif//HL2_EPISODIC - - return BaseClass::ShouldAttractAutoAim( pAimingEnt ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -int CNPC_Strider::DrawDebugTextOverlays() -{ - int text_offset = BaseClass::DrawDebugTextOverlays(); - - if (m_debugOverlays & OVERLAY_TEXT_BIT) - { - EntityText(text_offset,CFmtStr("Ideal Height: %.1f; Height: %.1f", GetIdealHeight(), GetHeight()),0); - text_offset++; - if ( m_PlayerFreePass.HasPass() ) - { - EntityText(text_offset,CFmtStr("Free pass: %.1f", m_PlayerFreePass.GetTimeRemaining()),0); - text_offset++; - } - - CBaseEntity *pPlayer = UTIL_PlayerByIndex(1); - if ( pPlayer ) - { - if ( GetSenses()->ShouldSeeEntity( pPlayer ) && GetSenses()->CanSeeEntity( pPlayer ) ) - { - EntityText(text_offset,"See player",0); - text_offset++; - } - else - { - float temp = m_PlayerFreePass.GetTimeRemaining(); - m_PlayerFreePass.SetTimeRemaining( 0 ); - - if ( BaseClass::FVisible( pPlayer ) && !FVisible( pPlayer ) ) - { - EntityText(text_offset,"Player peeking",0); - text_offset++; - } - m_PlayerFreePass.SetTimeRemaining( temp ); - } - } - - if ( m_flTargetSpeedScale != 1.0 ) - { - EntityText(text_offset,CFmtStr( "Speed scaled to %.1f", m_flGroundSpeed ),0); - text_offset++; - } - } - - return text_offset; -} - - -//--------------------------------------------------------- -//--------------------------------------------------------- -Vector CNPC_Strider::EyePosition() -{ - Vector eyePosition = GetAdjustedOrigin(); - eyePosition.z += gm_zMinigunDist; - return eyePosition; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -const Vector &CNPC_Strider::GetViewOffset() -{ - Vector vOffset; - - vOffset.x = 0; - vOffset.y = 0; - vOffset.z = ( GetHeight() - GetMaxHeightModel() ) + gm_zMinigunDist; - - Assert( VectorsAreEqual( GetAbsOrigin() + vOffset, EyePosition(), 0.1 )); - - SetViewOffset( vOffset ); - - return BaseClass::GetViewOffset(); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::CalculateIKLocks( float currentTime ) -{ - BaseClass::CalculateIKLocks( currentTime ); - if ( m_pIk && m_pIk->m_target.Count() ) - { - Assert(m_pIk->m_target.Count() > STOMP_IK_SLOT); - // HACKHACK: Hardcoded 11??? Not a cleaner way to do this - CIKTarget &target = m_pIk->m_target[STOMP_IK_SLOT]; - target.SetPos( m_vecHitPos.Get() ); - for ( int i = 0; i < NUM_STRIDER_IK_TARGETS; i++ ) - { - target = m_pIk->m_target[i]; - - if (!target.IsActive()) - continue; - - m_vecIKTarget.Set( i, target.est.pos ); - -#if 0 - // yellow box at target pos - helps debugging - //if (i == 0) - NDebugOverlay::Line( GetAbsOrigin(), m_vecIKTarget[i], 255, 255, 0, 0, 0.1 ); - NDebugOverlay::Box( m_vecIKTarget[i], Vector(-8,-8,-8), Vector(8,8,8), 255, 255, 0, 0, 4.0 ); -#endif - } - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::NPCThink(void) -{ - if ( m_hRagdoll.Get() ) - { - m_nextStompTime = gpGlobals->curtime + 5; - } - - if ( m_flTargetSpeedScale > 0.01 ) - { - float deltaSpeedScale = m_flSpeedScale - m_flTargetSpeedScale; - if ( fabsf( deltaSpeedScale ) > .01 ) - { - if ( deltaSpeedScale < 0 ) - { - m_flSpeedScale += STRIDER_SPEED_CHANGE; - if ( m_flSpeedScale > m_flTargetSpeedScale ) - { - m_flSpeedScale = m_flTargetSpeedScale; - } - } - else - { - m_flSpeedScale -= STRIDER_SPEED_CHANGE; - if ( m_flSpeedScale < m_flTargetSpeedScale ) - { - m_flSpeedScale = m_flTargetSpeedScale; - } - } - } - else - { - m_flSpeedScale = m_flTargetSpeedScale; - } - } - else - { - m_flTargetSpeedScale = 1.0; - } - - BaseClass::NPCThink(); - - m_pMinigun->Think( this, 0.1 ); - - // update follower bones - m_BoneFollowerManager.UpdateBoneFollowers(this); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::PrescheduleThink() -{ - if( IsUsingAggressiveBehavior() && GetEnemy() && GetEnemy()->IsPlayer() ) - { - AddFacingTarget( GetEnemy(), GetEnemies()->LastKnownPosition( GetEnemy() ) , 1.0, 2.0 ); - } - - // Next missile will kill me! - if( GetHealth() <= 50 && random->RandomInt( 0, 20 ) == 0 ) - { - CBaseEntity *pTrail = CreateEntityByName( "sparktrail" ); - pTrail->SetOwnerEntity( this ); - pTrail->Spawn(); - } - -#if 0 - NDebugOverlay::Cross3D( GetAdjustedOrigin(), 16, 128, 128, 128, false, .1 ); - Vector vIdealOrigin = GetAbsOrigin(); - vIdealOrigin.z -= GetMaxHeightModel() - GetIdealHeight(); - NDebugOverlay::Cross3D( vIdealOrigin, 16, 255, 255, 255, false, .1 ); -#endif - - if( strider_eyepositions.GetBool() ) - { - NDebugOverlay::Cross3D( EyePosition(), 16, 0, 255, 0, false, 0.1 ); - NDebugOverlay::Cross3D( EyePositionCrouched(), 16, 255, 255, 0, false, 0.1 ); - } - - if( strider_show_focus.GetBool() ) - { - QAngle angles; - - angles.x = gpGlobals->curtime * 20.0f; - angles.y = angles.x * 0.5f; - angles.z = 0.0f; - - NDebugOverlay::Cross3DOriented( GetFocus()->GetAbsOrigin(), angles, 24, 255, 255, 0, false, 0.1 ); - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::GatherConditions() -{ - if ( AIGetNumFollowers( this, m_iszHunterClassname ) == 0 ) - { - // This works with old data because need to do before base class so as to not choose as enemy - if ( m_PlayerFreePass.HasPass() || ( !m_pMinigun->IsShooting() || GetEnemy() != m_PlayerFreePass.GetPassTarget() ) ) // no free pass when in midst of shooting at target - m_PlayerFreePass.Update(); - } - else - { - m_PlayerFreePass.Reset( strider_free_pass_after_escorts_dead.GetFloat(), strider_free_pass_tolerance_after_escorts_dead.GetFloat() ); - } - - if( IsUsingAggressiveBehavior() ) - { - if( m_PlayerFreePass.HasPass() && !m_pMinigun->IsShooting() ) - { - // Make the minigun stitch - m_bMinigunUseDirectFire = false; - } - } - - //--------------------------------- - - BaseClass::GatherConditions(); - - if( IsUsingAggressiveBehavior() ) - { - if( GetEnemy() ) - { - if( HasCondition( COND_SEE_ENEMY ) ) - { - // Keep setting up to play my hunt sound at some random time after losing sight of my enemy. - m_flTimeNextHuntSound = gpGlobals->curtime + 1.0f; - } - else - { - if( gpGlobals->curtime >= m_flTimeNextHuntSound && !m_pMinigun->IsShooting() ) - { - HuntSound(); - } - } - } - - if( m_hPlayersMissile ) - { - if( !m_pMinigun->IsShooting() && GetEnemy() && GetEnemy()->IsPlayer() ) - { - // If the missile is closer to the player than I am, stay suppressed. This is essentially - // allowing the missile to strike me if it was fired off before I started shooting. - // If the missile passes me or goes way off course, I can shoot. - float flPlayerMissileDist; - float flPlayerStriderDist; - - flPlayerMissileDist = GetEnemy()->GetAbsOrigin().DistTo( m_hPlayersMissile->GetAbsOrigin() ); - flPlayerStriderDist = GetEnemy()->GetAbsOrigin().DistTo( EyePosition() ); - float flDiff = flPlayerMissileDist - flPlayerStriderDist; - - // Figure out how long it's been since I've fired my cannon because of a player's missile. - float flTimeSuppressed = gpGlobals->curtime - m_flTimePlayerMissileDetected; - - if( flDiff < strider_missile_suppress_dist.GetFloat() && flTimeSuppressed < strider_missile_suppress_time.GetFloat() ) - { - // Defer the minigun until/unless the missile has passed me by 10 feet - m_pMinigun->StopShootingForSeconds( this, GetEnemy(), 0.5f ); - } - } - } - } - - // This pair of conditions is nice to have around... - if( m_pMinigun->IsShooting() ) - { - SetCondition( COND_STRIDER_MINIGUN_SHOOTING ); - } - else - { - SetCondition( COND_STRIDER_MINIGUN_NOT_SHOOTING ); - } - - if( GetCannonTarget() ) - { - SetCondition( COND_STRIDER_HAS_CANNON_TARGET ); - - if( strider_show_cannonlos.GetBool() ) - { - trace_t tr; - UTIL_TraceLine( CannonPosition(), GetCannonTarget()->WorldSpaceCenter(), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); - NDebugOverlay::Line( tr.startpos, tr.endpos, 0, 255, 0, false, 0.1 ); - - if( tr.fraction != 1.0 ) - NDebugOverlay::Line( tr.endpos, GetCannonTarget()->WorldSpaceCenter(), 255, 0, 0, false, 0.1 ); - } - } - else - { - ClearCondition( COND_STRIDER_HAS_CANNON_TARGET ); - } - - ClearCondition( COND_CAN_RANGE_ATTACK2 ); - ClearCondition( COND_STRIDER_HAS_LOS_Z ); - - // If not locked into a crouch, look into adjusting height to attack targets. - if( !m_bCrouchLocked && !m_bDontCrouch ) - { - if( m_hCannonTarget != NULL ) - { - if( !IsStriderCrouching() && !IsStriderStanding() ) - { - if ( WeaponLOSCondition( GetAdjustedOrigin(), m_hCannonTarget->GetAbsOrigin(), false ) ) - { - SetCondition( COND_CAN_RANGE_ATTACK2 ); - } - else - { - GatherHeightConditions( GetAdjustedOrigin(), m_hCannonTarget ); - } - } - } - else if( GetEnemy() ) - { - if ( strider_distributed_fire.GetBool() && !IsUsingAggressiveBehavior() ) - { - m_iVisibleEnemies = 0; - AIEnemiesIter_t iter; - - for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) ) - { - if( IRelationType( pEMemory->hEnemy ) != D_NU && IRelationType( pEMemory->hEnemy ) != D_LI ) - { - if( pEMemory->timeLastSeen == gpGlobals->curtime ) - { - m_iVisibleEnemies++; - } - } - } - - // If I'm on target and see more targets than just this one, move on to another target for a bit! - // Because the Mingun's state will stay "on target" until the minigun gets a chance to think, - // and this function may be called several times per strider think, don't call this code anymore in the same - // think when a new enemy is chosen. - // - // Don't switch targets if shooting at a bullseye! Level designers depend on bullseyes. - if( GetEnemy() && m_pMinigun->IsShooting() && GetTimeEnemyAcquired() != gpGlobals->curtime ) - { - if( m_pMinigun->IsOnTarget( 3 ) && !FClassnameIs( GetEnemy(), "npc_bullseye" ) ) - { - if( m_iVisibleEnemies > 1 ) - { - // Time to ignore this guy for a little while and switch targets. - GetEnemies()->SetTimeValidEnemy( GetEnemy(), gpGlobals->curtime + ( STRIDER_IGNORE_TARGET_DURATION * m_iVisibleEnemies ) ); - SetEnemy( NULL, false ); - ChooseEnemy(); - } - else if( GetEnemy()->IsPlayer() && GetEnemy() == m_pMinigun->GetTarget() ) - { - // Give the poor target a break. - m_pMinigun->StopShootingForSeconds( this, GetEnemy(), GetMinigunShootDowntime() ); - } - } - } - } - - if ( GetEnemy() ) // Can go null above - { - if ( !IsStriderCrouching() && !IsStriderStanding() && - ( !HasCondition( COND_SEE_ENEMY ) || - !WeaponLOSCondition( GetAdjustedOrigin(), GetEnemy()->BodyTarget( GetAdjustedOrigin() ), false ) ) ) - { -#if 0 - if ( !HasCondition( COND_STRIDER_SHOULD_CROUCH ) && !HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) - SetIdealHeight( MIN( GetMaxHeight(), GetHeight() + 75.0 * 0.1 ) ); // default to rising up -#endif - GatherHeightConditions( GetAdjustedOrigin(), GetEnemy() ); - } - } - } - else - SetIdealHeight( GetMaxHeight() ); - } - else - { - if( m_hCannonTarget != NULL && CurrentWeaponLOSCondition( m_hCannonTarget->GetAbsOrigin(), false ) ) - SetCondition( COND_CAN_RANGE_ATTACK2 ); - } - - if( m_bDontCrouch ) - { - if( HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) - { - Msg("TELL WEDGE I'M TRYING TO CROUCH!\n"); - } - - ClearCondition( COND_STRIDER_SHOULD_CROUCH ); - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::GatherHeightConditions( const Vector &vTestPos, CBaseEntity *pEntity ) -{ - if ( HasCondition( COND_STRIDER_SHOULD_CROUCH ) && HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) - return; - - float maxZ = (GetAbsOrigin().z - (GetMaxHeightModel() - GetMaxHeight())); - float minZ = (maxZ - ( GetMaxHeight() - GetMinHeight()));; - float newHeight = FLT_MAX; - - if( FInViewCone( pEntity ) && GetWeaponLosZ( vTestPos, minZ, maxZ, GetHeightRange() * .1, pEntity, &newHeight ) ) - { - bool bDoProceduralHeightChange = true; - newHeight = GetMaxHeightModel() - ( GetAbsOrigin().z - newHeight); - - if ( m_LowZCorrectionTimer.Expired() ) - { - // Hack to handle discrepency between ideal gun pos and actual pos due to strider head tilt in crouch pos - if ( pEntity && fabs( newHeight - GetHeight() ) < 12 && newHeight < GetMinHeight() + GetHeightRange() * .33 ) - { - Vector muzzlePos; - Vector targetPos = pEntity->BodyTarget( GetAdjustedOrigin() ); - - GetAttachment( "minigun", muzzlePos ); - - trace_t tr; - AI_TraceLine( muzzlePos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); - - if ( ( tr.m_pEnt != pEntity) && tr.fraction != 1.0 && !CanShootThrough( tr, targetPos ) ) - { - if ( !GetWeaponLosZ( vTestPos, minZ + GetHeightRange() * .33, maxZ, GetHeightRange() * .1, pEntity, &newHeight ) ) - { - return; - } - newHeight = GetMaxHeightModel() - ( GetAbsOrigin().z - newHeight); - } - else - { - m_LowZCorrectionTimer.Set( 5.0 ); - } - } - } - - if ( !strider_always_use_procedural_height.GetBool() ) - { - // If going from max to min, or min to max, use animations 60% of the time - if ( fabsf(GetMaxHeight() - GetHeight()) < 0.1 && fabsf(GetMinHeight() - newHeight) < 0.1 ) - { - if ( random->RandomInt(1, 10 ) <= 6 ) - { - SetCondition( COND_STRIDER_SHOULD_CROUCH ); - bDoProceduralHeightChange = false; - } - } - else if ( fabsf(GetMinHeight() - GetHeight()) < 0.1 && fabsf(GetMaxHeight() - newHeight) < 0.1 ) - { - if ( random->RandomInt(1, 10 ) <= 6 ) - { - SetCondition( COND_STRIDER_SHOULD_STAND ); - bDoProceduralHeightChange = false; - } - } - - // Otherwise, if going from near max or near min to the other, use animations based on time - if ( bDoProceduralHeightChange && m_PostureAnimationTimer.Expired() ) - { - if ( GetHeight() - GetMinHeight() > GetHeightRange() * .85 && newHeight - GetMinHeight() < GetHeightRange() * .15 ) - { - m_PostureAnimationTimer.Reset(); - SetCondition( COND_STRIDER_SHOULD_CROUCH ); - bDoProceduralHeightChange = false; - } - else if ( newHeight - GetMinHeight() > GetHeightRange() * .85 && GetHeight() - GetMinHeight() < GetHeightRange() * .15 ) - { - m_PostureAnimationTimer.Reset(); - SetCondition( COND_STRIDER_SHOULD_STAND ); - bDoProceduralHeightChange = false; - } - } - } - - if ( bDoProceduralHeightChange ) - { - SetCondition( COND_STRIDER_HAS_LOS_Z ); - SetIdealHeight( newHeight ); - if ( strider_test_height.GetFloat() > .1 ) - SetIdealHeight( strider_test_height.GetFloat() ); - } - else - SetIdealHeight( GetHeight() ); - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::OnStateChange( NPC_STATE oldState, NPC_STATE newState ) -{ - if ( oldState == NPC_STATE_SCRIPT ) - { - m_pMinigun->Enable( this, m_bMinigunEnabled ); - } - else if ( newState == NPC_STATE_SCRIPT ) - { - m_pMinigun->Enable( this, false ); - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::BuildScheduleTestBits() -{ - BaseClass::BuildScheduleTestBits(); - if (m_NPCState != NPC_STATE_SCRIPT) - { - SetCustomInterruptCondition( COND_STRIDER_DO_FLICK ); - } - - if( IsCurSchedule( SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK, false ) || IsCurSchedule( SCHED_ESTABLISH_LINE_OF_FIRE, false ) ) - { - SetCustomInterruptCondition( COND_STRIDER_MINIGUN_SHOOTING ); - } - - if( IsCurSchedule( SCHED_IDLE_STAND ) ) - { - SetCustomInterruptCondition( COND_STRIDER_HAS_CANNON_TARGET ); - } - - // If our base-class schedule breaks on CAN_RANGE_ATTACK1, then also break - // on HAS_CANNON_TARGET. - if( GetCurSchedule()->HasInterrupt( COND_CAN_RANGE_ATTACK1 ) && HasCondition( COND_STRIDER_HAS_CANNON_TARGET ) ) - { - SetCustomInterruptCondition( COND_STRIDER_HAS_CANNON_TARGET ); - } - - if( IsCurSchedule( SCHED_IDLE_WALK ) || ( IsCurSchedule( SCHED_IDLE_STAND ) && hl2_episodic.GetBool() ) ) - { - SetCustomInterruptCondition(COND_STRIDER_SHOULD_CROUCH); - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -int CNPC_Strider::SelectSchedule() -{ -/* - if( GetMoveType() != MOVETYPE_FLY ) - { - // Dropship just released me. - SetMoveType( MOVETYPE_FLY ); - return SCHED_STRIDER_FALL_TO_GROUND; - } -*/ - if ( strider_idle_test.GetBool() ) - { - m_pMinigun->Enable( this, false ); - return SCHED_IDLE_STAND; - } - else - { - m_pMinigun->Enable( this, m_bMinigunEnabled ); - } - - if( m_NPCState == NPC_STATE_SCRIPT ) - return BaseClass::SelectSchedule(); - - // If we're starting to die, then just wait for this to happen - if ( m_lifeState == LIFE_DYING ) - return SCHED_IDLE_STAND; - - if( m_NPCState == NPC_STATE_DEAD ) - return SCHED_STRIDER_DIE; - - if( HasPendingTargetPath() ) - { -#if 0 - if( IsInCrouchedPosture() && !m_bCrouchLocked ) - { - // Make the strider stand! - return SCHED_STRIDER_STAND; - } - else - { - SetTargetPath(); - } -#else - SetTargetPath(); -#endif - } - - //--------------------------------- - - if( HasCondition( COND_STRIDER_SHOULD_CROUCH ) && GetHeight() - GetMinHeight() > GetHeightRange() * .5 ) - { - return SCHED_STRIDER_CROUCH; - } - if( HasCondition( COND_STRIDER_SHOULD_STAND ) && !m_bCrouchLocked && GetHeight() - GetMinHeight() < GetHeightRange() * .5 ) - { - return SCHED_STRIDER_STAND; - } - - if( HasCondition( COND_CAN_RANGE_ATTACK2 ) ) - { - return SCHED_STRIDER_RANGE_ATTACK2; - } - else if( m_AttemptCannonLOSTimer.Expired() && HasCondition( COND_STRIDER_HAS_CANNON_TARGET ) ) - { - m_AttemptCannonLOSTimer.Set( 5 ); - return SCHED_STRIDER_ESTABLISH_LINE_OF_FIRE_CANNON; - } - - //--------------------------------- - - if( m_NPCState == NPC_STATE_COMBAT ) - { - if ( !HasCondition( COND_NEW_ENEMY ) ) - { - if ( m_hRagdoll.Get() && (gpGlobals->curtime > m_ragdollTime || HasCondition( COND_STRIDER_DO_FLICK ) ) ) - { - return SCHED_STRIDER_FLICKL; - } - } - - if ( HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) - { - return SCHED_STRIDER_CROUCH; - } - - if ( HasCondition( COND_STRIDER_SHOULD_STAND ) ) - { - return SCHED_STRIDER_STAND; - } - - if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) ) - { - return SCHED_MELEE_ATTACK1; - } - if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) ) - { - return SCHED_STRIDER_RANGE_ATTACK1; - } - - ClearCondition( COND_STRIDER_ENEMY_UPDATED ); - if ( !m_EnemyUpdatedTimer.Expired() ) - { - int baseResult = BaseClass::SelectSchedule(); - if ( baseResult != SCHED_COMBAT_FACE || !GetGoalEnt() ) - return baseResult; - } - - if ( !GetGoalEnt() ) - return BaseClass::SelectSchedule(); - - return SCHED_STRIDER_HUNT; - } - - //--------------------------------- - - if ( !GetGoalEnt() ) - return SCHED_IDLE_STAND; - - return SCHED_STRIDER_HUNT; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- - -#define TIME_CARE_ENEMY 7.0 - -int CNPC_Strider::TranslateSchedule( int scheduleType ) -{ - switch( scheduleType ) - { - case SCHED_RANGE_ATTACK1: - return SCHED_STRIDER_RANGE_ATTACK1; - case SCHED_RANGE_ATTACK2: - return SCHED_STRIDER_RANGE_ATTACK2; - case SCHED_MELEE_ATTACK1: - return SCHED_STRIDER_STOMPL; - case SCHED_MELEE_ATTACK2: - return SCHED_STRIDER_STOMPR; - case SCHED_CHASE_ENEMY: - { - if( HasCondition( COND_SEE_ENEMY ) ) - { - return SCHED_STRIDER_COMBAT_FACE; - } - - return SCHED_STRIDER_CHASE_ENEMY; - } - - case SCHED_ESTABLISH_LINE_OF_FIRE: - case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK: - if ( m_bNoMoveToLOS ) - { - return SCHED_COMBAT_FACE; - } - - if ( !m_bCrouchLocked ) - { - if( IsInCrouchedPosture() ) - { - if( m_pMinigun->IsShooting() ) - { - // Don't stand yet. - return SCHED_STRIDER_COMBAT_FACE; - } - } - else if ( HasCondition( COND_STRIDER_HAS_LOS_Z ) && HasCondition( COND_SEE_ENEMY ) ) - { - return SCHED_STRIDER_COMBAT_FACE; - } - } - if ( scheduleType == SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK ) - { - if ( gpGlobals->curtime - GetEnemyLastTimeSeen() < TIME_CARE_ENEMY ) - return SCHED_STRIDER_COMBAT_FACE; - else if ( GetGoalEnt() ) - return SCHED_STRIDER_HUNT; - else - { - if( IsUsingAggressiveBehavior() ) - { - return SCHED_STRIDER_AGGRESSIVE_COMBAT_STAND; - } - - return SCHED_COMBAT_PATROL; - } - } - - break; - - case SCHED_COMBAT_FACE: - return SCHED_STRIDER_COMBAT_FACE; - break; - } - - return BaseClass::TranslateSchedule( scheduleType ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::StartTask( const Task_t *pTask ) -{ - switch ( pTask->iTask ) - { - case TASK_GET_PATH_TO_ENEMY_LOS: - ChainStartTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData ); - break; - - case TASK_STRIDER_FALL_TO_GROUND: - break; - - case TASK_STRIDER_FIRE_CANNON: - FireCannon(); - TaskComplete(); - break; - - case TASK_STRIDER_SET_CANNON_HEIGHT: - { - if ( m_hCannonTarget ) - SetAbsIdealHeight( m_hCannonTarget->WorldSpaceCenter().z ); - TaskComplete(); - } - break; - - case TASK_STRIDER_AIM: - { - // Stop the minigun for a bit, the big gun's about to shoot! - m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 5 ); - - //SetIdealActivity( (Activity)ACT_STRIDER_AIMRA1 ); - SetWait( pTask->flTaskData ); - m_aimYaw = 0; - m_aimPitch = 0; - // clear out the previous shooting - SetPoseParameter( gm_YawControl, m_aimYaw ); - SetPoseParameter( gm_PitchControl, m_aimPitch ); - Vector vecShootPos; - GetAttachment( gm_CannonAttachment, vecShootPos ); - - // tell the client side effect to complete - EntityMessageBegin( this, true ); - WRITE_BYTE( STRIDER_MSG_STREAKS ); - WRITE_VEC3COORD( vecShootPos ); - MessageEnd(); - CPASAttenuationFilter filter2( this, "NPC_Strider.Charge" ); - EmitSound( filter2, entindex(), "NPC_Strider.Charge" ); - - // CPVSFilter filter( vecShootPos ); - //te->StreakSphere( filter, 0, 0, 150, 100, entindex(), gm_CannonAttachment ); - } - break; - - case TASK_STRIDER_DODGE: - break; - - case TASK_STRIDER_STOMP: - { - m_nextStompTime = gpGlobals->curtime + 5; - Activity stompAct = (Activity) ( pTask->flTaskData > 0 ? ACT_STRIDER_STOMPR : ACT_STRIDER_STOMPL ); - ResetIdealActivity( stompAct ); - } - break; - - case TASK_RANGE_ATTACK1: - CBaseCombatWeapon *pWeapon; - pWeapon = GetActiveWeapon(); - - if( pWeapon ) - { - pWeapon->PrimaryAttack(); - } - else - { - TaskFail("no primary weapon"); - } - - TaskComplete(); - break; - - case TASK_STRIDER_BREAKDOWN: - SetIdealActivity( (Activity)ACT_STRIDER_SLEEP ); - break; - - case TASK_STRIDER_REFRESH_HUNT_PATH: - Assert( GetGoalEnt() ); - if ( GetGoalEnt() ) - { - AI_NavGoal_t goal(GOALTYPE_PATHCORNER, GetGoalEnt()->GetLocalOrigin(), ACT_WALK, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST); - - TranslateNavGoal( GetGoalEnt(), goal.dest ); - - if ( ( m_debugOverlays & OVERLAY_NPC_SELECTED_BIT ) && ( m_debugOverlays & OVERLAY_NPC_ROUTE_BIT ) ) - { - NDebugOverlay::Line( GetAbsOrigin() + Vector( 0, 0, 4), goal.dest, 255, 0, 255, true, 3 ); - } - - if ( GetNavigator()->SetGoal( goal ) ) - { - TaskComplete(); - break; - } - TaskFail( FAIL_NO_ROUTE ); - } - break; - - case TASK_STRIDER_START_MOVING: - TaskComplete(); - break; - - case TASK_STRIDER_GET_PATH_TO_CANNON_LOS: - { - if ( GetCannonTarget() == NULL ) - { - TaskFail("No Cannon Target"); - return; - } - - AI_PROFILE_SCOPE(CAI_BaseNPC_FindLosToEnemy); - Vector vecEnemy = GetCannonTarget()->WorldSpaceCenter(); - - float flMaxRange = 4096; - float flMinRange = 0; - - Vector posLos; - bool found = false; - - if ( GetTacticalServices()->FindLateralLos( vecEnemy, &posLos ) ) - { - found = true; - } - - if ( !found && GetTacticalServices()->FindLos( vecEnemy, vecEnemy, flMinRange, flMaxRange, 1.0, &posLos ) ) - { - found = true; - } - - if ( found ) - { - AI_NavGoal_t goal( posLos, ACT_RUN, AIN_HULL_TOLERANCE ); - - GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ); - GetNavigator()->SetArrivalDirection( vecEnemy - goal.dest ); - - // Add the cannon target as a high priority facing entity. - AddFacingTarget( GetCannonTarget(), GetCannonTarget()->WorldSpaceCenter(), 5.0, 5.0 ); - } - else - { - TaskFail( "Can't get LOS to Cannon Target" ); - } - } - break; - - case TASK_STRIDER_GET_PATH_TO_CANNON_TARGET: - { - if( !m_hCannonTarget ) - { - TaskFail( "No cannon target!\n" ); - return; - } - - AI_NavGoal_t goal( m_hCannonTarget->GetAbsOrigin() ); - - TranslateNavGoal( m_hCannonTarget, goal.dest ); - - if ( GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ) ) - { - TaskComplete(); - } - else - { - DevWarning( 2, "GetPathToCannonTarget failed!!\n" ); - TaskFail(FAIL_NO_ROUTE); - } - } - break; - - case TASK_STRIDER_FACE_CANNON_TARGET: - if ( m_hCannonTarget != NULL ) - { - GetMotor()->SetIdealYawToTarget( m_hCannonTarget->WorldSpaceCenter() ); - SetTurnActivity(); - } - else - { - TaskFail(FAIL_NO_TARGET); - } - break; - - case TASK_STRIDER_SET_HEIGHT: - SetIdealHeight( pTask->flTaskData ); - TaskComplete(); - break; - - default: - BaseClass::StartTask( pTask ); - break; - } -} - - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::RunTask( const Task_t *pTask ) -{ - switch ( pTask->iTask ) - { - case TASK_GET_PATH_TO_ENEMY_LOS: - ChainRunTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData ); - break; - - case TASK_STRIDER_FALL_TO_GROUND: - { - // This doesn't work right now. (sjb) - Vector vecVelocity = GetAbsVelocity(); - - vecVelocity.z -= (GetCurrentGravity() * 0.1); - - SetAbsVelocity( vecVelocity ); - - Vector pos = GetAbsOrigin(); - TranslateNavGoal( NULL, pos ); - - if( GetAbsOrigin().z - pos.z <= 0.0f ) - { - SetAbsVelocity( vec3_origin ); - TaskComplete(); - } - } - break; - - case TASK_STRIDER_AIM: - { - // BUGBUG: Need the real flInterval here, not just 0.1 - AimCannonAt( GetCannonTarget(), 0.1 ); - if ( IsWaitFinished() ) - { - TaskComplete(); - } - } - break; - - case TASK_STRIDER_DODGE: - TaskComplete(); - break; - - case TASK_STRIDER_STOMP: - if ( IsActivityFinished() ) - { - TaskComplete(); - } - if ( GetEnemy() ) - { - m_vecHitPos = CalculateStompHitPosition( GetEnemy() ); - } - break; - - case TASK_STRIDER_BREAKDOWN: - if ( IsActivityFinished() ) - { - // UNDONE: Fix this bug! - //Assert(!IsMarkedForDeletion()); - if ( !IsMarkedForDeletion() ) - { - CTakeDamageInfo info; - CreateServerRagdoll( this, 0, info, COLLISION_GROUP_NONE ); - TaskComplete(); - UTIL_Remove(this); - } - } - break; - - case TASK_STRIDER_FACE_CANNON_TARGET: - GetMotor()->UpdateYaw(); - if ( FacingIdeal() ) - { - TaskComplete(); - } - break; - - case TASK_PLAY_SEQUENCE: - if( m_bFastCrouch && pTask->flTaskData == ACT_CROUCH ) - { - SetPlaybackRate( 10.0f ); - if( IsSequenceFinished() ) - { - m_bFastCrouch = false; - } - } - - // Hack to make sure client doesn't pop after stand/crouch is done - if ( GetCycle() > 0.5 ) - { - if ( IsStriderStanding() && GetHeight() != GetMaxHeight() ) - SetHeight( GetMaxHeight() ); - else if ( IsStriderCrouching() && GetHeight() != GetMinHeight() ) - SetHeight( GetMinHeight() ); - SetIdealHeight( GetHeight() ); - } - BaseClass::RunTask( pTask ); - break; - - default: - BaseClass::RunTask( pTask ); - break; - } -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CNPC_Strider::Explode( void ) -{ - Vector velocity = vec3_origin; - AngularImpulse angVelocity = RandomAngularImpulse( -150, 150 ); - - // Break into pieces - breakablepropparams_t params( EyePosition(), GetAbsAngles(), velocity, angVelocity ); - params.impactEnergyScale = 1.0f; - params.defBurstScale = 600.0f; - params.defCollisionGroup = COLLISION_GROUP_NPC; - PropBreakableCreateAll( GetModelIndex(), NULL, params, this, -1, true, true ); - - // Go away - m_lifeState = LIFE_DEAD; - - SetThink( &CNPC_Strider::SUB_Remove ); - SetNextThink( gpGlobals->curtime + 0.1f ); - - AddEffects( EF_NODRAW ); - - StopSmoking(); - - m_BoneFollowerManager.DestroyBoneFollowers(); -} - -//----------------------------------------------------------------------------- -//----------------------------------------------------------------------------- -bool CNPC_Strider::HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt ) -{ - if ( interactionType == g_interactionPlayerLaunchedRPG ) - { - m_flTimePlayerMissileDetected = gpGlobals->curtime; - m_hPlayersMissile = sourceEnt; - return true; - } - - return BaseClass::HandleInteraction( interactionType, data, sourceEnt ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::HandleAnimEvent( animevent_t *pEvent ) -{ - Vector footPosition; - - switch( pEvent->event ) - { - case STRIDER_AE_DIE: - { - Explode(); - } - break; - case STRIDER_AE_SHOOTCANNON: - { - FireCannon(); - } - break; - case STRIDER_AE_WINDUPCANNON: - { - AimCannonAt( GetCannonTarget(), 0.1 ); - - // Stop the minigun for a bit, the big gun's about to shoot! - m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 5 ); - - m_aimYaw = 0; - m_aimPitch = 0; - - // clear out the previous shooting - SetPoseParameter( gm_YawControl, m_aimYaw ); - SetPoseParameter( gm_PitchControl, m_aimPitch ); - Vector vecShootPos; - GetAttachment( gm_CannonAttachment, vecShootPos ); - - // tell the client side effect to start - EntityMessageBegin( this, true ); - WRITE_BYTE( STRIDER_MSG_STREAKS ); - WRITE_VEC3COORD( vecShootPos ); - MessageEnd(); - CPASAttenuationFilter filter2( this, "NPC_Strider.Charge" ); - EmitSound( filter2, entindex(), "NPC_Strider.Charge" ); - } - break; - case STRIDER_AE_CANNONHIT: - CreateConcussiveBlast( m_blastHit, m_blastNormal, this, 2.5 ); - break; - - case STRIDER_AE_SHOOTMINIGUN: - { - CBaseEntity *pTarget = gEntList.FindEntityGeneric( NULL, pEvent->options, this, this ); - if ( pTarget ) - { - Vector vecTarget = pTarget->CollisionProp()->WorldSpaceCenter(); - ShootMinigun( &vecTarget, 0 ); - } - break; - } - - case STRIDER_AE_STOMPHITL: - StompHit( STRIDER_LEFT_LEG_FOLLOWER_INDEX ); - break; - case STRIDER_AE_STOMPHITR: - StompHit( STRIDER_RIGHT_LEG_FOLLOWER_INDEX ); - break; - case STRIDER_AE_FLICKL: - case STRIDER_AE_FLICKR: - { - CBaseEntity *pRagdoll = m_hRagdoll; - if ( pRagdoll ) - { - CPASAttenuationFilter filter( pRagdoll, "NPC_Strider.RagdollDetach" ); - EmitSound( filter, pRagdoll->entindex(), "NPC_Strider.RagdollDetach" ); - DetachAttachedRagdoll( pRagdoll ); - } - m_hRagdoll = NULL; - } - break; - - case STRIDER_AE_FOOTSTEP_LEFT: - case STRIDER_AE_FOOTSTEP_LEFTM: - case STRIDER_AE_FOOTSTEP_LEFTL: - LeftFootHit( pEvent->eventtime ); - break; - case STRIDER_AE_FOOTSTEP_RIGHT: - case STRIDER_AE_FOOTSTEP_RIGHTM: - case STRIDER_AE_FOOTSTEP_RIGHTL: - RightFootHit( pEvent->eventtime ); - break; - case STRIDER_AE_FOOTSTEP_BACK: - case STRIDER_AE_FOOTSTEP_BACKM: - case STRIDER_AE_FOOTSTEP_BACKL: - BackFootHit( pEvent->eventtime ); - break; - case STRIDER_AE_WHOOSH_LEFT: - { - GetAttachment( "left foot", footPosition ); - - CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" ); - EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition ); - } - break; - case STRIDER_AE_WHOOSH_RIGHT: - { - GetAttachment( "right foot", footPosition ); - - CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" ); - EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition ); - } - break; - case STRIDER_AE_WHOOSH_BACK: - { - GetAttachment( "back foot", footPosition ); - - CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" ); - EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition ); - } - break; - case STRIDER_AE_CREAK_LEFT: - case STRIDER_AE_CREAK_BACK: - case STRIDER_AE_CREAK_RIGHT: - { - EmitSound( "NPC_Strider.Creak" ); - } - break; - default: - BaseClass::HandleAnimEvent( pEvent ); - break; - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -Disposition_t CNPC_Strider::IRelationType( CBaseEntity *pTarget ) -{ - if ( IsCannonTarget( pTarget ) ) - return D_HT; - - return BaseClass::IRelationType( pTarget ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority ) -{ - if ( nDisposition == D_HT && pEntity->ClassMatches("npc_bullseye") ) - UpdateEnemyMemory( pEntity, pEntity->GetAbsOrigin() ); - BaseClass::AddEntityRelationship( pEntity, nDisposition, nPriority ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity ) -{ - if ( IsCurSchedule( SCHED_STRIDER_RANGE_ATTACK2, false ) ) - { - SetGoalEnt( pGoalEntity ); - return true; - } - return BaseClass::ScheduledMoveToGoalEntity( scheduleType, pGoalEntity, movementActivity ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::ScheduledFollowPath( int scheduleType, CBaseEntity *pPathStart, Activity movementActivity ) -{ - m_strTrackName = pPathStart->GetEntityName(); - if ( IsCurSchedule( SCHED_STRIDER_RANGE_ATTACK2, false ) ) - { - SetGoalEnt( pPathStart ); - return true; - } - return BaseClass::ScheduledFollowPath( scheduleType, pPathStart, movementActivity ); -} - - -//--------------------------------------------------------- -// Disables the minigun until EnableMinigun input is received. -//--------------------------------------------------------- -void CNPC_Strider::InputDisableMinigun( inputdata_t &inputdata ) -{ - m_bMinigunEnabled = false; - m_pMinigun->Enable( this, false ); -} - - -//--------------------------------------------------------- -// Enables the minigun. -//--------------------------------------------------------- -void CNPC_Strider::InputEnableMinigun( inputdata_t &inputdata ) -{ - m_bMinigunEnabled = true; - m_pMinigun->Enable( this, true ); -} - - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputSetMinigunTime( inputdata_t &inputdata ) -{ - m_miniGunShootDuration = inputdata.value.Float(); - m_pMinigun->SetShootDuration( m_miniGunShootDuration ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputSetMinigunTarget( inputdata_t &inputdata ) -{ - CBaseEntity *pTargetEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller ); - - m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 0 ); - m_pMinigun->ShootAtTarget( this, pTargetEntity, m_miniGunShootDuration ); - m_miniGunShootDuration = 0; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputSetCannonTarget( inputdata_t &inputdata ) -{ - CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller ); - - if ( pTarget ) - { - if ( m_hCannonTarget == pTarget ) - return; - - CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); - CNPC_Strider *pStrider; - for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ ) - { - if ( ppAIs[i] != this && ppAIs[i]->ClassMatches( GetClassname() ) ) - { - pStrider = (CNPC_Strider *)(ppAIs[i]); - if ( pStrider->GetCannonTarget() == pTarget ) - return; // Already accounted for - } - } - - if( pTarget->MyCombatCharacterPointer() && pTarget->IsAlive() ) - { - m_hCannonTarget = pTarget; - m_AttemptCannonLOSTimer.Force(); - return; - } - } - - m_hCannonTarget = NULL; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputFlickRagdoll( inputdata_t &inputdata ) -{ - if ( m_hRagdoll.Get() ) - { - SetCondition( COND_STRIDER_DO_FLICK ); - } -} - - -/* - IPhysicsObject *pPhysics0 = FindPhysicsObjectByName( STRING(m_nameAttach1), this ); - IPhysicsObject *pPhysics1 = FindPhysicsObjectByName( STRING(m_nameAttach2), this ); - - if ( !pPhysics0 ) - { - pPhysics0 = g_PhysWorldObject; - } - if ( !pPhysics1 ) - { - pPhysics1 = g_PhysWorldObject; - } - - if ( pPhysics0 != pPhysics1 ) - { - m_disabled = !bEnable; - m_succeeded = true; - if ( bEnable ) - { - PhysEnableEntityCollisions( pPhysics0, pPhysics1 ); - } - else - { - PhysDisableEntityCollisions( pPhysics0, pPhysics1 ); - } - } - else - { - m_succeeded = false; - } -*/ -/* -#pragma warning(push) -#pragma warning(disable : 4706) // I know what I'm doing -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputDisableCollisionWith( inputdata_t &inputdata ) -{ - IPhysicsObject *pIgnorePhys = FindPhysicsObjectByName( inputdata.value.String(), this ); - if ( !pIgnorePhys ) - return; - - int idx; - CBoneFollower *pFol; - - for (idx = 0 ; pFol = GetBoneFollowerByIndex(idx) ; ++idx) // stop when the function starts returning null (idx is no longer good) - { - IPhysicsObject *pFollowPhys = pFol->VPhysicsGetObject(); - Assert(pFollowPhys); - PhysDisableEntityCollisions( pIgnorePhys, pFollowPhys ); - } -} -#pragma warning(pop) -*/ - - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputDisableCollisionWith( inputdata_t &inputdata ) -{ - IPhysicsObject *pIgnorePhys = FindPhysicsObjectByName( inputdata.value.String(), this ); - if ( !pIgnorePhys ) - return; - - - // CBoneFollower *pFol; - - for (int idx = m_BoneFollowerManager.GetNumBoneFollowers() - 1 ; idx >= 0 ; --idx) // stop when the function starts returning null (idx is no longer good) - { - IPhysicsObject *pFollowPhys = GetBoneFollowerByIndex(idx)->VPhysicsGetObject(); - Assert(pFollowPhys); - PhysDisableEntityCollisions( pIgnorePhys, pFollowPhys ); - } -} - - - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputEnableCollisionWith( inputdata_t &inputdata ) -{ - IPhysicsObject *pIgnorePhys = FindPhysicsObjectByName( inputdata.value.String(), this ); - if ( !pIgnorePhys ) - return; - - int idx; - // CBoneFollower *pFol; - - for (idx = m_BoneFollowerManager.GetNumBoneFollowers() - 1 ; idx >= 0 ; --idx) // stop when the function starts returning null (idx is no longer good) - { - /* - pFol = GetBoneFollowerByIndex(idx); - Assert(pFol); - IPhysicsObject *pFollowPhys = pFol->VPhysicsGetObject(); - Assert(pFollowPhys); - */ - IPhysicsObject *pFollowPhys = GetBoneFollowerByIndex(idx)->VPhysicsGetObject(); - PhysEnableEntityCollisions( pIgnorePhys, pFollowPhys ); - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputCrouch( inputdata_t &inputdata ) -{ - if ( !IsCurSchedule( SCHED_STRIDER_CROUCH ) && !IsInCrouchedPosture() ) - SetCondition( COND_STRIDER_SHOULD_CROUCH ); - m_bCrouchLocked = true; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputCrouchInstantly( inputdata_t &inputdata ) -{ - if ( !IsCurSchedule( SCHED_STRIDER_CROUCH ) && !IsInCrouchedPosture() ) - { - m_bFastCrouch = true; - SetCondition( COND_STRIDER_SHOULD_CROUCH ); - } - m_bCrouchLocked = true; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputStand( inputdata_t &inputdata ) -{ - if ( !IsCurSchedule( SCHED_STRIDER_STAND ) && !IsInStandingPosture() ) - SetCondition( COND_STRIDER_SHOULD_STAND ); - m_bCrouchLocked = false; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputSetHeight( inputdata_t &inputdata ) -{ - SetIdealHeight( inputdata.value.Float() ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputSetTargetPath( inputdata_t &inputdata ) -{ - m_strTrackName = MAKE_STRING( inputdata.value.String() ); - SetGoalEnt( NULL ); - - if( !IsStriderCrouching() && !IsStriderStanding() && !IsInCrouchedPosture() ) - { - SetTargetPath(); - } - - // Otherwise, we just leave the track name set and the AI will - // get to it as soon as possible (as soon as the strider can be - // made to stand). -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputClearTargetPath( inputdata_t &inputdata ) -{ - if (GetNavigator()->IsGoalActive() && GetNavigator()->GetGoalType() == GOALTYPE_PATHCORNER ) - { - GetNavigator()->ClearGoal(); - ClearSchedule( "Target path cleared via input" ); - } - m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); - SetGoalEnt(NULL); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputDisableCrouchWalk( inputdata_t &inputdata ) -{ - m_bNoCrouchWalk = true; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputEnableCrouchWalk( inputdata_t &inputdata ) -{ - m_bNoCrouchWalk = false; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputEnableAggressiveBehavior( inputdata_t &inputdata ) -{ - m_bUseAggressiveBehavior = true; - GetEnemies()->SetEnemyDiscardTime( 601.0f ); // Make the assert in SetFreeKnowledgeDuration() happy. - GetEnemies()->SetFreeKnowledgeDuration( 600.0f ); - - AI_FreePassParams_t params = m_PlayerFreePass.GetParams(); - params.duration = 0.8f; - params.coverDist = 1200.0f; - m_PlayerFreePass.SetParams( params ); - - GetTacticalServices()->AllowFindLateralLos( false ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputDisableAggressiveBehavior( inputdata_t &inputdata ) -{ - m_bUseAggressiveBehavior = false; - GetEnemies()->SetFreeKnowledgeDuration( strider_free_knowledge.GetFloat() ); - GetEnemies()->SetEnemyDiscardTime( AI_DEF_ENEMY_DISCARD_TIME ); - - AI_FreePassParams_t params = m_PlayerFreePass.GetParams(); - params.duration = strider_free_pass_duration.GetFloat(); - params.coverDist = strider_free_pass_cover_dist.GetFloat(); - m_PlayerFreePass.SetParams( params ); - - GetTacticalServices()->AllowFindLateralLos( true ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputStopShootingMinigunForSeconds( inputdata_t &inputdata ) -{ - m_pMinigun->StopShootingForSeconds( this, NULL, inputdata.value.Float() ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputDisableCrouch( inputdata_t &inputdata ) -{ - m_bDontCrouch = true; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputDisableMoveToLOS( inputdata_t &inputdata ) -{ - m_bNoMoveToLOS = true; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputExplode( inputdata_t &inputdata ) -{ - CTakeDamageInfo killInfo; - killInfo.SetAttacker( this ); - killInfo.SetInflictor( this ); - killInfo.SetDamage( GetHealth() ); - TakeDamage( killInfo ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::InputScaleGroundSpeed( inputdata_t &inputdata ) -{ - m_flTargetSpeedScale = inputdata.value.Float(); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker ) -{ - bool bIsVisible = BaseClass::FVisible( pEntity, traceMask, ppBlocker ); - - if ( bIsVisible && pEntity == m_PlayerFreePass.GetPassTarget() ) - { - bIsVisible = m_PlayerFreePass.ShouldAllowFVisible( bIsVisible ); - - if( !bIsVisible && IsUsingAggressiveBehavior() && FInViewCone(pEntity) ) - { - AlertSound(); - } - } - - return bIsVisible; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -Vector CNPC_Strider::BodyTarget( const Vector &posSrc, bool bNoisy ) -{ - if ( m_BodyTargetBone != -1 ) - { - Vector position; - QAngle angles; - GetBonePosition( m_BodyTargetBone, position, angles ); - return position; - } - return BaseClass::BodyTarget( posSrc, bNoisy ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::IsValidEnemy( CBaseEntity *pTarget ) -{ - if ( HasCannonTarget() ) - { - return IsCannonTarget(pTarget); - } - - if ( pTarget->IsPlayer() ) - { - if ( AIGetNumFollowers( this, m_iszHunterClassname ) > 0 ) - return false; - } - - CBaseCombatCharacter *pEnemy = ToBaseCombatCharacter( pTarget ); - if ( pEnemy ) - { - // Test our enemy filter - if ( m_hEnemyFilter.Get()!= NULL && m_hEnemyFilter->PassesFilter( this, pEnemy ) == false ) - return false; - - return true; - } - - return BaseClass::IsValidEnemy( pTarget ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer ) -{ - if( pInformer && FClassnameIs( pInformer, "npc_cscanner" ) ) - { - EmitSound( "NPC_Strider.Alert" ); - // Move Strider's focus to this location and make strider mad at it - // (but less mad than at any other potential entities in the scene). -#if 1 - GetFocus()->SetAbsOrigin( position + Vector( 0, 0, 32 ) ); -#else - trace_t tr; - AI_TraceLine( EyePosition(), position + Vector( 0, 0, 32 ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); - GetFocus()->SetAbsOrigin( tr.endpos ); -#endif - - SetCondition( COND_STRIDER_ENEMY_UPDATED ); - - m_EnemyUpdatedTimer.Set( 20 ); - - AddEntityRelationship( GetFocus(), D_HT, -1 ); - - if( pEnemy->IsPlayer() ) - { - m_PlayerFreePass.Revoke(); - } - - BaseClass::UpdateEnemyMemory( GetFocus(), GetFocus()->GetAbsOrigin(), pInformer ); - - // Change the informer to myself so that information provided by a scanner is - // as good as firsthand knowledge insofar as enemy memory is concerned. - pInformer = this; - } - - return BaseClass::UpdateEnemyMemory( pEnemy, position, pInformer ); -} - -//--------------------------------------------------------- -// HACKHACK: The base class looks at distance from the head of the strider -// But when stomping, we need distance from the feet. Recompute it here. -// UNDONE: make enemy distance aware of strider -//--------------------------------------------------------- -float CNPC_Strider::StriderEnemyDistance( CBaseEntity *pEnemy ) -{ - Vector enemyDelta = pEnemy->WorldSpaceCenter() - WorldSpaceCenter(); - - // NOTE: We ignore rotation for computing height. Assume it isn't an effect - // we care about, so we simply use OBBSize().z for height. - // Otherwise you'd do this: - // float enemyHeight = enemyMaxs.z - enemyMins.z; - - float enemyHeight = pEnemy->CollisionProp()->OBBSize().z; - Vector striderSurroundMins, striderSurroundMaxs; - CollisionProp()->WorldSpaceSurroundingBounds( &striderSurroundMins, &striderSurroundMaxs ); - float myHeight = striderSurroundMaxs.z - striderSurroundMins.z; - - // max distance our centers can be apart with the boxes still overlapping - float flMaxZDist = ( enemyHeight + myHeight ) * 0.5f; - - // see if the enemy is closer to my head, feet or in between - if ( enemyDelta.z > flMaxZDist ) - { - // enemy feet above my head, compute distance from my head to his feet - enemyDelta.z -= flMaxZDist; - } - else if ( enemyDelta.z < -flMaxZDist ) - { - // enemy head below my feet, return distance between my feet and his head - enemyDelta.z += flMaxZDist; - } - else - { - // boxes overlap in Z, no delta - enemyDelta.z = 0; - } - - return enemyDelta.Length(); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::FCanCheckAttacks() -{ - // Strider has direct and indirect attacks, so he's always checking - // as long as the enemy is in front of him. - if( FInViewCone( GetEnemy() ) ) - { - return true; - } - - return false; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -int CNPC_Strider::RangeAttack2Conditions( float flDot, float flDist ) -{ - // All of this code has moved to GatherConditions(), since the - // strider uses the cannon on things that aren't the enemy! - return COND_NONE; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -int CNPC_Strider::MeleeAttack1Conditions( float flDot, float flDist ) -{ - if ( m_bDisableBoneFollowers ) - { - return COND_NONE; - } - - if (gpGlobals->curtime < m_nextStompTime) - { - return COND_NONE; - } - - if ( IsInCrouchedPosture() ) - { - return COND_NONE; - } - - CBaseEntity *pEnemy = GetEnemy(); - if ( !pEnemy ) - return COND_NONE; - - // No more stabbing players. - if ( pEnemy->IsPlayer() && !HasSpawnFlags(SF_CAN_STOMP_PLAYER) ) - return COND_NONE; - - if( !HasCondition( COND_SEE_ENEMY ) ) - { - return COND_NONE; - } - - // recompute this because the base class function does not work for the strider - flDist = StriderEnemyDistance( pEnemy ); - - if ( flDist > STRIDER_STOMP_RANGE ) - { - return COND_NONE; - } - - // strider will cross his feet, but only 6ft over - Vector right; - GetVectors( NULL, &right, NULL ); - if ( DotProduct( pEnemy->GetAbsOrigin() - GetAbsOrigin(), right ) > 72 ) - { - return COND_NONE; - } - - // Don't skewer if crouched too low. - if( GetHeight() < GetMaxHeight() - ( (GetMaxHeight()-GetMinHeight()) / 2 ) ) - { - return COND_NONE; - } - - // Don't skewer if target is too high above or below ground. - Vector vecGround = GetAbsOrigin(); - MoveToGround( &vecGround, this, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ) ); - if( fabs( vecGround.z - GetEnemy()->GetAbsOrigin().z ) > 64.0f ) - { - return COND_NONE; - } - - // too far, but don't change schedules/movement - return COND_CAN_MELEE_ATTACK1; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -int CNPC_Strider::MeleeAttack2Conditions( float flDot, float flDist ) -{ - // HACKHACK: Disabled until we get a good right-leg animation - return COND_NONE; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions) -{ - CBaseEntity *pTargetEnt; - Vector vRootOffset; - Vector vBarrelOffset; - - vRootOffset.x = vRootOffset.y = 0; - if ( GetCannonTarget() ) - { - //Assert( targetPos == GetCannonTarget()->GetAbsOrigin() ); - pTargetEnt = GetCannonTarget(); - vRootOffset.z = gm_zCannonDist; - vBarrelOffset = gm_vLocalRelativePositionCannon; - } - else - { - pTargetEnt = GetEnemy(); - vRootOffset.z = gm_zMinigunDist; - vBarrelOffset = gm_vLocalRelativePositionMinigun; - } - - trace_t tr; - AI_TraceLine( ownerPos + vRootOffset, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); - - // Hit the enemy, or hit nothing (traced all the way to a nonsolid enemy like a bullseye) - if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) ) - { - Vector vBarrelPos; - matrix3x4_t losTestToWorld; - - Vector xaxis; - VectorSubtract( targetPos, ownerPos, xaxis ); - - // @TODO (toml 03-07-04): Add an angle test - //float flAngle = acos( xaxis.z / xaxis.Length() ); - - xaxis.z = 0.0f; - float flLength = VectorNormalize( xaxis ); - if ( flLength < 1e-3 ) - return false; - - Vector yaxis( -xaxis.y, xaxis.x, 0.0f ); - - MatrixInitialize( losTestToWorld, ownerPos, xaxis, yaxis, Vector(0,0,1) ); - - VectorTransform( vBarrelOffset, losTestToWorld, vBarrelPos ); - - AI_TraceLine( vBarrelPos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); - if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) ) - { - if ( strider_show_weapon_los_condition.GetBool() ) - { - NDebugOverlay::Line( ownerPos + vRootOffset, targetPos, 255, 0, 255, false, 0.1 ); - NDebugOverlay::Line( vBarrelPos, targetPos, 128, 0, 128, false, 0.1 ); - } - return true; - } - else - { - if ( strider_show_weapon_los_condition.GetBool() ) - { - NDebugOverlay::Line( ownerPos + vRootOffset, targetPos, 255, 0, 255, false, 0.1 ); - NDebugOverlay::Line( vBarrelPos, tr.endpos, 128, 0, 0, false, 0.1 ); - } - } - } - else - { - if ( strider_show_weapon_los_condition.GetBool() ) - { - NDebugOverlay::Line( ownerPos + vRootOffset, tr.endpos, 255, 0, 0, false, 0.1 ); - } - } - - return false; -} - - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::CurrentWeaponLOSCondition(const Vector &targetPos, bool bSetConditions) -{ - return WeaponLOSCondition( GetAdjustedOrigin(), targetPos, bSetConditions ); -} - - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::IsValidShootPosition( const Vector &vecCoverLocation, CAI_Node *pNode, CAI_Hint const *pHint ) -{ - if ( ( pNode && !pHint ) || ( pHint && pHint->HintType() != HINT_STRIDER_NODE ) ) - return false; - return BaseClass::IsValidShootPosition( vecCoverLocation, pNode, pHint ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::TestShootPosition(const Vector &vecShootPos, const Vector &targetPos ) -{ - if ( BaseClass::TestShootPosition( vecShootPos, targetPos ) ) - { - return true; - } - - // What if I crouched? - float zDelta = ( ( vecShootPos.z - targetPos.z ) + gm_vLocalRelativePositionMinigun.z ) - 12; - if ( zDelta > 0 ) - { - if ( zDelta > GetHeightRange() ) - zDelta = GetHeightRange(); - - Vector vecTestPos = vecShootPos; - vecTestPos.z -= zDelta; - - if ( BaseClass::TestShootPosition( vecTestPos, targetPos ) ) - { - return true; - } - } - return false; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -Vector CNPC_Strider::Weapon_ShootPosition( ) -{ - Vector vecShootPos; - GetAttachment( gm_CannonAttachment, vecShootPos ); - - return vecShootPos; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ) -{ - float flTracerDist; - Vector vecDir; - Vector vecEndPos; - - vecDir = tr.endpos - vecTracerSrc; - - flTracerDist = VectorNormalize( vecDir ); - - UTIL_Tracer( vecTracerSrc, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 5000, true, "StriderTracer" ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::DoImpactEffect( trace_t &tr, int nDamageType ) -{ - BaseClass::DoImpactEffect( tr, nDamageType ); - - // Add a halo - CBroadcastRecipientFilter filter; - te->BeamRingPoint( filter, 0.0, - tr.endpos, //origin - 0, //start radius - 64, //end radius - s_iImpactEffectTexture, //texture - 0, //halo index - 0, //start frame - 0, //framerate - 0.2, //life - 10, //width - 0, //spread - 0, //amplitude - 255, //r - 255, //g - 255, //b - 50, //a - 0, //speed - FBEAM_FADEOUT - ); - - g_pEffects->EnergySplash( tr.endpos, tr.plane.normal ); - - // Punch the effect through? - if( tr.m_pEnt && !tr.m_pEnt->MyNPCPointer() ) - { - Vector vecDir = tr.endpos - tr.startpos; - VectorNormalize( vecDir ); - - trace_t retrace; - - Vector vecReTrace = tr.endpos + vecDir * 12; - - if( UTIL_PointContents( vecReTrace ) == CONTENTS_EMPTY ) - { - AI_TraceLine( vecReTrace, vecReTrace - vecDir * 24, MASK_SHOT, NULL, COLLISION_GROUP_NONE, &retrace ); - - BaseClass::DoImpactEffect( retrace, nDamageType ); - } - } -} - -//--------------------------------------------------------- -// Trace didn't hit the intended target, but should the strider -// shoot anyway? We use this to get the strider to destroy -// breakables that are between him and his target. -//--------------------------------------------------------- -bool CNPC_Strider::CanShootThrough( const trace_t &tr, const Vector &vecTarget ) -{ - if( GetCannonTarget() ) - { - // Cannon does not have this behavior. - return false; - } - - if( !tr.m_pEnt ) - { - return false; - } - - if( !tr.m_pEnt->GetHealth() ) - { - return false; - } - - // Would a trace ignoring this entity continue to the target? - trace_t continuedTrace; - AI_TraceLine( tr.endpos, vecTarget, MASK_SHOT, tr.m_pEnt, COLLISION_GROUP_NONE, &continuedTrace ); - - if( continuedTrace.fraction != 1.0 ) - { - if( continuedTrace.m_pEnt != GetEnemy() ) - { - return false; - } - } - - return true; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::CreateFocus() -{ - m_hFocus = CreateEntityByName( "bullseye_strider_focus" ); - - ASSERT( m_hFocus != NULL ); - m_hFocus->AddSpawnFlags( SF_BULLSEYE_NONSOLID | SF_BULLSEYE_NODAMAGE ); - m_hFocus->SetAbsOrigin( GetAbsOrigin() ); - m_hFocus->Spawn(); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -CNPC_Bullseye *CNPC_Strider::GetFocus() -{ - ASSERT( m_hFocus != NULL ); - - CNPC_Bullseye *pBull = dynamic_cast(m_hFocus.Get()); - - return pBull; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::GetWeaponLosZ( const Vector &vOrigin, float minZ, float maxZ, float increment, CBaseEntity *pTarget, float *pResult ) -{ - Vector vTestPos; - Vector vTargetPos = pTarget->BodyTarget(vOrigin, false); - Vector vIncrement( 0, 0, increment ); - - // Try right where am - if ( vOrigin.z >= minZ && vOrigin.z <= maxZ ) - { - vTestPos = vOrigin; - if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) - { - if ( strider_show_weapon_los_z.GetBool() ) - NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); - *pResult = vTestPos.z; - return true; - } - } - - // Try at adjusted height of target - vTestPos.z = ( vTargetPos.z - gm_vLocalRelativePositionMinigun.z ) + 12; - - if ( vTestPos.z >= minZ && vTestPos.z <= maxZ ) - { - if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) - { - if ( strider_show_weapon_los_z.GetBool() ) - NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); - *pResult = vTestPos.z; - return true; - } - } - - - // Try at max height - vTestPos.z = maxZ; - if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) - { - if ( strider_show_weapon_los_z.GetBool() ) - NDebugOverlay::Line( vOrigin, vTargetPos, 0, 255, 0, false, 0.1 ); - *pResult = vTestPos.z; - return true; - } - - // Try min height - vTestPos.z = minZ; - if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) - { - if ( strider_show_weapon_los_z.GetBool() ) - NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); - *pResult = vTestPos.z; - return true; - } - - // Test up from min - vTestPos = vOrigin + vIncrement; - while ( vTestPos.z <= maxZ && !WeaponLOSCondition( vTestPos, vTargetPos, false ) ) - { - vTestPos += vIncrement; - } - - if ( vTestPos.z <= maxZ ) - { - if ( strider_show_weapon_los_z.GetBool() ) - NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); - *pResult = vTestPos.z; - return true; - } - - // Test down - vTestPos = vOrigin - vIncrement; - while ( vTestPos.z >= minZ && !WeaponLOSCondition( vTestPos, vTargetPos, false ) ) - { - vTestPos -= vIncrement; - } - - if ( vTestPos.z >= minZ ) - { - if ( strider_show_weapon_los_z.GetBool() ) - NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); - *pResult = vTestPos.z; - return true; - } - - return false; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::AlertSound() -{ - if( ( gpGlobals->curtime - m_flTimeLastAlertSound ) > 2.0f ) - { - EmitSound( "NPC_Strider.Alert" ); - m_flTimeLastAlertSound = gpGlobals->curtime; - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::PainSound( const CTakeDamageInfo &info ) -{ - // This means that we've exploded into pieces and have no way to whimper - if ( ShouldExplodeFromDamage( info ) ) - return; - - EmitSound( "NPC_Strider.Pain" ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::DeathSound( const CTakeDamageInfo &info ) -{ - // This means that we've exploded into pieces and have no way to whimper - if ( m_bExploding ) - { - EmitSound( "NPC_Strider.StriderBusterExplode" ); - EmitSound( "explode_5" ); - return; - } - - EmitSound( "NPC_Strider.Death" ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::HuntSound() -{ - if( m_PlayerFreePass.HasPass() ) - { - EmitSound( "NPC_Strider.Hunt" ); - m_flTimeNextHuntSound = gpGlobals->curtime + random->RandomFloat( 8.0f, 12.0f ); - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) -{ - CTakeDamageInfo info = inputInfo; - - bool ricochetBullets = true; - - if ( info.GetAttacker()->IsPlayer() ) - { - if ( !HasMemory( bits_MEMORY_PROVOKED ) ) - { - GetEnemies()->ClearMemory( info.GetAttacker() ); - Remember( bits_MEMORY_PROVOKED ); - SetCondition( COND_LIGHT_DAMAGE ); - } - } - -#ifdef HL2_EPISODIC - - // Attempt to hit strider busters in the area - float flDistSqr; - for ( int i = 0; i < m_hAttachedBusters.Count(); i++ ) - { - if ( m_hAttachedBusters[i] == NULL ) - continue; - - flDistSqr = ( m_hAttachedBusters[i]->WorldSpaceCenter() - inputInfo.GetDamagePosition() ).LengthSqr(); - if ( flDistSqr < Square( 50.0f ) ) - { - // Kill the buster and stop the trace going through - CTakeDamageInfo killInfo = inputInfo; - killInfo.SetDamage( 100 ); - - m_hAttachedBusters[i]->TakeDamage( killInfo ); - return; - } - } - -#endif //HL2_EPISODIC - - if ( (info.GetDamageType() & DMG_BULLET) && ricochetBullets ) - { - g_pEffects->Ricochet(ptr->endpos,ptr->plane.normal); - if ( ptr->hitgroup != HITGROUP_HEAD ) - { - info.SetDamage( 0.01 ); - } - } - - BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -int CNPC_Strider::OnTakeDamage_Alive( const CTakeDamageInfo &info ) -{ - // don't take damage from my own weapons!!! - if ( info.GetInflictor() && info.GetInflictor()->GetOwnerEntity() == this ) - return 0; - - // special interaction with combine balls - if ( UTIL_IsCombineBall( info.GetInflictor() ) ) - return TakeDamageFromCombineBall( info ); - - if ( info.GetDamageType() == DMG_GENERIC ) - return BaseClass::OnTakeDamage_Alive( info ); - - if( IsUsingAggressiveBehavior() ) - { - // Any damage the player inflicts gets my attention, even if it doesn't actually harm me. - if ( info.GetAttacker()->IsPlayer() ) - { - UpdateEnemyMemory( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin() ); - } - } - - //int healthIncrement = 5 - ( m_iHealth / ( m_iMaxHealth / 5 ) ); - if ( (info.GetDamageType() & DMG_BLAST) && info.GetMaxDamage() > 50 ) - { - Vector headPos = BodyTarget( info.GetDamagePosition(), false ); - - float dist = CalcDistanceToAABB( WorldAlignMins(), WorldAlignMaxs(), info.GetDamagePosition() - headPos ); - // close enough to do damage? - if ( dist < 200 ) - { - bool bPlayer = info.GetAttacker()->IsPlayer(); - if ( bPlayer ) - { - m_PlayerFreePass.Revoke(); - AddFacingTarget( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin(), 1.0, 2.0 ); - - UpdateEnemyMemory( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin() ); - } - else - AddFacingTarget( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin(), 0.5, 2.0 ); - - // Default to NPC damage value - int damage = 20; - - if( HasSpawnFlags(SF_TAKE_MINIMAL_DAMAGE_FROM_NPCS) ) - damage = 1; - - if( bPlayer ) - { - if( g_pGameRules->IsSkillLevel(SKILL_EASY) ) - { - damage = GetMaxHealth() / sk_strider_num_missiles1.GetFloat(); - } - else if( g_pGameRules->IsSkillLevel(SKILL_HARD) ) - { - damage = GetMaxHealth() / sk_strider_num_missiles3.GetFloat(); - } - else // Medium, or unspecified - { - damage = GetMaxHealth() / sk_strider_num_missiles2.GetFloat(); - } - } - - m_iHealth -= damage; - - m_OnDamaged.FireOutput( info.GetAttacker(), this); - - if( info.GetAttacker()->IsPlayer() ) - { - m_OnDamagedByPlayer.FireOutput( info.GetAttacker(), this ); - - // This also counts as being harmed by player's squad. - m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this ); - } - else - { - // See if the person that injured me is an NPC. - CAI_BaseNPC *pAttacker = dynamic_cast( info.GetAttacker() ); - CBasePlayer *pPlayer = AI_GetSinglePlayer(); - - if( pAttacker && pAttacker->IsAlive() && pPlayer ) - { - if( pAttacker->GetSquad() != NULL && pAttacker->IsInPlayerSquad() ) - { - m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this ); - } - } - } - - if ( m_iHealth <= ( m_iMaxHealth / 2 ) ) - { - m_OnHalfHealth.FireOutput(this, this); - } - - RestartGesture( ACT_GESTURE_SMALL_FLINCH ); - PainSound( info ); - - // Interrupt our gun during the flinch - m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 1.1f ); - - GetEnemies()->OnTookDamageFrom( info.GetAttacker() ); - - if( !IsSmoking() && m_iHealth <= sk_strider_health.GetInt() / 2 ) - { - StartSmoking(); - } - return damage; - } - -// NOTE: Currently radius damage doesn't even call this because it uses the origin, not the box for distance -#if 0 - NDebugOverlay::Box( headPos, WorldAlignMins(), WorldAlignMaxs(), 255, 0, 0, 0, 5.0 ); - NDebugOverlay::Cross3D( inf - o.GetDamagePosition(), 24, 0, 255, 0, false, 5.0 ); - // too far from head, apply damage to nearest leg? -#endif - } - -#if 0 - if ( (info.GetDamageType() & DMG_BULLET) && info.GetDamage() > 1 && m_iHealth > 1 ) - { - m_iHealth -= 1; - return 1; - } -#endif - - return 0; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -int CNPC_Strider::TakeDamageFromCombineBall( const CTakeDamageInfo &info ) -{ - float damage = info.GetDamage(); - - // If it's only an AR2 alt-fire, we don't take much damage - if ( UTIL_IsAR2CombineBall( info.GetInflictor() ) ) - { - damage = strider_ar2_altfire_dmg.GetFloat(); - } - else - { - // Always start smoking when we're struck by a normal combine ball - StartSmoking(); - } - - if( info.GetAttacker() && info.GetAttacker()->IsPlayer() ) - { - // Route combine ball damage through the regular skill level code. - damage = g_pGameRules->AdjustPlayerDamageInflicted(damage); - } - - AddFacingTarget( info.GetInflictor(), info.GetInflictor()->GetAbsOrigin(), 0.5, 2.0 ); - if ( !UTIL_IsAR2CombineBall( info.GetInflictor() ) ) - RestartGesture( ACT_GESTURE_BIG_FLINCH ); - else - RestartGesture( ACT_GESTURE_SMALL_FLINCH ); - - PainSound( info ); - - m_iHealth -= damage; - - return damage; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::Event_Killed( const CTakeDamageInfo &info ) -{ - // Do a special death if we're killed by a combine ball in the Citadel - if ( info.GetInflictor() && UTIL_IsCombineBall( info.GetInflictor() ) ) - { - if ( m_lifeState == LIFE_DYING ) - return; - - // Tracker 23610: Strider playing death sounds twice (AI_BaseNPC calls it in Event_Killed, too) - // DeathSound( info ); - m_lifeState = LIFE_DYING; - - // Start dying - RestartGesture( (Activity) ACT_STRIDER_GESTURE_DEATH ); - - // Stop our mini-cannon - m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 100.0f ); - } - else - { - StopSmoking(); - - m_BoneFollowerManager.DestroyBoneFollowers(); - - } - - if( IsUsingAggressiveBehavior() ) - { - // Lifted this code from the gunship. - Vector vecExplode; - GetAttachment( "minigun", vecExplode ); - ExplosionCreate( vecExplode, QAngle(0,0,1), this, 100, 128, false ); - } - - // Determine if we're going to explode into pieces - m_bExploding = ShouldExplodeFromDamage( info ); - - BaseClass::Event_Killed( info ); - - // Stop our large cannon - EntityMessageBegin( this, true ); - WRITE_BYTE( STRIDER_MSG_DEAD ); - MessageEnd(); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::RagdollDeathEffect( CRagdollProp *pRagdoll, float flDuration ) -{ - UTIL_ScreenShake( EyePosition(), 50, 150.0, 1.0, 1024, SHAKE_START ); - - int i; - for( i = 0 ; i < 2 ; i++ ) - { - SmokeTrail *pSmoke = SmokeTrail::CreateSmokeTrail(); - if ( pSmoke ) - { - if( i == 0 ) - { - pSmoke->m_SpawnRate = 16; - pSmoke->m_Opacity = 0.25; - pSmoke->m_StartColor.Init( 0.45f, 0.45f, 0.45f ); - } - else - { - pSmoke->m_SpawnRate = 32; - pSmoke->m_Opacity = 0.3; - pSmoke->m_StartColor.Init( 0.5f, 0.5f, 0.5f ); - } - - pSmoke->m_ParticleLifetime = 3.0; - pSmoke->m_StartSize = 16; - pSmoke->m_EndSize = 64; - pSmoke->m_SpawnRadius = 20; - pSmoke->m_MinSpeed = 8; - pSmoke->m_MaxSpeed = 64; - pSmoke->m_EndColor.Init( 0, 0, 0 ); - - pSmoke->SetLifetime( flDuration ); - - if( i == 0 ) - { - pSmoke->FollowEntity( pRagdoll, "MiniGunBase" ); - } - else - { - pSmoke->FollowEntity( pRagdoll, "vehicle_driver_eyes" ); - } - } - } -} - -//----------------------------------------------------------------------------- -// Purpose: -// Input : &info - -// Output : Returns true on success, false on failure. -//----------------------------------------------------------------------------- -bool CNPC_Strider::ShouldExplodeFromDamage( const CTakeDamageInfo &info ) -{ - CBaseEntity *pInflictor = info.GetInflictor(); - if ( pInflictor == NULL ) - return false; - - // Combine balls make us explode - if ( UTIL_IsCombineBall( info.GetInflictor() ) ) - return true; - - // Stickybombs make us explode - CBaseEntity *pAttacker = info.GetAttacker(); - if ( pAttacker != NULL && (FClassnameIs( pAttacker, "weapon_striderbuster" ) || - FClassnameIs( pAttacker, "npc_grenade_magna" ))) - return true; - - if ( pInflictor == this && pAttacker == this ) - return true; - - return false; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -ConVarRef mat_dxlevel( "mat_dxlevel" ); -bool CNPC_Strider::BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector ) -{ - // Combine balls make us explode - if ( m_bExploding ) - { - Explode(); - } - else - { - // Otherwise just keel over - CRagdollProp *pRagdoll = NULL; - CBasePlayer *pPlayer = AI_GetSinglePlayer(); - if ( pPlayer && mat_dxlevel.GetInt() > 0 ) - { - int dxlevel = mat_dxlevel.GetInt(); - int maxRagdolls = ( dxlevel >= 90 ) ? 2 : ( dxlevel >= 80 ) ? 1 : 0; - - if ( maxRagdolls > 0 ) - { - CUtlVectorFixed striderRagdolls; - while ( ( pRagdoll = gEntList.NextEntByClass( pRagdoll ) ) != NULL ) - { - if ( pRagdoll->GetModelName() == GetModelName() && !pRagdoll->IsFading() ) - { - Assert( striderRagdolls.Count() < striderRagdolls.NumAllocated() ); - if ( striderRagdolls.Count() < striderRagdolls.NumAllocated() ) - striderRagdolls.AddToTail( pRagdoll ); - } - } - - if ( striderRagdolls.Count() >= maxRagdolls ) - { - float distSqrFurthest = FLT_MAX; - CRagdollProp *pFurthest = NULL; - - for ( int i = 0; i < striderRagdolls.Count(); i++ ) - { - float distSqrCur = CalcSqrDistanceToAABB( striderRagdolls[i]->WorldAlignMins(), striderRagdolls[i]->WorldAlignMaxs(), pPlayer->GetAbsOrigin() ); - if ( distSqrCur < distSqrFurthest ) - { - distSqrFurthest = distSqrCur; - pFurthest = striderRagdolls[i]; - } - } - - if ( pFurthest ) - pFurthest->FadeOut( 0.75, 1.5 ); - } - } - - pRagdoll = assert_cast( CreateServerRagdoll( this, m_nForceBone, info, HL2COLLISION_GROUP_STRIDER ) ); - pRagdoll->DisableAutoFade(); - - if ( maxRagdolls == 0 ) - { - pRagdoll->FadeOut( 6.0, .75 ); - RagdollDeathEffect( pRagdoll, 6.0f ); - } - else - { - RagdollDeathEffect( pRagdoll, 600.0f ); - } - } - else - { - // Otherwise just keel over - pRagdoll = assert_cast( CreateServerRagdoll( this, m_nForceBone, info, HL2COLLISION_GROUP_STRIDER ) ); - pRagdoll->DisableAutoFade(); - } - } - - UTIL_Remove(this); - - return true; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::StartSmoking( void ) -{ - if ( m_hSmoke != NULL ) - return; - - m_hSmoke = SmokeTrail::CreateSmokeTrail(); - - if ( m_hSmoke ) - { - m_hSmoke->m_SpawnRate = 32; - m_hSmoke->m_ParticleLifetime = 3.0; - m_hSmoke->m_StartSize = 16; - m_hSmoke->m_EndSize = 64; - m_hSmoke->m_SpawnRadius = 20; - m_hSmoke->m_MinSpeed = 8; - m_hSmoke->m_MaxSpeed = 64; - m_hSmoke->m_Opacity = 0.3; - - m_hSmoke->m_StartColor.Init( 0.25f, 0.25f, 0.25f ); - m_hSmoke->m_EndColor.Init( 0, 0, 0 ); - m_hSmoke->SetLifetime( 500.0f ); - m_hSmoke->FollowEntity( this, "MiniGunBase" ); - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::StopSmoking( float flDelay ) -{ - if ( m_hSmoke ) - { - m_hSmoke->SetLifetime( flDelay ); - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::SetHeight( float h ) -{ - if ( h > GetMaxHeight() ) - h = GetMaxHeight(); - else if ( h < GetMinHeight() ) - h = GetMinHeight(); - - SetPoseParameter( gm_BodyHeightPoseParam, h ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::SetIdealHeight( float h ) -{ - if ( h > GetMaxHeight() ) - h = GetMaxHeight(); - else if ( h < GetMinHeight() ) - h = GetMinHeight(); - - m_idealHeight = h; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::SetAbsIdealHeight( float z ) -{ - float h = GetMaxHeight() - ( z - GetAbsOrigin().z ); - - SetIdealHeight( h ); -} - -//--------------------------------------------------------- -// At this moment, am I in the PROCESS of crouching? -// as in, and I transitioning from standing to crouch? -//--------------------------------------------------------- -bool CNPC_Strider::IsStriderCrouching() -{ - if( IsCurSchedule( SCHED_STRIDER_CROUCH, false ) ) - return true; - - return false; -} - -//--------------------------------------------------------- -// As IsStriderCrouching(), but for obvious differences. -//--------------------------------------------------------- -bool CNPC_Strider::IsStriderStanding() -{ - if( IsCurSchedule( SCHED_STRIDER_STAND, false ) ) - return true; - - return false; -} - - -//--------------------------------------------------------- -//--------------------------------------------------------- - -bool CNPC_Strider::OverrideMove( float flInterval ) -{ - if ( GetCannonTarget() ) - { - AddFacingTarget( GetCannonTarget(), GetCannonTarget()->GetAbsOrigin(), 1.0, 0.5 ); - } - else if ( GetEnemy() ) - { - bool bPlayer = GetEnemy()->IsPlayer(); - float timeSinceSeenEnemy = gpGlobals->curtime - GetEnemyLastTimeSeen(); - if ( ( !bPlayer && timeSinceSeenEnemy < STRIDER_TIME_STOP_FACING_ENEMY ) || - ( bPlayer && !m_PlayerFreePass.HasPass() ) ) - { - AddFacingTarget( GetEnemy(), GetEnemies()->LastKnownPosition( GetEnemy() ), 1.0, 0.5 ); - } - - if ( !m_bCrouchLocked && !m_hCannonTarget && GetIdealHeight() < GetMaxHeight() && timeSinceSeenEnemy > TIME_CARE_ENEMY ) - SetIdealHeight( GetMaxHeight() ); - } - else if ( !m_bCrouchLocked && !m_hCannonTarget ) - SetIdealHeight( GetMaxHeight() ); - - if ( strider_test_height.GetFloat() > .1 ) - SetIdealHeight( strider_test_height.GetFloat() ); - - // If we're not supposed to crouch walk and we're under the threshold for what we consider crouch walking, stand back up! - if ( !m_bCrouchLocked && m_bNoCrouchWalk && IsMoving() && ( GetIdealHeight() < ( GetMinHeight() + GetHeightRange() * ( strider_pct_height_no_crouch_move.GetFloat() / 100.0 ) ) ) ) - { - SetIdealHeight( GetMinHeight() + GetHeightRange() * ( strider_pct_height_no_crouch_move.GetFloat() / 100.0 ) ); - } - - float heightMove = GetIdealHeight() - GetHeight(); - float heightMoveSign = ( heightMove < 0 ) ? -1 : 1; - heightMove = fabsf( heightMove ); - if ( heightMove > 0.01 ) - { - const float maxVelocity = 300; - const float minVelocity = 10; - - #define HEIGHTINVDECAY 0.8 // maintain X percent of velocity when slowing down - #define HEIGHTDECAYTIME 0.4161 // Sum( 1..cycle, HEIGHTINVDECAY^cycle ) - #define HEIGHTACCEL 0.5 // accel toward maxVelocity by X percent each cycle - - if (fabsf( m_HeightVelocity ) < minVelocity) - m_HeightVelocity = minVelocity * heightMoveSign; - - if (heightMove < m_HeightVelocity * heightMoveSign * HEIGHTDECAYTIME ) - { - m_HeightVelocity = m_HeightVelocity * HEIGHTINVDECAY; - - if (heightMove < m_HeightVelocity * heightMoveSign * flInterval) - { - m_HeightVelocity = heightMove * heightMoveSign / flInterval; - } - } - else - { - m_HeightVelocity = m_HeightVelocity * (1.0f - HEIGHTACCEL) + maxVelocity * HEIGHTACCEL * heightMoveSign; - if (heightMove < m_HeightVelocity * heightMoveSign * HEIGHTDECAYTIME) - { - m_HeightVelocity = heightMove * heightMoveSign / HEIGHTDECAYTIME; - } - } - - float newHeight = GetHeight() + m_HeightVelocity * flInterval; - SetHeight( newHeight ); - } - - // FIXME: where should this go? - MaintainTurnActivity( ); - - return false; -} - - -void CNPC_Strider::MaintainTurnActivity( void ) -{ - // detect that the npc has turned - if (m_prevYaw != GetAbsAngles().y) - { - float diff = UTIL_AngleDiff( m_prevYaw, GetAbsAngles().y ); - if (diff < 0.0) - { - m_doLeft += -diff; - } - else - { - m_doRight += diff; - } - m_prevYaw = GetAbsAngles().y; - } - // accumulate turn angle, delay response for short turns - m_doTurn += m_doRight + m_doLeft; - if (!IsMoving() && m_doTurn > 180.0f && m_flNextTurnAct < gpGlobals->curtime ) - { - int iSeq = ACT_INVALID; - if (m_doLeft > m_doRight) - { - iSeq = SelectWeightedSequence( ACT_GESTURE_TURN_LEFT ); - } - else - { - iSeq = SelectWeightedSequence( ACT_GESTURE_TURN_RIGHT ); - } - if (iSeq != ACT_INVALID) - { - int iLayer = AddGestureSequence( iSeq ); - if (iLayer != -1) - { - SetLayerPriority( iLayer, 100 ); - // increase speed if we're getting behind or they're turning quickly - if (m_doTurn > 360.0) - { - SetLayerPlaybackRate( iLayer, 1.5 ); - } - m_flNextTurnAct = gpGlobals->curtime + GetLayerDuration( iLayer ); - } - else - { - // too busy, try again in half a second - m_flNextTurnAct = gpGlobals->curtime + 0.5; - } - } - m_doTurn = m_doLeft = m_doRight = 0.0; - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::IsUnusableNode(int iNodeID, CAI_Hint *pHint) -{ - if ( !BaseClass::IsUnusableNode(iNodeID, pHint) ) - { - if ( pHint && pHint->HintType() == HINT_STRIDER_NODE ) - return false; - } - return true; -} - -//--------------------------------------------------------- -// Purpose: Compute the nav position for the strider's origin relative to this enemy. -//--------------------------------------------------------- -void CNPC_Strider::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition ) -{ - if ( pEnemy ) - { - if ( ! (pEnemy->GetFlags() & FL_ONGROUND) ) - { - MoveToGround( &chasePosition, pEnemy, pEnemy->WorldAlignMins(), pEnemy->WorldAlignMaxs() ); - } - - // move down to enemy's feet for enemy origin at chasePosition - chasePosition.z += pEnemy->WorldAlignMins().z; - - } - else - { - MoveToGround( &chasePosition, NULL, Vector( -16, -16, 0 ), Vector( 16, 16, 32 ) ); - } - - // move up to strider stand height - chasePosition.z += GetMaxHeight() + npc_strider_height_adj.GetFloat(); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::HasPendingTargetPath() -{ - bool bReturn = ( !FStrEq( STRING(m_strTrackName), STRIDER_NO_TRACK_NAME ) && !GetGoalEnt() ); - - return bReturn; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::SetTargetPath() -{ - SetGoalEnt( NULL ); - CBaseEntity *pGoalEnt = gEntList.FindEntityByName( NULL, m_strTrackName ); - if ( pGoalEnt == NULL ) - { - DevWarning( "%s: Could not find target path '%s'!\n", GetClassname(), STRING( m_strTrackName ) ); - - // Don't try anymore. It just hurts the AI. - m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); - - UTIL_Remove( this ); - return; - } - - const Vector &absOrigin = GetAbsOrigin(); - CBaseEntity *pClosestEnt = NULL; - CBaseEntity *pCurEnt = pGoalEnt; - float distClosestSq = FLT_MAX; - - CUtlRBTree visits; - SetDefLessFunc(visits); - - while ( pCurEnt && visits.Find( pCurEnt ) == visits.InvalidIndex() ) - { - float distCurSq = ( pCurEnt->GetAbsOrigin() - absOrigin ).LengthSqr(); - if ( distCurSq < distClosestSq ) - { - distClosestSq = distCurSq; - pClosestEnt = pCurEnt; - } - visits.Insert( pCurEnt ); - pCurEnt = GetNavigator()->GetNextPathcorner( pCurEnt ); - } - - ScheduledFollowPath( SCHED_IDLE_WALK, pClosestEnt, ACT_WALK ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- - -float CNPC_Strider::GetDefaultNavGoalTolerance() -{ - return 64; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::OnMovementComplete() -{ - if ( GetGoalEnt() && - ( IsCurSchedule( SCHED_IDLE_WALK ) || - IsCurSchedule( SCHED_ALERT_WALK ) || - IsCurSchedule( SCHED_COMBAT_WALK ) || - IsCurSchedule( SCHED_STRIDER_HUNT ) ) ) - { - m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); - SetGoalEnt( NULL ); - } - BaseClass::OnMovementComplete(); -} - - -//--------------------------------------------------------- -//--------------------------------------------------------- -float CNPC_Strider::GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence ) -{ - return ( BaseClass::GetSequenceGroundSpeed( pStudioHdr, iSequence ) * m_flSpeedScale ); -} - - -//--------------------------------------------------------- -//--------------------------------------------------------- -float CNPC_Strider::MaxYawSpeed() -{ - switch( GetActivity() ) - { - case ACT_90_LEFT: - case ACT_90_RIGHT: - return 10; - - case ACT_TURN_LEFT: - case ACT_TURN_RIGHT: - return 10; - - case ACT_WALK: - return 10; - - default: - return 10; // should be zero, but this makes it easy to see when he's turning with default AI code - break; - } -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CNPC_Strider::DoMuzzleFlash( void ) -{ - BaseClass::DoMuzzleFlash(); - - CEffectData data; - - data.m_nAttachmentIndex = LookupAttachment( "MiniGun" ); - data.m_nEntIndex = entindex(); - DispatchEffect( "StriderMuzzleFlash", data ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::ShootMinigun( const Vector *pTarget, float aimError, const Vector &vecSpread ) -{ - if ( pTarget ) - { - Vector muzzlePos; - QAngle muzzleAng; - - GetAttachment( "minigun", muzzlePos, muzzleAng ); - - Vector vecShootDir = *pTarget - muzzlePos; - VectorNormalize( vecShootDir ); - - if( m_bMinigunUseDirectFire ) - { - // exactly on target w/tracer - FireBullets( 1, muzzlePos, vecShootDir, vecSpread, 8192, m_miniGunDirectAmmo, 1 ); - } - else - { - // exactly on target w/tracer - FireBullets( 1, muzzlePos, vecShootDir, vecSpread, 8192, m_miniGunAmmo, 1 ); - } - - //g_pEffects->MuzzleFlash( muzzlePos, muzzleAng, random->RandomFloat( 2.0f, 4.0f ) , MUZZLEFLASH_TYPE_STRIDER ); - DoMuzzleFlash(); - - EmitSound( "NPC_Strider.FireMinigun" ); - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::UpdateMinigunControls( float &yaw, float &pitch ) -{ - SetPoseParameter( m_poseMiniGunYaw, yaw ); - SetPoseParameter( m_poseMiniGunPitch, pitch ); - - yaw = GetPoseParameter( m_poseMiniGunYaw ); - pitch = GetPoseParameter( m_poseMiniGunPitch ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::GetViewCone( StriderMinigunViewcone_t &cone ) -{ - cone.origin = EyePosition(); - GetVectors( &cone.axis, NULL, NULL ); - cone.cosAngle = 0.5; // 60 degree cone - cone.length = 2048; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::OnMinigunStopShooting( CBaseEntity *pTarget ) -{ - // Stop hating the focus. - if( GetFocus() && pTarget == GetFocus() ) - { - AddEntityRelationship( GetFocus(), D_NU, 0 ); - } - - if( IsUsingAggressiveBehavior() ) - { - // From now on, direct fire. - m_bMinigunUseDirectFire = true; - } -} - -//--------------------------------------------------------- -// How fast the minigun fires (rounds per second) -//--------------------------------------------------------- -float CNPC_Strider::GetMinigunRateOfFire() -{ - if( IsUsingAggressiveBehavior() && m_bMinigunUseDirectFire ) - return STRIDER_EP1_RATE_OF_FIRE; - - return STRIDER_DEFAULT_RATE_OF_FIRE; -} - -//--------------------------------------------------------- -// How much of shoot duration is spent firing directly at -// the target (the balance of time is spent stitching towards) -//--------------------------------------------------------- -float CNPC_Strider::GetMinigunOnTargetTime() -{ - if( IsUsingAggressiveBehavior() ) - { - if( m_bMinigunUseDirectFire ) - { - // On target the whole time. Just send a large number that - // will be clipped, since shooting duration is random and - // we don't know how long the burst will actually be. - return 100.0f; - } - - return STRIDER_EP1_SHOOT_ON_TARGET_TIME; - } - - return STRIDER_SHOOT_ON_TARGET_TIME; -} - -//--------------------------------------------------------- -// How long (seconds) a burst of minigun fire lasts. -//--------------------------------------------------------- -float CNPC_Strider::GetMinigunShootDuration() -{ - if( IsUsingAggressiveBehavior() ) - return STRIDER_EP1_SHOOT_DURATION; - - return STRIDER_DEFAULT_SHOOT_DURATION; -} - -//--------------------------------------------------------- -// How long (seconds) a strider must wait between bursts -//--------------------------------------------------------- -float CNPC_Strider::GetMinigunShootDowntime() -{ - if( IsUsingAggressiveBehavior() ) - return STRIDER_EP1_SHOOT_DOWNTIME; - - return STRIDER_SHOOT_DOWNTIME; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -float CNPC_Strider::GetMinigunShootVariation() -{ - if( IsUsingAggressiveBehavior() ) - { - if( m_bMinigunUseDirectFire ) - return 0.0f; - - return STRIDER_EP1_SHOOT_VARIATION; - } - - return STRIDER_SHOOT_VARIATION; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -Vector CNPC_Strider::CannonPosition() -{ - Vector position; - - // Currently just using the gun for the vertical component! - GetAttachment( "biggun", position ); - position.x = GetAbsOrigin().x; - position.y = GetAbsOrigin().y; - - return position; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -CBaseEntity *CNPC_Strider::GetCannonTarget() -{ - CBaseEntity *pTarget = m_hCannonTarget; - return pTarget; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::HasCannonTarget() const -{ - return ( m_hCannonTarget.Get() != NULL ); -} - - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::IsCannonTarget( CBaseEntity *pTarget ) const -{ - CBaseEntity *pCannonTarget = m_hCannonTarget; - if ( pCannonTarget && pCannonTarget == pTarget ) - { - return true; - } - - return false; -} - -//--------------------------------------------------------- -// Purpose: Aim Gun at a target -// Output : Returns true if you hit the target, false if not there yet -//--------------------------------------------------------- -bool CNPC_Strider::AimCannonAt( CBaseEntity *pEntity, float flInterval ) -{ - if ( !pEntity ) - return true; - - matrix3x4_t gunMatrix; - GetAttachment( gm_CannonAttachment, gunMatrix ); - - // transform the enemy into gun space - m_vecHitPos = pEntity->GetAbsOrigin(); - Vector localEnemyPosition; - VectorITransform( pEntity->GetAbsOrigin(), gunMatrix, localEnemyPosition ); - - // do a look at in gun space (essentially a delta-lookat) - QAngle localEnemyAngles; - VectorAngles( localEnemyPosition, localEnemyAngles ); - - // convert to +/- 180 degrees - localEnemyAngles.x = UTIL_AngleDiff( localEnemyAngles.x, 0 ); - localEnemyAngles.y = UTIL_AngleDiff( localEnemyAngles.y, 0 ); - - float targetYaw = m_aimYaw + localEnemyAngles.y; - float targetPitch = m_aimPitch + localEnemyAngles.x; - - Vector unitAngles = Vector( localEnemyAngles.x, localEnemyAngles.y, localEnemyAngles.z ); - float angleDiff = VectorNormalize(unitAngles); - const float aimSpeed = 16; - - // Exponentially approach the target - float yawSpeed = fabsf(aimSpeed*flInterval*localEnemyAngles.y); - float pitchSpeed = fabsf(aimSpeed*flInterval*localEnemyAngles.x); - - yawSpeed = MAX(yawSpeed,5); - pitchSpeed = MAX(pitchSpeed,5); - - m_aimYaw = UTIL_Approach( targetYaw, m_aimYaw, yawSpeed ); - m_aimPitch = UTIL_Approach( targetPitch, m_aimPitch, pitchSpeed ); - - SetPoseParameter( gm_YawControl, m_aimYaw ); - SetPoseParameter( gm_PitchControl, m_aimPitch ); - - // read back to avoid drift when hitting limits - // as long as the velocity is less than the delta between the limit and 180, this is fine. - m_aimPitch = GetPoseParameter( gm_PitchControl ); - m_aimYaw = GetPoseParameter( gm_YawControl ); - - // UNDONE: Zero out any movement past the limit and go ahead and fire if the strider hit its - // target except for clamping. Need to clamp targets to limits and compare? - if ( angleDiff < 1 ) - return true; - - return false; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::FireCannon() -{ - ASSERT( m_hCannonTarget != NULL ); - if ( !m_hCannonTarget ) - { - DevMsg( "Strider firing cannon at NULL target\n" ); - - // Turn the cannon off - EntityMessageBegin( this, true ); - WRITE_BYTE( STRIDER_MSG_DEAD ); - MessageEnd(); - - return; - } - - if ( GetNextThink( "CANNON_HIT" ) > gpGlobals->curtime ) - { - DevMsg( "Strider refiring cannon?\n" ); - return; - } - - m_nextShootTime = gpGlobals->curtime + 5; - trace_t tr; - Vector vecShootPos; - GetAttachment( gm_CannonAttachment, vecShootPos ); - - Vector vecShootDir; - vecShootDir = m_hCannonTarget->WorldSpaceCenter() - vecShootPos; - float flDist = VectorNormalize( vecShootDir ); - - AI_TraceLine( vecShootPos, vecShootPos + vecShootDir * flDist, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); - m_blastHit = tr.endpos; - m_blastHit += tr.plane.normal * 16; - m_blastNormal = tr.plane.normal; - - // tell the client side effect to complete - EntityMessageBegin( this, true ); - WRITE_BYTE( STRIDER_MSG_BIG_SHOT ); - WRITE_VEC3COORD( tr.endpos ); - MessageEnd(); - - CPASAttenuationFilter filter2( this, "NPC_Strider.Shoot" ); - EmitSound( filter2, entindex(), "NPC_Strider.Shoot"); - SetContextThink( &CNPC_Strider::CannonHitThink, gpGlobals->curtime + 0.2f, "CANNON_HIT" ); -} - -void CNPC_Strider::CannonHitThink() -{ - CBaseEntity *pCannonTarget = m_hCannonTarget; - if ( pCannonTarget ) - { - bool fAlive = pCannonTarget->IsAlive(); - - CreateConcussiveBlast( m_blastHit, m_blastNormal, this, 2.5 ); - - // If the target was alive, check to make sure it is now dead. If not, - // Kill it and warn the designer. - if( fAlive && pCannonTarget->IsAlive() ) - { - DevWarning("* * * * * * * * * * * * * * *\n"); - DevWarning("NASTYGRAM: STRIDER failed to kill its cannon target. Killing directly...\n"); - DevWarning("* * * * * * * * * * * * * * *\n"); - - CTakeDamageInfo info; - - info.SetDamage( pCannonTarget->GetHealth() ); - info.SetDamageType( DMG_GENERIC ); - info.SetAttacker( this ); - info.SetInflictor( this ); - - pCannonTarget->TakeDamage( info ); - } - - // Clear this guy now that we've shot him - m_hCannonTarget = NULL; - } - - // Allow the cannon back on. - m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 1 ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent ) -{ - if ( !HasMemory( bits_MEMORY_PROVOKED ) ) - { - // if the player threw this in the last 1 seconds - CBasePlayer *pPlayer = pEvent->pEntities[!index]->HasPhysicsAttacker( 1 ); - if ( pPlayer ) - { - GetEnemies()->ClearMemory( pPlayer ); - Remember( bits_MEMORY_PROVOKED ); - SetCondition( COND_LIGHT_DAMAGE ); - } - } - - int otherIndex = !index; - CBaseEntity *pOther = pEvent->pEntities[otherIndex]; - if ( pOther && UTIL_IsCombineBall( pOther ) ) - { - Vector damagePos; - pEvent->pInternalData->GetContactPoint( damagePos ); - CTakeDamageInfo dmgInfo( pOther, pOther, vec3_origin, damagePos, (m_iMaxHealth / 3) + 1, DMG_BLAST | DMG_PREVENT_PHYSICS_FORCE ); - - // FIXME: is there a better way for physics objects to keep track of what root entity responsible for them moving? - CBasePlayer *pPlayer = pOther->HasPhysicsAttacker( 1.0 ); - if (pPlayer) - { - dmgInfo.SetAttacker( pPlayer ); - } - - // UNDONE: Find one near damagePos? - m_nForceBone = 0; - PhysCallbackDamage( this, dmgInfo, *pEvent, index ); - return; - } - - BaseClass::VPhysicsShadowCollision( index, pEvent ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ) -{ - // Let normal hitbox code handle rays - if ( mask & CONTENTS_HITBOX ) - { - return BaseClass::TestCollision( ray, mask, trace ); - } - - if ( IntersectRayWithBox( ray, WorldAlignMins() + GetAbsOrigin(), WorldAlignMaxs() + GetAbsOrigin(), DIST_EPSILON, &trace ) ) - { - trace.hitbox = 0; - trace.hitgroup = HITGROUP_HEAD; - return true; - } - return false; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::CarriedByDropship() -{ - if( GetOwnerEntity() && FClassnameIs( GetOwnerEntity(), "npc_combinedropship" ) ) - return true; - - return false; -} - -//--------------------------------------------------------- -// Carried by a dropship -//--------------------------------------------------------- -void CNPC_Strider::CarriedThink() -{ - SetNextThink( gpGlobals->curtime + 0.05 ); - StudioFrameAdvance(); - - Vector vecGround = GetAbsOrigin(); - TranslateNavGoal( NULL, vecGround ); - - if( !CarriedByDropship() ) - { - SetSolid( SOLID_BBOX ); - SetThink ( &CAI_BaseNPC::CallNPCThink ); - } -} - - - - -//--------------------------------------------------------- -//--------------------------------------------------------- -Vector CNPC_Strider::LeftFootHit( float eventtime ) -{ - Vector footPosition; - QAngle angles; - - GetAttachment( "left foot", footPosition, angles ); - - if ( hl2_episodic.GetBool() ) - { - CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" ); - EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime ); - } - else - { - CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" ); - EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime ); - } - - FootFX( footPosition ); - - return footPosition; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -Vector CNPC_Strider::RightFootHit( float eventtime ) -{ - Vector footPosition; - - GetAttachment( "right foot", footPosition ); - - if ( hl2_episodic.GetBool() ) - { - CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" ); - EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime ); - } - else - { - CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" ); - EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime ); - } - - FootFX( footPosition ); - - return footPosition; -} - - -//--------------------------------------------------------- -//--------------------------------------------------------- -Vector CNPC_Strider::BackFootHit( float eventtime ) -{ - Vector footPosition; - - GetAttachment( "back foot", footPosition ); - - if ( hl2_episodic.GetBool() ) - { - CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" ); - EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime ); - } - else - { - CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" ); - EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime ); - } - - FootFX( footPosition ); - - return footPosition; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -static Vector GetAttachmentPositionInSpaceOfBone( CStudioHdr *pStudioHdr, const char *pAttachmentName, int outputBoneIndex ) -{ - int attachment = Studio_FindAttachment( pStudioHdr, pAttachmentName ); - - Vector localAttach; - const mstudioattachment_t &pAttachment = pStudioHdr->pAttachment(attachment); - int iBone = pStudioHdr->GetAttachmentBone( attachment ); - MatrixGetColumn( pAttachment.local, 3, localAttach ); - - matrix3x4_t inputToOutputBone; - Studio_CalcBoneToBoneTransform( pStudioHdr, iBone, outputBoneIndex, inputToOutputBone ); - - Vector out; - VectorTransform( localAttach, inputToOutputBone, out ); - - return out; -} - -//------------------------------------- - -void CNPC_Strider::StompHit( int followerBoneIndex ) -{ - CStudioHdr *pStudioHdr = GetModelPtr(); - physfollower_t *bone = m_BoneFollowerManager.GetBoneFollower( followerBoneIndex ); - if ( !bone ) - return; - - const char *pBoneNames[] = {"left skewer", "right skewer" }; - int nameIndex = followerBoneIndex == STRIDER_LEFT_LEG_FOLLOWER_INDEX ? 0 : 1; - Vector localHit = GetAttachmentPositionInSpaceOfBone( pStudioHdr, pBoneNames[nameIndex], bone->boneIndex ); - IPhysicsObject *pLegPhys = bone->hFollower->VPhysicsGetObject(); - - // now transform into the worldspace of the current position of the leg's physics - matrix3x4_t legToWorld; - pLegPhys->GetPositionMatrix( &legToWorld ); - Vector hitPosition; - VectorTransform( localHit, legToWorld, hitPosition ); - - //NDebugOverlay::Box( hitPosition, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 255, 1.0 ); - CBaseEntity *pEnemy = GetEnemy(); - CAI_BaseNPC *pNPC = pEnemy ? pEnemy->MyNPCPointer() : NULL; - bool bIsValidTarget = pNPC && pNPC->GetModelPtr(); - if ( HasSpawnFlags( SF_CAN_STOMP_PLAYER ) ) - { - bIsValidTarget = bIsValidTarget || ( pEnemy && pEnemy->IsPlayer() ); - } - - if ( !bIsValidTarget ) - return; - - Vector delta; - VectorSubtract( pEnemy->GetAbsOrigin(), hitPosition, delta ); - if ( delta.LengthSqr() > (STRIDER_STOMP_RANGE * STRIDER_STOMP_RANGE) ) - return; - - // DVS E3 HACK: Assume we stab our victim midway between their eyes and their center. - Vector vecStabPos = ( pEnemy->WorldSpaceCenter() + pEnemy->EyePosition() ) * 0.5f; - hitPosition = pEnemy->GetAbsOrigin(); - - Vector footPosition; - GetAttachment( "left foot", footPosition ); - - CPASAttenuationFilter filter( this, "NPC_Strider.Skewer" ); - EmitSound( filter, 0, "NPC_Strider.Skewer", &hitPosition ); - - CTakeDamageInfo damageInfo( this, this, 500, DMG_CRUSH ); - Vector forward; - pEnemy->GetVectors( &forward, NULL, NULL ); - damageInfo.SetDamagePosition( hitPosition ); - damageInfo.SetDamageForce( -50 * 300 * forward ); - pEnemy->TakeDamage( damageInfo ); - - if ( !pNPC || pNPC->IsAlive() ) - return; - - Vector vecBloodDelta = footPosition - vecStabPos; - vecBloodDelta.z = 0; // effect looks better - VectorNormalize( vecBloodDelta ); - UTIL_BloodSpray( vecStabPos + vecBloodDelta * 4, vecBloodDelta, BLOOD_COLOR_RED, 8, FX_BLOODSPRAY_ALL ); - UTIL_BloodSpray( vecStabPos + vecBloodDelta * 4, vecBloodDelta, BLOOD_COLOR_RED, 11, FX_BLOODSPRAY_DROPS ); - CBaseEntity *pRagdoll = CreateServerRagdollAttached( pNPC, vec3_origin, -1, COLLISION_GROUP_DEBRIS, pLegPhys, this, bone->boneIndex, vecStabPos, -1, localHit ); - if ( pRagdoll ) - { - // the strider might drag this through the world - pRagdoll->AddSolidFlags( FSOLID_NOT_SOLID ); - - m_hRagdoll = pRagdoll; - m_ragdollTime = gpGlobals->curtime + 10; - UTIL_Remove( pNPC ); - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CNPC_Strider::FootFX( const Vector &origin ) -{ - trace_t tr; - AI_TraceLine( origin + Vector(0, 0, 48), origin - Vector(0,0,100), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); - float yaw = random->RandomInt(0,120); - - if ( UTIL_PointContents( tr.endpos + Vector( 0, 0, 1 ) ) & MASK_WATER ) - { - float flWaterZ = UTIL_FindWaterSurface( tr.endpos, tr.endpos.z, tr.endpos.z + 100.0f ); - - CEffectData data; - data.m_fFlags = 0; - data.m_vOrigin = tr.endpos; - data.m_vOrigin.z = flWaterZ; - data.m_vNormal = Vector( 0, 0, 1 ); - data.m_flScale = random->RandomFloat( 10.0, 14.0 ); - - DispatchEffect( "watersplash", data ); - } - else - { - for ( int i = 0; i < 3; i++ ) - { - Vector dir = UTIL_YawToVector( yaw + i*120 ) * 10; - VectorNormalize( dir ); - dir.z = 0.25; - VectorNormalize( dir ); - g_pEffects->Dust( tr.endpos, dir, 12, 50 ); - } - } - UTIL_ScreenShake( tr.endpos, 4.0, 1.0, 0.5, 1000, SHAKE_START, false ); - - if ( npc_strider_shake_ropes_radius.GetInt() ) - { - CRopeKeyframe::ShakeRopes( tr.endpos, npc_strider_shake_ropes_radius.GetFloat(), npc_strider_shake_ropes_magnitude.GetFloat() ); - } - - // - // My feet are scary things! NOTE: We might want to make danger sounds as the feet move - // through the air. Then soldiers could run from the feet, which would look cool. - // - CSoundEnt::InsertSound( SOUND_DANGER|SOUND_CONTEXT_EXCLUDE_COMBINE, tr.endpos, 512, 1.0f, this ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -Vector CNPC_Strider::CalculateStompHitPosition( CBaseEntity *pEnemy ) -{ - Vector skewerPosition, footPosition; - GetAttachment( "left skewer", skewerPosition ); - GetAttachment( "left foot", footPosition ); - Vector vecStabPos = ( pEnemy->WorldSpaceCenter() + pEnemy->EyePosition() ) * 0.5f; - - return vecStabPos - skewerPosition + footPosition; -} - -//----------------------------------------------------------------------------- -// Strider Navigation -//----------------------------------------------------------------------------- - -static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs ) -{ - trace_t tr; - // Find point on floor where enemy would stand at chasePosition - Vector floor = *position; - floor.z -= 1024; - AI_TraceHull( *position, floor, mins, maxs, MASK_NPCSOLID_BRUSHONLY, ignore, COLLISION_GROUP_NONE, &tr ); - if ( tr.fraction < 1 ) - { - position->z = tr.endpos.z; - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void AdjustStriderNodePosition( CAI_Network *pNetwork, CAI_Node *pNode ) -{ - if ( pNode->GetHint() && pNode->GetHint()->HintType() == HINT_STRIDER_NODE ) - { - CNPC_Strider *pStrider = (CNPC_Strider *)gEntList.FindEntityByClassname( NULL, "npc_strider" ); - bool bCreated = false; - if ( !pStrider ) - { - bool allowPrecache = CBaseEntity::IsPrecacheAllowed(); - CBaseEntity::SetAllowPrecache( true ); - pStrider = (CNPC_Strider *)CreateEntityByName( "npc_strider" ); - pStrider->m_bDisableBoneFollowers = true; // don't create these since we're just going to destroy him - DispatchSpawn( pStrider ); - CBaseEntity::SetAllowPrecache( allowPrecache ); - bCreated = true; - } - - if ( pStrider ) - { - pStrider->TranslateNavGoal( NULL, pNode->AccessOrigin() ); - if ( bCreated ) - UTIL_Remove( pStrider ); - } - } -} - - -//--------------------------------------------------------- -// Implement a navigator so that the strider can get closer to the ground when he's walking on a slope -// This gives him enough reach for his legs to IK to lower ground points -//--------------------------------------------------------- -void LookaheadPath( const Vector ¤t, AI_Waypoint_t *pWaypoint, float dist, Vector &nextPos ) -{ - if ( !pWaypoint ) - return; - - Vector dir = pWaypoint->GetPos() - current; - float dist2D = dir.Length2D(); - if ( dist2D > 0.1 ) - { - if ( dist <= dist2D ) - { - nextPos = ((dist / dist2D) * dir) + current; - return; - } - } - nextPos = pWaypoint->GetPos(); - dist -= dist2D; - dir = nextPos; - - LookaheadPath( dir, pWaypoint->GetNext(), dist, nextPos ); -} - -//--------------------------------------------------------- -// Find the forward slope and lower the strider height when moving downward -//--------------------------------------------------------- -void CNPC_Strider::CNavigator::MoveCalcBaseGoal( AILocalMoveGoal_t *pMoveGoal ) -{ - BaseClass::MoveCalcBaseGoal( pMoveGoal ); - Vector dest = pMoveGoal->target; - LookaheadPath( GetAbsOrigin(), pMoveGoal->pPath->GetCurWaypoint(), CNPC_Strider::gm_strideLength, dest ); - - //NDebugOverlay::Box( dest, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 255, 0.1 ); - Vector unitDir = pMoveGoal->dir * CNPC_Strider::gm_strideLength; - unitDir.z = dest.z - GetAbsOrigin().z; - VectorNormalize( unitDir ); - float heightAdj = unitDir.z * CNPC_Strider::gm_strideLength; - pMoveGoal->flags |= ( AILMG_NO_STEER | AILMG_NO_AVOIDANCE_PATHS ); - if ( heightAdj < -1 ) - { - heightAdj = clamp( heightAdj, -192, 0 ); - pMoveGoal->target.z += heightAdj; - pMoveGoal->dir = unitDir * CNPC_Strider::gm_strideLength * 0.1; - pMoveGoal->dir.z += heightAdj; - VectorNormalize( pMoveGoal->dir ); - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::CNavigator::MoveUpdateWaypoint( AIMoveResult_t *pResult ) -{ - // Note that goal & waypoint tolerances are handled in progress blockage cases (e.g., OnObstructionPreSteer) - - AI_Waypoint_t *pCurWaypoint = GetPath()->GetCurWaypoint(); - float waypointDist = (pCurWaypoint->GetPos() - GetAbsOrigin()).Length2D(); - bool bIsGoal = CurWaypointIsGoal(); - // HACKHACK: adjust this tolerance - // The strider is following paths most of the time, but he needs a bunch of freedom - // to adjust himself to make his feet look good. - float tolerance = 10.0; - - if ( waypointDist <= tolerance ) - { - if ( bIsGoal ) - { - OnNavComplete(); - *pResult = AIMR_OK; - - } - else - { - AdvancePath(); - *pResult = AIMR_CHANGE_TYPE; - } - return true; - } - - return false; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::CNavigator::DoFindPathToPos() -{ - DbgNavMsg( GetOuter(), "Strider overriding DoFindPathToPos\n"); - if ( BaseClass::DoFindPathToPos() ) - { - // Do special optimization on our first path segment - DbgNavMsg( GetOuter(), "Strider base pathfind worked\n"); - CAI_WaypointList waypoints( GetPath()->GetCurWaypoint() ); - AI_Waypoint_t *pFirstWaypoint = waypoints.GetFirst(); - AI_Waypoint_t *pLast = waypoints.GetLast(); - - if ( pFirstWaypoint->IsReducible() && - pFirstWaypoint->GetNext() && - pFirstWaypoint->GetNext()->iNodeID != NO_NODE && - pFirstWaypoint->GetNext()->NavType() == GetNavType() ) - { - // Find nearest point on the line segment of our path - Vector vOrigin = GetOuter()->GetAbsOrigin(); - Vector vClosest; - CalcClosestPointOnLineSegment( vOrigin, - pFirstWaypoint->GetPos(), - pFirstWaypoint->GetNext()->GetPos(), - vClosest ); - - // Find both these positions as offset from the ground - TranslateNavGoal( GetPath()->GetTarget(), vClosest ); - TranslateNavGoal( GetPath()->GetTarget(), vOrigin ); - - // If we're seemingly beyond the waypoint and our hull is near enough to the path segment, advance to the next node - const float EPS = 0.1f; - bool bPastStartNode = ( ( pFirstWaypoint->GetPos() - vClosest ).Length() > EPS ); - bool bNearPathSegment = ( ( vOrigin - vClosest ).Length() < GetHullWidth() * 0.5f ); - if ( bPastStartNode && bNearPathSegment ) - { - GetPath()->Advance(); - } - } - - if ( pLast->iNodeID == NO_NODE ) - { - AI_Waypoint_t *pLastNodeWaypoint = pLast->GetPrev(); - - if ( pLastNodeWaypoint && pLastNodeWaypoint->iNodeID == NO_NODE ) - { - // Pathfinder triangulated to goal - Assert( pLastNodeWaypoint->GetPrev() ); - if ( pLastNodeWaypoint->GetPrev() ) - { - pLastNodeWaypoint->GetPrev()->SetNext( pLast ); - delete pLastNodeWaypoint; - pLastNodeWaypoint = pLast->GetPrev(); - } - } - - Assert( pLastNodeWaypoint ); - if ( pLastNodeWaypoint ) - { - Assert( pLastNodeWaypoint->iNodeID != NO_NODE ); - if ( pLastNodeWaypoint->iNodeID != NO_NODE ) - { - CAI_Node *pLastNode = GetNetwork()->GetNode( pLastNodeWaypoint->iNodeID ); - float bestDistSq = ( pLast->vecLocation - pLastNodeWaypoint->vecLocation ).LengthSqr(); - Vector vNewEnd = vec3_invalid; - int segmentDestClosest = NO_NODE; - - for (int link=0; link < pLastNode->NumLinks();link++) - { - CAI_Link *pLink = pLastNode->GetLinkByIndex(link); - if ( !( pLink->m_LinkInfo & bits_LINK_OFF ) && (pLink->m_iAcceptedMoveTypes[GetHullType()] & bits_CAP_MOVE_FLY) ) - { - CAI_Node *pTestNode = GetNetwork()->GetNode( pLink->DestNodeID( pLastNodeWaypoint->iNodeID ) ); - if ( pTestNode->GetHint() && pTestNode->GetHint()->HintType() == HINT_STRIDER_NODE ) - { - Vector vClosest; - CalcClosestPointOnLineSegment( pLast->vecLocation, - pLastNodeWaypoint->vecLocation, pTestNode->GetPosition(GetHullType()), - vClosest ); - float distTestSq = ( pLast->vecLocation - vClosest ).LengthSqr(); - if ( distTestSq < bestDistSq ) - { - bestDistSq = distTestSq; - vNewEnd = vClosest; - segmentDestClosest = pTestNode->GetId(); - } - } - } - } - - if ( vNewEnd == vec3_invalid ) - { - DbgNavMsg( GetOuter(), "Strider resetting goal to last node waypoint\n"); - pLastNodeWaypoint->SetNext( NULL ); - pLastNodeWaypoint->ModifyFlags( bits_WP_TO_GOAL, true ); - delete pLast; - } - else if ( !pLastNodeWaypoint->GetPrev() || pLastNodeWaypoint->GetPrev()->iNodeID != segmentDestClosest ) - { - DbgNavMsg( GetOuter(), "Strider resetting goal to nearest point on graph\n"); - pLast->vecLocation = vNewEnd; - } - else - { - DbgNavMsg( GetOuter(), "Strider resetting goal to nearest point on graph, on node\n"); - pLastNodeWaypoint->vecLocation = vNewEnd; - pLastNodeWaypoint->SetNext( NULL ); - pLastNodeWaypoint->ModifyFlags( bits_WP_TO_GOAL, true ); - delete pLast; - } - GetPath()->ResetGoalPosition( GetPath()->GetGoalWaypoint()->vecLocation ); - } - } - } - else - DbgNavMsg( GetOuter(), "Goal ended on node\n"); - return true; - } - else - DbgNavMsg( GetOuter(), "Strider base pathfind failed\n"); - - return false; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::CNavigator::ShouldOptimizeInitialPathSegment( AI_Waypoint_t *pFirstWaypoint ) -{ - // We do our own special initial path optimization DoFindPathToPos() - return false; -} - - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CNPC_Strider::CNavigator::GetStoppingPath( CAI_WaypointList *pClippedWaypoints ) -{ - return false; -} - -//----------------------------------------------------------------------------- -// Purpose: Returns if a bone follower is a leg piece or not -// Input : *pFollower - Bone follower we're testing -// Output : Returns true if the bone follower is a part of the strider's legs -//----------------------------------------------------------------------------- -bool CNPC_Strider::IsLegBoneFollower( CBoneFollower *pFollower ) -{ - // Find the index of this bone follower, if we have it - int nFollowerIndex = GetBoneFollowerIndex( pFollower ); - if ( nFollowerIndex == -1 ) - return false; - - // See if we're a leg - if ( nFollowerIndex >= STRIDER_LEFT_LEG_FOLLOWER_INDEX && - nFollowerIndex <= STRIDER_BACK_UPPERLEG_FOLLOWER_INDEX ) - return true; - - // We're something else - return false; -} - -//----------------------------------------------------------------------------- -// Purpose: Finds a bone follower via a supplied index -// Input : nIndex - index our bone follower manager will use to retrieve the follower -// Output : NULL if not found, otherwise the bone follower we were seeking -//----------------------------------------------------------------------------- -CBoneFollower *CNPC_Strider::GetBoneFollowerByIndex( int nIndex ) -{ - physfollower_t *pFollower = m_BoneFollowerManager.GetBoneFollower( nIndex ); - if ( pFollower != NULL ) - return pFollower->hFollower; - - return NULL; -} - -//----------------------------------------------------------------------------- -// Purpose: Returns the index of a bone follower in our system -// Input : *pFollower - Follower we're looking for -// Output : -1 if not found, otherwise the index of the follower -//----------------------------------------------------------------------------- -int CNPC_Strider::GetBoneFollowerIndex( CBoneFollower *pFollower ) -{ - return m_BoneFollowerManager.GetBoneFollowerIndex( pFollower ); -} - -//----------------------------------------------------------------------------- -// Purpose: The strider ignores certain entities this way -// Input : *pEntity - Entity in question -// Output : Returns true if we should collide with the entity -//----------------------------------------------------------------------------- -bool CNPC_Strider::ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity ) -{ - if ( pEntity->m_iClassname == m_iszStriderBusterName ) - return false; - - return BaseClass::ShouldProbeCollideAgainstEntity( pEntity ); -} - - -//----------------------------------------------------------------------------- -// Purpose: Lets us keep track of attached Strider busters -// Input : *pAttached - strider buster that is attached -//----------------------------------------------------------------------------- -#ifdef HL2_EPISODIC -void CNPC_Strider::StriderBusterAttached( CBaseEntity *pAttached ) -{ - // Add another to the list - m_hAttachedBusters.AddToTail( pAttached ); - m_PlayerFreePass.Revoke(); - - variant_t target; - target.SetString( AllocPooledString( "!player" ) ); - g_EventQueue.AddEvent( this, "UpdateEnemyMemory", target, 1.0, this, this ); -} - - -void CNPC_Strider::StriderBusterDetached( CBaseEntity *pAttached ) -{ - int elem = m_hAttachedBusters.Find(pAttached); - if (elem >= 0) - { - m_hAttachedBusters.FastRemove(elem); - } -} - -#endif // HL2_EPISODIC - -//----------------------------------------------------------------------------- -// -// Strider Minigun -// -//----------------------------------------------------------------------------- - -BEGIN_DATADESC_NO_BASE( CStriderMinigun ) - - DEFINE_FIELD( m_enable, FIELD_BOOLEAN ), - DEFINE_FIELD( m_minigunState, FIELD_INTEGER ), - DEFINE_FIELD( m_nextBulletTime, FIELD_TIME ), - DEFINE_FIELD( m_burstTime, FIELD_TIME ), - DEFINE_FIELD( m_nextTwitchTime, FIELD_TIME ), - DEFINE_FIELD( m_randomState, FIELD_INTEGER ), - DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ), - DEFINE_FIELD( m_bWarnedAI, FIELD_BOOLEAN ), - DEFINE_FIELD( m_shootDuration, FIELD_TIME ), - DEFINE_FIELD( m_vecAnchor, FIELD_VECTOR ), - DEFINE_FIELD( m_bOverrideEnemy, FIELD_BOOLEAN ), - DEFINE_FIELD( m_vecLastTargetPos, FIELD_VECTOR ), - DEFINE_FIELD( m_iOnTargetShots, FIELD_INTEGER ), - - // Silence, Classcheck! - // DEFINE_FIELD( m_yaw, StriderMinigunAnimController_t ), - // DEFINE_FIELD( m_pitch, StriderMinigunAnimController_t ), - - DEFINE_FIELD( m_yaw.current, FIELD_FLOAT ), - DEFINE_FIELD( m_yaw.target, FIELD_FLOAT ), - DEFINE_FIELD( m_yaw.rate, FIELD_FLOAT ), - DEFINE_FIELD( m_pitch.current, FIELD_FLOAT ), - DEFINE_FIELD( m_pitch.target, FIELD_FLOAT ), - DEFINE_FIELD( m_pitch.rate, FIELD_FLOAT ), - - -END_DATADESC() - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CStriderMinigun::Init() -{ - m_enable = true; - m_nextTwitchTime = gpGlobals->curtime; - m_randomState = 0; - m_yaw.current = m_yaw.target = 0; - m_pitch.current = m_pitch.target = 0; - m_yaw.rate = 360; - m_pitch.rate = 180; - - SetState( MINIGUN_OFF ); - m_burstTime = gpGlobals->curtime; - m_nextBulletTime = FLT_MAX; - m_vecAnchor = vec3_invalid; - m_shootDuration = STRIDER_DEFAULT_SHOOT_DURATION; - m_bOverrideEnemy = false; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -bool CStriderMinigun::ShouldFindTarget( IMinigunHost *pHost ) -{ - ASSERT( pHost != NULL ); - - if( !GetTarget() ) - { - // No target. Find one. - return true; - } - - if( m_bOverrideEnemy ) - { - return false; - } - - if( pHost->GetEntity()->GetEnemy() ) - { - return GetTarget() != pHost->GetEntity()->GetEnemy(); - } - - return true; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -float CStriderMinigun::GetAimError() -{ - return fabs(m_yaw.target-m_yaw.current) + fabs(m_pitch.target-m_pitch.current); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CStriderMinigun::AimAtPoint( IStriderMinigunHost *pHost, const Vector &vecPoint, bool bSnap ) -{ - matrix3x4_t gunMatrix; - CAI_BaseNPC *pOwner = pHost->GetEntity(); - - int mingunAttachment = pOwner->LookupAttachment( "minigunbase" ); - pOwner->GetAttachment( mingunAttachment, gunMatrix ); - - Vector forward, pos; - MatrixGetColumn( gunMatrix, 0, forward ); - MatrixGetColumn( gunMatrix, 3, pos ); - - // transform the point into gun space - Vector localPointPosition; - VectorITransform( vecPoint, gunMatrix, localPointPosition ); - - // do a look at in gun space (essentially a delta-lookat) - QAngle localPointAngles; - VectorAngles( localPointPosition, localPointAngles ); - - // convert to +/- 180 degrees - float pdiff, ydiff; - pdiff = UTIL_AngleDiff( localPointAngles.x, 0 ); - ydiff = UTIL_AngleDiff( localPointAngles.y, 0 ); - - m_pitch.target += 0.5 * pdiff; - m_yaw.target -= 0.5 * ydiff; - - m_pitch.target = MAX( MINIGUN_MIN_PITCH, m_pitch.target ); - m_pitch.target = MIN( MINIGUN_MAX_PITCH, m_pitch.target ); - m_yaw.target = MAX( MINIGUN_MIN_YAW, m_yaw.target ); - m_yaw.target = MIN( MINIGUN_MAX_YAW, m_yaw.target ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CStriderMinigun::AimAtTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, bool bSnap ) -{ - if ( pTarget && !(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) ) - { - Vector vecTargetPos = pTarget->BodyTarget( pHost->GetEntity()->EyePosition() ); - AimAtPoint( pHost, vecTargetPos, bSnap ); - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CStriderMinigun::ShootAtTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float shootTime ) -{ - if ( !pTarget && !(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) ) - return; - - variant_t emptyVariant; - pTarget->AcceptInput( "InputTargeted", pHost->GetEntity(), pHost->GetEntity(), emptyVariant, 0 ); - Enable( NULL, true ); - if ( shootTime <= 0 ) - { - shootTime = random->RandomFloat( 4, 8 ); - } - SetTarget( pHost, pTarget, true ); - - StartShooting( pHost, pTarget, shootTime ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CStriderMinigun::StartShooting( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float duration ) -{ - bool bHasSetAnchor = false; - - SetState( MINIGUN_SHOOTING ); - - m_nextBulletTime = gpGlobals->curtime; - m_burstTime = gpGlobals->curtime + duration; - - m_shootDuration = duration; - - // don't twitch while shooting - m_nextTwitchTime = FLT_MAX; - - if( pTarget->IsPlayer() ) - { - // Don't shoot a player in the back if they aren't looking. - // Give them a chance to see they're being fired at. - CBasePlayer *pPlayer = dynamic_cast(pTarget); - - if( !pPlayer->FInViewCone( pHost->GetEntity() ) ) - { - // Player doesn't see me. Try to start shooting so that they can see - // the bullet impacts. - m_vecAnchor = pPlayer->EyePosition(); - - Vector vecPlayerLook; - Vector vecToPlayer; - - // Check in 2D. - vecPlayerLook = pPlayer->EyeDirection3D(); - vecPlayerLook.z = 0.0; - VectorNormalize( vecPlayerLook ); - - vecToPlayer = pPlayer->EyePosition() - pHost->GetEntity()->EyePosition(); - vecToPlayer.z = 0.0; - VectorNormalize( vecToPlayer ); - - float flDot = DotProduct( vecToPlayer, vecPlayerLook ); - - if( flDot < 0.95 ) - { - // If the player is looking sufficiently to a side, start 30 feet out in that direction. - m_vecAnchor += pPlayer->EyeDirection3D() * 320; - bHasSetAnchor = true; - } - else - { - // Start over their head, cause firing the direction they are looking will drill them. - // in the back! - m_vecAnchor += Vector( 0, 0, random->RandomFloat( 160, 240 ) ); - - // Move it to one side of the other randomly, just to get it off center. - Vector right; - pPlayer->GetVectors( NULL, &right, NULL ); - m_vecAnchor += right * random->RandomFloat( -100, 100 ); - bHasSetAnchor = true; - } - } - } - - if( !bHasSetAnchor ) - { - m_vecAnchor = pTarget->WorldSpaceCenter(); - - Vector right; - pTarget->GetVectors( NULL, &right, NULL ); - - // Start 5 or 10 feet off target. - Vector offset = right * random->RandomFloat( 60, 120 ); - - // Flip a coin to decide left or right. - if( random->RandomInt( 0, 1 ) == 0 ) - { - offset *= -1; - } - - m_vecAnchor += offset; - - // Start below them, too. - m_vecAnchor.z -= random->RandomFloat( 80, 200 ); - } - - pHost->OnMinigunStartShooting( pTarget ); -} - -//--------------------------------------------------------- -// Fixes up the math for stitching. -//--------------------------------------------------------- -void CStriderMinigun::ExtendShooting( float timeExtend ) -{ - m_burstTime = gpGlobals->curtime + timeExtend; - m_shootDuration = timeExtend; - m_bWarnedAI = false; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CStriderMinigun::SetShootDuration( float duration ) -{ -} - -//--------------------------------------------------------- -// Is the gun turned as far as it can go? -//--------------------------------------------------------- -bool CStriderMinigun::IsPegged( int dir ) -{ - bool up, down, left, right, any; - - up = down = left = right = any = false; - - if( m_yaw.current >= 89.0 ) - any = right = true; - - if( m_yaw.current <= -89.0 ) - any = left = true; - - if( m_pitch.current >= 44.0 ) - any = down = true; - - if( m_pitch.current <= -44.0 ) - any = up = true; - - switch( dir ) - { - case MINIGUN_PEGGED_UP: - return up; - - case MINIGUN_PEGGED_DOWN: - return down; - - case MINIGUN_PEGGED_LEFT: - return left; - - case MINIGUN_PEGGED_RIGHT: - return right; - - default: - return (any && !up); - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CStriderMinigun::StopShootingForSeconds( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float duration ) -{ - if ( IsShooting() ) - { - SetState( MINIGUN_OFF ); - } - - m_burstTime = gpGlobals->curtime + duration; - m_nextBulletTime = FLT_MAX; - - ClearOnTarget(); - m_nextTwitchTime = gpGlobals->curtime + random->RandomFloat( 2.0, 4.0 ); - pHost->OnMinigunStopShooting( pTarget ); -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CStriderMinigun::SetState( int newState ) -{ - m_minigunState = newState; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CStriderMinigun::SetTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, bool bOverrideEnemy ) -{ - m_hTarget = pTarget; - - if( pTarget ) - { - // New target, we haven't scared this guy yet! - m_bWarnedAI = false; - - if( m_vecAnchor == vec3_invalid ) - { - Vector right; - pHost->GetEntity()->GetVectors( NULL, &right, NULL ); - - m_vecAnchor = pTarget->GetAbsOrigin() - Vector( 0, 0, 256 ); - m_vecAnchor += right * random->RandomFloat( -60.0f, 60.0f ); - } - } - - ClearOnTarget(); - - m_bOverrideEnemy = bOverrideEnemy; -} - -//--------------------------------------------------------- -// The strider minigun can track and fire at targets in a fairly -// large arc. It looks unnatural for a Strider to acquire a target -// off to one side and begin firing at it, so we don't let the -// minigun BEGIN shooting at a target unless the target is fairly -// well in front of the Strider. Once firing, the gun is allowed -// to track the target anywhere for the duration of that burst of -// minigun fire. This is tuned by eye. (sjb) -//--------------------------------------------------------- -bool CStriderMinigun::CanStartShooting( IStriderMinigunHost *pHost, CBaseEntity *pTargetEnt ) -{ - if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI ) - return false; - - if( !pTargetEnt ) - return false; - - if( gpGlobals->curtime < m_burstTime ) - return false; - - CNPC_Strider *pStrider = dynamic_cast(pHost->GetEntity() ); - if ( pTargetEnt->IsPlayer() && pStrider->HasPass() ) - return false; - - if( !m_bOverrideEnemy ) - { - if( pTargetEnt != pHost->GetEntity()->GetEnemy() ) - { - return false; - } - - // If the strider can't see the enemy, this may be because the enemy is - // hiding behind something breakable. If the weapon has LOS, fire away. - if( !pHost->GetEntity()->HasCondition( COND_SEE_ENEMY ) ) - { - Assert( pStrider != NULL ); - - if( !pStrider->WeaponLOSCondition( pStrider->GetAdjustedOrigin(), pTargetEnt->WorldSpaceCenter(), false ) ) - { - if( pStrider->IsUsingAggressiveBehavior() && pTargetEnt->IsPlayer() && !pStrider->HasPass() ) - { - // I can shoot the player's cover until he hides long enough to earn a free pass. - float flTimeSinceLastSeen = gpGlobals->curtime - pStrider->GetEnemies()->LastTimeSeen(pTargetEnt); - - if( flTimeSinceLastSeen <= 2.0f ) - return true; - } - - return false; - } - } - } - - Vector los = ( pTargetEnt->WorldSpaceCenter() - pHost->GetEntity()->EyePosition() ); - - // Following code stolen from FVisible. This check done in 2d intentionally. - los.z = 0; - VectorNormalize( los ); - - Vector facingDir = pHost->GetEntity()->EyeDirection2D( ); - float flDot = DotProduct( los, facingDir ); - - // Too far to a side. - if ( flDot <= .707 ) - return false; - - return true; -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CStriderMinigun::Enable( IMinigunHost *pHost, bool enable ) -{ - m_enable = enable; - if ( !m_enable ) - { - m_yaw.current = m_yaw.target = 0; - m_pitch.current = m_pitch.target = 0; - if ( pHost ) - { - // KENB pHost->UpdateMinigunControls( m_yaw.current, m_pitch.current ); - } - } -} - -//--------------------------------------------------------- -//--------------------------------------------------------- -void CStriderMinigun::Think( IStriderMinigunHost *pHost, float dt ) -{ - if ( !m_enable ) - return; - - if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI ) - return; - - if( ShouldFindTarget( pHost ) ) - { - CBaseEntity *pOldTarget = GetTarget(); - - // Take my host's enemy. - SetTarget( pHost, pHost->GetEntity()->GetEnemy() ); - - if( IsShooting() ) - { - // Changing targets hot! - if( pOldTarget ) - { - m_vecAnchor = pOldTarget->WorldSpaceCenter(); - } - - ExtendShooting( STRIDER_SUBSEQUENT_TARGET_DURATION + random->RandomFloat( 0, 0.5 ) ); - } - - pHost->NewTarget(); - } - - if ( !GetTarget() && m_nextTwitchTime <= gpGlobals->curtime ) - { - // invert one and randomize the other. - // This has the effect of making the gun cross the field of - // view more often - like he's looking around - m_randomState = !m_randomState; - if ( m_randomState ) - { - m_yaw.Random( MINIGUN_MIN_YAW, MINIGUN_MAX_YAW, 360, 720 ); - m_pitch.target = -m_pitch.target; - } - else - { - m_pitch.Random( MINIGUN_MIN_PITCH, MINIGUN_MAX_PITCH, 270, 360 ); - m_yaw.target = -m_yaw.target; - } - m_nextTwitchTime = gpGlobals->curtime + random->RandomFloat( 0.3, 2 ); - } - - CBaseEntity *pTargetEnt = m_hTarget.Get(); - - if ( pTargetEnt ) - { - pHost->GetEntity()->InvalidateBoneCache(); - AimAtTarget( pHost, pTargetEnt ); - } - - // Update the minigun's pose parameters using approaching. - m_yaw.Update( dt ); - m_pitch.Update( dt ); - - pHost->UpdateMinigunControls( m_yaw.current, m_pitch.current ); - - // Start or stop shooting. - if( IsShooting() ) - { - if( gpGlobals->curtime > m_burstTime || !pTargetEnt ) - { - // Time to stop firing. - if( m_bOverrideEnemy ) - { - // Get rid of this target. - SetTarget( pHost, NULL ); - } - - StopShootingForSeconds( pHost, pTargetEnt, pHost->GetMinigunShootDowntime() ); - } - } - else - { - if( CanStartShooting( pHost, pTargetEnt ) ) - { - StartShooting( pHost, pTargetEnt, pHost->GetMinigunShootDuration() + random->RandomFloat( 0, pHost->GetMinigunShootVariation() ) ); - } - } - - // Fire the next bullet! - if ( m_nextBulletTime <= gpGlobals->curtime && !IsPegged() ) - { - if( pTargetEnt && pTargetEnt == pHost->GetEntity()->GetEnemy() ) - { - // Shooting at the Strider's enemy. Strafe to target! - float flRemainingShootTime = m_burstTime - gpGlobals->curtime; - - // Skim a little time off of the factor, leave a moment of on-target - // time. This guarantees that the minigun will strike the target a few times. - float flFactor = (flRemainingShootTime - pHost->GetMinigunOnTargetTime() ) / m_shootDuration; - - flFactor = MAX( 0.0f, flFactor ); - - Vector vecTarget = pTargetEnt->BodyTarget( assert_cast(pHost->GetEntity())->GetAdjustedOrigin()); - - Vector vecLine = m_vecAnchor - vecTarget; - - float flDist = VectorNormalize( vecLine ); - - vecTarget += vecLine * flDist * flFactor; - - if( flFactor == 0.0 ) - { - m_vecAnchor = vecTarget; - RecordShotOnTarget(); - } - - if ( GetTarget() ) - { - pHost->ShootMinigun( &vecTarget, GetAimError(), vec3_origin ); - - if( flFactor <= 0.5 && !m_bWarnedAI ) - { - m_bWarnedAI = true; - - CSoundEnt::InsertSound( SOUND_DANGER | SOUND_CONTEXT_REACT_TO_SOURCE, pTargetEnt->EarPosition() + Vector( 0, 0, 1 ), 120, MAX( 1.0, flRemainingShootTime ), pHost->GetEntity() ); - } - } - } - else - { - const Vector *pTargetPoint = pTargetEnt ? &pTargetEnt->GetAbsOrigin() : NULL; - pHost->ShootMinigun( pTargetPoint, GetAimError() ); - } - - m_nextBulletTime = gpGlobals->curtime + (1.0f / pHost->GetMinigunRateOfFire() ); - } -} - -LINK_ENTITY_TO_CLASS( sparktrail, CSparkTrail ); - -void CSparkTrail::Precache() -{ - BaseClass::Precache(); - - PrecacheScriptSound( "DoSpark" ); -} - -void CSparkTrail::Spawn() -{ - Precache(); - - EmitSound( "DoSpark" ); - - m_iHealth = 20 + random->RandomInt( 0, 5 ); - UTIL_SetOrigin( this, GetOwnerEntity()->EyePosition() ); - - Vector vecVelocity; - - vecVelocity.x = random->RandomFloat( 100, 400 ); - vecVelocity.y = random->RandomFloat( 100, 400 ); - vecVelocity.z = random->RandomFloat( 0, 100 ); - - if( random->RandomInt( 0, 1 ) == 0 ) - vecVelocity.x *= -1; - - if( random->RandomInt( 0, 1 ) == 0 ) - vecVelocity.y *= -1; - - UTIL_SetSize( this, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); - SetMoveType( MOVETYPE_FLYGRAVITY ); - SetSolid( SOLID_NONE ); - - if( random->RandomInt( 0, 2 ) == 0 ) - { - vecVelocity *= 2.0; - m_iHealth /= 2; - SetMoveType( MOVETYPE_FLY ); - } - - SetAbsVelocity( vecVelocity ); - - SetThink( &CSparkTrail::SparkThink ); - SetNextThink( gpGlobals->curtime ); -} - -void CSparkTrail::SparkThink() -{ - SetNextThink( gpGlobals->curtime + 0.05 ); - - g_pEffects->Sparks( GetAbsOrigin() ); - - if( m_iHealth-- < 1 ) - { - UTIL_Remove( this ); - } -} - -BEGIN_DATADESC( CSparkTrail ) - DEFINE_THINKFUNC( SparkThink ), -END_DATADESC() - - -//----------------------------------------------------------------------------- -// -// Schedules -// -//----------------------------------------------------------------------------- -AI_BEGIN_CUSTOM_NPC( npc_strider, CNPC_Strider ) - - DECLARE_TASK( TASK_STRIDER_AIM ) - DECLARE_TASK( TASK_STRIDER_DODGE ) - DECLARE_TASK( TASK_STRIDER_STOMP ) - DECLARE_TASK( TASK_STRIDER_BREAKDOWN ) - DECLARE_TASK( TASK_STRIDER_START_MOVING ) - DECLARE_TASK( TASK_STRIDER_REFRESH_HUNT_PATH ) - DECLARE_TASK( TASK_STRIDER_GET_PATH_TO_CANNON_TARGET ) - DECLARE_TASK( TASK_STRIDER_FACE_CANNON_TARGET ) - DECLARE_TASK( TASK_STRIDER_SET_HEIGHT ) - DECLARE_TASK( TASK_STRIDER_GET_PATH_TO_CANNON_LOS ) - DECLARE_TASK( TASK_STRIDER_FIRE_CANNON ) - DECLARE_TASK( TASK_STRIDER_SET_CANNON_HEIGHT ) - DECLARE_TASK( TASK_STRIDER_FALL_TO_GROUND ) - - DECLARE_ACTIVITY( ACT_STRIDER_LOOKL ) - DECLARE_ACTIVITY( ACT_STRIDER_LOOKR ) - DECLARE_ACTIVITY( ACT_STRIDER_DEPLOYRA1 ) - DECLARE_ACTIVITY( ACT_STRIDER_AIMRA1 ) - DECLARE_ACTIVITY( ACT_STRIDER_FINISHRA1 ) - DECLARE_ACTIVITY( ACT_STRIDER_DODGER ) - DECLARE_ACTIVITY( ACT_STRIDER_DODGEL ) - DECLARE_ACTIVITY( ACT_STRIDER_STOMPL ) - DECLARE_ACTIVITY( ACT_STRIDER_STOMPR ) - DECLARE_ACTIVITY( ACT_STRIDER_FLICKL ) - DECLARE_ACTIVITY( ACT_STRIDER_FLICKR ) - DECLARE_ACTIVITY( ACT_STRIDER_SLEEP ) - DECLARE_ACTIVITY( ACT_STRIDER_CARRIED ) - DECLARE_ACTIVITY( ACT_STRIDER_DEPLOY ) - DECLARE_ACTIVITY( ACT_STRIDER_GESTURE_DEATH ) - - DECLARE_CONDITION( COND_STRIDER_DO_FLICK ) - DECLARE_CONDITION( COND_TRACK_PATH_GO ) - DECLARE_CONDITION( COND_STRIDER_SHOULD_CROUCH ) - DECLARE_CONDITION( COND_STRIDER_SHOULD_STAND ) - DECLARE_CONDITION( COND_STRIDER_MINIGUN_SHOOTING ) - DECLARE_CONDITION( COND_STRIDER_MINIGUN_NOT_SHOOTING ) - DECLARE_CONDITION( COND_STRIDER_HAS_CANNON_TARGET ) - DECLARE_CONDITION( COND_STRIDER_ENEMY_UPDATED ) - DECLARE_CONDITION( COND_STRIDER_HAS_LOS_Z ) - - DECLARE_INTERACTION( g_interactionPlayerLaunchedRPG ) - - //========================================================= - // Hunt (Basic logic for strider thinking) - //========================================================= - DEFINE_SCHEDULE - ( - SCHED_STRIDER_HUNT, - - " Tasks" - " TASK_STRIDER_REFRESH_HUNT_PATH 0" - " TASK_STRIDER_START_MOVING 0" - " TASK_WAIT 4" - " " - " Interrupts" - " COND_NEW_ENEMY" - " COND_CAN_MELEE_ATTACK1" - " COND_CAN_RANGE_ATTACK1" - " COND_CAN_RANGE_ATTACK2" - " COND_STRIDER_SHOULD_CROUCH" - " COND_STRIDER_HAS_CANNON_TARGET" - " COND_STRIDER_ENEMY_UPDATED" - ) - - //========================================================= - // Attack (Deploy/shoot/finish) - //========================================================= - DEFINE_SCHEDULE - ( - SCHED_STRIDER_RANGE_ATTACK1, - - " Tasks" - " TASK_STOP_MOVING 0" - " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" - " TASK_FACE_ENEMY 0" - " TASK_RANGE_ATTACK1 0" - " TASK_WAIT 5" // let the immolator work its magic - " " - " Interrupts" - ) - - //========================================================= - // Attack (Deploy/shoot/finish) - //========================================================= - DEFINE_SCHEDULE - ( - SCHED_STRIDER_RANGE_ATTACK2, - - " Tasks" - " TASK_STOP_MOVING 0" - " TASK_STRIDER_FACE_CANNON_TARGET 0" - " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" - " TASK_WAIT 1" - " TASK_STRIDER_AIM 1.25" - " TASK_STRIDER_FIRE_CANNON 0" - " TASK_WAIT 1" - " " - " Interrupts" - ) - - //========================================================= - //========================================================= - DEFINE_SCHEDULE - ( - SCHED_STRIDER_CROUCH, - - " Tasks" - " TASK_STOP_MOVING 0" - " TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCH" - " " - " Interrupts" - ) - - //========================================================= - //========================================================= - DEFINE_SCHEDULE - ( - SCHED_STRIDER_STAND, - - " Tasks" - " TASK_STOP_MOVING 0" - " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STAND" - " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" - " TASK_STRIDER_SET_HEIGHT 500" - " " - " Interrupts" - ) - - //========================================================= - // Dodge Incoming missile - //========================================================= - DEFINE_SCHEDULE - ( - SCHED_STRIDER_DODGE, - - " Tasks" - " TASK_STRIDER_DODGE 0" - " " - " Interrupts" - ) - - //========================================================= - // Break down and die - //========================================================= - DEFINE_SCHEDULE - ( - SCHED_STRIDER_DIE, - - " Tasks" - " TASK_STRIDER_BREAKDOWN 0" - " " - " Interrupts" - ) - - //========================================================= - // Stomp on an enemy - //========================================================= - DEFINE_SCHEDULE - ( - SCHED_STRIDER_STOMPL, - - " Tasks" - " TASK_STOP_MOVING 0" - " TASK_STRIDER_STOMP 0" - " " - " Interrupts" - ); - - // Stomp on an enemy - //========================================================= - DEFINE_SCHEDULE - ( - SCHED_STRIDER_STOMPR, - - " Tasks" - " TASK_STOP_MOVING 0" - " TASK_STRIDER_STOMP 1" - " " - " Interrupts" - ) - - DEFINE_SCHEDULE - ( - SCHED_STRIDER_FLICKL, - - " Tasks" - " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STRIDER_FLICKL" - " " - " Interrupts" - ) - DEFINE_SCHEDULE - ( - SCHED_STRIDER_FLICKR, - - " Tasks" - " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STRIDER_FLICKR" - " " - " Interrupts" - ) - DEFINE_SCHEDULE - ( - SCHED_STRIDER_ATTACK_CANNON_TARGET, - - " Tasks" - " TASK_STOP_MOVING 0" - " TASK_STRIDER_GET_PATH_TO_CANNON_TARGET 0" - " TASK_WALK_PATH 0" - " TASK_WAIT_FOR_MOVEMENT 0" - " " - " Interrupts" - " COND_CAN_RANGE_ATTACK2" - " COND_STRIDER_SHOULD_CROUCH" - ) - - DEFINE_SCHEDULE - ( - SCHED_STRIDER_CHASE_ENEMY, - - " Tasks" - " TASK_STOP_MOVING 0" - " TASK_GET_CHASE_PATH_TO_ENEMY 300" - " TASK_RUN_PATH 0" - " TASK_WAIT_FOR_MOVEMENT 0" - " TASK_FACE_ENEMY 0" - "" - " Interrupts" - " COND_NEW_ENEMY" - " COND_ENEMY_DEAD" - " COND_ENEMY_UNREACHABLE" - " COND_CAN_RANGE_ATTACK1" - " COND_CAN_MELEE_ATTACK1" - " COND_CAN_RANGE_ATTACK2" - " COND_CAN_MELEE_ATTACK2" - " COND_TOO_CLOSE_TO_ATTACK" - " COND_LOST_ENEMY" - " COND_STRIDER_HAS_CANNON_TARGET" - ) - - DEFINE_SCHEDULE - ( - SCHED_STRIDER_COMBAT_FACE, - - " Tasks" - " TASK_STOP_MOVING 0" - " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" - " TASK_WAIT_FACE_ENEMY 1" - "" - " Interrupts" - " COND_CAN_RANGE_ATTACK1" - " COND_CAN_RANGE_ATTACK2" - " COND_CAN_MELEE_ATTACK1" - " COND_CAN_MELEE_ATTACK2" - " COND_NEW_ENEMY" - " COND_ENEMY_DEAD" - " COND_STRIDER_HAS_CANNON_TARGET" - ) - - DEFINE_SCHEDULE - ( - SCHED_STRIDER_AGGRESSIVE_COMBAT_STAND, - - " Tasks" - " TASK_STOP_MOVING 0" - " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" - " TASK_WAIT 1" - "" - " Interrupts" - " COND_NEW_ENEMY" - " COND_ENEMY_DEAD" - " COND_LIGHT_DAMAGE" - " COND_HEAVY_DAMAGE" - " COND_SEE_ENEMY" - " COND_CAN_RANGE_ATTACK1" - " COND_CAN_RANGE_ATTACK2" - " COND_CAN_MELEE_ATTACK1" - " COND_CAN_MELEE_ATTACK2" - " COND_IDLE_INTERRUPT" - ) - - DEFINE_SCHEDULE - ( - SCHED_STRIDER_ESTABLISH_LINE_OF_FIRE_CANNON, - - " Tasks " - " TASK_STRIDER_GET_PATH_TO_CANNON_LOS 0" - " TASK_RUN_PATH 0" - " TASK_WAIT_FOR_MOVEMENT 0" - " TASK_STRIDER_FACE_CANNON_TARGET 0" - "" - " Interrupts " - " COND_CAN_RANGE_ATTACK2" - " COND_STRIDER_SHOULD_CROUCH" - " COND_STRIDER_SHOULD_STAND" - ) - - DEFINE_SCHEDULE - ( - SCHED_STRIDER_FALL_TO_GROUND, - - " Tasks " - " TASK_STRIDER_FALL_TO_GROUND 0" - "" - " Interrupts " - ) - - -AI_END_CUSTOM_NPC() - -//============================================================================= +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Giant walking strider thing! +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" + +#include "npc_strider.h" + +#include "ai_senses.h" +#include "ai_task.h" +#include "ai_default.h" +#include "ai_schedule.h" +#include "ai_hull.h" +#include "ai_basenpc.h" +#include "ai_pathfinder.h" +#include "ai_waypoint.h" +#include "ai_link.h" +#include "ai_hint.h" +#include "ai_tacticalservices.h" +#include "ai_behavior_follow.h" +#include "simtimer.h" +#include "trains.h" +#include "npcevent.h" +#include "te_particlesystem.h" +#include "shake.h" +#include "soundent.h" +#include "IEffects.h" +#include "engine/IEngineSound.h" +#include "bone_setup.h" +#include "vcollide_parse.h" +#include "studio.h" +#include "physics_bone_follower.h" +#include "ai_navigator.h" +#include "ai_route.h" +#include "ammodef.h" +#include "npc_bullseye.h" +#include "rope.h" +#include "ai_memory.h" +#include "player_pickup.h" +#include "collisionutils.h" +#include "in_buttons.h" +#include "steamjet.h" +#include "physics_prop_ragdoll.h" +#include "vehicle_base.h" +#include "coordsize.h" +#include "hl2_shareddefs.h" +#include "te_effect_dispatch.h" +#include "beam_flags.h" +#include "prop_combine_ball.h" +#include "explode.h" +#include "filters.h" +#include "saverestore_utlvector.h" +#include "eventqueue.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +int g_interactionPlayerLaunchedRPG = 0; + +// Changing this classname avoids bugs where ai_relationship entities that change the +// strider's relationship with bullseyes would affect its relationship with the focus +LINK_ENTITY_TO_CLASS( bullseye_strider_focus, CNPC_Bullseye ); + + +//----------------------------------------------------------------------------- + +ConVar strider_immolate( "strider_immolate", "0" ); +ConVar sk_strider_health( "sk_strider_health", "350" ); +ConVar npc_strider_height_adj("npc_strider_height_adj", "0" ); +ConVar strider_eyepositions( "strider_eyepositions", "0" ); +ConVar strider_show_focus( "strider_show_focus", "0" ); +ConVar strider_distributed_fire( "strider_distributed_fire", "1" ); +ConVar strider_show_cannonlos( "strider_show_cannonlos", "0" ); +ConVar strider_show_weapon_los_z( "strider_show_weapon_los_z", "0" ); +ConVar strider_show_weapon_los_condition( "strider_show_weapon_los_condition", "0" ); +ConVar strider_idle_test( "strider_idle_test", "0" ); +ConVar strider_always_use_procedural_height( "strider_always_use_procedural_height", "0" ); +ConVar strider_test_height( "strider_test_height", "0" ); +ConVar strider_pct_height_no_crouch_move( "strider_pct_height_no_crouch_move", "90" ); + +ConVar strider_peek_time( "strider_peek_time", "0.75" ); +ConVar strider_peek_time_after_damage( "strider_peek_time_after_damage", "4.0" ); +ConVar strider_peek_eye_dist( "strider_peek_eye_dist", "1.75" ); +ConVar strider_peek_eye_dist_z( "strider_peek_eye_dist_z", "4.0" ); +ConVar strider_free_pass_start_time( "strider_free_pass_start_time", "3" ); +ConVar strider_free_pass_cover_dist( "strider_free_pass_cover_dist", "120" ); +ConVar strider_free_pass_duration( "strider_free_pass_duration", "2" ); +ConVar strider_free_pass_refill_rate( "strider_free_pass_refill_rate", "0.5" ); +ConVar strider_free_pass_move_tolerance( "strider_free_pass_move_tolerance", "320" ); +ConVar strider_free_knowledge( "strider_free_knowledge", "0.5" ); + +ConVar strider_free_pass_after_escorts_dead( "strider_free_pass_after_escorts_dead", "2.5" ); +ConVar strider_free_pass_tolerance_after_escorts_dead( "strider_free_pass_tolerance_after_escorts_dead", "600" ); + +ConVar npc_strider_shake_ropes_radius( "npc_strider_shake_ropes_radius", "1200" ); +ConVar npc_strider_shake_ropes_magnitude( "npc_strider_shake_ropes_magnitude", "150" ); + +ConVar strider_ar2_altfire_dmg( "strider_ar2_altfire_dmg", "25" ); + +// Number of RPG hits it takes to kill a strider on each skill level. +ConVar sk_strider_num_missiles1("sk_strider_num_missiles1", "5"); +ConVar sk_strider_num_missiles2("sk_strider_num_missiles2", "7"); +ConVar sk_strider_num_missiles3("sk_strider_num_missiles3", "7"); + +ConVar strider_missile_suppress_dist( "strider_missile_suppress_dist", "240" ); +ConVar strider_missile_suppress_time( "strider_missile_suppress_time", "3" ); + + +//----------------------------------------------------------------------------- + +float GetCurrentGravity( void ); + +extern void CreateConcussiveBlast( const Vector &origin, const Vector &surfaceNormal, CBaseEntity *pOwner, float magnitude ); + +//----------------------------------------------------------------------------- + +enum bodygroups +{ + STRIDER_BODYGROUP_VENT = 1, +}; + +//----------------------------------------------------------------------------- + +#define STRIDER_DEFAULT_SHOOT_DURATION 2.5 // spend this much time stitching to each target. +#define STRIDER_SHOOT_ON_TARGET_TIME 0.5 // How much of DEFAULT_SHOOT_DURATION is spent on-target (vs. stitching up to a target) +#define STRIDER_SHOOT_VARIATION 1.0 // up to 1 second of variance +#define STRIDER_SHOOT_DOWNTIME 1.0 // This much downtime between bursts +#define STRIDER_SUBSEQUENT_TARGET_DURATION 1.5 // Spend this much time stitching to targets chosen by distributed fire. +#define STRIDER_IGNORE_TARGET_DURATION 1.0 +#define STRIDER_IGNORE_PLAYER_DURATION 1.5 +#define STRIDER_DEFAULT_RATE_OF_FIRE 5 // Rounds per second + +#define STRIDER_EP1_RATE_OF_FIRE 10.0f +#define STRIDER_EP1_SHOOT_ON_TARGET_TIME 0.3f +#define STRIDER_EP1_SHOOT_DURATION 1.1f +#define STRIDER_EP1_SHOOT_DOWNTIME 1.0f +#define STRIDER_EP1_SHOOT_VARIATION 0.3f + +//Animation events +#define STRIDER_AE_FOOTSTEP_LEFT 1 +#define STRIDER_AE_FOOTSTEP_RIGHT 2 +#define STRIDER_AE_FOOTSTEP_BACK 3 +#define STRIDER_AE_FOOTSTEP_LEFTM 4 +#define STRIDER_AE_FOOTSTEP_RIGHTM 5 +#define STRIDER_AE_FOOTSTEP_BACKM 6 +#define STRIDER_AE_FOOTSTEP_LEFTL 7 +#define STRIDER_AE_FOOTSTEP_RIGHTL 8 +#define STRIDER_AE_FOOTSTEP_BACKL 9 +#define STRIDER_AE_WHOOSH_LEFT 11 +#define STRIDER_AE_WHOOSH_RIGHT 12 +#define STRIDER_AE_WHOOSH_BACK 13 +#define STRIDER_AE_CREAK_LEFT 21 +#define STRIDER_AE_CREAK_RIGHT 22 +#define STRIDER_AE_CREAK_BACK 23 +#define STRIDER_AE_SHOOTCANNON 100 +#define STRIDER_AE_CANNONHIT 101 +#define STRIDER_AE_SHOOTMINIGUN 105 +#define STRIDER_AE_STOMPHITL 110 +#define STRIDER_AE_STOMPHITR 111 +#define STRIDER_AE_FLICKL 112 +#define STRIDER_AE_FLICKR 113 +#define STRIDER_AE_WINDUPCANNON 114 + +#define STRIDER_AE_DIE 999 + +// UNDONE: Share properly with the client code!!! +#define STRIDER_MSG_BIG_SHOT 1 +#define STRIDER_MSG_STREAKS 2 +#define STRIDER_MSG_DEAD 3 +#define STOMP_IK_SLOT 11 + +// can hit anything within this range +#define STRIDER_STOMP_RANGE 260 + +// Crouch down if trying to shoot an enemy that's this close +#define STRIDER_CROUCH_RANGE 4000.0f + +// Stand up again if crouched and engaging an enemy at this distance +#define STRIDER_STAND_RANGE 6000.0f + +#define STRIDER_NO_TRACK_NAME "null" + +// Time after which if you haven't seen your enemy you stop facing him +#define STRIDER_TIME_STOP_FACING_ENEMY 3.0 + +// Spawnflags +enum +{ + SF_CAN_STOMP_PLAYER = 0x10000, + SF_TAKE_MINIMAL_DAMAGE_FROM_NPCS = 0x20000 +}; + +const float STRIDER_SPEED = 500; +const float STRIDER_SPEED_CHANGE = .0067; // per think + + +static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs ); + +int s_iImpactEffectTexture = -1; + +//================================================== +// Custom Activities +//================================================== + +int ACT_STRIDER_LOOKL; +int ACT_STRIDER_LOOKR; +int ACT_STRIDER_DEPLOYRA1; +int ACT_STRIDER_AIMRA1; +int ACT_STRIDER_FINISHRA1; +int ACT_STRIDER_DODGER; +int ACT_STRIDER_DODGEL; +int ACT_STRIDER_STOMPL; +int ACT_STRIDER_STOMPR; +int ACT_STRIDER_FLICKL; +int ACT_STRIDER_FLICKR; +int ACT_STRIDER_CARRIED; +int ACT_STRIDER_DEPLOY; +int ACT_STRIDER_GESTURE_DEATH; + +// UNDONE: Split sleep into 3 activities (start, loop, end) +int ACT_STRIDER_SLEEP; + +// These bones have physics shadows +// It allows a one-way interaction between the strider and +// the physics world +static const char *pFollowerBoneNames[] = +{ + // Head + "Combine_Strider.Body_Bone", +#ifdef HL2_EPISODIC + "Combine_Strider.Neck_Bone", + "Combine_Strider.Gun_Bone1", + "Combine_Strider.Gun_Bone2", +#endif //HL2_EPISODIC + + // lower legs + "Combine_Strider.Leg_Left_Bone1", + "Combine_Strider.Leg_Right_Bone1", + "Combine_Strider.Leg_Hind_Bone1", + + // upper legs + "Combine_Strider.Leg_Left_Bone", + "Combine_Strider.Leg_Right_Bone", + "Combine_Strider.Leg_Hind_Bone", +}; + +// NOTE: These indices must directly correlate with the above list! +enum +{ + STRIDER_BODY_FOLLOWER_INDEX = 0, +#ifdef HL2_EPISODIC + STRIDER_NECK_FOLLOWER_INDEX, + STRIDER_GUN1_FOLLOWER_INDEX, + STRIDER_GUN2_FOLLOWER_INDEX, +#endif //HL2_EPISODIC + + STRIDER_LEFT_LEG_FOLLOWER_INDEX, + STRIDER_RIGHT_LEG_FOLLOWER_INDEX, + STRIDER_BACK_LEG_FOLLOWER_INDEX, + + STRIDER_LEFT_UPPERLEG_FOLLOWER_INDEX, + STRIDER_RIGHT_UPPERLEG_FOLLOWER_INDEX, + STRIDER_BACK_UPPERLEG_FOLLOWER_INDEX, +}; + +#define MINIGUN_MAX_YAW 90.0f +#define MINIGUN_MIN_YAW -90.0f +#define MINIGUN_MAX_PITCH 45.0f +#define MINIGUN_MIN_PITCH -45.0f + +//----------------------------------------------------------------------------- +// +// CNPC_Strider +// +//----------------------------------------------------------------------------- + +IMPLEMENT_SERVERCLASS_ST(CNPC_Strider, DT_NPC_Strider) + SendPropVector(SENDINFO(m_vecHitPos), -1, SPROP_COORD), + SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 0 ), -1, SPROP_COORD ), + SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 1 ), -1, SPROP_COORD ), + SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 2 ), -1, SPROP_COORD ), + SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 3 ), -1, SPROP_COORD ), + SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 4 ), -1, SPROP_COORD ), + SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 5 ), -1, SPROP_COORD ), +END_SEND_TABLE() + +//------------------------------------- + +LINK_ENTITY_TO_CLASS( npc_strider, CNPC_Strider ); + +//------------------------------------- + +BEGIN_DATADESC( CNPC_Strider ) + +#ifdef HL2_EPISODIC + DEFINE_UTLVECTOR( m_hAttachedBusters, FIELD_EHANDLE ), +#endif // HL2_EPISODIC + + DEFINE_EMBEDDED( m_EnemyUpdatedTimer ), + DEFINE_EMBEDDEDBYREF( m_pMinigun ), + DEFINE_FIELD( m_miniGunAmmo, FIELD_INTEGER ), + DEFINE_FIELD( m_miniGunDirectAmmo, FIELD_INTEGER ), + DEFINE_FIELD( m_nextStompTime, FIELD_TIME ), + DEFINE_FIELD( m_nextShootTime, FIELD_TIME ), + DEFINE_FIELD( m_ragdollTime, FIELD_TIME ), + DEFINE_FIELD( m_miniGunShootDuration, FIELD_FLOAT ), + DEFINE_FIELD( m_aimYaw, FIELD_FLOAT ), + DEFINE_FIELD( m_aimPitch, FIELD_FLOAT ), + DEFINE_FIELD( m_blastHit, FIELD_VECTOR ), + DEFINE_FIELD( m_blastNormal, FIELD_VECTOR ), + DEFINE_FIELD( m_vecHitPos, FIELD_POSITION_VECTOR ), + DEFINE_AUTO_ARRAY( m_vecIKTarget, FIELD_POSITION_VECTOR ), + + DEFINE_EMBEDDED( m_PlayerFreePass ), + + DEFINE_EMBEDDED( m_PostureAnimationTimer ), + + DEFINE_EMBEDDED( m_BoneFollowerManager ), + + // m_iszStriderBusterName - recreated at load time + // m_iszMagnadeClassname - recreated at load time + // m_iszHunterClassname - recreated at load time + + DEFINE_FIELD( m_hRagdoll, FIELD_EHANDLE ), + DEFINE_FIELD( m_hCannonTarget, FIELD_EHANDLE ), + DEFINE_EMBEDDED( m_AttemptCannonLOSTimer ), + + DEFINE_FIELD( m_flSpeedScale, FIELD_FLOAT ), + DEFINE_FIELD( m_flTargetSpeedScale, FIELD_FLOAT ), + + DEFINE_EMBEDDED( m_LowZCorrectionTimer ), + DEFINE_FIELD( m_BodyTargetBone, FIELD_INTEGER ), + + DEFINE_FIELD( m_iVisibleEnemies, FIELD_INTEGER ), + DEFINE_FIELD( m_flTargetAcquiredTime, FIELD_FLOAT ), + DEFINE_FIELD( m_bCrouchLocked, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bNoCrouchWalk, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bDontCrouch, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bNoMoveToLOS, FIELD_BOOLEAN ), + DEFINE_KEYFIELD( m_bDisableBoneFollowers, FIELD_BOOLEAN, "disablephysics" ), + + DEFINE_FIELD( m_idealHeight, FIELD_FLOAT ), + DEFINE_FIELD( m_HeightVelocity, FIELD_FLOAT ), + + DEFINE_FIELD( m_prevYaw, FIELD_FLOAT ), + DEFINE_FIELD( m_doTurn, FIELD_FLOAT ), + DEFINE_FIELD( m_doLeft, FIELD_FLOAT ), + DEFINE_FIELD( m_doRight, FIELD_FLOAT ), + DEFINE_FIELD( m_flNextTurnAct, FIELD_TIME ), + + DEFINE_FIELD( m_strTrackName, FIELD_STRING ), + DEFINE_FIELD( m_hFocus, FIELD_EHANDLE ), + DEFINE_FIELD( m_hSmoke, FIELD_EHANDLE ), + + DEFINE_FIELD( m_flTimeLastAlertSound, FIELD_TIME ), + DEFINE_FIELD( m_flTimeNextHuntSound, FIELD_TIME ), + DEFINE_FIELD( m_flTimePlayerMissileDetected, FIELD_TIME ), + DEFINE_FIELD( m_hPlayersMissile, FIELD_EHANDLE ), + DEFINE_FIELD( m_bMinigunUseDirectFire, FIELD_BOOLEAN ), + + DEFINE_FIELD( m_bUseAggressiveBehavior, FIELD_BOOLEAN ), + + DEFINE_FIELD( m_bFastCrouch, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bMinigunEnabled, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bExploding, FIELD_BOOLEAN ), + + // inputs + DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMinigunTime", InputSetMinigunTime ), + DEFINE_INPUTFUNC( FIELD_STRING, "SetMinigunTarget", InputSetMinigunTarget ), + DEFINE_INPUTFUNC( FIELD_STRING, "SetCannonTarget", InputSetCannonTarget ), + DEFINE_INPUTFUNC( FIELD_STRING, "FlickRagdoll", InputFlickRagdoll ), + DEFINE_INPUTFUNC( FIELD_VOID, "Crouch", InputCrouch ), + DEFINE_INPUTFUNC( FIELD_VOID, "CrouchInstantly", InputCrouchInstantly ), + DEFINE_INPUTFUNC( FIELD_VOID, "Stand", InputStand ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "SetHeight", InputSetHeight ), + DEFINE_INPUTFUNC( FIELD_STRING, "SetTargetPath", InputSetTargetPath ), + DEFINE_INPUTFUNC( FIELD_STRING, "ClearTargetPath", InputClearTargetPath ), + DEFINE_INPUTFUNC( FIELD_VOID, "DisableCrouchWalk", InputDisableCrouchWalk ), + DEFINE_INPUTFUNC( FIELD_VOID, "EnableCrouchWalk", InputEnableCrouchWalk ), + DEFINE_INPUTFUNC( FIELD_VOID, "EnableAggressiveBehavior", InputEnableAggressiveBehavior ), + DEFINE_INPUTFUNC( FIELD_VOID, "DisableAggressiveBehavior", InputDisableAggressiveBehavior ), + DEFINE_INPUTFUNC( FIELD_VOID, "DisableMinigun", InputDisableMinigun ), + DEFINE_INPUTFUNC( FIELD_VOID, "EnableMinigun", InputEnableMinigun ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "StopShootingMinigunForSeconds", InputStopShootingMinigunForSeconds ), + DEFINE_INPUTFUNC( FIELD_VOID, "DisableCrouch", InputDisableCrouch ), + DEFINE_INPUTFUNC( FIELD_VOID, "DisableMoveToLOS", InputDisableMoveToLOS ), + DEFINE_INPUTFUNC( FIELD_STRING, "DisableCollisionWith", InputDisableCollisionWith ), + DEFINE_INPUTFUNC( FIELD_STRING, "EnableCollisionWith", InputEnableCollisionWith ), + DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "ScaleGroundSpeed", InputScaleGroundSpeed ), + + // Function Pointers +// DEFINE_FUNCTION( JumpTouch ), + DEFINE_THINKFUNC( CarriedThink ), + DEFINE_THINKFUNC( CannonHitThink ), + +END_DATADESC() + +//--------------------------------------------------------- + +float CNPC_Strider::gm_strideLength; + +int CNPC_Strider::gm_BodyHeightPoseParam; +int CNPC_Strider::gm_YawControl; +int CNPC_Strider::gm_PitchControl; +int CNPC_Strider::gm_CannonAttachment; + +float CNPC_Strider::gm_zCannonDist; +float CNPC_Strider::gm_zMinigunDist; +Vector CNPC_Strider::gm_vLocalRelativePositionCannon; +Vector CNPC_Strider::gm_vLocalRelativePositionMinigun; + +//--------------------------------------------------------- +//--------------------------------------------------------- +CNPC_Strider::CNPC_Strider() +{ + m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); + m_hFocus = NULL; + m_pMinigun = new CStriderMinigun; + m_hSmoke = NULL; + m_PlayerFreePass.SetOuter( this ); + m_bExploding = false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +CNPC_Strider::~CNPC_Strider() +{ + delete m_pMinigun; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::Precache() +{ + if ( !GetModelName() ) + { + SetModelName( MAKE_STRING( "models/combine_strider.mdl" ) ); + } + + PrecacheModel( STRING( GetModelName() ) ); + + PropBreakablePrecacheAll( GetModelName() ); + + PrecacheScriptSound( "NPC_Strider.StriderBusterExplode" ); + PrecacheScriptSound( "explode_5" ); + PrecacheScriptSound( "NPC_Strider.Charge" ); + PrecacheScriptSound( "NPC_Strider.RagdollDetach" ); + PrecacheScriptSound( "NPC_Strider.Whoosh" ); + PrecacheScriptSound( "NPC_Strider.Creak" ); + PrecacheScriptSound( "NPC_Strider.Alert" ); + PrecacheScriptSound( "NPC_Strider.Pain" ); + PrecacheScriptSound( "NPC_Strider.Death" ); + PrecacheScriptSound( "NPC_Strider.FireMinigun" ); + PrecacheScriptSound( "NPC_Strider.Shoot" ); + PrecacheScriptSound( "NPC_Strider.OpenHatch" ); + PrecacheScriptSound( "NPC_Strider.Footstep" ); + PrecacheScriptSound( "NPC_Strider.Skewer" ); + PrecacheScriptSound( "NPC_Strider.Hunt" ); + PrecacheMaterial( "effects/water_highlight" ); + s_iImpactEffectTexture = PrecacheModel( "sprites/physbeam.vmt" ); + PrecacheMaterial( "sprites/bluelaser1" ); + PrecacheMaterial( "effects/blueblacklargebeam" ); + PrecacheMaterial( "effects/strider_pinch_dudv" ); + PrecacheMaterial( "effects/blueblackflash" ); + PrecacheMaterial( "effects/strider_bulge_dudv" ); + PrecacheMaterial( "effects/strider_muzzle" ); + + PrecacheModel( "models/chefhat.mdl" ); + + UTIL_PrecacheOther( "sparktrail" ); + + BaseClass::Precache(); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::Spawn() +{ + Precache(); + + m_miniGunAmmo = GetAmmoDef()->Index("StriderMinigun"); + m_miniGunDirectAmmo = GetAmmoDef()->Index("StriderMinigunDirect"); + m_pMinigun->Init(); + + EnableServerIK(); + + SetModel( STRING( GetModelName() ) ); + + BaseClass::Spawn(); + + //m_debugOverlays |= OVERLAY_NPC_ROUTE_BIT | OVERLAY_BBOX_BIT; + SetHullType( HULL_LARGE_CENTERED ); + SetHullSizeNormal(); + SetDefaultEyeOffset(); + + SetNavType( NAV_FLY ); + m_flGroundSpeed = STRIDER_SPEED; + m_flSpeedScale = m_flTargetSpeedScale = 1.0; + m_NPCState = NPC_STATE_NONE; + m_bloodColor = DONT_BLEED; + + m_iHealth = sk_strider_health.GetFloat(); + m_iMaxHealth = 500; + + m_flFieldOfView = 0.0; // 180 degrees + + AddFlag( FL_FLY ); + SetCollisionGroup( HL2COLLISION_GROUP_STRIDER ); + SetSolid( SOLID_BBOX ); + AddSolidFlags( FSOLID_NOT_STANDABLE ); + SetMoveType( MOVETYPE_STEP ); + AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL ); + + // Cached for quick comparisons + m_iszStriderBusterName = AllocPooledString( "weapon_striderbuster" ); + m_iszMagnadeClassname = AllocPooledString( "npc_grenade_magna" ); + m_iszHunterClassname = AllocPooledString( "npc_hunter" ); + + // BMCD: Force collision hooks + AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST ); + SetupGlobalModelData(); + + CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 | bits_CAP_SQUAD ); + + // Don't allow us to skip animation setup because our attachments are critical to us! + SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP ); + + // find the ground, move up to strider stand height + Vector mins(-16,-16,-16), maxs(16,16,16); + Vector origin = GetLocalOrigin(); + + MoveToGround( &origin, this, mins, maxs ); + origin.z += GetMaxHeight();//(GetAbsOrigin().z - vecSurroundMins.z) + mins.z; + + SetLocalOrigin( origin ); + + NPCInit(); + + // Strider doesn't care about missiles for now. + AddClassRelationship( CLASS_MISSILE, D_NU, 0 ); + + m_bCrouchLocked = false; + m_bMinigunEnabled = true; + + m_PostureAnimationTimer.Set( 8, 16 ); + + m_BodyTargetBone = -1; + + CreateFocus(); + + m_EnemyUpdatedTimer.Set( 0 ); + + // Don't minigun things farther than 500 feet away. + m_flDistTooFar = 500.0f * 12.0f; + + GetEnemies()->SetFreeKnowledgeDuration( strider_free_knowledge.GetFloat() ); + + m_hPlayersMissile.Set( NULL ); + m_flTimeNextHuntSound = gpGlobals->curtime - 1.0f; +} + +void CNPC_Strider::SetupGlobalModelData() +{ + gm_BodyHeightPoseParam = LookupPoseParameter( "body_height" ); + gm_YawControl = LookupPoseParameter( "yaw" ); + gm_PitchControl = LookupPoseParameter( "pitch" ); + gm_CannonAttachment = LookupAttachment( "BigGun" ); + + // BMCD: Get the conservative boxes from sequences + Vector mins, maxs; + ExtractBbox( SelectHeaviestSequence( ACT_WALK ), mins, maxs ); + CNPC_Strider::gm_strideLength = (maxs.x - mins.x) * 0.5; + + // UNDONE: use crouch when crouched + CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES ); +} + +void CNPC_Strider::OnRestore() +{ + BaseClass::OnRestore(); + SetupGlobalModelData(); + CreateVPhysics(); + + // Cached for quick comparisons + m_iszStriderBusterName = FindPooledString( "weapon_striderbuster" ); + m_iszMagnadeClassname = FindPooledString( "npc_grenade_magna" ); +} + +bool CNPC_Strider::m_sbStaticPoseParamsLoaded = false; +int CNPC_Strider::m_poseMiniGunYaw = 0; +int CNPC_Strider::m_poseMiniGunPitch = 0; +//----------------------------------------------------------------------------- +// Purpose: Cache whatever pose parameters we intend to use +//----------------------------------------------------------------------------- +void CNPC_Strider::PopulatePoseParameters( void ) +{ + if (!m_sbStaticPoseParamsLoaded) + { + m_poseMiniGunYaw = LookupPoseParameter( "miniGunYaw"); + m_poseMiniGunPitch = LookupPoseParameter( "miniGunPitch" ); + + m_sbStaticPoseParamsLoaded = true; + } + + BaseClass::PopulatePoseParameters(); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::CreateVPhysics() +{ + // The strider has bone followers for every solid part of its body, + // so there's no reason for the bounding box to be solid. + //BaseClass::CreateVPhysics(); + + if ( !m_bDisableBoneFollowers ) + { + InitBoneFollowers(); + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_Strider::InitBoneFollowers( void ) +{ + // Don't do this if we're already loaded + if ( m_BoneFollowerManager.GetNumBoneFollowers() != 0 ) + return; + + // Init our followers + m_BoneFollowerManager.InitBoneFollowers( this, ARRAYSIZE(pFollowerBoneNames), pFollowerBoneNames ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::PostNPCInit() +{ + BaseClass::PostNPCInit(); + + if( CarriedByDropship() ) + { + SetMoveType( MOVETYPE_NONE ); + SetActivity( (Activity)ACT_STRIDER_CARRIED ); + SetThink( &CNPC_Strider::CarriedThink ); + RemoveFlag( FL_FLY ); + } + + m_PlayerFreePass.SetPassTarget( UTIL_PlayerByIndex(1) ); + + AI_FreePassParams_t freePassParams = + { + strider_free_pass_start_time.GetFloat(), // timeToTrigger + strider_free_pass_duration.GetFloat(), // duration + strider_free_pass_move_tolerance.GetFloat(), // moveTolerance + strider_free_pass_refill_rate.GetFloat(), // refillRate + strider_free_pass_cover_dist.GetFloat(), // coverDist + strider_peek_time.GetFloat(), // peekTime + strider_peek_time_after_damage.GetFloat(), // peekTimeAfterDamage + strider_peek_eye_dist.GetFloat(), // peekEyeDist + strider_peek_eye_dist_z.GetFloat(), // peekEyeDistZ + }; + + m_PlayerFreePass.SetParams( freePassParams ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::Activate() +{ + BaseClass::Activate(); + + const char *pszBodyTargetBone = "combine_strider.neck_bone"; + + m_BodyTargetBone = LookupBone( pszBodyTargetBone ); + + if ( m_BodyTargetBone == -1 ) + { + DevMsg( "Couldn't find npc_strider bone %s, which is used as target for others\n", pszBodyTargetBone ); + } + + gm_BodyHeightPoseParam = LookupPoseParameter( "body_height" ); + gm_YawControl = LookupPoseParameter( "yaw" ); + gm_PitchControl = LookupPoseParameter( "pitch" ); + gm_CannonAttachment = LookupAttachment( "BigGun" ); + + if ( gm_zCannonDist == 0 ) + { + // Have to create a virgin strider to ensure proper pose + CNPC_Strider *pStrider = (CNPC_Strider *)CreateEntityByName( "npc_strider" ); + Assert(pStrider); + pStrider->m_bDisableBoneFollowers = true; // don't create these since we're just going to destroy him + DispatchSpawn( pStrider ); + + pStrider->SetActivity( ACT_DIERAGDOLL ); + pStrider->InvalidateBoneCache(); + gm_zCannonDist = pStrider->CannonPosition().z - pStrider->GetAbsOrigin().z; + + // Currently just using the gun for the vertical component! + Vector defEyePos; + pStrider->GetAttachment( "minigunbase", defEyePos ); + gm_zMinigunDist = defEyePos.z - pStrider->GetAbsOrigin().z; + + Vector position; + pStrider->GetAttachment( "biggun", position ); + VectorITransform( position, pStrider->EntityToWorldTransform(), gm_vLocalRelativePositionCannon ); + + pStrider->GetAttachment( "minigun", position ); + VectorITransform( position, pStrider->EntityToWorldTransform(), gm_vLocalRelativePositionMinigun ); + UTIL_Remove( pStrider ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::UpdateOnRemove() +{ + m_BoneFollowerManager.DestroyBoneFollowers(); + +#ifdef HL2_EPISODIC + m_hAttachedBusters.Purge(); +#endif // HL2_EPISODIC + + BaseClass::UpdateOnRemove(); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InitBoneControllers() +{ + BaseClass::InitBoneControllers( ); + + SetHeight( GetMaxHeight() ); + SetIdealHeight( GetMaxHeight() ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +Class_T CNPC_Strider::Classify() +{ + if( CarriedByDropship() ) + return CLASS_NONE; + + return CLASS_COMBINE; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::ShouldAttractAutoAim( CBaseEntity *pAimingEnt ) +{ +#ifdef HL2_EPISODIC + if( m_hAttachedBusters.Count() > 0 ) + return false; +#endif//HL2_EPISODIC + + return BaseClass::ShouldAttractAutoAim( pAimingEnt ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +int CNPC_Strider::DrawDebugTextOverlays() +{ + int text_offset = BaseClass::DrawDebugTextOverlays(); + + if (m_debugOverlays & OVERLAY_TEXT_BIT) + { + EntityText(text_offset,CFmtStr("Ideal Height: %.1f; Height: %.1f", GetIdealHeight(), GetHeight()),0); + text_offset++; + if ( m_PlayerFreePass.HasPass() ) + { + EntityText(text_offset,CFmtStr("Free pass: %.1f", m_PlayerFreePass.GetTimeRemaining()),0); + text_offset++; + } + + CBaseEntity *pPlayer = UTIL_PlayerByIndex(1); + if ( pPlayer ) + { + if ( GetSenses()->ShouldSeeEntity( pPlayer ) && GetSenses()->CanSeeEntity( pPlayer ) ) + { + EntityText(text_offset,"See player",0); + text_offset++; + } + else + { + float temp = m_PlayerFreePass.GetTimeRemaining(); + m_PlayerFreePass.SetTimeRemaining( 0 ); + + if ( BaseClass::FVisible( pPlayer ) && !FVisible( pPlayer ) ) + { + EntityText(text_offset,"Player peeking",0); + text_offset++; + } + m_PlayerFreePass.SetTimeRemaining( temp ); + } + } + + if ( m_flTargetSpeedScale != 1.0 ) + { + EntityText(text_offset,CFmtStr( "Speed scaled to %.1f", m_flGroundSpeed ),0); + text_offset++; + } + } + + return text_offset; +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +Vector CNPC_Strider::EyePosition() +{ + Vector eyePosition = GetAdjustedOrigin(); + eyePosition.z += gm_zMinigunDist; + return eyePosition; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +const Vector &CNPC_Strider::GetViewOffset() +{ + Vector vOffset; + + vOffset.x = 0; + vOffset.y = 0; + vOffset.z = ( GetHeight() - GetMaxHeightModel() ) + gm_zMinigunDist; + + Assert( VectorsAreEqual( GetAbsOrigin() + vOffset, EyePosition(), 0.1 )); + + SetViewOffset( vOffset ); + + return BaseClass::GetViewOffset(); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::CalculateIKLocks( float currentTime ) +{ + BaseClass::CalculateIKLocks( currentTime ); + if ( m_pIk && m_pIk->m_target.Count() ) + { + Assert(m_pIk->m_target.Count() > STOMP_IK_SLOT); + // HACKHACK: Hardcoded 11??? Not a cleaner way to do this + CIKTarget &target = m_pIk->m_target[STOMP_IK_SLOT]; + target.SetPos( m_vecHitPos.Get() ); + for ( int i = 0; i < NUM_STRIDER_IK_TARGETS; i++ ) + { + target = m_pIk->m_target[i]; + + if (!target.IsActive()) + continue; + + m_vecIKTarget.Set( i, target.est.pos ); + +#if 0 + // yellow box at target pos - helps debugging + //if (i == 0) + NDebugOverlay::Line( GetAbsOrigin(), m_vecIKTarget[i], 255, 255, 0, 0, 0.1 ); + NDebugOverlay::Box( m_vecIKTarget[i], Vector(-8,-8,-8), Vector(8,8,8), 255, 255, 0, 0, 4.0 ); +#endif + } + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::NPCThink(void) +{ + if ( m_hRagdoll.Get() ) + { + m_nextStompTime = gpGlobals->curtime + 5; + } + + if ( m_flTargetSpeedScale > 0.01 ) + { + float deltaSpeedScale = m_flSpeedScale - m_flTargetSpeedScale; + if ( fabsf( deltaSpeedScale ) > .01 ) + { + if ( deltaSpeedScale < 0 ) + { + m_flSpeedScale += STRIDER_SPEED_CHANGE; + if ( m_flSpeedScale > m_flTargetSpeedScale ) + { + m_flSpeedScale = m_flTargetSpeedScale; + } + } + else + { + m_flSpeedScale -= STRIDER_SPEED_CHANGE; + if ( m_flSpeedScale < m_flTargetSpeedScale ) + { + m_flSpeedScale = m_flTargetSpeedScale; + } + } + } + else + { + m_flSpeedScale = m_flTargetSpeedScale; + } + } + else + { + m_flTargetSpeedScale = 1.0; + } + + BaseClass::NPCThink(); + + m_pMinigun->Think( this, 0.1 ); + + // update follower bones + m_BoneFollowerManager.UpdateBoneFollowers(this); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::PrescheduleThink() +{ + if( IsUsingAggressiveBehavior() && GetEnemy() && GetEnemy()->IsPlayer() ) + { + AddFacingTarget( GetEnemy(), GetEnemies()->LastKnownPosition( GetEnemy() ) , 1.0, 2.0 ); + } + + // Next missile will kill me! + if( GetHealth() <= 50 && random->RandomInt( 0, 20 ) == 0 ) + { + CBaseEntity *pTrail = CreateEntityByName( "sparktrail" ); + pTrail->SetOwnerEntity( this ); + pTrail->Spawn(); + } + +#if 0 + NDebugOverlay::Cross3D( GetAdjustedOrigin(), 16, 128, 128, 128, false, .1 ); + Vector vIdealOrigin = GetAbsOrigin(); + vIdealOrigin.z -= GetMaxHeightModel() - GetIdealHeight(); + NDebugOverlay::Cross3D( vIdealOrigin, 16, 255, 255, 255, false, .1 ); +#endif + + if( strider_eyepositions.GetBool() ) + { + NDebugOverlay::Cross3D( EyePosition(), 16, 0, 255, 0, false, 0.1 ); + NDebugOverlay::Cross3D( EyePositionCrouched(), 16, 255, 255, 0, false, 0.1 ); + } + + if( strider_show_focus.GetBool() ) + { + QAngle angles; + + angles.x = gpGlobals->curtime * 20.0f; + angles.y = angles.x * 0.5f; + angles.z = 0.0f; + + NDebugOverlay::Cross3DOriented( GetFocus()->GetAbsOrigin(), angles, 24, 255, 255, 0, false, 0.1 ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::GatherConditions() +{ + if ( AIGetNumFollowers( this, m_iszHunterClassname ) == 0 ) + { + // This works with old data because need to do before base class so as to not choose as enemy + if ( m_PlayerFreePass.HasPass() || ( !m_pMinigun->IsShooting() || GetEnemy() != m_PlayerFreePass.GetPassTarget() ) ) // no free pass when in midst of shooting at target + m_PlayerFreePass.Update(); + } + else + { + m_PlayerFreePass.Reset( strider_free_pass_after_escorts_dead.GetFloat(), strider_free_pass_tolerance_after_escorts_dead.GetFloat() ); + } + + if( IsUsingAggressiveBehavior() ) + { + if( m_PlayerFreePass.HasPass() && !m_pMinigun->IsShooting() ) + { + // Make the minigun stitch + m_bMinigunUseDirectFire = false; + } + } + + //--------------------------------- + + BaseClass::GatherConditions(); + + if( IsUsingAggressiveBehavior() ) + { + if( GetEnemy() ) + { + if( HasCondition( COND_SEE_ENEMY ) ) + { + // Keep setting up to play my hunt sound at some random time after losing sight of my enemy. + m_flTimeNextHuntSound = gpGlobals->curtime + 1.0f; + } + else + { + if( gpGlobals->curtime >= m_flTimeNextHuntSound && !m_pMinigun->IsShooting() ) + { + HuntSound(); + } + } + } + + if( m_hPlayersMissile ) + { + if( !m_pMinigun->IsShooting() && GetEnemy() && GetEnemy()->IsPlayer() ) + { + // If the missile is closer to the player than I am, stay suppressed. This is essentially + // allowing the missile to strike me if it was fired off before I started shooting. + // If the missile passes me or goes way off course, I can shoot. + float flPlayerMissileDist; + float flPlayerStriderDist; + + flPlayerMissileDist = GetEnemy()->GetAbsOrigin().DistTo( m_hPlayersMissile->GetAbsOrigin() ); + flPlayerStriderDist = GetEnemy()->GetAbsOrigin().DistTo( EyePosition() ); + float flDiff = flPlayerMissileDist - flPlayerStriderDist; + + // Figure out how long it's been since I've fired my cannon because of a player's missile. + float flTimeSuppressed = gpGlobals->curtime - m_flTimePlayerMissileDetected; + + if( flDiff < strider_missile_suppress_dist.GetFloat() && flTimeSuppressed < strider_missile_suppress_time.GetFloat() ) + { + // Defer the minigun until/unless the missile has passed me by 10 feet + m_pMinigun->StopShootingForSeconds( this, GetEnemy(), 0.5f ); + } + } + } + } + + // This pair of conditions is nice to have around... + if( m_pMinigun->IsShooting() ) + { + SetCondition( COND_STRIDER_MINIGUN_SHOOTING ); + } + else + { + SetCondition( COND_STRIDER_MINIGUN_NOT_SHOOTING ); + } + + if( GetCannonTarget() ) + { + SetCondition( COND_STRIDER_HAS_CANNON_TARGET ); + + if( strider_show_cannonlos.GetBool() ) + { + trace_t tr; + UTIL_TraceLine( CannonPosition(), GetCannonTarget()->WorldSpaceCenter(), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); + NDebugOverlay::Line( tr.startpos, tr.endpos, 0, 255, 0, false, 0.1 ); + + if( tr.fraction != 1.0 ) + NDebugOverlay::Line( tr.endpos, GetCannonTarget()->WorldSpaceCenter(), 255, 0, 0, false, 0.1 ); + } + } + else + { + ClearCondition( COND_STRIDER_HAS_CANNON_TARGET ); + } + + ClearCondition( COND_CAN_RANGE_ATTACK2 ); + ClearCondition( COND_STRIDER_HAS_LOS_Z ); + + // If not locked into a crouch, look into adjusting height to attack targets. + if( !m_bCrouchLocked && !m_bDontCrouch ) + { + if( m_hCannonTarget != NULL ) + { + if( !IsStriderCrouching() && !IsStriderStanding() ) + { + if ( WeaponLOSCondition( GetAdjustedOrigin(), m_hCannonTarget->GetAbsOrigin(), false ) ) + { + SetCondition( COND_CAN_RANGE_ATTACK2 ); + } + else + { + GatherHeightConditions( GetAdjustedOrigin(), m_hCannonTarget ); + } + } + } + else if( GetEnemy() ) + { + if ( strider_distributed_fire.GetBool() && !IsUsingAggressiveBehavior() ) + { + m_iVisibleEnemies = 0; + AIEnemiesIter_t iter; + + for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) ) + { + if( IRelationType( pEMemory->hEnemy ) != D_NU && IRelationType( pEMemory->hEnemy ) != D_LI ) + { + if( pEMemory->timeLastSeen == gpGlobals->curtime ) + { + m_iVisibleEnemies++; + } + } + } + + // If I'm on target and see more targets than just this one, move on to another target for a bit! + // Because the Mingun's state will stay "on target" until the minigun gets a chance to think, + // and this function may be called several times per strider think, don't call this code anymore in the same + // think when a new enemy is chosen. + // + // Don't switch targets if shooting at a bullseye! Level designers depend on bullseyes. + if( GetEnemy() && m_pMinigun->IsShooting() && GetTimeEnemyAcquired() != gpGlobals->curtime ) + { + if( m_pMinigun->IsOnTarget( 3 ) && !FClassnameIs( GetEnemy(), "npc_bullseye" ) ) + { + if( m_iVisibleEnemies > 1 ) + { + // Time to ignore this guy for a little while and switch targets. + GetEnemies()->SetTimeValidEnemy( GetEnemy(), gpGlobals->curtime + ( STRIDER_IGNORE_TARGET_DURATION * m_iVisibleEnemies ) ); + SetEnemy( NULL, false ); + ChooseEnemy(); + } + else if( GetEnemy()->IsPlayer() && GetEnemy() == m_pMinigun->GetTarget() ) + { + // Give the poor target a break. + m_pMinigun->StopShootingForSeconds( this, GetEnemy(), GetMinigunShootDowntime() ); + } + } + } + } + + if ( GetEnemy() ) // Can go null above + { + if ( !IsStriderCrouching() && !IsStriderStanding() && + ( !HasCondition( COND_SEE_ENEMY ) || + !WeaponLOSCondition( GetAdjustedOrigin(), GetEnemy()->BodyTarget( GetAdjustedOrigin() ), false ) ) ) + { +#if 0 + if ( !HasCondition( COND_STRIDER_SHOULD_CROUCH ) && !HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) + SetIdealHeight( MIN( GetMaxHeight(), GetHeight() + 75.0 * 0.1 ) ); // default to rising up +#endif + GatherHeightConditions( GetAdjustedOrigin(), GetEnemy() ); + } + } + } + else + SetIdealHeight( GetMaxHeight() ); + } + else + { + if( m_hCannonTarget != NULL && CurrentWeaponLOSCondition( m_hCannonTarget->GetAbsOrigin(), false ) ) + SetCondition( COND_CAN_RANGE_ATTACK2 ); + } + + if( m_bDontCrouch ) + { + if( HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) + { + Msg("TELL WEDGE I'M TRYING TO CROUCH!\n"); + } + + ClearCondition( COND_STRIDER_SHOULD_CROUCH ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::GatherHeightConditions( const Vector &vTestPos, CBaseEntity *pEntity ) +{ + if ( HasCondition( COND_STRIDER_SHOULD_CROUCH ) && HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) + return; + + float maxZ = (GetAbsOrigin().z - (GetMaxHeightModel() - GetMaxHeight())); + float minZ = (maxZ - ( GetMaxHeight() - GetMinHeight()));; + float newHeight = FLT_MAX; + + if( FInViewCone( pEntity ) && GetWeaponLosZ( vTestPos, minZ, maxZ, GetHeightRange() * .1, pEntity, &newHeight ) ) + { + bool bDoProceduralHeightChange = true; + newHeight = GetMaxHeightModel() - ( GetAbsOrigin().z - newHeight); + + if ( m_LowZCorrectionTimer.Expired() ) + { + // Hack to handle discrepency between ideal gun pos and actual pos due to strider head tilt in crouch pos + if ( pEntity && fabs( newHeight - GetHeight() ) < 12 && newHeight < GetMinHeight() + GetHeightRange() * .33 ) + { + Vector muzzlePos; + Vector targetPos = pEntity->BodyTarget( GetAdjustedOrigin() ); + + GetAttachment( "minigun", muzzlePos ); + + trace_t tr; + AI_TraceLine( muzzlePos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); + + if ( ( tr.m_pEnt != pEntity) && tr.fraction != 1.0 && !CanShootThrough( tr, targetPos ) ) + { + if ( !GetWeaponLosZ( vTestPos, minZ + GetHeightRange() * .33, maxZ, GetHeightRange() * .1, pEntity, &newHeight ) ) + { + return; + } + newHeight = GetMaxHeightModel() - ( GetAbsOrigin().z - newHeight); + } + else + { + m_LowZCorrectionTimer.Set( 5.0 ); + } + } + } + + if ( !strider_always_use_procedural_height.GetBool() ) + { + // If going from max to min, or min to max, use animations 60% of the time + if ( fabsf(GetMaxHeight() - GetHeight()) < 0.1 && fabsf(GetMinHeight() - newHeight) < 0.1 ) + { + if ( random->RandomInt(1, 10 ) <= 6 ) + { + SetCondition( COND_STRIDER_SHOULD_CROUCH ); + bDoProceduralHeightChange = false; + } + } + else if ( fabsf(GetMinHeight() - GetHeight()) < 0.1 && fabsf(GetMaxHeight() - newHeight) < 0.1 ) + { + if ( random->RandomInt(1, 10 ) <= 6 ) + { + SetCondition( COND_STRIDER_SHOULD_STAND ); + bDoProceduralHeightChange = false; + } + } + + // Otherwise, if going from near max or near min to the other, use animations based on time + if ( bDoProceduralHeightChange && m_PostureAnimationTimer.Expired() ) + { + if ( GetHeight() - GetMinHeight() > GetHeightRange() * .85 && newHeight - GetMinHeight() < GetHeightRange() * .15 ) + { + m_PostureAnimationTimer.Reset(); + SetCondition( COND_STRIDER_SHOULD_CROUCH ); + bDoProceduralHeightChange = false; + } + else if ( newHeight - GetMinHeight() > GetHeightRange() * .85 && GetHeight() - GetMinHeight() < GetHeightRange() * .15 ) + { + m_PostureAnimationTimer.Reset(); + SetCondition( COND_STRIDER_SHOULD_STAND ); + bDoProceduralHeightChange = false; + } + } + } + + if ( bDoProceduralHeightChange ) + { + SetCondition( COND_STRIDER_HAS_LOS_Z ); + SetIdealHeight( newHeight ); + if ( strider_test_height.GetFloat() > .1 ) + SetIdealHeight( strider_test_height.GetFloat() ); + } + else + SetIdealHeight( GetHeight() ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::OnStateChange( NPC_STATE oldState, NPC_STATE newState ) +{ + if ( oldState == NPC_STATE_SCRIPT ) + { + m_pMinigun->Enable( this, m_bMinigunEnabled ); + } + else if ( newState == NPC_STATE_SCRIPT ) + { + m_pMinigun->Enable( this, false ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::BuildScheduleTestBits() +{ + BaseClass::BuildScheduleTestBits(); + if (m_NPCState != NPC_STATE_SCRIPT) + { + SetCustomInterruptCondition( COND_STRIDER_DO_FLICK ); + } + + if( IsCurSchedule( SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK, false ) || IsCurSchedule( SCHED_ESTABLISH_LINE_OF_FIRE, false ) ) + { + SetCustomInterruptCondition( COND_STRIDER_MINIGUN_SHOOTING ); + } + + if( IsCurSchedule( SCHED_IDLE_STAND ) ) + { + SetCustomInterruptCondition( COND_STRIDER_HAS_CANNON_TARGET ); + } + + // If our base-class schedule breaks on CAN_RANGE_ATTACK1, then also break + // on HAS_CANNON_TARGET. + if( GetCurSchedule()->HasInterrupt( COND_CAN_RANGE_ATTACK1 ) && HasCondition( COND_STRIDER_HAS_CANNON_TARGET ) ) + { + SetCustomInterruptCondition( COND_STRIDER_HAS_CANNON_TARGET ); + } + + if( IsCurSchedule( SCHED_IDLE_WALK ) || ( IsCurSchedule( SCHED_IDLE_STAND ) && hl2_episodic.GetBool() ) ) + { + SetCustomInterruptCondition(COND_STRIDER_SHOULD_CROUCH); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +int CNPC_Strider::SelectSchedule() +{ +/* + if( GetMoveType() != MOVETYPE_FLY ) + { + // Dropship just released me. + SetMoveType( MOVETYPE_FLY ); + return SCHED_STRIDER_FALL_TO_GROUND; + } +*/ + if ( strider_idle_test.GetBool() ) + { + m_pMinigun->Enable( this, false ); + return SCHED_IDLE_STAND; + } + else + { + m_pMinigun->Enable( this, m_bMinigunEnabled ); + } + + if( m_NPCState == NPC_STATE_SCRIPT ) + return BaseClass::SelectSchedule(); + + // If we're starting to die, then just wait for this to happen + if ( m_lifeState == LIFE_DYING ) + return SCHED_IDLE_STAND; + + if( m_NPCState == NPC_STATE_DEAD ) + return SCHED_STRIDER_DIE; + + if( HasPendingTargetPath() ) + { +#if 0 + if( IsInCrouchedPosture() && !m_bCrouchLocked ) + { + // Make the strider stand! + return SCHED_STRIDER_STAND; + } + else + { + SetTargetPath(); + } +#else + SetTargetPath(); +#endif + } + + //--------------------------------- + + if( HasCondition( COND_STRIDER_SHOULD_CROUCH ) && GetHeight() - GetMinHeight() > GetHeightRange() * .5 ) + { + return SCHED_STRIDER_CROUCH; + } + if( HasCondition( COND_STRIDER_SHOULD_STAND ) && !m_bCrouchLocked && GetHeight() - GetMinHeight() < GetHeightRange() * .5 ) + { + return SCHED_STRIDER_STAND; + } + + if( HasCondition( COND_CAN_RANGE_ATTACK2 ) ) + { + return SCHED_STRIDER_RANGE_ATTACK2; + } + else if( m_AttemptCannonLOSTimer.Expired() && HasCondition( COND_STRIDER_HAS_CANNON_TARGET ) ) + { + m_AttemptCannonLOSTimer.Set( 5 ); + return SCHED_STRIDER_ESTABLISH_LINE_OF_FIRE_CANNON; + } + + //--------------------------------- + + if( m_NPCState == NPC_STATE_COMBAT ) + { + if ( !HasCondition( COND_NEW_ENEMY ) ) + { + if ( m_hRagdoll.Get() && (gpGlobals->curtime > m_ragdollTime || HasCondition( COND_STRIDER_DO_FLICK ) ) ) + { + return SCHED_STRIDER_FLICKL; + } + } + + if ( HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) + { + return SCHED_STRIDER_CROUCH; + } + + if ( HasCondition( COND_STRIDER_SHOULD_STAND ) ) + { + return SCHED_STRIDER_STAND; + } + + if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) ) + { + return SCHED_MELEE_ATTACK1; + } + if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) ) + { + return SCHED_STRIDER_RANGE_ATTACK1; + } + + ClearCondition( COND_STRIDER_ENEMY_UPDATED ); + if ( !m_EnemyUpdatedTimer.Expired() ) + { + int baseResult = BaseClass::SelectSchedule(); + if ( baseResult != SCHED_COMBAT_FACE || !GetGoalEnt() ) + return baseResult; + } + + if ( !GetGoalEnt() ) + return BaseClass::SelectSchedule(); + + return SCHED_STRIDER_HUNT; + } + + //--------------------------------- + + if ( !GetGoalEnt() ) + return SCHED_IDLE_STAND; + + return SCHED_STRIDER_HUNT; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- + +#define TIME_CARE_ENEMY 7.0 + +int CNPC_Strider::TranslateSchedule( int scheduleType ) +{ + switch( scheduleType ) + { + case SCHED_RANGE_ATTACK1: + return SCHED_STRIDER_RANGE_ATTACK1; + case SCHED_RANGE_ATTACK2: + return SCHED_STRIDER_RANGE_ATTACK2; + case SCHED_MELEE_ATTACK1: + return SCHED_STRIDER_STOMPL; + case SCHED_MELEE_ATTACK2: + return SCHED_STRIDER_STOMPR; + case SCHED_CHASE_ENEMY: + { + if( HasCondition( COND_SEE_ENEMY ) ) + { + return SCHED_STRIDER_COMBAT_FACE; + } + + return SCHED_STRIDER_CHASE_ENEMY; + } + + case SCHED_ESTABLISH_LINE_OF_FIRE: + case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK: + if ( m_bNoMoveToLOS ) + { + return SCHED_COMBAT_FACE; + } + + if ( !m_bCrouchLocked ) + { + if( IsInCrouchedPosture() ) + { + if( m_pMinigun->IsShooting() ) + { + // Don't stand yet. + return SCHED_STRIDER_COMBAT_FACE; + } + } + else if ( HasCondition( COND_STRIDER_HAS_LOS_Z ) && HasCondition( COND_SEE_ENEMY ) ) + { + return SCHED_STRIDER_COMBAT_FACE; + } + } + if ( scheduleType == SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK ) + { + if ( gpGlobals->curtime - GetEnemyLastTimeSeen() < TIME_CARE_ENEMY ) + return SCHED_STRIDER_COMBAT_FACE; + else if ( GetGoalEnt() ) + return SCHED_STRIDER_HUNT; + else + { + if( IsUsingAggressiveBehavior() ) + { + return SCHED_STRIDER_AGGRESSIVE_COMBAT_STAND; + } + + return SCHED_COMBAT_PATROL; + } + } + + break; + + case SCHED_COMBAT_FACE: + return SCHED_STRIDER_COMBAT_FACE; + break; + } + + return BaseClass::TranslateSchedule( scheduleType ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::StartTask( const Task_t *pTask ) +{ + switch ( pTask->iTask ) + { + case TASK_GET_PATH_TO_ENEMY_LOS: + ChainStartTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData ); + break; + + case TASK_STRIDER_FALL_TO_GROUND: + break; + + case TASK_STRIDER_FIRE_CANNON: + FireCannon(); + TaskComplete(); + break; + + case TASK_STRIDER_SET_CANNON_HEIGHT: + { + if ( m_hCannonTarget ) + SetAbsIdealHeight( m_hCannonTarget->WorldSpaceCenter().z ); + TaskComplete(); + } + break; + + case TASK_STRIDER_AIM: + { + // Stop the minigun for a bit, the big gun's about to shoot! + m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 5 ); + + //SetIdealActivity( (Activity)ACT_STRIDER_AIMRA1 ); + SetWait( pTask->flTaskData ); + m_aimYaw = 0; + m_aimPitch = 0; + // clear out the previous shooting + SetPoseParameter( gm_YawControl, m_aimYaw ); + SetPoseParameter( gm_PitchControl, m_aimPitch ); + Vector vecShootPos; + GetAttachment( gm_CannonAttachment, vecShootPos ); + + // tell the client side effect to complete + EntityMessageBegin( this, true ); + WRITE_BYTE( STRIDER_MSG_STREAKS ); + WRITE_VEC3COORD( vecShootPos ); + MessageEnd(); + CPASAttenuationFilter filter2( this, "NPC_Strider.Charge" ); + EmitSound( filter2, entindex(), "NPC_Strider.Charge" ); + + // CPVSFilter filter( vecShootPos ); + //te->StreakSphere( filter, 0, 0, 150, 100, entindex(), gm_CannonAttachment ); + } + break; + + case TASK_STRIDER_DODGE: + break; + + case TASK_STRIDER_STOMP: + { + m_nextStompTime = gpGlobals->curtime + 5; + Activity stompAct = (Activity) ( pTask->flTaskData > 0 ? ACT_STRIDER_STOMPR : ACT_STRIDER_STOMPL ); + ResetIdealActivity( stompAct ); + } + break; + + case TASK_RANGE_ATTACK1: + CBaseCombatWeapon *pWeapon; + pWeapon = GetActiveWeapon(); + + if( pWeapon ) + { + pWeapon->PrimaryAttack(); + } + else + { + TaskFail("no primary weapon"); + } + + TaskComplete(); + break; + + case TASK_STRIDER_BREAKDOWN: + SetIdealActivity( (Activity)ACT_STRIDER_SLEEP ); + break; + + case TASK_STRIDER_REFRESH_HUNT_PATH: + Assert( GetGoalEnt() ); + if ( GetGoalEnt() ) + { + AI_NavGoal_t goal(GOALTYPE_PATHCORNER, GetGoalEnt()->GetLocalOrigin(), ACT_WALK, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST); + + TranslateNavGoal( GetGoalEnt(), goal.dest ); + + if ( ( m_debugOverlays & OVERLAY_NPC_SELECTED_BIT ) && ( m_debugOverlays & OVERLAY_NPC_ROUTE_BIT ) ) + { + NDebugOverlay::Line( GetAbsOrigin() + Vector( 0, 0, 4), goal.dest, 255, 0, 255, true, 3 ); + } + + if ( GetNavigator()->SetGoal( goal ) ) + { + TaskComplete(); + break; + } + TaskFail( FAIL_NO_ROUTE ); + } + break; + + case TASK_STRIDER_START_MOVING: + TaskComplete(); + break; + + case TASK_STRIDER_GET_PATH_TO_CANNON_LOS: + { + if ( GetCannonTarget() == NULL ) + { + TaskFail("No Cannon Target"); + return; + } + + AI_PROFILE_SCOPE(CAI_BaseNPC_FindLosToEnemy); + Vector vecEnemy = GetCannonTarget()->WorldSpaceCenter(); + + float flMaxRange = 4096; + float flMinRange = 0; + + Vector posLos; + bool found = false; + + if ( GetTacticalServices()->FindLateralLos( vecEnemy, &posLos ) ) + { + found = true; + } + + if ( !found && GetTacticalServices()->FindLos( vecEnemy, vecEnemy, flMinRange, flMaxRange, 1.0, &posLos ) ) + { + found = true; + } + + if ( found ) + { + AI_NavGoal_t goal( posLos, ACT_RUN, AIN_HULL_TOLERANCE ); + + GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ); + GetNavigator()->SetArrivalDirection( vecEnemy - goal.dest ); + + // Add the cannon target as a high priority facing entity. + AddFacingTarget( GetCannonTarget(), GetCannonTarget()->WorldSpaceCenter(), 5.0, 5.0 ); + } + else + { + TaskFail( "Can't get LOS to Cannon Target" ); + } + } + break; + + case TASK_STRIDER_GET_PATH_TO_CANNON_TARGET: + { + if( !m_hCannonTarget ) + { + TaskFail( "No cannon target!\n" ); + return; + } + + AI_NavGoal_t goal( m_hCannonTarget->GetAbsOrigin() ); + + TranslateNavGoal( m_hCannonTarget, goal.dest ); + + if ( GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ) ) + { + TaskComplete(); + } + else + { + DevWarning( 2, "GetPathToCannonTarget failed!!\n" ); + TaskFail(FAIL_NO_ROUTE); + } + } + break; + + case TASK_STRIDER_FACE_CANNON_TARGET: + if ( m_hCannonTarget != NULL ) + { + GetMotor()->SetIdealYawToTarget( m_hCannonTarget->WorldSpaceCenter() ); + SetTurnActivity(); + } + else + { + TaskFail(FAIL_NO_TARGET); + } + break; + + case TASK_STRIDER_SET_HEIGHT: + SetIdealHeight( pTask->flTaskData ); + TaskComplete(); + break; + + default: + BaseClass::StartTask( pTask ); + break; + } +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::RunTask( const Task_t *pTask ) +{ + switch ( pTask->iTask ) + { + case TASK_GET_PATH_TO_ENEMY_LOS: + ChainRunTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData ); + break; + + case TASK_STRIDER_FALL_TO_GROUND: + { + // This doesn't work right now. (sjb) + Vector vecVelocity = GetAbsVelocity(); + + vecVelocity.z -= (GetCurrentGravity() * 0.1); + + SetAbsVelocity( vecVelocity ); + + Vector pos = GetAbsOrigin(); + TranslateNavGoal( NULL, pos ); + + if( GetAbsOrigin().z - pos.z <= 0.0f ) + { + SetAbsVelocity( vec3_origin ); + TaskComplete(); + } + } + break; + + case TASK_STRIDER_AIM: + { + // BUGBUG: Need the real flInterval here, not just 0.1 + AimCannonAt( GetCannonTarget(), 0.1 ); + if ( IsWaitFinished() ) + { + TaskComplete(); + } + } + break; + + case TASK_STRIDER_DODGE: + TaskComplete(); + break; + + case TASK_STRIDER_STOMP: + if ( IsActivityFinished() ) + { + TaskComplete(); + } + if ( GetEnemy() ) + { + m_vecHitPos = CalculateStompHitPosition( GetEnemy() ); + } + break; + + case TASK_STRIDER_BREAKDOWN: + if ( IsActivityFinished() ) + { + // UNDONE: Fix this bug! + //Assert(!IsMarkedForDeletion()); + if ( !IsMarkedForDeletion() ) + { + CTakeDamageInfo info; + CreateServerRagdoll( this, 0, info, COLLISION_GROUP_NONE ); + TaskComplete(); + UTIL_Remove(this); + } + } + break; + + case TASK_STRIDER_FACE_CANNON_TARGET: + GetMotor()->UpdateYaw(); + if ( FacingIdeal() ) + { + TaskComplete(); + } + break; + + case TASK_PLAY_SEQUENCE: + if( m_bFastCrouch && pTask->flTaskData == ACT_CROUCH ) + { + SetPlaybackRate( 10.0f ); + if( IsSequenceFinished() ) + { + m_bFastCrouch = false; + } + } + + // Hack to make sure client doesn't pop after stand/crouch is done + if ( GetCycle() > 0.5 ) + { + if ( IsStriderStanding() && GetHeight() != GetMaxHeight() ) + SetHeight( GetMaxHeight() ); + else if ( IsStriderCrouching() && GetHeight() != GetMinHeight() ) + SetHeight( GetMinHeight() ); + SetIdealHeight( GetHeight() ); + } + BaseClass::RunTask( pTask ); + break; + + default: + BaseClass::RunTask( pTask ); + break; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_Strider::Explode( void ) +{ + Vector velocity = vec3_origin; + AngularImpulse angVelocity = RandomAngularImpulse( -150, 150 ); + + // Break into pieces + breakablepropparams_t params( EyePosition(), GetAbsAngles(), velocity, angVelocity ); + params.impactEnergyScale = 1.0f; + params.defBurstScale = 600.0f; + params.defCollisionGroup = COLLISION_GROUP_NPC; + PropBreakableCreateAll( GetModelIndex(), NULL, params, this, -1, true, true ); + + // Go away + m_lifeState = LIFE_DEAD; + + SetThink( &CNPC_Strider::SUB_Remove ); + SetNextThink( gpGlobals->curtime + 0.1f ); + + AddEffects( EF_NODRAW ); + + StopSmoking(); + + m_BoneFollowerManager.DestroyBoneFollowers(); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Strider::HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt ) +{ + if ( interactionType == g_interactionPlayerLaunchedRPG ) + { + m_flTimePlayerMissileDetected = gpGlobals->curtime; + m_hPlayersMissile = sourceEnt; + return true; + } + + return BaseClass::HandleInteraction( interactionType, data, sourceEnt ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::HandleAnimEvent( animevent_t *pEvent ) +{ + Vector footPosition; + + switch( pEvent->event ) + { + case STRIDER_AE_DIE: + { + Explode(); + } + break; + case STRIDER_AE_SHOOTCANNON: + { + FireCannon(); + } + break; + case STRIDER_AE_WINDUPCANNON: + { + AimCannonAt( GetCannonTarget(), 0.1 ); + + // Stop the minigun for a bit, the big gun's about to shoot! + m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 5 ); + + m_aimYaw = 0; + m_aimPitch = 0; + + // clear out the previous shooting + SetPoseParameter( gm_YawControl, m_aimYaw ); + SetPoseParameter( gm_PitchControl, m_aimPitch ); + Vector vecShootPos; + GetAttachment( gm_CannonAttachment, vecShootPos ); + + // tell the client side effect to start + EntityMessageBegin( this, true ); + WRITE_BYTE( STRIDER_MSG_STREAKS ); + WRITE_VEC3COORD( vecShootPos ); + MessageEnd(); + CPASAttenuationFilter filter2( this, "NPC_Strider.Charge" ); + EmitSound( filter2, entindex(), "NPC_Strider.Charge" ); + } + break; + case STRIDER_AE_CANNONHIT: + CreateConcussiveBlast( m_blastHit, m_blastNormal, this, 2.5 ); + break; + + case STRIDER_AE_SHOOTMINIGUN: + { + CBaseEntity *pTarget = gEntList.FindEntityGeneric( NULL, pEvent->options, this, this ); + if ( pTarget ) + { + Vector vecTarget = pTarget->CollisionProp()->WorldSpaceCenter(); + ShootMinigun( &vecTarget, 0 ); + } + break; + } + + case STRIDER_AE_STOMPHITL: + StompHit( STRIDER_LEFT_LEG_FOLLOWER_INDEX ); + break; + case STRIDER_AE_STOMPHITR: + StompHit( STRIDER_RIGHT_LEG_FOLLOWER_INDEX ); + break; + case STRIDER_AE_FLICKL: + case STRIDER_AE_FLICKR: + { + CBaseEntity *pRagdoll = m_hRagdoll; + if ( pRagdoll ) + { + CPASAttenuationFilter filter( pRagdoll, "NPC_Strider.RagdollDetach" ); + EmitSound( filter, pRagdoll->entindex(), "NPC_Strider.RagdollDetach" ); + DetachAttachedRagdoll( pRagdoll ); + } + m_hRagdoll = NULL; + } + break; + + case STRIDER_AE_FOOTSTEP_LEFT: + case STRIDER_AE_FOOTSTEP_LEFTM: + case STRIDER_AE_FOOTSTEP_LEFTL: + LeftFootHit( pEvent->eventtime ); + break; + case STRIDER_AE_FOOTSTEP_RIGHT: + case STRIDER_AE_FOOTSTEP_RIGHTM: + case STRIDER_AE_FOOTSTEP_RIGHTL: + RightFootHit( pEvent->eventtime ); + break; + case STRIDER_AE_FOOTSTEP_BACK: + case STRIDER_AE_FOOTSTEP_BACKM: + case STRIDER_AE_FOOTSTEP_BACKL: + BackFootHit( pEvent->eventtime ); + break; + case STRIDER_AE_WHOOSH_LEFT: + { + GetAttachment( "left foot", footPosition ); + + CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" ); + EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition ); + } + break; + case STRIDER_AE_WHOOSH_RIGHT: + { + GetAttachment( "right foot", footPosition ); + + CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" ); + EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition ); + } + break; + case STRIDER_AE_WHOOSH_BACK: + { + GetAttachment( "back foot", footPosition ); + + CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" ); + EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition ); + } + break; + case STRIDER_AE_CREAK_LEFT: + case STRIDER_AE_CREAK_BACK: + case STRIDER_AE_CREAK_RIGHT: + { + EmitSound( "NPC_Strider.Creak" ); + } + break; + default: + BaseClass::HandleAnimEvent( pEvent ); + break; + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +Disposition_t CNPC_Strider::IRelationType( CBaseEntity *pTarget ) +{ + if ( IsCannonTarget( pTarget ) ) + return D_HT; + + return BaseClass::IRelationType( pTarget ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority ) +{ + if ( nDisposition == D_HT && pEntity->ClassMatches("npc_bullseye") ) + UpdateEnemyMemory( pEntity, pEntity->GetAbsOrigin() ); + BaseClass::AddEntityRelationship( pEntity, nDisposition, nPriority ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity ) +{ + if ( IsCurSchedule( SCHED_STRIDER_RANGE_ATTACK2, false ) ) + { + SetGoalEnt( pGoalEntity ); + return true; + } + return BaseClass::ScheduledMoveToGoalEntity( scheduleType, pGoalEntity, movementActivity ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::ScheduledFollowPath( int scheduleType, CBaseEntity *pPathStart, Activity movementActivity ) +{ + m_strTrackName = pPathStart->GetEntityName(); + if ( IsCurSchedule( SCHED_STRIDER_RANGE_ATTACK2, false ) ) + { + SetGoalEnt( pPathStart ); + return true; + } + return BaseClass::ScheduledFollowPath( scheduleType, pPathStart, movementActivity ); +} + + +//--------------------------------------------------------- +// Disables the minigun until EnableMinigun input is received. +//--------------------------------------------------------- +void CNPC_Strider::InputDisableMinigun( inputdata_t &inputdata ) +{ + m_bMinigunEnabled = false; + m_pMinigun->Enable( this, false ); +} + + +//--------------------------------------------------------- +// Enables the minigun. +//--------------------------------------------------------- +void CNPC_Strider::InputEnableMinigun( inputdata_t &inputdata ) +{ + m_bMinigunEnabled = true; + m_pMinigun->Enable( this, true ); +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputSetMinigunTime( inputdata_t &inputdata ) +{ + m_miniGunShootDuration = inputdata.value.Float(); + m_pMinigun->SetShootDuration( m_miniGunShootDuration ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputSetMinigunTarget( inputdata_t &inputdata ) +{ + CBaseEntity *pTargetEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller ); + + m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 0 ); + m_pMinigun->ShootAtTarget( this, pTargetEntity, m_miniGunShootDuration ); + m_miniGunShootDuration = 0; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputSetCannonTarget( inputdata_t &inputdata ) +{ + CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller ); + + if ( pTarget ) + { + if ( m_hCannonTarget == pTarget ) + return; + + CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); + CNPC_Strider *pStrider; + for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ ) + { + if ( ppAIs[i] != this && ppAIs[i]->ClassMatches( GetClassname() ) ) + { + pStrider = (CNPC_Strider *)(ppAIs[i]); + if ( pStrider->GetCannonTarget() == pTarget ) + return; // Already accounted for + } + } + + if( pTarget->MyCombatCharacterPointer() && pTarget->IsAlive() ) + { + m_hCannonTarget = pTarget; + m_AttemptCannonLOSTimer.Force(); + return; + } + } + + m_hCannonTarget = NULL; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputFlickRagdoll( inputdata_t &inputdata ) +{ + if ( m_hRagdoll.Get() ) + { + SetCondition( COND_STRIDER_DO_FLICK ); + } +} + + +/* + IPhysicsObject *pPhysics0 = FindPhysicsObjectByName( STRING(m_nameAttach1), this ); + IPhysicsObject *pPhysics1 = FindPhysicsObjectByName( STRING(m_nameAttach2), this ); + + if ( !pPhysics0 ) + { + pPhysics0 = g_PhysWorldObject; + } + if ( !pPhysics1 ) + { + pPhysics1 = g_PhysWorldObject; + } + + if ( pPhysics0 != pPhysics1 ) + { + m_disabled = !bEnable; + m_succeeded = true; + if ( bEnable ) + { + PhysEnableEntityCollisions( pPhysics0, pPhysics1 ); + } + else + { + PhysDisableEntityCollisions( pPhysics0, pPhysics1 ); + } + } + else + { + m_succeeded = false; + } +*/ +/* +#pragma warning(push) +#pragma warning(disable : 4706) // I know what I'm doing +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputDisableCollisionWith( inputdata_t &inputdata ) +{ + IPhysicsObject *pIgnorePhys = FindPhysicsObjectByName( inputdata.value.String(), this ); + if ( !pIgnorePhys ) + return; + + int idx; + CBoneFollower *pFol; + + for (idx = 0 ; pFol = GetBoneFollowerByIndex(idx) ; ++idx) // stop when the function starts returning null (idx is no longer good) + { + IPhysicsObject *pFollowPhys = pFol->VPhysicsGetObject(); + Assert(pFollowPhys); + PhysDisableEntityCollisions( pIgnorePhys, pFollowPhys ); + } +} +#pragma warning(pop) +*/ + + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputDisableCollisionWith( inputdata_t &inputdata ) +{ + IPhysicsObject *pIgnorePhys = FindPhysicsObjectByName( inputdata.value.String(), this ); + if ( !pIgnorePhys ) + return; + + + // CBoneFollower *pFol; + + for (int idx = m_BoneFollowerManager.GetNumBoneFollowers() - 1 ; idx >= 0 ; --idx) // stop when the function starts returning null (idx is no longer good) + { + IPhysicsObject *pFollowPhys = GetBoneFollowerByIndex(idx)->VPhysicsGetObject(); + Assert(pFollowPhys); + PhysDisableEntityCollisions( pIgnorePhys, pFollowPhys ); + } +} + + + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputEnableCollisionWith( inputdata_t &inputdata ) +{ + IPhysicsObject *pIgnorePhys = FindPhysicsObjectByName( inputdata.value.String(), this ); + if ( !pIgnorePhys ) + return; + + int idx; + // CBoneFollower *pFol; + + for (idx = m_BoneFollowerManager.GetNumBoneFollowers() - 1 ; idx >= 0 ; --idx) // stop when the function starts returning null (idx is no longer good) + { + /* + pFol = GetBoneFollowerByIndex(idx); + Assert(pFol); + IPhysicsObject *pFollowPhys = pFol->VPhysicsGetObject(); + Assert(pFollowPhys); + */ + IPhysicsObject *pFollowPhys = GetBoneFollowerByIndex(idx)->VPhysicsGetObject(); + PhysEnableEntityCollisions( pIgnorePhys, pFollowPhys ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputCrouch( inputdata_t &inputdata ) +{ + if ( !IsCurSchedule( SCHED_STRIDER_CROUCH ) && !IsInCrouchedPosture() ) + SetCondition( COND_STRIDER_SHOULD_CROUCH ); + m_bCrouchLocked = true; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputCrouchInstantly( inputdata_t &inputdata ) +{ + if ( !IsCurSchedule( SCHED_STRIDER_CROUCH ) && !IsInCrouchedPosture() ) + { + m_bFastCrouch = true; + SetCondition( COND_STRIDER_SHOULD_CROUCH ); + } + m_bCrouchLocked = true; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputStand( inputdata_t &inputdata ) +{ + if ( !IsCurSchedule( SCHED_STRIDER_STAND ) && !IsInStandingPosture() ) + SetCondition( COND_STRIDER_SHOULD_STAND ); + m_bCrouchLocked = false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputSetHeight( inputdata_t &inputdata ) +{ + SetIdealHeight( inputdata.value.Float() ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputSetTargetPath( inputdata_t &inputdata ) +{ + m_strTrackName = MAKE_STRING( inputdata.value.String() ); + SetGoalEnt( NULL ); + + if( !IsStriderCrouching() && !IsStriderStanding() && !IsInCrouchedPosture() ) + { + SetTargetPath(); + } + + // Otherwise, we just leave the track name set and the AI will + // get to it as soon as possible (as soon as the strider can be + // made to stand). +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputClearTargetPath( inputdata_t &inputdata ) +{ + if (GetNavigator()->IsGoalActive() && GetNavigator()->GetGoalType() == GOALTYPE_PATHCORNER ) + { + GetNavigator()->ClearGoal(); + ClearSchedule( "Target path cleared via input" ); + } + m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); + SetGoalEnt(NULL); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputDisableCrouchWalk( inputdata_t &inputdata ) +{ + m_bNoCrouchWalk = true; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputEnableCrouchWalk( inputdata_t &inputdata ) +{ + m_bNoCrouchWalk = false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputEnableAggressiveBehavior( inputdata_t &inputdata ) +{ + m_bUseAggressiveBehavior = true; + GetEnemies()->SetEnemyDiscardTime( 601.0f ); // Make the assert in SetFreeKnowledgeDuration() happy. + GetEnemies()->SetFreeKnowledgeDuration( 600.0f ); + + AI_FreePassParams_t params = m_PlayerFreePass.GetParams(); + params.duration = 0.8f; + params.coverDist = 1200.0f; + m_PlayerFreePass.SetParams( params ); + + GetTacticalServices()->AllowFindLateralLos( false ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputDisableAggressiveBehavior( inputdata_t &inputdata ) +{ + m_bUseAggressiveBehavior = false; + GetEnemies()->SetFreeKnowledgeDuration( strider_free_knowledge.GetFloat() ); + GetEnemies()->SetEnemyDiscardTime( AI_DEF_ENEMY_DISCARD_TIME ); + + AI_FreePassParams_t params = m_PlayerFreePass.GetParams(); + params.duration = strider_free_pass_duration.GetFloat(); + params.coverDist = strider_free_pass_cover_dist.GetFloat(); + m_PlayerFreePass.SetParams( params ); + + GetTacticalServices()->AllowFindLateralLos( true ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputStopShootingMinigunForSeconds( inputdata_t &inputdata ) +{ + m_pMinigun->StopShootingForSeconds( this, NULL, inputdata.value.Float() ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputDisableCrouch( inputdata_t &inputdata ) +{ + m_bDontCrouch = true; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputDisableMoveToLOS( inputdata_t &inputdata ) +{ + m_bNoMoveToLOS = true; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputExplode( inputdata_t &inputdata ) +{ + CTakeDamageInfo killInfo; + killInfo.SetAttacker( this ); + killInfo.SetInflictor( this ); + killInfo.SetDamage( GetHealth() ); + TakeDamage( killInfo ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::InputScaleGroundSpeed( inputdata_t &inputdata ) +{ + m_flTargetSpeedScale = inputdata.value.Float(); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker ) +{ + bool bIsVisible = BaseClass::FVisible( pEntity, traceMask, ppBlocker ); + + if ( bIsVisible && pEntity == m_PlayerFreePass.GetPassTarget() ) + { + bIsVisible = m_PlayerFreePass.ShouldAllowFVisible( bIsVisible ); + + if( !bIsVisible && IsUsingAggressiveBehavior() && FInViewCone(pEntity) ) + { + AlertSound(); + } + } + + return bIsVisible; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +Vector CNPC_Strider::BodyTarget( const Vector &posSrc, bool bNoisy ) +{ + if ( m_BodyTargetBone != -1 ) + { + Vector position; + QAngle angles; + GetBonePosition( m_BodyTargetBone, position, angles ); + return position; + } + return BaseClass::BodyTarget( posSrc, bNoisy ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::IsValidEnemy( CBaseEntity *pTarget ) +{ + if ( HasCannonTarget() ) + { + return IsCannonTarget(pTarget); + } + + if ( pTarget->IsPlayer() ) + { + if ( AIGetNumFollowers( this, m_iszHunterClassname ) > 0 ) + return false; + } + + CBaseCombatCharacter *pEnemy = ToBaseCombatCharacter( pTarget ); + if ( pEnemy ) + { + // Test our enemy filter + if ( m_hEnemyFilter.Get()!= NULL && m_hEnemyFilter->PassesFilter( this, pEnemy ) == false ) + return false; + + return true; + } + + return BaseClass::IsValidEnemy( pTarget ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer ) +{ + if( pInformer && FClassnameIs( pInformer, "npc_cscanner" ) ) + { + EmitSound( "NPC_Strider.Alert" ); + // Move Strider's focus to this location and make strider mad at it + // (but less mad than at any other potential entities in the scene). +#if 1 + GetFocus()->SetAbsOrigin( position + Vector( 0, 0, 32 ) ); +#else + trace_t tr; + AI_TraceLine( EyePosition(), position + Vector( 0, 0, 32 ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); + GetFocus()->SetAbsOrigin( tr.endpos ); +#endif + + SetCondition( COND_STRIDER_ENEMY_UPDATED ); + + m_EnemyUpdatedTimer.Set( 20 ); + + AddEntityRelationship( GetFocus(), D_HT, -1 ); + + if( pEnemy->IsPlayer() ) + { + m_PlayerFreePass.Revoke(); + } + + BaseClass::UpdateEnemyMemory( GetFocus(), GetFocus()->GetAbsOrigin(), pInformer ); + + // Change the informer to myself so that information provided by a scanner is + // as good as firsthand knowledge insofar as enemy memory is concerned. + pInformer = this; + } + + return BaseClass::UpdateEnemyMemory( pEnemy, position, pInformer ); +} + +//--------------------------------------------------------- +// HACKHACK: The base class looks at distance from the head of the strider +// But when stomping, we need distance from the feet. Recompute it here. +// UNDONE: make enemy distance aware of strider +//--------------------------------------------------------- +float CNPC_Strider::StriderEnemyDistance( CBaseEntity *pEnemy ) +{ + Vector enemyDelta = pEnemy->WorldSpaceCenter() - WorldSpaceCenter(); + + // NOTE: We ignore rotation for computing height. Assume it isn't an effect + // we care about, so we simply use OBBSize().z for height. + // Otherwise you'd do this: + // float enemyHeight = enemyMaxs.z - enemyMins.z; + + float enemyHeight = pEnemy->CollisionProp()->OBBSize().z; + Vector striderSurroundMins, striderSurroundMaxs; + CollisionProp()->WorldSpaceSurroundingBounds( &striderSurroundMins, &striderSurroundMaxs ); + float myHeight = striderSurroundMaxs.z - striderSurroundMins.z; + + // max distance our centers can be apart with the boxes still overlapping + float flMaxZDist = ( enemyHeight + myHeight ) * 0.5f; + + // see if the enemy is closer to my head, feet or in between + if ( enemyDelta.z > flMaxZDist ) + { + // enemy feet above my head, compute distance from my head to his feet + enemyDelta.z -= flMaxZDist; + } + else if ( enemyDelta.z < -flMaxZDist ) + { + // enemy head below my feet, return distance between my feet and his head + enemyDelta.z += flMaxZDist; + } + else + { + // boxes overlap in Z, no delta + enemyDelta.z = 0; + } + + return enemyDelta.Length(); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::FCanCheckAttacks() +{ + // Strider has direct and indirect attacks, so he's always checking + // as long as the enemy is in front of him. + if( FInViewCone( GetEnemy() ) ) + { + return true; + } + + return false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +int CNPC_Strider::RangeAttack2Conditions( float flDot, float flDist ) +{ + // All of this code has moved to GatherConditions(), since the + // strider uses the cannon on things that aren't the enemy! + return COND_NONE; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +int CNPC_Strider::MeleeAttack1Conditions( float flDot, float flDist ) +{ + if ( m_bDisableBoneFollowers ) + { + return COND_NONE; + } + + if (gpGlobals->curtime < m_nextStompTime) + { + return COND_NONE; + } + + if ( IsInCrouchedPosture() ) + { + return COND_NONE; + } + + CBaseEntity *pEnemy = GetEnemy(); + if ( !pEnemy ) + return COND_NONE; + + // No more stabbing players. + if ( pEnemy->IsPlayer() && !HasSpawnFlags(SF_CAN_STOMP_PLAYER) ) + return COND_NONE; + + if( !HasCondition( COND_SEE_ENEMY ) ) + { + return COND_NONE; + } + + // recompute this because the base class function does not work for the strider + flDist = StriderEnemyDistance( pEnemy ); + + if ( flDist > STRIDER_STOMP_RANGE ) + { + return COND_NONE; + } + + // strider will cross his feet, but only 6ft over + Vector right; + GetVectors( NULL, &right, NULL ); + if ( DotProduct( pEnemy->GetAbsOrigin() - GetAbsOrigin(), right ) > 72 ) + { + return COND_NONE; + } + + // Don't skewer if crouched too low. + if( GetHeight() < GetMaxHeight() - ( (GetMaxHeight()-GetMinHeight()) / 2 ) ) + { + return COND_NONE; + } + + // Don't skewer if target is too high above or below ground. + Vector vecGround = GetAbsOrigin(); + MoveToGround( &vecGround, this, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ) ); + if( fabs( vecGround.z - GetEnemy()->GetAbsOrigin().z ) > 64.0f ) + { + return COND_NONE; + } + + // too far, but don't change schedules/movement + return COND_CAN_MELEE_ATTACK1; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +int CNPC_Strider::MeleeAttack2Conditions( float flDot, float flDist ) +{ + // HACKHACK: Disabled until we get a good right-leg animation + return COND_NONE; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions) +{ + CBaseEntity *pTargetEnt; + Vector vRootOffset; + Vector vBarrelOffset; + + vRootOffset.x = vRootOffset.y = 0; + if ( GetCannonTarget() ) + { + //Assert( targetPos == GetCannonTarget()->GetAbsOrigin() ); + pTargetEnt = GetCannonTarget(); + vRootOffset.z = gm_zCannonDist; + vBarrelOffset = gm_vLocalRelativePositionCannon; + } + else + { + pTargetEnt = GetEnemy(); + vRootOffset.z = gm_zMinigunDist; + vBarrelOffset = gm_vLocalRelativePositionMinigun; + } + + trace_t tr; + AI_TraceLine( ownerPos + vRootOffset, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); + + // Hit the enemy, or hit nothing (traced all the way to a nonsolid enemy like a bullseye) + if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) ) + { + Vector vBarrelPos; + matrix3x4_t losTestToWorld; + + Vector xaxis; + VectorSubtract( targetPos, ownerPos, xaxis ); + + // @TODO (toml 03-07-04): Add an angle test + //float flAngle = acos( xaxis.z / xaxis.Length() ); + + xaxis.z = 0.0f; + float flLength = VectorNormalize( xaxis ); + if ( flLength < 1e-3 ) + return false; + + Vector yaxis( -xaxis.y, xaxis.x, 0.0f ); + + MatrixInitialize( losTestToWorld, ownerPos, xaxis, yaxis, Vector(0,0,1) ); + + VectorTransform( vBarrelOffset, losTestToWorld, vBarrelPos ); + + AI_TraceLine( vBarrelPos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); + if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) ) + { + if ( strider_show_weapon_los_condition.GetBool() ) + { + NDebugOverlay::Line( ownerPos + vRootOffset, targetPos, 255, 0, 255, false, 0.1 ); + NDebugOverlay::Line( vBarrelPos, targetPos, 128, 0, 128, false, 0.1 ); + } + return true; + } + else + { + if ( strider_show_weapon_los_condition.GetBool() ) + { + NDebugOverlay::Line( ownerPos + vRootOffset, targetPos, 255, 0, 255, false, 0.1 ); + NDebugOverlay::Line( vBarrelPos, tr.endpos, 128, 0, 0, false, 0.1 ); + } + } + } + else + { + if ( strider_show_weapon_los_condition.GetBool() ) + { + NDebugOverlay::Line( ownerPos + vRootOffset, tr.endpos, 255, 0, 0, false, 0.1 ); + } + } + + return false; +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::CurrentWeaponLOSCondition(const Vector &targetPos, bool bSetConditions) +{ + return WeaponLOSCondition( GetAdjustedOrigin(), targetPos, bSetConditions ); +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::IsValidShootPosition( const Vector &vecCoverLocation, CAI_Node *pNode, CAI_Hint const *pHint ) +{ + if ( ( pNode && !pHint ) || ( pHint && pHint->HintType() != HINT_STRIDER_NODE ) ) + return false; + return BaseClass::IsValidShootPosition( vecCoverLocation, pNode, pHint ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::TestShootPosition(const Vector &vecShootPos, const Vector &targetPos ) +{ + if ( BaseClass::TestShootPosition( vecShootPos, targetPos ) ) + { + return true; + } + + // What if I crouched? + float zDelta = ( ( vecShootPos.z - targetPos.z ) + gm_vLocalRelativePositionMinigun.z ) - 12; + if ( zDelta > 0 ) + { + if ( zDelta > GetHeightRange() ) + zDelta = GetHeightRange(); + + Vector vecTestPos = vecShootPos; + vecTestPos.z -= zDelta; + + if ( BaseClass::TestShootPosition( vecTestPos, targetPos ) ) + { + return true; + } + } + return false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +Vector CNPC_Strider::Weapon_ShootPosition( ) +{ + Vector vecShootPos; + GetAttachment( gm_CannonAttachment, vecShootPos ); + + return vecShootPos; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ) +{ + float flTracerDist; + Vector vecDir; + Vector vecEndPos; + + vecDir = tr.endpos - vecTracerSrc; + + flTracerDist = VectorNormalize( vecDir ); + + UTIL_Tracer( vecTracerSrc, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 5000, true, "StriderTracer" ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::DoImpactEffect( trace_t &tr, int nDamageType ) +{ + BaseClass::DoImpactEffect( tr, nDamageType ); + + // Add a halo + CBroadcastRecipientFilter filter; + te->BeamRingPoint( filter, 0.0, + tr.endpos, //origin + 0, //start radius + 64, //end radius + s_iImpactEffectTexture, //texture + 0, //halo index + 0, //start frame + 0, //framerate + 0.2, //life + 10, //width + 0, //spread + 0, //amplitude + 255, //r + 255, //g + 255, //b + 50, //a + 0, //speed + FBEAM_FADEOUT + ); + + g_pEffects->EnergySplash( tr.endpos, tr.plane.normal ); + + // Punch the effect through? + if( tr.m_pEnt && !tr.m_pEnt->MyNPCPointer() ) + { + Vector vecDir = tr.endpos - tr.startpos; + VectorNormalize( vecDir ); + + trace_t retrace; + + Vector vecReTrace = tr.endpos + vecDir * 12; + + if( UTIL_PointContents( vecReTrace ) == CONTENTS_EMPTY ) + { + AI_TraceLine( vecReTrace, vecReTrace - vecDir * 24, MASK_SHOT, NULL, COLLISION_GROUP_NONE, &retrace ); + + BaseClass::DoImpactEffect( retrace, nDamageType ); + } + } +} + +//--------------------------------------------------------- +// Trace didn't hit the intended target, but should the strider +// shoot anyway? We use this to get the strider to destroy +// breakables that are between him and his target. +//--------------------------------------------------------- +bool CNPC_Strider::CanShootThrough( const trace_t &tr, const Vector &vecTarget ) +{ + if( GetCannonTarget() ) + { + // Cannon does not have this behavior. + return false; + } + + if( !tr.m_pEnt ) + { + return false; + } + + if( !tr.m_pEnt->GetHealth() ) + { + return false; + } + + // Would a trace ignoring this entity continue to the target? + trace_t continuedTrace; + AI_TraceLine( tr.endpos, vecTarget, MASK_SHOT, tr.m_pEnt, COLLISION_GROUP_NONE, &continuedTrace ); + + if( continuedTrace.fraction != 1.0 ) + { + if( continuedTrace.m_pEnt != GetEnemy() ) + { + return false; + } + } + + return true; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::CreateFocus() +{ + m_hFocus = CreateEntityByName( "bullseye_strider_focus" ); + + ASSERT( m_hFocus != NULL ); + m_hFocus->AddSpawnFlags( SF_BULLSEYE_NONSOLID | SF_BULLSEYE_NODAMAGE ); + m_hFocus->SetAbsOrigin( GetAbsOrigin() ); + m_hFocus->Spawn(); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +CNPC_Bullseye *CNPC_Strider::GetFocus() +{ + ASSERT( m_hFocus != NULL ); + + CNPC_Bullseye *pBull = dynamic_cast(m_hFocus.Get()); + + return pBull; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::GetWeaponLosZ( const Vector &vOrigin, float minZ, float maxZ, float increment, CBaseEntity *pTarget, float *pResult ) +{ + Vector vTestPos; + Vector vTargetPos = pTarget->BodyTarget(vOrigin, false); + Vector vIncrement( 0, 0, increment ); + + // Try right where am + if ( vOrigin.z >= minZ && vOrigin.z <= maxZ ) + { + vTestPos = vOrigin; + if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) + { + if ( strider_show_weapon_los_z.GetBool() ) + NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); + *pResult = vTestPos.z; + return true; + } + } + + // Try at adjusted height of target + vTestPos.z = ( vTargetPos.z - gm_vLocalRelativePositionMinigun.z ) + 12; + + if ( vTestPos.z >= minZ && vTestPos.z <= maxZ ) + { + if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) + { + if ( strider_show_weapon_los_z.GetBool() ) + NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); + *pResult = vTestPos.z; + return true; + } + } + + + // Try at max height + vTestPos.z = maxZ; + if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) + { + if ( strider_show_weapon_los_z.GetBool() ) + NDebugOverlay::Line( vOrigin, vTargetPos, 0, 255, 0, false, 0.1 ); + *pResult = vTestPos.z; + return true; + } + + // Try min height + vTestPos.z = minZ; + if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) + { + if ( strider_show_weapon_los_z.GetBool() ) + NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); + *pResult = vTestPos.z; + return true; + } + + // Test up from min + vTestPos = vOrigin + vIncrement; + while ( vTestPos.z <= maxZ && !WeaponLOSCondition( vTestPos, vTargetPos, false ) ) + { + vTestPos += vIncrement; + } + + if ( vTestPos.z <= maxZ ) + { + if ( strider_show_weapon_los_z.GetBool() ) + NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); + *pResult = vTestPos.z; + return true; + } + + // Test down + vTestPos = vOrigin - vIncrement; + while ( vTestPos.z >= minZ && !WeaponLOSCondition( vTestPos, vTargetPos, false ) ) + { + vTestPos -= vIncrement; + } + + if ( vTestPos.z >= minZ ) + { + if ( strider_show_weapon_los_z.GetBool() ) + NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); + *pResult = vTestPos.z; + return true; + } + + return false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::AlertSound() +{ + if( ( gpGlobals->curtime - m_flTimeLastAlertSound ) > 2.0f ) + { + EmitSound( "NPC_Strider.Alert" ); + m_flTimeLastAlertSound = gpGlobals->curtime; + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::PainSound( const CTakeDamageInfo &info ) +{ + // This means that we've exploded into pieces and have no way to whimper + if ( ShouldExplodeFromDamage( info ) ) + return; + + EmitSound( "NPC_Strider.Pain" ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::DeathSound( const CTakeDamageInfo &info ) +{ + // This means that we've exploded into pieces and have no way to whimper + if ( m_bExploding ) + { + EmitSound( "NPC_Strider.StriderBusterExplode" ); + EmitSound( "explode_5" ); + return; + } + + EmitSound( "NPC_Strider.Death" ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::HuntSound() +{ + if( m_PlayerFreePass.HasPass() ) + { + EmitSound( "NPC_Strider.Hunt" ); + m_flTimeNextHuntSound = gpGlobals->curtime + random->RandomFloat( 8.0f, 12.0f ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) +{ + CTakeDamageInfo info = inputInfo; + + bool ricochetBullets = true; + + if ( info.GetAttacker()->IsPlayer() ) + { + if ( !HasMemory( bits_MEMORY_PROVOKED ) ) + { + GetEnemies()->ClearMemory( info.GetAttacker() ); + Remember( bits_MEMORY_PROVOKED ); + SetCondition( COND_LIGHT_DAMAGE ); + } + } + +#ifdef HL2_EPISODIC + + // Attempt to hit strider busters in the area + float flDistSqr; + for ( int i = 0; i < m_hAttachedBusters.Count(); i++ ) + { + if ( m_hAttachedBusters[i] == NULL ) + continue; + + flDistSqr = ( m_hAttachedBusters[i]->WorldSpaceCenter() - inputInfo.GetDamagePosition() ).LengthSqr(); + if ( flDistSqr < Square( 50.0f ) ) + { + // Kill the buster and stop the trace going through + CTakeDamageInfo killInfo = inputInfo; + killInfo.SetDamage( 100 ); + + m_hAttachedBusters[i]->TakeDamage( killInfo ); + return; + } + } + +#endif //HL2_EPISODIC + + if ( (info.GetDamageType() & DMG_BULLET) && ricochetBullets ) + { + g_pEffects->Ricochet(ptr->endpos,ptr->plane.normal); + if ( ptr->hitgroup != HITGROUP_HEAD ) + { + info.SetDamage( 0.01 ); + } + } + + BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +int CNPC_Strider::OnTakeDamage_Alive( const CTakeDamageInfo &info ) +{ + // don't take damage from my own weapons!!! + if ( info.GetInflictor() && info.GetInflictor()->GetOwnerEntity() == this ) + return 0; + + // special interaction with combine balls + if ( UTIL_IsCombineBall( info.GetInflictor() ) ) + return TakeDamageFromCombineBall( info ); + + if ( info.GetDamageType() == DMG_GENERIC ) + return BaseClass::OnTakeDamage_Alive( info ); + + if( IsUsingAggressiveBehavior() ) + { + // Any damage the player inflicts gets my attention, even if it doesn't actually harm me. + if ( info.GetAttacker()->IsPlayer() ) + { + UpdateEnemyMemory( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin() ); + } + } + + //int healthIncrement = 5 - ( m_iHealth / ( m_iMaxHealth / 5 ) ); + if ( (info.GetDamageType() & DMG_BLAST) && info.GetMaxDamage() > 50 ) + { + Vector headPos = BodyTarget( info.GetDamagePosition(), false ); + + float dist = CalcDistanceToAABB( WorldAlignMins(), WorldAlignMaxs(), info.GetDamagePosition() - headPos ); + // close enough to do damage? + if ( dist < 200 ) + { + bool bPlayer = info.GetAttacker()->IsPlayer(); + if ( bPlayer ) + { + m_PlayerFreePass.Revoke(); + AddFacingTarget( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin(), 1.0, 2.0 ); + + UpdateEnemyMemory( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin() ); + } + else + AddFacingTarget( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin(), 0.5, 2.0 ); + + // Default to NPC damage value + int damage = 20; + + if( HasSpawnFlags(SF_TAKE_MINIMAL_DAMAGE_FROM_NPCS) ) + damage = 1; + + if( bPlayer ) + { + if( g_pGameRules->IsSkillLevel(SKILL_EASY) ) + { + damage = GetMaxHealth() / sk_strider_num_missiles1.GetFloat(); + } + else if( g_pGameRules->IsSkillLevel(SKILL_HARD) ) + { + damage = GetMaxHealth() / sk_strider_num_missiles3.GetFloat(); + } + else // Medium, or unspecified + { + damage = GetMaxHealth() / sk_strider_num_missiles2.GetFloat(); + } + } + + m_iHealth -= damage; + + m_OnDamaged.FireOutput( info.GetAttacker(), this); + + if( info.GetAttacker()->IsPlayer() ) + { + m_OnDamagedByPlayer.FireOutput( info.GetAttacker(), this ); + + // This also counts as being harmed by player's squad. + m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this ); + } + else + { + // See if the person that injured me is an NPC. + CAI_BaseNPC *pAttacker = dynamic_cast( info.GetAttacker() ); + CBasePlayer *pPlayer = AI_GetSinglePlayer(); + + if( pAttacker && pAttacker->IsAlive() && pPlayer ) + { + if( pAttacker->GetSquad() != NULL && pAttacker->IsInPlayerSquad() ) + { + m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this ); + } + } + } + + if ( m_iHealth <= ( m_iMaxHealth / 2 ) ) + { + m_OnHalfHealth.FireOutput(this, this); + } + + RestartGesture( ACT_GESTURE_SMALL_FLINCH ); + PainSound( info ); + + // Interrupt our gun during the flinch + m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 1.1f ); + + GetEnemies()->OnTookDamageFrom( info.GetAttacker() ); + + if( !IsSmoking() && m_iHealth <= sk_strider_health.GetInt() / 2 ) + { + StartSmoking(); + } + return damage; + } + +// NOTE: Currently radius damage doesn't even call this because it uses the origin, not the box for distance +#if 0 + NDebugOverlay::Box( headPos, WorldAlignMins(), WorldAlignMaxs(), 255, 0, 0, 0, 5.0 ); + NDebugOverlay::Cross3D( inf + o.GetDamagePosition(), 24, 0, 255, 0, false, 5.0 ); + // too far from head, apply damage to nearest leg? +#endif + } + +#if 0 + if ( (info.GetDamageType() & DMG_BULLET) && info.GetDamage() > 1 && m_iHealth > 1 ) + { + m_iHealth -= 1; + return 1; + } +#endif + + return 0; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +int CNPC_Strider::TakeDamageFromCombineBall( const CTakeDamageInfo &info ) +{ + float damage = info.GetDamage(); + + // If it's only an AR2 alt-fire, we don't take much damage + if ( UTIL_IsAR2CombineBall( info.GetInflictor() ) ) + { + damage = strider_ar2_altfire_dmg.GetFloat(); + } + else + { + // Always start smoking when we're struck by a normal combine ball + StartSmoking(); + } + + if( info.GetAttacker() && info.GetAttacker()->IsPlayer() ) + { + // Route combine ball damage through the regular skill level code. + damage = g_pGameRules->AdjustPlayerDamageInflicted(damage); + } + + AddFacingTarget( info.GetInflictor(), info.GetInflictor()->GetAbsOrigin(), 0.5, 2.0 ); + if ( !UTIL_IsAR2CombineBall( info.GetInflictor() ) ) + RestartGesture( ACT_GESTURE_BIG_FLINCH ); + else + RestartGesture( ACT_GESTURE_SMALL_FLINCH ); + + PainSound( info ); + + m_iHealth -= damage; + + return damage; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::Event_Killed( const CTakeDamageInfo &info ) +{ + // Do a special death if we're killed by a combine ball in the Citadel + if ( info.GetInflictor() && UTIL_IsCombineBall( info.GetInflictor() ) ) + { + if ( m_lifeState == LIFE_DYING ) + return; + + // Tracker 23610: Strider playing death sounds twice (AI_BaseNPC calls it in Event_Killed, too) + // DeathSound( info ); + m_lifeState = LIFE_DYING; + + // Start dying + RestartGesture( (Activity) ACT_STRIDER_GESTURE_DEATH ); + + // Stop our mini-cannon + m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 100.0f ); + } + else + { + StopSmoking(); + + m_BoneFollowerManager.DestroyBoneFollowers(); + + } + + if( IsUsingAggressiveBehavior() ) + { + // Lifted this code from the gunship. + Vector vecExplode; + GetAttachment( "minigun", vecExplode ); + ExplosionCreate( vecExplode, QAngle(0,0,1), this, 100, 128, false ); + } + + // Determine if we're going to explode into pieces + m_bExploding = ShouldExplodeFromDamage( info ); + + BaseClass::Event_Killed( info ); + + // Stop our large cannon + EntityMessageBegin( this, true ); + WRITE_BYTE( STRIDER_MSG_DEAD ); + MessageEnd(); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::RagdollDeathEffect( CRagdollProp *pRagdoll, float flDuration ) +{ + UTIL_ScreenShake( EyePosition(), 50, 150.0, 1.0, 1024, SHAKE_START ); + + int i; + for( i = 0 ; i < 2 ; i++ ) + { + SmokeTrail *pSmoke = SmokeTrail::CreateSmokeTrail(); + if ( pSmoke ) + { + if( i == 0 ) + { + pSmoke->m_SpawnRate = 16; + pSmoke->m_Opacity = 0.25; + pSmoke->m_StartColor.Init( 0.45f, 0.45f, 0.45f ); + } + else + { + pSmoke->m_SpawnRate = 32; + pSmoke->m_Opacity = 0.3; + pSmoke->m_StartColor.Init( 0.5f, 0.5f, 0.5f ); + } + + pSmoke->m_ParticleLifetime = 3.0; + pSmoke->m_StartSize = 16; + pSmoke->m_EndSize = 64; + pSmoke->m_SpawnRadius = 20; + pSmoke->m_MinSpeed = 8; + pSmoke->m_MaxSpeed = 64; + pSmoke->m_EndColor.Init( 0, 0, 0 ); + + pSmoke->SetLifetime( flDuration ); + + if( i == 0 ) + { + pSmoke->FollowEntity( pRagdoll, "MiniGunBase" ); + } + else + { + pSmoke->FollowEntity( pRagdoll, "vehicle_driver_eyes" ); + } + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &info - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CNPC_Strider::ShouldExplodeFromDamage( const CTakeDamageInfo &info ) +{ + CBaseEntity *pInflictor = info.GetInflictor(); + if ( pInflictor == NULL ) + return false; + + // Combine balls make us explode + if ( UTIL_IsCombineBall( info.GetInflictor() ) ) + return true; + + // Stickybombs make us explode + CBaseEntity *pAttacker = info.GetAttacker(); + if ( pAttacker != NULL && (FClassnameIs( pAttacker, "weapon_striderbuster" ) || + FClassnameIs( pAttacker, "npc_grenade_magna" ))) + return true; + + if ( pInflictor == this && pAttacker == this ) + return true; + + return false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +ConVarRef mat_dxlevel( "mat_dxlevel" ); +bool CNPC_Strider::BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector ) +{ + // Combine balls make us explode + if ( m_bExploding ) + { + Explode(); + } + else + { + // Otherwise just keel over + CRagdollProp *pRagdoll = NULL; + CBasePlayer *pPlayer = AI_GetSinglePlayer(); + if ( pPlayer && mat_dxlevel.GetInt() > 0 ) + { + int dxlevel = mat_dxlevel.GetInt(); + int maxRagdolls = ( dxlevel >= 90 ) ? 2 : ( dxlevel >= 80 ) ? 1 : 0; + + if ( maxRagdolls > 0 ) + { + CUtlVectorFixed striderRagdolls; + while ( ( pRagdoll = gEntList.NextEntByClass( pRagdoll ) ) != NULL ) + { + if ( pRagdoll->GetModelName() == GetModelName() && !pRagdoll->IsFading() ) + { + Assert( striderRagdolls.Count() < striderRagdolls.NumAllocated() ); + if ( striderRagdolls.Count() < striderRagdolls.NumAllocated() ) + striderRagdolls.AddToTail( pRagdoll ); + } + } + + if ( striderRagdolls.Count() >= maxRagdolls ) + { + float distSqrFurthest = FLT_MAX; + CRagdollProp *pFurthest = NULL; + + for ( int i = 0; i < striderRagdolls.Count(); i++ ) + { + float distSqrCur = CalcSqrDistanceToAABB( striderRagdolls[i]->WorldAlignMins(), striderRagdolls[i]->WorldAlignMaxs(), pPlayer->GetAbsOrigin() ); + if ( distSqrCur < distSqrFurthest ) + { + distSqrFurthest = distSqrCur; + pFurthest = striderRagdolls[i]; + } + } + + if ( pFurthest ) + pFurthest->FadeOut( 0.75, 1.5 ); + } + } + + pRagdoll = assert_cast( CreateServerRagdoll( this, m_nForceBone, info, HL2COLLISION_GROUP_STRIDER ) ); + pRagdoll->DisableAutoFade(); + + if ( maxRagdolls == 0 ) + { + pRagdoll->FadeOut( 6.0, .75 ); + RagdollDeathEffect( pRagdoll, 6.0f ); + } + else + { + RagdollDeathEffect( pRagdoll, 600.0f ); + } + } + else + { + // Otherwise just keel over + pRagdoll = assert_cast( CreateServerRagdoll( this, m_nForceBone, info, HL2COLLISION_GROUP_STRIDER ) ); + pRagdoll->DisableAutoFade(); + } + } + + UTIL_Remove(this); + + return true; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::StartSmoking( void ) +{ + if ( m_hSmoke != NULL ) + return; + + m_hSmoke = SmokeTrail::CreateSmokeTrail(); + + if ( m_hSmoke ) + { + m_hSmoke->m_SpawnRate = 32; + m_hSmoke->m_ParticleLifetime = 3.0; + m_hSmoke->m_StartSize = 16; + m_hSmoke->m_EndSize = 64; + m_hSmoke->m_SpawnRadius = 20; + m_hSmoke->m_MinSpeed = 8; + m_hSmoke->m_MaxSpeed = 64; + m_hSmoke->m_Opacity = 0.3; + + m_hSmoke->m_StartColor.Init( 0.25f, 0.25f, 0.25f ); + m_hSmoke->m_EndColor.Init( 0, 0, 0 ); + m_hSmoke->SetLifetime( 500.0f ); + m_hSmoke->FollowEntity( this, "MiniGunBase" ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::StopSmoking( float flDelay ) +{ + if ( m_hSmoke ) + { + m_hSmoke->SetLifetime( flDelay ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::SetHeight( float h ) +{ + if ( h > GetMaxHeight() ) + h = GetMaxHeight(); + else if ( h < GetMinHeight() ) + h = GetMinHeight(); + + SetPoseParameter( gm_BodyHeightPoseParam, h ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::SetIdealHeight( float h ) +{ + if ( h > GetMaxHeight() ) + h = GetMaxHeight(); + else if ( h < GetMinHeight() ) + h = GetMinHeight(); + + m_idealHeight = h; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::SetAbsIdealHeight( float z ) +{ + float h = GetMaxHeight() - ( z - GetAbsOrigin().z ); + + SetIdealHeight( h ); +} + +//--------------------------------------------------------- +// At this moment, am I in the PROCESS of crouching? +// as in, and I transitioning from standing to crouch? +//--------------------------------------------------------- +bool CNPC_Strider::IsStriderCrouching() +{ + if( IsCurSchedule( SCHED_STRIDER_CROUCH, false ) ) + return true; + + return false; +} + +//--------------------------------------------------------- +// As IsStriderCrouching(), but for obvious differences. +//--------------------------------------------------------- +bool CNPC_Strider::IsStriderStanding() +{ + if( IsCurSchedule( SCHED_STRIDER_STAND, false ) ) + return true; + + return false; +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- + +bool CNPC_Strider::OverrideMove( float flInterval ) +{ + if ( GetCannonTarget() ) + { + AddFacingTarget( GetCannonTarget(), GetCannonTarget()->GetAbsOrigin(), 1.0, 0.5 ); + } + else if ( GetEnemy() ) + { + bool bPlayer = GetEnemy()->IsPlayer(); + float timeSinceSeenEnemy = gpGlobals->curtime - GetEnemyLastTimeSeen(); + if ( ( !bPlayer && timeSinceSeenEnemy < STRIDER_TIME_STOP_FACING_ENEMY ) || + ( bPlayer && !m_PlayerFreePass.HasPass() ) ) + { + AddFacingTarget( GetEnemy(), GetEnemies()->LastKnownPosition( GetEnemy() ), 1.0, 0.5 ); + } + + if ( !m_bCrouchLocked && !m_hCannonTarget && GetIdealHeight() < GetMaxHeight() && timeSinceSeenEnemy > TIME_CARE_ENEMY ) + SetIdealHeight( GetMaxHeight() ); + } + else if ( !m_bCrouchLocked && !m_hCannonTarget ) + SetIdealHeight( GetMaxHeight() ); + + if ( strider_test_height.GetFloat() > .1 ) + SetIdealHeight( strider_test_height.GetFloat() ); + + // If we're not supposed to crouch walk and we're under the threshold for what we consider crouch walking, stand back up! + if ( !m_bCrouchLocked && m_bNoCrouchWalk && IsMoving() && ( GetIdealHeight() < ( GetMinHeight() + GetHeightRange() * ( strider_pct_height_no_crouch_move.GetFloat() / 100.0 ) ) ) ) + { + SetIdealHeight( GetMinHeight() + GetHeightRange() * ( strider_pct_height_no_crouch_move.GetFloat() / 100.0 ) ); + } + + float heightMove = GetIdealHeight() - GetHeight(); + float heightMoveSign = ( heightMove < 0 ) ? -1 : 1; + heightMove = fabsf( heightMove ); + if ( heightMove > 0.01 ) + { + const float maxVelocity = 300; + const float minVelocity = 10; + + #define HEIGHTINVDECAY 0.8 // maintain X percent of velocity when slowing down + #define HEIGHTDECAYTIME 0.4161 // Sum( 1..cycle, HEIGHTINVDECAY^cycle ) + #define HEIGHTACCEL 0.5 // accel toward maxVelocity by X percent each cycle + + if (fabsf( m_HeightVelocity ) < minVelocity) + m_HeightVelocity = minVelocity * heightMoveSign; + + if (heightMove < m_HeightVelocity * heightMoveSign * HEIGHTDECAYTIME ) + { + m_HeightVelocity = m_HeightVelocity * HEIGHTINVDECAY; + + if (heightMove < m_HeightVelocity * heightMoveSign * flInterval) + { + m_HeightVelocity = heightMove * heightMoveSign / flInterval; + } + } + else + { + m_HeightVelocity = m_HeightVelocity * (1.0f - HEIGHTACCEL) + maxVelocity * HEIGHTACCEL * heightMoveSign; + if (heightMove < m_HeightVelocity * heightMoveSign * HEIGHTDECAYTIME) + { + m_HeightVelocity = heightMove * heightMoveSign / HEIGHTDECAYTIME; + } + } + + float newHeight = GetHeight() + m_HeightVelocity * flInterval; + SetHeight( newHeight ); + } + + // FIXME: where should this go? + MaintainTurnActivity( ); + + return false; +} + + +void CNPC_Strider::MaintainTurnActivity( void ) +{ + // detect that the npc has turned + if (m_prevYaw != GetAbsAngles().y) + { + float diff = UTIL_AngleDiff( m_prevYaw, GetAbsAngles().y ); + if (diff < 0.0) + { + m_doLeft += -diff; + } + else + { + m_doRight += diff; + } + m_prevYaw = GetAbsAngles().y; + } + // accumulate turn angle, delay response for short turns + m_doTurn += m_doRight + m_doLeft; + if (!IsMoving() && m_doTurn > 180.0f && m_flNextTurnAct < gpGlobals->curtime ) + { + int iSeq = ACT_INVALID; + if (m_doLeft > m_doRight) + { + iSeq = SelectWeightedSequence( ACT_GESTURE_TURN_LEFT ); + } + else + { + iSeq = SelectWeightedSequence( ACT_GESTURE_TURN_RIGHT ); + } + if (iSeq != ACT_INVALID) + { + int iLayer = AddGestureSequence( iSeq ); + if (iLayer != -1) + { + SetLayerPriority( iLayer, 100 ); + // increase speed if we're getting behind or they're turning quickly + if (m_doTurn > 360.0) + { + SetLayerPlaybackRate( iLayer, 1.5 ); + } + m_flNextTurnAct = gpGlobals->curtime + GetLayerDuration( iLayer ); + } + else + { + // too busy, try again in half a second + m_flNextTurnAct = gpGlobals->curtime + 0.5; + } + } + m_doTurn = m_doLeft = m_doRight = 0.0; + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::IsUnusableNode(int iNodeID, CAI_Hint *pHint) +{ + if ( !BaseClass::IsUnusableNode(iNodeID, pHint) ) + { + if ( pHint && pHint->HintType() == HINT_STRIDER_NODE ) + return false; + } + return true; +} + +//--------------------------------------------------------- +// Purpose: Compute the nav position for the strider's origin relative to this enemy. +//--------------------------------------------------------- +void CNPC_Strider::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition ) +{ + if ( pEnemy ) + { + if ( ! (pEnemy->GetFlags() & FL_ONGROUND) ) + { + MoveToGround( &chasePosition, pEnemy, pEnemy->WorldAlignMins(), pEnemy->WorldAlignMaxs() ); + } + + // move down to enemy's feet for enemy origin at chasePosition + chasePosition.z += pEnemy->WorldAlignMins().z; + + } + else + { + MoveToGround( &chasePosition, NULL, Vector( -16, -16, 0 ), Vector( 16, 16, 32 ) ); + } + + // move up to strider stand height + chasePosition.z += GetMaxHeight() + npc_strider_height_adj.GetFloat(); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::HasPendingTargetPath() +{ + bool bReturn = ( !FStrEq( STRING(m_strTrackName), STRIDER_NO_TRACK_NAME ) && !GetGoalEnt() ); + + return bReturn; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::SetTargetPath() +{ + SetGoalEnt( NULL ); + CBaseEntity *pGoalEnt = gEntList.FindEntityByName( NULL, m_strTrackName ); + if ( pGoalEnt == NULL ) + { + DevWarning( "%s: Could not find target path '%s'!\n", GetClassname(), STRING( m_strTrackName ) ); + + // Don't try anymore. It just hurts the AI. + m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); + + UTIL_Remove( this ); + return; + } + + const Vector &absOrigin = GetAbsOrigin(); + CBaseEntity *pClosestEnt = NULL; + CBaseEntity *pCurEnt = pGoalEnt; + float distClosestSq = FLT_MAX; + + CUtlRBTree visits; + SetDefLessFunc(visits); + + while ( pCurEnt && visits.Find( pCurEnt ) == visits.InvalidIndex() ) + { + float distCurSq = ( pCurEnt->GetAbsOrigin() - absOrigin ).LengthSqr(); + if ( distCurSq < distClosestSq ) + { + distClosestSq = distCurSq; + pClosestEnt = pCurEnt; + } + visits.Insert( pCurEnt ); + pCurEnt = GetNavigator()->GetNextPathcorner( pCurEnt ); + } + + ScheduledFollowPath( SCHED_IDLE_WALK, pClosestEnt, ACT_WALK ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- + +float CNPC_Strider::GetDefaultNavGoalTolerance() +{ + return 64; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::OnMovementComplete() +{ + if ( GetGoalEnt() && + ( IsCurSchedule( SCHED_IDLE_WALK ) || + IsCurSchedule( SCHED_ALERT_WALK ) || + IsCurSchedule( SCHED_COMBAT_WALK ) || + IsCurSchedule( SCHED_STRIDER_HUNT ) ) ) + { + m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); + SetGoalEnt( NULL ); + } + BaseClass::OnMovementComplete(); +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +float CNPC_Strider::GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence ) +{ + return ( BaseClass::GetSequenceGroundSpeed( pStudioHdr, iSequence ) * m_flSpeedScale ); +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +float CNPC_Strider::MaxYawSpeed() +{ + switch( GetActivity() ) + { + case ACT_90_LEFT: + case ACT_90_RIGHT: + return 10; + + case ACT_TURN_LEFT: + case ACT_TURN_RIGHT: + return 10; + + case ACT_WALK: + return 10; + + default: + return 10; // should be zero, but this makes it easy to see when he's turning with default AI code + break; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_Strider::DoMuzzleFlash( void ) +{ + BaseClass::DoMuzzleFlash(); + + CEffectData data; + + data.m_nAttachmentIndex = LookupAttachment( "MiniGun" ); + data.m_nEntIndex = entindex(); + DispatchEffect( "StriderMuzzleFlash", data ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::ShootMinigun( const Vector *pTarget, float aimError, const Vector &vecSpread ) +{ + if ( pTarget ) + { + Vector muzzlePos; + QAngle muzzleAng; + + GetAttachment( "minigun", muzzlePos, muzzleAng ); + + Vector vecShootDir = *pTarget - muzzlePos; + VectorNormalize( vecShootDir ); + + if( m_bMinigunUseDirectFire ) + { + // exactly on target w/tracer + FireBullets( 1, muzzlePos, vecShootDir, vecSpread, 8192, m_miniGunDirectAmmo, 1 ); + } + else + { + // exactly on target w/tracer + FireBullets( 1, muzzlePos, vecShootDir, vecSpread, 8192, m_miniGunAmmo, 1 ); + } + + //g_pEffects->MuzzleFlash( muzzlePos, muzzleAng, random->RandomFloat( 2.0f, 4.0f ) , MUZZLEFLASH_TYPE_STRIDER ); + DoMuzzleFlash(); + + EmitSound( "NPC_Strider.FireMinigun" ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::UpdateMinigunControls( float &yaw, float &pitch ) +{ + SetPoseParameter( m_poseMiniGunYaw, yaw ); + SetPoseParameter( m_poseMiniGunPitch, pitch ); + + yaw = GetPoseParameter( m_poseMiniGunYaw ); + pitch = GetPoseParameter( m_poseMiniGunPitch ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::GetViewCone( StriderMinigunViewcone_t &cone ) +{ + cone.origin = EyePosition(); + GetVectors( &cone.axis, NULL, NULL ); + cone.cosAngle = 0.5; // 60 degree cone + cone.length = 2048; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::OnMinigunStopShooting( CBaseEntity *pTarget ) +{ + // Stop hating the focus. + if( GetFocus() && pTarget == GetFocus() ) + { + AddEntityRelationship( GetFocus(), D_NU, 0 ); + } + + if( IsUsingAggressiveBehavior() ) + { + // From now on, direct fire. + m_bMinigunUseDirectFire = true; + } +} + +//--------------------------------------------------------- +// How fast the minigun fires (rounds per second) +//--------------------------------------------------------- +float CNPC_Strider::GetMinigunRateOfFire() +{ + if( IsUsingAggressiveBehavior() && m_bMinigunUseDirectFire ) + return STRIDER_EP1_RATE_OF_FIRE; + + return STRIDER_DEFAULT_RATE_OF_FIRE; +} + +//--------------------------------------------------------- +// How much of shoot duration is spent firing directly at +// the target (the balance of time is spent stitching towards) +//--------------------------------------------------------- +float CNPC_Strider::GetMinigunOnTargetTime() +{ + if( IsUsingAggressiveBehavior() ) + { + if( m_bMinigunUseDirectFire ) + { + // On target the whole time. Just send a large number that + // will be clipped, since shooting duration is random and + // we don't know how long the burst will actually be. + return 100.0f; + } + + return STRIDER_EP1_SHOOT_ON_TARGET_TIME; + } + + return STRIDER_SHOOT_ON_TARGET_TIME; +} + +//--------------------------------------------------------- +// How long (seconds) a burst of minigun fire lasts. +//--------------------------------------------------------- +float CNPC_Strider::GetMinigunShootDuration() +{ + if( IsUsingAggressiveBehavior() ) + return STRIDER_EP1_SHOOT_DURATION; + + return STRIDER_DEFAULT_SHOOT_DURATION; +} + +//--------------------------------------------------------- +// How long (seconds) a strider must wait between bursts +//--------------------------------------------------------- +float CNPC_Strider::GetMinigunShootDowntime() +{ + if( IsUsingAggressiveBehavior() ) + return STRIDER_EP1_SHOOT_DOWNTIME; + + return STRIDER_SHOOT_DOWNTIME; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +float CNPC_Strider::GetMinigunShootVariation() +{ + if( IsUsingAggressiveBehavior() ) + { + if( m_bMinigunUseDirectFire ) + return 0.0f; + + return STRIDER_EP1_SHOOT_VARIATION; + } + + return STRIDER_SHOOT_VARIATION; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +Vector CNPC_Strider::CannonPosition() +{ + Vector position; + + // Currently just using the gun for the vertical component! + GetAttachment( "biggun", position ); + position.x = GetAbsOrigin().x; + position.y = GetAbsOrigin().y; + + return position; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +CBaseEntity *CNPC_Strider::GetCannonTarget() +{ + CBaseEntity *pTarget = m_hCannonTarget; + return pTarget; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::HasCannonTarget() const +{ + return ( m_hCannonTarget.Get() != NULL ); +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::IsCannonTarget( CBaseEntity *pTarget ) const +{ + CBaseEntity *pCannonTarget = m_hCannonTarget; + if ( pCannonTarget && pCannonTarget == pTarget ) + { + return true; + } + + return false; +} + +//--------------------------------------------------------- +// Purpose: Aim Gun at a target +// Output : Returns true if you hit the target, false if not there yet +//--------------------------------------------------------- +bool CNPC_Strider::AimCannonAt( CBaseEntity *pEntity, float flInterval ) +{ + if ( !pEntity ) + return true; + + matrix3x4_t gunMatrix; + GetAttachment( gm_CannonAttachment, gunMatrix ); + + // transform the enemy into gun space + m_vecHitPos = pEntity->GetAbsOrigin(); + Vector localEnemyPosition; + VectorITransform( pEntity->GetAbsOrigin(), gunMatrix, localEnemyPosition ); + + // do a look at in gun space (essentially a delta-lookat) + QAngle localEnemyAngles; + VectorAngles( localEnemyPosition, localEnemyAngles ); + + // convert to +/- 180 degrees + localEnemyAngles.x = UTIL_AngleDiff( localEnemyAngles.x, 0 ); + localEnemyAngles.y = UTIL_AngleDiff( localEnemyAngles.y, 0 ); + + float targetYaw = m_aimYaw + localEnemyAngles.y; + float targetPitch = m_aimPitch + localEnemyAngles.x; + + Vector unitAngles = Vector( localEnemyAngles.x, localEnemyAngles.y, localEnemyAngles.z ); + float angleDiff = VectorNormalize(unitAngles); + const float aimSpeed = 16; + + // Exponentially approach the target + float yawSpeed = fabsf(aimSpeed*flInterval*localEnemyAngles.y); + float pitchSpeed = fabsf(aimSpeed*flInterval*localEnemyAngles.x); + + yawSpeed = MAX(yawSpeed,5); + pitchSpeed = MAX(pitchSpeed,5); + + m_aimYaw = UTIL_Approach( targetYaw, m_aimYaw, yawSpeed ); + m_aimPitch = UTIL_Approach( targetPitch, m_aimPitch, pitchSpeed ); + + SetPoseParameter( gm_YawControl, m_aimYaw ); + SetPoseParameter( gm_PitchControl, m_aimPitch ); + + // read back to avoid drift when hitting limits + // as long as the velocity is less than the delta between the limit and 180, this is fine. + m_aimPitch = GetPoseParameter( gm_PitchControl ); + m_aimYaw = GetPoseParameter( gm_YawControl ); + + // UNDONE: Zero out any movement past the limit and go ahead and fire if the strider hit its + // target except for clamping. Need to clamp targets to limits and compare? + if ( angleDiff < 1 ) + return true; + + return false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::FireCannon() +{ + ASSERT( m_hCannonTarget != NULL ); + if ( !m_hCannonTarget ) + { + DevMsg( "Strider firing cannon at NULL target\n" ); + + // Turn the cannon off + EntityMessageBegin( this, true ); + WRITE_BYTE( STRIDER_MSG_DEAD ); + MessageEnd(); + + return; + } + + if ( GetNextThink( "CANNON_HIT" ) > gpGlobals->curtime ) + { + DevMsg( "Strider refiring cannon?\n" ); + return; + } + + m_nextShootTime = gpGlobals->curtime + 5; + trace_t tr; + Vector vecShootPos; + GetAttachment( gm_CannonAttachment, vecShootPos ); + + Vector vecShootDir; + vecShootDir = m_hCannonTarget->WorldSpaceCenter() - vecShootPos; + float flDist = VectorNormalize( vecShootDir ); + + AI_TraceLine( vecShootPos, vecShootPos + vecShootDir * flDist, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); + m_blastHit = tr.endpos; + m_blastHit += tr.plane.normal * 16; + m_blastNormal = tr.plane.normal; + + // tell the client side effect to complete + EntityMessageBegin( this, true ); + WRITE_BYTE( STRIDER_MSG_BIG_SHOT ); + WRITE_VEC3COORD( tr.endpos ); + MessageEnd(); + + CPASAttenuationFilter filter2( this, "NPC_Strider.Shoot" ); + EmitSound( filter2, entindex(), "NPC_Strider.Shoot"); + SetContextThink( &CNPC_Strider::CannonHitThink, gpGlobals->curtime + 0.2f, "CANNON_HIT" ); +} + +void CNPC_Strider::CannonHitThink() +{ + CBaseEntity *pCannonTarget = m_hCannonTarget; + if ( pCannonTarget ) + { + bool fAlive = pCannonTarget->IsAlive(); + + CreateConcussiveBlast( m_blastHit, m_blastNormal, this, 2.5 ); + + // If the target was alive, check to make sure it is now dead. If not, + // Kill it and warn the designer. + if( fAlive && pCannonTarget->IsAlive() ) + { + DevWarning("* * * * * * * * * * * * * * *\n"); + DevWarning("NASTYGRAM: STRIDER failed to kill its cannon target. Killing directly...\n"); + DevWarning("* * * * * * * * * * * * * * *\n"); + + CTakeDamageInfo info; + + info.SetDamage( pCannonTarget->GetHealth() ); + info.SetDamageType( DMG_GENERIC ); + info.SetAttacker( this ); + info.SetInflictor( this ); + + pCannonTarget->TakeDamage( info ); + } + + // Clear this guy now that we've shot him + m_hCannonTarget = NULL; + } + + // Allow the cannon back on. + m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 1 ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent ) +{ + if ( !HasMemory( bits_MEMORY_PROVOKED ) ) + { + // if the player threw this in the last 1 seconds + CBasePlayer *pPlayer = pEvent->pEntities[!index]->HasPhysicsAttacker( 1 ); + if ( pPlayer ) + { + GetEnemies()->ClearMemory( pPlayer ); + Remember( bits_MEMORY_PROVOKED ); + SetCondition( COND_LIGHT_DAMAGE ); + } + } + + int otherIndex = !index; + CBaseEntity *pOther = pEvent->pEntities[otherIndex]; + if ( pOther && UTIL_IsCombineBall( pOther ) ) + { + Vector damagePos; + pEvent->pInternalData->GetContactPoint( damagePos ); + CTakeDamageInfo dmgInfo( pOther, pOther, vec3_origin, damagePos, (m_iMaxHealth / 3) + 1, DMG_BLAST | DMG_PREVENT_PHYSICS_FORCE ); + + // FIXME: is there a better way for physics objects to keep track of what root entity responsible for them moving? + CBasePlayer *pPlayer = pOther->HasPhysicsAttacker( 1.0 ); + if (pPlayer) + { + dmgInfo.SetAttacker( pPlayer ); + } + + // UNDONE: Find one near damagePos? + m_nForceBone = 0; + PhysCallbackDamage( this, dmgInfo, *pEvent, index ); + return; + } + + BaseClass::VPhysicsShadowCollision( index, pEvent ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ) +{ + // Let normal hitbox code handle rays + if ( mask & CONTENTS_HITBOX ) + { + return BaseClass::TestCollision( ray, mask, trace ); + } + + if ( IntersectRayWithBox( ray, WorldAlignMins() + GetAbsOrigin(), WorldAlignMaxs() + GetAbsOrigin(), DIST_EPSILON, &trace ) ) + { + trace.hitbox = 0; + trace.hitgroup = HITGROUP_HEAD; + return true; + } + return false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::CarriedByDropship() +{ + if( GetOwnerEntity() && FClassnameIs( GetOwnerEntity(), "npc_combinedropship" ) ) + return true; + + return false; +} + +//--------------------------------------------------------- +// Carried by a dropship +//--------------------------------------------------------- +void CNPC_Strider::CarriedThink() +{ + SetNextThink( gpGlobals->curtime + 0.05 ); + StudioFrameAdvance(); + + Vector vecGround = GetAbsOrigin(); + TranslateNavGoal( NULL, vecGround ); + + if( !CarriedByDropship() ) + { + SetSolid( SOLID_BBOX ); + SetThink ( &CAI_BaseNPC::CallNPCThink ); + } +} + + + + +//--------------------------------------------------------- +//--------------------------------------------------------- +Vector CNPC_Strider::LeftFootHit( float eventtime ) +{ + Vector footPosition; + QAngle angles; + + GetAttachment( "left foot", footPosition, angles ); + + if ( hl2_episodic.GetBool() ) + { + CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" ); + EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime ); + } + else + { + CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" ); + EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime ); + } + + FootFX( footPosition ); + + return footPosition; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +Vector CNPC_Strider::RightFootHit( float eventtime ) +{ + Vector footPosition; + + GetAttachment( "right foot", footPosition ); + + if ( hl2_episodic.GetBool() ) + { + CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" ); + EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime ); + } + else + { + CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" ); + EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime ); + } + + FootFX( footPosition ); + + return footPosition; +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +Vector CNPC_Strider::BackFootHit( float eventtime ) +{ + Vector footPosition; + + GetAttachment( "back foot", footPosition ); + + if ( hl2_episodic.GetBool() ) + { + CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" ); + EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime ); + } + else + { + CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" ); + EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime ); + } + + FootFX( footPosition ); + + return footPosition; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +static Vector GetAttachmentPositionInSpaceOfBone( CStudioHdr *pStudioHdr, const char *pAttachmentName, int outputBoneIndex ) +{ + int attachment = Studio_FindAttachment( pStudioHdr, pAttachmentName ); + + Vector localAttach; + const mstudioattachment_t &pAttachment = pStudioHdr->pAttachment(attachment); + int iBone = pStudioHdr->GetAttachmentBone( attachment ); + MatrixGetColumn( pAttachment.local, 3, localAttach ); + + matrix3x4_t inputToOutputBone; + Studio_CalcBoneToBoneTransform( pStudioHdr, iBone, outputBoneIndex, inputToOutputBone ); + + Vector out; + VectorTransform( localAttach, inputToOutputBone, out ); + + return out; +} + +//------------------------------------- + +void CNPC_Strider::StompHit( int followerBoneIndex ) +{ + CStudioHdr *pStudioHdr = GetModelPtr(); + physfollower_t *bone = m_BoneFollowerManager.GetBoneFollower( followerBoneIndex ); + if ( !bone ) + return; + + const char *pBoneNames[] = {"left skewer", "right skewer" }; + int nameIndex = followerBoneIndex == STRIDER_LEFT_LEG_FOLLOWER_INDEX ? 0 : 1; + Vector localHit = GetAttachmentPositionInSpaceOfBone( pStudioHdr, pBoneNames[nameIndex], bone->boneIndex ); + IPhysicsObject *pLegPhys = bone->hFollower->VPhysicsGetObject(); + + // now transform into the worldspace of the current position of the leg's physics + matrix3x4_t legToWorld; + pLegPhys->GetPositionMatrix( &legToWorld ); + Vector hitPosition; + VectorTransform( localHit, legToWorld, hitPosition ); + + //NDebugOverlay::Box( hitPosition, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 255, 1.0 ); + CBaseEntity *pEnemy = GetEnemy(); + CAI_BaseNPC *pNPC = pEnemy ? pEnemy->MyNPCPointer() : NULL; + bool bIsValidTarget = pNPC && pNPC->GetModelPtr(); + if ( HasSpawnFlags( SF_CAN_STOMP_PLAYER ) ) + { + bIsValidTarget = bIsValidTarget || ( pEnemy && pEnemy->IsPlayer() ); + } + + if ( !bIsValidTarget ) + return; + + Vector delta; + VectorSubtract( pEnemy->GetAbsOrigin(), hitPosition, delta ); + if ( delta.LengthSqr() > (STRIDER_STOMP_RANGE * STRIDER_STOMP_RANGE) ) + return; + + // DVS E3 HACK: Assume we stab our victim midway between their eyes and their center. + Vector vecStabPos = ( pEnemy->WorldSpaceCenter() + pEnemy->EyePosition() ) * 0.5f; + hitPosition = pEnemy->GetAbsOrigin(); + + Vector footPosition; + GetAttachment( "left foot", footPosition ); + + CPASAttenuationFilter filter( this, "NPC_Strider.Skewer" ); + EmitSound( filter, 0, "NPC_Strider.Skewer", &hitPosition ); + + CTakeDamageInfo damageInfo( this, this, 500, DMG_CRUSH ); + Vector forward; + pEnemy->GetVectors( &forward, NULL, NULL ); + damageInfo.SetDamagePosition( hitPosition ); + damageInfo.SetDamageForce( -50 * 300 * forward ); + pEnemy->TakeDamage( damageInfo ); + + if ( !pNPC || pNPC->IsAlive() ) + return; + + Vector vecBloodDelta = footPosition - vecStabPos; + vecBloodDelta.z = 0; // effect looks better + VectorNormalize( vecBloodDelta ); + UTIL_BloodSpray( vecStabPos + vecBloodDelta * 4, vecBloodDelta, BLOOD_COLOR_RED, 8, FX_BLOODSPRAY_ALL ); + UTIL_BloodSpray( vecStabPos + vecBloodDelta * 4, vecBloodDelta, BLOOD_COLOR_RED, 11, FX_BLOODSPRAY_DROPS ); + CBaseEntity *pRagdoll = CreateServerRagdollAttached( pNPC, vec3_origin, -1, COLLISION_GROUP_DEBRIS, pLegPhys, this, bone->boneIndex, vecStabPos, -1, localHit ); + if ( pRagdoll ) + { + // the strider might drag this through the world + pRagdoll->AddSolidFlags( FSOLID_NOT_SOLID ); + + m_hRagdoll = pRagdoll; + m_ragdollTime = gpGlobals->curtime + 10; + UTIL_Remove( pNPC ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Strider::FootFX( const Vector &origin ) +{ + trace_t tr; + AI_TraceLine( origin + Vector(0, 0, 48), origin - Vector(0,0,100), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); + float yaw = random->RandomInt(0,120); + + if ( UTIL_PointContents( tr.endpos + Vector( 0, 0, 1 ) ) & MASK_WATER ) + { + float flWaterZ = UTIL_FindWaterSurface( tr.endpos, tr.endpos.z, tr.endpos.z + 100.0f ); + + CEffectData data; + data.m_fFlags = 0; + data.m_vOrigin = tr.endpos; + data.m_vOrigin.z = flWaterZ; + data.m_vNormal = Vector( 0, 0, 1 ); + data.m_flScale = random->RandomFloat( 10.0, 14.0 ); + + DispatchEffect( "watersplash", data ); + } + else + { + for ( int i = 0; i < 3; i++ ) + { + Vector dir = UTIL_YawToVector( yaw + i*120 ) * 10; + VectorNormalize( dir ); + dir.z = 0.25; + VectorNormalize( dir ); + g_pEffects->Dust( tr.endpos, dir, 12, 50 ); + } + } + UTIL_ScreenShake( tr.endpos, 4.0, 1.0, 0.5, 1000, SHAKE_START, false ); + + if ( npc_strider_shake_ropes_radius.GetInt() ) + { + CRopeKeyframe::ShakeRopes( tr.endpos, npc_strider_shake_ropes_radius.GetFloat(), npc_strider_shake_ropes_magnitude.GetFloat() ); + } + + // + // My feet are scary things! NOTE: We might want to make danger sounds as the feet move + // through the air. Then soldiers could run from the feet, which would look cool. + // + CSoundEnt::InsertSound( SOUND_DANGER|SOUND_CONTEXT_EXCLUDE_COMBINE, tr.endpos, 512, 1.0f, this ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +Vector CNPC_Strider::CalculateStompHitPosition( CBaseEntity *pEnemy ) +{ + Vector skewerPosition, footPosition; + GetAttachment( "left skewer", skewerPosition ); + GetAttachment( "left foot", footPosition ); + Vector vecStabPos = ( pEnemy->WorldSpaceCenter() + pEnemy->EyePosition() ) * 0.5f; + + return vecStabPos - skewerPosition + footPosition; +} + +//----------------------------------------------------------------------------- +// Strider Navigation +//----------------------------------------------------------------------------- + +static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs ) +{ + trace_t tr; + // Find point on floor where enemy would stand at chasePosition + Vector floor = *position; + floor.z -= 1024; + AI_TraceHull( *position, floor, mins, maxs, MASK_NPCSOLID_BRUSHONLY, ignore, COLLISION_GROUP_NONE, &tr ); + if ( tr.fraction < 1 ) + { + position->z = tr.endpos.z; + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void AdjustStriderNodePosition( CAI_Network *pNetwork, CAI_Node *pNode ) +{ + if ( pNode->GetHint() && pNode->GetHint()->HintType() == HINT_STRIDER_NODE ) + { + CNPC_Strider *pStrider = (CNPC_Strider *)gEntList.FindEntityByClassname( NULL, "npc_strider" ); + bool bCreated = false; + if ( !pStrider ) + { + bool allowPrecache = CBaseEntity::IsPrecacheAllowed(); + CBaseEntity::SetAllowPrecache( true ); + pStrider = (CNPC_Strider *)CreateEntityByName( "npc_strider" ); + pStrider->m_bDisableBoneFollowers = true; // don't create these since we're just going to destroy him + DispatchSpawn( pStrider ); + CBaseEntity::SetAllowPrecache( allowPrecache ); + bCreated = true; + } + + if ( pStrider ) + { + pStrider->TranslateNavGoal( NULL, pNode->AccessOrigin() ); + if ( bCreated ) + UTIL_Remove( pStrider ); + } + } +} + + +//--------------------------------------------------------- +// Implement a navigator so that the strider can get closer to the ground when he's walking on a slope +// This gives him enough reach for his legs to IK to lower ground points +//--------------------------------------------------------- +void LookaheadPath( const Vector ¤t, AI_Waypoint_t *pWaypoint, float dist, Vector &nextPos ) +{ + if ( !pWaypoint ) + return; + + Vector dir = pWaypoint->GetPos() - current; + float dist2D = dir.Length2D(); + if ( dist2D > 0.1 ) + { + if ( dist <= dist2D ) + { + nextPos = ((dist / dist2D) * dir) + current; + return; + } + } + nextPos = pWaypoint->GetPos(); + dist -= dist2D; + dir = nextPos; + + LookaheadPath( dir, pWaypoint->GetNext(), dist, nextPos ); +} + +//--------------------------------------------------------- +// Find the forward slope and lower the strider height when moving downward +//--------------------------------------------------------- +void CNPC_Strider::CNavigator::MoveCalcBaseGoal( AILocalMoveGoal_t *pMoveGoal ) +{ + BaseClass::MoveCalcBaseGoal( pMoveGoal ); + Vector dest = pMoveGoal->target; + LookaheadPath( GetAbsOrigin(), pMoveGoal->pPath->GetCurWaypoint(), CNPC_Strider::gm_strideLength, dest ); + + //NDebugOverlay::Box( dest, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 255, 0.1 ); + Vector unitDir = pMoveGoal->dir * CNPC_Strider::gm_strideLength; + unitDir.z = dest.z - GetAbsOrigin().z; + VectorNormalize( unitDir ); + float heightAdj = unitDir.z * CNPC_Strider::gm_strideLength; + pMoveGoal->flags |= ( AILMG_NO_STEER | AILMG_NO_AVOIDANCE_PATHS ); + if ( heightAdj < -1 ) + { + heightAdj = clamp( heightAdj, -192, 0 ); + pMoveGoal->target.z += heightAdj; + pMoveGoal->dir = unitDir * CNPC_Strider::gm_strideLength * 0.1; + pMoveGoal->dir.z += heightAdj; + VectorNormalize( pMoveGoal->dir ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::CNavigator::MoveUpdateWaypoint( AIMoveResult_t *pResult ) +{ + // Note that goal & waypoint tolerances are handled in progress blockage cases (e.g., OnObstructionPreSteer) + + AI_Waypoint_t *pCurWaypoint = GetPath()->GetCurWaypoint(); + float waypointDist = (pCurWaypoint->GetPos() - GetAbsOrigin()).Length2D(); + bool bIsGoal = CurWaypointIsGoal(); + // HACKHACK: adjust this tolerance + // The strider is following paths most of the time, but he needs a bunch of freedom + // to adjust himself to make his feet look good. + float tolerance = 10.0; + + if ( waypointDist <= tolerance ) + { + if ( bIsGoal ) + { + OnNavComplete(); + *pResult = AIMR_OK; + + } + else + { + AdvancePath(); + *pResult = AIMR_CHANGE_TYPE; + } + return true; + } + + return false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::CNavigator::DoFindPathToPos() +{ + DbgNavMsg( GetOuter(), "Strider overriding DoFindPathToPos\n"); + if ( BaseClass::DoFindPathToPos() ) + { + // Do special optimization on our first path segment + DbgNavMsg( GetOuter(), "Strider base pathfind worked\n"); + CAI_WaypointList waypoints( GetPath()->GetCurWaypoint() ); + AI_Waypoint_t *pFirstWaypoint = waypoints.GetFirst(); + AI_Waypoint_t *pLast = waypoints.GetLast(); + + if ( pFirstWaypoint->IsReducible() && + pFirstWaypoint->GetNext() && + pFirstWaypoint->GetNext()->iNodeID != NO_NODE && + pFirstWaypoint->GetNext()->NavType() == GetNavType() ) + { + // Find nearest point on the line segment of our path + Vector vOrigin = GetOuter()->GetAbsOrigin(); + Vector vClosest; + CalcClosestPointOnLineSegment( vOrigin, + pFirstWaypoint->GetPos(), + pFirstWaypoint->GetNext()->GetPos(), + vClosest ); + + // Find both these positions as offset from the ground + TranslateNavGoal( GetPath()->GetTarget(), vClosest ); + TranslateNavGoal( GetPath()->GetTarget(), vOrigin ); + + // If we're seemingly beyond the waypoint and our hull is near enough to the path segment, advance to the next node + const float EPS = 0.1f; + bool bPastStartNode = ( ( pFirstWaypoint->GetPos() - vClosest ).Length() > EPS ); + bool bNearPathSegment = ( ( vOrigin - vClosest ).Length() < GetHullWidth() * 0.5f ); + if ( bPastStartNode && bNearPathSegment ) + { + GetPath()->Advance(); + } + } + + if ( pLast->iNodeID == NO_NODE ) + { + AI_Waypoint_t *pLastNodeWaypoint = pLast->GetPrev(); + + if ( pLastNodeWaypoint && pLastNodeWaypoint->iNodeID == NO_NODE ) + { + // Pathfinder triangulated to goal + Assert( pLastNodeWaypoint->GetPrev() ); + if ( pLastNodeWaypoint->GetPrev() ) + { + pLastNodeWaypoint->GetPrev()->SetNext( pLast ); + delete pLastNodeWaypoint; + pLastNodeWaypoint = pLast->GetPrev(); + } + } + + Assert( pLastNodeWaypoint ); + if ( pLastNodeWaypoint ) + { + Assert( pLastNodeWaypoint->iNodeID != NO_NODE ); + if ( pLastNodeWaypoint->iNodeID != NO_NODE ) + { + CAI_Node *pLastNode = GetNetwork()->GetNode( pLastNodeWaypoint->iNodeID ); + float bestDistSq = ( pLast->vecLocation - pLastNodeWaypoint->vecLocation ).LengthSqr(); + Vector vNewEnd = vec3_invalid; + int segmentDestClosest = NO_NODE; + + for (int link=0; link < pLastNode->NumLinks();link++) + { + CAI_Link *pLink = pLastNode->GetLinkByIndex(link); + if ( !( pLink->m_LinkInfo & bits_LINK_OFF ) && (pLink->m_iAcceptedMoveTypes[GetHullType()] & bits_CAP_MOVE_FLY) ) + { + CAI_Node *pTestNode = GetNetwork()->GetNode( pLink->DestNodeID( pLastNodeWaypoint->iNodeID ) ); + if ( pTestNode->GetHint() && pTestNode->GetHint()->HintType() == HINT_STRIDER_NODE ) + { + Vector vClosest; + CalcClosestPointOnLineSegment( pLast->vecLocation, + pLastNodeWaypoint->vecLocation, pTestNode->GetPosition(GetHullType()), + vClosest ); + float distTestSq = ( pLast->vecLocation - vClosest ).LengthSqr(); + if ( distTestSq < bestDistSq ) + { + bestDistSq = distTestSq; + vNewEnd = vClosest; + segmentDestClosest = pTestNode->GetId(); + } + } + } + } + + if ( vNewEnd == vec3_invalid ) + { + DbgNavMsg( GetOuter(), "Strider resetting goal to last node waypoint\n"); + pLastNodeWaypoint->SetNext( NULL ); + pLastNodeWaypoint->ModifyFlags( bits_WP_TO_GOAL, true ); + delete pLast; + } + else if ( !pLastNodeWaypoint->GetPrev() || pLastNodeWaypoint->GetPrev()->iNodeID != segmentDestClosest ) + { + DbgNavMsg( GetOuter(), "Strider resetting goal to nearest point on graph\n"); + pLast->vecLocation = vNewEnd; + } + else + { + DbgNavMsg( GetOuter(), "Strider resetting goal to nearest point on graph, on node\n"); + pLastNodeWaypoint->vecLocation = vNewEnd; + pLastNodeWaypoint->SetNext( NULL ); + pLastNodeWaypoint->ModifyFlags( bits_WP_TO_GOAL, true ); + delete pLast; + } + GetPath()->ResetGoalPosition( GetPath()->GetGoalWaypoint()->vecLocation ); + } + } + } + else + DbgNavMsg( GetOuter(), "Goal ended on node\n"); + return true; + } + else + DbgNavMsg( GetOuter(), "Strider base pathfind failed\n"); + + return false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::CNavigator::ShouldOptimizeInitialPathSegment( AI_Waypoint_t *pFirstWaypoint ) +{ + // We do our own special initial path optimization DoFindPathToPos() + return false; +} + + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CNPC_Strider::CNavigator::GetStoppingPath( CAI_WaypointList *pClippedWaypoints ) +{ + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: Returns if a bone follower is a leg piece or not +// Input : *pFollower - Bone follower we're testing +// Output : Returns true if the bone follower is a part of the strider's legs +//----------------------------------------------------------------------------- +bool CNPC_Strider::IsLegBoneFollower( CBoneFollower *pFollower ) +{ + // Find the index of this bone follower, if we have it + int nFollowerIndex = GetBoneFollowerIndex( pFollower ); + if ( nFollowerIndex == -1 ) + return false; + + // See if we're a leg + if ( nFollowerIndex >= STRIDER_LEFT_LEG_FOLLOWER_INDEX && + nFollowerIndex <= STRIDER_BACK_UPPERLEG_FOLLOWER_INDEX ) + return true; + + // We're something else + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: Finds a bone follower via a supplied index +// Input : nIndex - index our bone follower manager will use to retrieve the follower +// Output : NULL if not found, otherwise the bone follower we were seeking +//----------------------------------------------------------------------------- +CBoneFollower *CNPC_Strider::GetBoneFollowerByIndex( int nIndex ) +{ + physfollower_t *pFollower = m_BoneFollowerManager.GetBoneFollower( nIndex ); + if ( pFollower != NULL ) + return pFollower->hFollower; + + return NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: Returns the index of a bone follower in our system +// Input : *pFollower - Follower we're looking for +// Output : -1 if not found, otherwise the index of the follower +//----------------------------------------------------------------------------- +int CNPC_Strider::GetBoneFollowerIndex( CBoneFollower *pFollower ) +{ + return m_BoneFollowerManager.GetBoneFollowerIndex( pFollower ); +} + +//----------------------------------------------------------------------------- +// Purpose: The strider ignores certain entities this way +// Input : *pEntity - Entity in question +// Output : Returns true if we should collide with the entity +//----------------------------------------------------------------------------- +bool CNPC_Strider::ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity ) +{ + if ( pEntity->m_iClassname == m_iszStriderBusterName ) + return false; + + return BaseClass::ShouldProbeCollideAgainstEntity( pEntity ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Lets us keep track of attached Strider busters +// Input : *pAttached - strider buster that is attached +//----------------------------------------------------------------------------- +#ifdef HL2_EPISODIC +void CNPC_Strider::StriderBusterAttached( CBaseEntity *pAttached ) +{ + // Add another to the list + m_hAttachedBusters.AddToTail( pAttached ); + m_PlayerFreePass.Revoke(); + + variant_t target; + target.SetString( AllocPooledString( "!player" ) ); + g_EventQueue.AddEvent( this, "UpdateEnemyMemory", target, 1.0, this, this ); +} + + +void CNPC_Strider::StriderBusterDetached( CBaseEntity *pAttached ) +{ + int elem = m_hAttachedBusters.Find(pAttached); + if (elem >= 0) + { + m_hAttachedBusters.FastRemove(elem); + } +} + +#endif // HL2_EPISODIC + +//----------------------------------------------------------------------------- +// +// Strider Minigun +// +//----------------------------------------------------------------------------- + +BEGIN_DATADESC_NO_BASE( CStriderMinigun ) + + DEFINE_FIELD( m_enable, FIELD_BOOLEAN ), + DEFINE_FIELD( m_minigunState, FIELD_INTEGER ), + DEFINE_FIELD( m_nextBulletTime, FIELD_TIME ), + DEFINE_FIELD( m_burstTime, FIELD_TIME ), + DEFINE_FIELD( m_nextTwitchTime, FIELD_TIME ), + DEFINE_FIELD( m_randomState, FIELD_INTEGER ), + DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ), + DEFINE_FIELD( m_bWarnedAI, FIELD_BOOLEAN ), + DEFINE_FIELD( m_shootDuration, FIELD_TIME ), + DEFINE_FIELD( m_vecAnchor, FIELD_VECTOR ), + DEFINE_FIELD( m_bOverrideEnemy, FIELD_BOOLEAN ), + DEFINE_FIELD( m_vecLastTargetPos, FIELD_VECTOR ), + DEFINE_FIELD( m_iOnTargetShots, FIELD_INTEGER ), + + // Silence, Classcheck! + // DEFINE_FIELD( m_yaw, StriderMinigunAnimController_t ), + // DEFINE_FIELD( m_pitch, StriderMinigunAnimController_t ), + + DEFINE_FIELD( m_yaw.current, FIELD_FLOAT ), + DEFINE_FIELD( m_yaw.target, FIELD_FLOAT ), + DEFINE_FIELD( m_yaw.rate, FIELD_FLOAT ), + DEFINE_FIELD( m_pitch.current, FIELD_FLOAT ), + DEFINE_FIELD( m_pitch.target, FIELD_FLOAT ), + DEFINE_FIELD( m_pitch.rate, FIELD_FLOAT ), + + +END_DATADESC() + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::Init() +{ + m_enable = true; + m_nextTwitchTime = gpGlobals->curtime; + m_randomState = 0; + m_yaw.current = m_yaw.target = 0; + m_pitch.current = m_pitch.target = 0; + m_yaw.rate = 360; + m_pitch.rate = 180; + + SetState( MINIGUN_OFF ); + m_burstTime = gpGlobals->curtime; + m_nextBulletTime = FLT_MAX; + m_vecAnchor = vec3_invalid; + m_shootDuration = STRIDER_DEFAULT_SHOOT_DURATION; + m_bOverrideEnemy = false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +bool CStriderMinigun::ShouldFindTarget( IMinigunHost *pHost ) +{ + ASSERT( pHost != NULL ); + + if( !GetTarget() ) + { + // No target. Find one. + return true; + } + + if( m_bOverrideEnemy ) + { + return false; + } + + if( pHost->GetEntity()->GetEnemy() ) + { + return GetTarget() != pHost->GetEntity()->GetEnemy(); + } + + return true; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +float CStriderMinigun::GetAimError() +{ + return fabs(m_yaw.target-m_yaw.current) + fabs(m_pitch.target-m_pitch.current); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::AimAtPoint( IStriderMinigunHost *pHost, const Vector &vecPoint, bool bSnap ) +{ + matrix3x4_t gunMatrix; + CAI_BaseNPC *pOwner = pHost->GetEntity(); + + int mingunAttachment = pOwner->LookupAttachment( "minigunbase" ); + pOwner->GetAttachment( mingunAttachment, gunMatrix ); + + Vector forward, pos; + MatrixGetColumn( gunMatrix, 0, forward ); + MatrixGetColumn( gunMatrix, 3, pos ); + + // transform the point into gun space + Vector localPointPosition; + VectorITransform( vecPoint, gunMatrix, localPointPosition ); + + // do a look at in gun space (essentially a delta-lookat) + QAngle localPointAngles; + VectorAngles( localPointPosition, localPointAngles ); + + // convert to +/- 180 degrees + float pdiff, ydiff; + pdiff = UTIL_AngleDiff( localPointAngles.x, 0 ); + ydiff = UTIL_AngleDiff( localPointAngles.y, 0 ); + + m_pitch.target += 0.5 * pdiff; + m_yaw.target -= 0.5 * ydiff; + + m_pitch.target = MAX( MINIGUN_MIN_PITCH, m_pitch.target ); + m_pitch.target = MIN( MINIGUN_MAX_PITCH, m_pitch.target ); + m_yaw.target = MAX( MINIGUN_MIN_YAW, m_yaw.target ); + m_yaw.target = MIN( MINIGUN_MAX_YAW, m_yaw.target ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::AimAtTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, bool bSnap ) +{ + if ( pTarget && !(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) ) + { + Vector vecTargetPos = pTarget->BodyTarget( pHost->GetEntity()->EyePosition() ); + AimAtPoint( pHost, vecTargetPos, bSnap ); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::ShootAtTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float shootTime ) +{ + if ( !pTarget && !(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) ) + return; + + variant_t emptyVariant; + pTarget->AcceptInput( "InputTargeted", pHost->GetEntity(), pHost->GetEntity(), emptyVariant, 0 ); + Enable( NULL, true ); + if ( shootTime <= 0 ) + { + shootTime = random->RandomFloat( 4, 8 ); + } + SetTarget( pHost, pTarget, true ); + + StartShooting( pHost, pTarget, shootTime ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::StartShooting( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float duration ) +{ + bool bHasSetAnchor = false; + + SetState( MINIGUN_SHOOTING ); + + m_nextBulletTime = gpGlobals->curtime; + m_burstTime = gpGlobals->curtime + duration; + + m_shootDuration = duration; + + // don't twitch while shooting + m_nextTwitchTime = FLT_MAX; + + if( pTarget->IsPlayer() ) + { + // Don't shoot a player in the back if they aren't looking. + // Give them a chance to see they're being fired at. + CBasePlayer *pPlayer = dynamic_cast(pTarget); + + if( !pPlayer->FInViewCone( pHost->GetEntity() ) ) + { + // Player doesn't see me. Try to start shooting so that they can see + // the bullet impacts. + m_vecAnchor = pPlayer->EyePosition(); + + Vector vecPlayerLook; + Vector vecToPlayer; + + // Check in 2D. + vecPlayerLook = pPlayer->EyeDirection3D(); + vecPlayerLook.z = 0.0; + VectorNormalize( vecPlayerLook ); + + vecToPlayer = pPlayer->EyePosition() - pHost->GetEntity()->EyePosition(); + vecToPlayer.z = 0.0; + VectorNormalize( vecToPlayer ); + + float flDot = DotProduct( vecToPlayer, vecPlayerLook ); + + if( flDot < 0.95 ) + { + // If the player is looking sufficiently to a side, start 30 feet out in that direction. + m_vecAnchor += pPlayer->EyeDirection3D() * 320; + bHasSetAnchor = true; + } + else + { + // Start over their head, cause firing the direction they are looking will drill them. + // in the back! + m_vecAnchor += Vector( 0, 0, random->RandomFloat( 160, 240 ) ); + + // Move it to one side of the other randomly, just to get it off center. + Vector right; + pPlayer->GetVectors( NULL, &right, NULL ); + m_vecAnchor += right * random->RandomFloat( -100, 100 ); + bHasSetAnchor = true; + } + } + } + + if( !bHasSetAnchor ) + { + m_vecAnchor = pTarget->WorldSpaceCenter(); + + Vector right; + pTarget->GetVectors( NULL, &right, NULL ); + + // Start 5 or 10 feet off target. + Vector offset = right * random->RandomFloat( 60, 120 ); + + // Flip a coin to decide left or right. + if( random->RandomInt( 0, 1 ) == 0 ) + { + offset *= -1; + } + + m_vecAnchor += offset; + + // Start below them, too. + m_vecAnchor.z -= random->RandomFloat( 80, 200 ); + } + + pHost->OnMinigunStartShooting( pTarget ); +} + +//--------------------------------------------------------- +// Fixes up the math for stitching. +//--------------------------------------------------------- +void CStriderMinigun::ExtendShooting( float timeExtend ) +{ + m_burstTime = gpGlobals->curtime + timeExtend; + m_shootDuration = timeExtend; + m_bWarnedAI = false; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::SetShootDuration( float duration ) +{ +} + +//--------------------------------------------------------- +// Is the gun turned as far as it can go? +//--------------------------------------------------------- +bool CStriderMinigun::IsPegged( int dir ) +{ + bool up, down, left, right, any; + + up = down = left = right = any = false; + + if( m_yaw.current >= 89.0 ) + any = right = true; + + if( m_yaw.current <= -89.0 ) + any = left = true; + + if( m_pitch.current >= 44.0 ) + any = down = true; + + if( m_pitch.current <= -44.0 ) + any = up = true; + + switch( dir ) + { + case MINIGUN_PEGGED_UP: + return up; + + case MINIGUN_PEGGED_DOWN: + return down; + + case MINIGUN_PEGGED_LEFT: + return left; + + case MINIGUN_PEGGED_RIGHT: + return right; + + default: + return (any && !up); + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::StopShootingForSeconds( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float duration ) +{ + if ( IsShooting() ) + { + SetState( MINIGUN_OFF ); + } + + m_burstTime = gpGlobals->curtime + duration; + m_nextBulletTime = FLT_MAX; + + ClearOnTarget(); + m_nextTwitchTime = gpGlobals->curtime + random->RandomFloat( 2.0, 4.0 ); + pHost->OnMinigunStopShooting( pTarget ); +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::SetState( int newState ) +{ + m_minigunState = newState; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::SetTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, bool bOverrideEnemy ) +{ + m_hTarget = pTarget; + + if( pTarget ) + { + // New target, we haven't scared this guy yet! + m_bWarnedAI = false; + + if( m_vecAnchor == vec3_invalid ) + { + Vector right; + pHost->GetEntity()->GetVectors( NULL, &right, NULL ); + + m_vecAnchor = pTarget->GetAbsOrigin() - Vector( 0, 0, 256 ); + m_vecAnchor += right * random->RandomFloat( -60.0f, 60.0f ); + } + } + + ClearOnTarget(); + + m_bOverrideEnemy = bOverrideEnemy; +} + +//--------------------------------------------------------- +// The strider minigun can track and fire at targets in a fairly +// large arc. It looks unnatural for a Strider to acquire a target +// off to one side and begin firing at it, so we don't let the +// minigun BEGIN shooting at a target unless the target is fairly +// well in front of the Strider. Once firing, the gun is allowed +// to track the target anywhere for the duration of that burst of +// minigun fire. This is tuned by eye. (sjb) +//--------------------------------------------------------- +bool CStriderMinigun::CanStartShooting( IStriderMinigunHost *pHost, CBaseEntity *pTargetEnt ) +{ + if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI ) + return false; + + if( !pTargetEnt ) + return false; + + if( gpGlobals->curtime < m_burstTime ) + return false; + + CNPC_Strider *pStrider = dynamic_cast(pHost->GetEntity() ); + if ( pTargetEnt->IsPlayer() && pStrider->HasPass() ) + return false; + + if( !m_bOverrideEnemy ) + { + if( pTargetEnt != pHost->GetEntity()->GetEnemy() ) + { + return false; + } + + // If the strider can't see the enemy, this may be because the enemy is + // hiding behind something breakable. If the weapon has LOS, fire away. + if( !pHost->GetEntity()->HasCondition( COND_SEE_ENEMY ) ) + { + Assert( pStrider != NULL ); + + if( !pStrider->WeaponLOSCondition( pStrider->GetAdjustedOrigin(), pTargetEnt->WorldSpaceCenter(), false ) ) + { + if( pStrider->IsUsingAggressiveBehavior() && pTargetEnt->IsPlayer() && !pStrider->HasPass() ) + { + // I can shoot the player's cover until he hides long enough to earn a free pass. + float flTimeSinceLastSeen = gpGlobals->curtime - pStrider->GetEnemies()->LastTimeSeen(pTargetEnt); + + if( flTimeSinceLastSeen <= 2.0f ) + return true; + } + + return false; + } + } + } + + Vector los = ( pTargetEnt->WorldSpaceCenter() - pHost->GetEntity()->EyePosition() ); + + // Following code stolen from FVisible. This check done in 2d intentionally. + los.z = 0; + VectorNormalize( los ); + + Vector facingDir = pHost->GetEntity()->EyeDirection2D( ); + float flDot = DotProduct( los, facingDir ); + + // Too far to a side. + if ( flDot <= .707 ) + return false; + + return true; +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::Enable( IMinigunHost *pHost, bool enable ) +{ + m_enable = enable; + if ( !m_enable ) + { + m_yaw.current = m_yaw.target = 0; + m_pitch.current = m_pitch.target = 0; + if ( pHost ) + { + // KENB pHost->UpdateMinigunControls( m_yaw.current, m_pitch.current ); + } + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CStriderMinigun::Think( IStriderMinigunHost *pHost, float dt ) +{ + if ( !m_enable ) + return; + + if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI ) + return; + + if( ShouldFindTarget( pHost ) ) + { + CBaseEntity *pOldTarget = GetTarget(); + + // Take my host's enemy. + SetTarget( pHost, pHost->GetEntity()->GetEnemy() ); + + if( IsShooting() ) + { + // Changing targets hot! + if( pOldTarget ) + { + m_vecAnchor = pOldTarget->WorldSpaceCenter(); + } + + ExtendShooting( STRIDER_SUBSEQUENT_TARGET_DURATION + random->RandomFloat( 0, 0.5 ) ); + } + + pHost->NewTarget(); + } + + if ( !GetTarget() && m_nextTwitchTime <= gpGlobals->curtime ) + { + // invert one and randomize the other. + // This has the effect of making the gun cross the field of + // view more often - like he's looking around + m_randomState = !m_randomState; + if ( m_randomState ) + { + m_yaw.Random( MINIGUN_MIN_YAW, MINIGUN_MAX_YAW, 360, 720 ); + m_pitch.target = -m_pitch.target; + } + else + { + m_pitch.Random( MINIGUN_MIN_PITCH, MINIGUN_MAX_PITCH, 270, 360 ); + m_yaw.target = -m_yaw.target; + } + m_nextTwitchTime = gpGlobals->curtime + random->RandomFloat( 0.3, 2 ); + } + + CBaseEntity *pTargetEnt = m_hTarget.Get(); + + if ( pTargetEnt ) + { + pHost->GetEntity()->InvalidateBoneCache(); + AimAtTarget( pHost, pTargetEnt ); + } + + // Update the minigun's pose parameters using approaching. + m_yaw.Update( dt ); + m_pitch.Update( dt ); + + pHost->UpdateMinigunControls( m_yaw.current, m_pitch.current ); + + // Start or stop shooting. + if( IsShooting() ) + { + if( gpGlobals->curtime > m_burstTime || !pTargetEnt ) + { + // Time to stop firing. + if( m_bOverrideEnemy ) + { + // Get rid of this target. + SetTarget( pHost, NULL ); + } + + StopShootingForSeconds( pHost, pTargetEnt, pHost->GetMinigunShootDowntime() ); + } + } + else + { + if( CanStartShooting( pHost, pTargetEnt ) ) + { + StartShooting( pHost, pTargetEnt, pHost->GetMinigunShootDuration() + random->RandomFloat( 0, pHost->GetMinigunShootVariation() ) ); + } + } + + // Fire the next bullet! + if ( m_nextBulletTime <= gpGlobals->curtime && !IsPegged() ) + { + if( pTargetEnt && pTargetEnt == pHost->GetEntity()->GetEnemy() ) + { + // Shooting at the Strider's enemy. Strafe to target! + float flRemainingShootTime = m_burstTime - gpGlobals->curtime; + + // Skim a little time off of the factor, leave a moment of on-target + // time. This guarantees that the minigun will strike the target a few times. + float flFactor = (flRemainingShootTime - pHost->GetMinigunOnTargetTime() ) / m_shootDuration; + + flFactor = MAX( 0.0f, flFactor ); + + Vector vecTarget = pTargetEnt->BodyTarget( assert_cast(pHost->GetEntity())->GetAdjustedOrigin()); + + Vector vecLine = m_vecAnchor - vecTarget; + + float flDist = VectorNormalize( vecLine ); + + vecTarget += vecLine * flDist * flFactor; + + if( flFactor == 0.0 ) + { + m_vecAnchor = vecTarget; + RecordShotOnTarget(); + } + + if ( GetTarget() ) + { + pHost->ShootMinigun( &vecTarget, GetAimError(), vec3_origin ); + + if( flFactor <= 0.5 && !m_bWarnedAI ) + { + m_bWarnedAI = true; + + CSoundEnt::InsertSound( SOUND_DANGER | SOUND_CONTEXT_REACT_TO_SOURCE, pTargetEnt->EarPosition() + Vector( 0, 0, 1 ), 120, MAX( 1.0, flRemainingShootTime ), pHost->GetEntity() ); + } + } + } + else + { + const Vector *pTargetPoint = pTargetEnt ? &pTargetEnt->GetAbsOrigin() : NULL; + pHost->ShootMinigun( pTargetPoint, GetAimError() ); + } + + m_nextBulletTime = gpGlobals->curtime + (1.0f / pHost->GetMinigunRateOfFire() ); + } +} + +LINK_ENTITY_TO_CLASS( sparktrail, CSparkTrail ); + +void CSparkTrail::Precache() +{ + BaseClass::Precache(); + + PrecacheScriptSound( "DoSpark" ); +} + +void CSparkTrail::Spawn() +{ + Precache(); + + EmitSound( "DoSpark" ); + + m_iHealth = 20 + random->RandomInt( 0, 5 ); + UTIL_SetOrigin( this, GetOwnerEntity()->EyePosition() ); + + Vector vecVelocity; + + vecVelocity.x = random->RandomFloat( 100, 400 ); + vecVelocity.y = random->RandomFloat( 100, 400 ); + vecVelocity.z = random->RandomFloat( 0, 100 ); + + if( random->RandomInt( 0, 1 ) == 0 ) + vecVelocity.x *= -1; + + if( random->RandomInt( 0, 1 ) == 0 ) + vecVelocity.y *= -1; + + UTIL_SetSize( this, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); + SetMoveType( MOVETYPE_FLYGRAVITY ); + SetSolid( SOLID_NONE ); + + if( random->RandomInt( 0, 2 ) == 0 ) + { + vecVelocity *= 2.0; + m_iHealth /= 2; + SetMoveType( MOVETYPE_FLY ); + } + + SetAbsVelocity( vecVelocity ); + + SetThink( &CSparkTrail::SparkThink ); + SetNextThink( gpGlobals->curtime ); +} + +void CSparkTrail::SparkThink() +{ + SetNextThink( gpGlobals->curtime + 0.05 ); + + g_pEffects->Sparks( GetAbsOrigin() ); + + if( m_iHealth-- < 1 ) + { + UTIL_Remove( this ); + } +} + +BEGIN_DATADESC( CSparkTrail ) + DEFINE_THINKFUNC( SparkThink ), +END_DATADESC() + + +//----------------------------------------------------------------------------- +// +// Schedules +// +//----------------------------------------------------------------------------- +AI_BEGIN_CUSTOM_NPC( npc_strider, CNPC_Strider ) + + DECLARE_TASK( TASK_STRIDER_AIM ) + DECLARE_TASK( TASK_STRIDER_DODGE ) + DECLARE_TASK( TASK_STRIDER_STOMP ) + DECLARE_TASK( TASK_STRIDER_BREAKDOWN ) + DECLARE_TASK( TASK_STRIDER_START_MOVING ) + DECLARE_TASK( TASK_STRIDER_REFRESH_HUNT_PATH ) + DECLARE_TASK( TASK_STRIDER_GET_PATH_TO_CANNON_TARGET ) + DECLARE_TASK( TASK_STRIDER_FACE_CANNON_TARGET ) + DECLARE_TASK( TASK_STRIDER_SET_HEIGHT ) + DECLARE_TASK( TASK_STRIDER_GET_PATH_TO_CANNON_LOS ) + DECLARE_TASK( TASK_STRIDER_FIRE_CANNON ) + DECLARE_TASK( TASK_STRIDER_SET_CANNON_HEIGHT ) + DECLARE_TASK( TASK_STRIDER_FALL_TO_GROUND ) + + DECLARE_ACTIVITY( ACT_STRIDER_LOOKL ) + DECLARE_ACTIVITY( ACT_STRIDER_LOOKR ) + DECLARE_ACTIVITY( ACT_STRIDER_DEPLOYRA1 ) + DECLARE_ACTIVITY( ACT_STRIDER_AIMRA1 ) + DECLARE_ACTIVITY( ACT_STRIDER_FINISHRA1 ) + DECLARE_ACTIVITY( ACT_STRIDER_DODGER ) + DECLARE_ACTIVITY( ACT_STRIDER_DODGEL ) + DECLARE_ACTIVITY( ACT_STRIDER_STOMPL ) + DECLARE_ACTIVITY( ACT_STRIDER_STOMPR ) + DECLARE_ACTIVITY( ACT_STRIDER_FLICKL ) + DECLARE_ACTIVITY( ACT_STRIDER_FLICKR ) + DECLARE_ACTIVITY( ACT_STRIDER_SLEEP ) + DECLARE_ACTIVITY( ACT_STRIDER_CARRIED ) + DECLARE_ACTIVITY( ACT_STRIDER_DEPLOY ) + DECLARE_ACTIVITY( ACT_STRIDER_GESTURE_DEATH ) + + DECLARE_CONDITION( COND_STRIDER_DO_FLICK ) + DECLARE_CONDITION( COND_TRACK_PATH_GO ) + DECLARE_CONDITION( COND_STRIDER_SHOULD_CROUCH ) + DECLARE_CONDITION( COND_STRIDER_SHOULD_STAND ) + DECLARE_CONDITION( COND_STRIDER_MINIGUN_SHOOTING ) + DECLARE_CONDITION( COND_STRIDER_MINIGUN_NOT_SHOOTING ) + DECLARE_CONDITION( COND_STRIDER_HAS_CANNON_TARGET ) + DECLARE_CONDITION( COND_STRIDER_ENEMY_UPDATED ) + DECLARE_CONDITION( COND_STRIDER_HAS_LOS_Z ) + + DECLARE_INTERACTION( g_interactionPlayerLaunchedRPG ) + + //========================================================= + // Hunt (Basic logic for strider thinking) + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_STRIDER_HUNT, + + " Tasks" + " TASK_STRIDER_REFRESH_HUNT_PATH 0" + " TASK_STRIDER_START_MOVING 0" + " TASK_WAIT 4" + " " + " Interrupts" + " COND_NEW_ENEMY" + " COND_CAN_MELEE_ATTACK1" + " COND_CAN_RANGE_ATTACK1" + " COND_CAN_RANGE_ATTACK2" + " COND_STRIDER_SHOULD_CROUCH" + " COND_STRIDER_HAS_CANNON_TARGET" + " COND_STRIDER_ENEMY_UPDATED" + ) + + //========================================================= + // Attack (Deploy/shoot/finish) + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_STRIDER_RANGE_ATTACK1, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" + " TASK_FACE_ENEMY 0" + " TASK_RANGE_ATTACK1 0" + " TASK_WAIT 5" // let the immolator work its magic + " " + " Interrupts" + ) + + //========================================================= + // Attack (Deploy/shoot/finish) + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_STRIDER_RANGE_ATTACK2, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_STRIDER_FACE_CANNON_TARGET 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" + " TASK_WAIT 1" + " TASK_STRIDER_AIM 1.25" + " TASK_STRIDER_FIRE_CANNON 0" + " TASK_WAIT 1" + " " + " Interrupts" + ) + + //========================================================= + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_STRIDER_CROUCH, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCH" + " " + " Interrupts" + ) + + //========================================================= + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_STRIDER_STAND, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STAND" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" + " TASK_STRIDER_SET_HEIGHT 500" + " " + " Interrupts" + ) + + //========================================================= + // Dodge Incoming missile + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_STRIDER_DODGE, + + " Tasks" + " TASK_STRIDER_DODGE 0" + " " + " Interrupts" + ) + + //========================================================= + // Break down and die + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_STRIDER_DIE, + + " Tasks" + " TASK_STRIDER_BREAKDOWN 0" + " " + " Interrupts" + ) + + //========================================================= + // Stomp on an enemy + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_STRIDER_STOMPL, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_STRIDER_STOMP 0" + " " + " Interrupts" + ); + + // Stomp on an enemy + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_STRIDER_STOMPR, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_STRIDER_STOMP 1" + " " + " Interrupts" + ) + + DEFINE_SCHEDULE + ( + SCHED_STRIDER_FLICKL, + + " Tasks" + " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STRIDER_FLICKL" + " " + " Interrupts" + ) + DEFINE_SCHEDULE + ( + SCHED_STRIDER_FLICKR, + + " Tasks" + " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STRIDER_FLICKR" + " " + " Interrupts" + ) + DEFINE_SCHEDULE + ( + SCHED_STRIDER_ATTACK_CANNON_TARGET, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_STRIDER_GET_PATH_TO_CANNON_TARGET 0" + " TASK_WALK_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " " + " Interrupts" + " COND_CAN_RANGE_ATTACK2" + " COND_STRIDER_SHOULD_CROUCH" + ) + + DEFINE_SCHEDULE + ( + SCHED_STRIDER_CHASE_ENEMY, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_GET_CHASE_PATH_TO_ENEMY 300" + " TASK_RUN_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " TASK_FACE_ENEMY 0" + "" + " Interrupts" + " COND_NEW_ENEMY" + " COND_ENEMY_DEAD" + " COND_ENEMY_UNREACHABLE" + " COND_CAN_RANGE_ATTACK1" + " COND_CAN_MELEE_ATTACK1" + " COND_CAN_RANGE_ATTACK2" + " COND_CAN_MELEE_ATTACK2" + " COND_TOO_CLOSE_TO_ATTACK" + " COND_LOST_ENEMY" + " COND_STRIDER_HAS_CANNON_TARGET" + ) + + DEFINE_SCHEDULE + ( + SCHED_STRIDER_COMBAT_FACE, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" + " TASK_WAIT_FACE_ENEMY 1" + "" + " Interrupts" + " COND_CAN_RANGE_ATTACK1" + " COND_CAN_RANGE_ATTACK2" + " COND_CAN_MELEE_ATTACK1" + " COND_CAN_MELEE_ATTACK2" + " COND_NEW_ENEMY" + " COND_ENEMY_DEAD" + " COND_STRIDER_HAS_CANNON_TARGET" + ) + + DEFINE_SCHEDULE + ( + SCHED_STRIDER_AGGRESSIVE_COMBAT_STAND, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" + " TASK_WAIT 1" + "" + " Interrupts" + " COND_NEW_ENEMY" + " COND_ENEMY_DEAD" + " COND_LIGHT_DAMAGE" + " COND_HEAVY_DAMAGE" + " COND_SEE_ENEMY" + " COND_CAN_RANGE_ATTACK1" + " COND_CAN_RANGE_ATTACK2" + " COND_CAN_MELEE_ATTACK1" + " COND_CAN_MELEE_ATTACK2" + " COND_IDLE_INTERRUPT" + ) + + DEFINE_SCHEDULE + ( + SCHED_STRIDER_ESTABLISH_LINE_OF_FIRE_CANNON, + + " Tasks " + " TASK_STRIDER_GET_PATH_TO_CANNON_LOS 0" + " TASK_RUN_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " TASK_STRIDER_FACE_CANNON_TARGET 0" + "" + " Interrupts " + " COND_CAN_RANGE_ATTACK2" + " COND_STRIDER_SHOULD_CROUCH" + " COND_STRIDER_SHOULD_STAND" + ) + + DEFINE_SCHEDULE + ( + SCHED_STRIDER_FALL_TO_GROUND, + + " Tasks " + " TASK_STRIDER_FALL_TO_GROUND 0" + "" + " Interrupts " + ) + + +AI_END_CUSTOM_NPC() + +//============================================================================= -- cgit v1.2.3