Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "beam_shared.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_node.h"
#include "ai_hull.h"
#include "ai_hint.h"
#include "ai_memory.h"
#include "ai_route.h"
#include "ai_motor.h"
#include "ai_senses.h"
#include "hl1_npc_hgrunt.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "animation.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "basecombatweapon.h"
#include "hl1_basegrenade.h"
#include "soundenvelope.h"
#include "hl1_CBaseHelicopter.h"
#include "IEffects.h"
#include "smoke_trail.h"
extern short g_sModelIndexFireball;
typedef struct
{
int isValid;
EHANDLE hGrunt;
Vector vecOrigin;
Vector vecAngles;
} t_ospreygrunt;
#define LOADED_WITH_GRUNTS 0 //WORST NAME EVER!
#define UNLOADING_GRUNTS 1
#define GRUNTS_DEPLOYED 2 //Waiting for them to finish repelin
#define SF_WAITFORTRIGGER 0x40
#define MAX_CARRY 24
#define DEFAULT_SPEED 250
#define HELICOPTER_THINK_INTERVAL 0.1
class CNPC_Osprey : public CBaseHelicopter
{
DECLARE_CLASS( CNPC_Osprey, CBaseHelicopter );
public:
int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
void Spawn( void );
void Precache( void );
Class_T Classify( void ) { return CLASS_NONE; };
int BloodColor( void ) { return DONT_BLEED; }
void FindAllThink( void );
void DeployThink( void );
bool HasDead( void );
void Flight( void );
void HoverThink( void );
CAI_BaseNPC *MakeGrunt( Vector vecSrc );
void InitializeRotorSound( void );
void PrescheduleThink( void );
void DyingThink( void );
void CrashTouch( CBaseEntity *pOther );
/*
void CrashTouch( CBaseEntity *pOther );
void DyingThink( void );
void CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
*/
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
float m_startTime;
float m_flIdealtilt;
float m_flRotortilt;
float m_flRightHealth;
float m_flLeftHealth;
int m_iUnits;
EHANDLE m_hGrunt[MAX_CARRY];
Vector m_vecOrigin[MAX_CARRY];
EHANDLE m_hRepel[4];
int m_iSoundState;
int m_iSpriteTexture;
int m_iPitch;
int m_iExplode;
int m_iTailGibs;
int m_iBodyGibs;
int m_iEngineGibs;
int m_iDoLeftSmokePuff;
int m_iDoRightSmokePuff;
int m_iRepelState;
float m_flPrevGoalVel;
int m_iRotorAngle;
int m_nDebrisModel;
CHandle<SmokeTrail> m_hLeftSmoke;
CHandle<SmokeTrail> m_hRightSmoke;
DECLARE_DATADESC();
int m_iNextCrashModel; //which gib to explode with next
};
LINK_ENTITY_TO_CLASS( monster_osprey, CNPC_Osprey );
BEGIN_DATADESC( CNPC_Osprey )
DEFINE_FIELD( m_startTime, FIELD_TIME ),
DEFINE_FIELD( m_flIdealtilt, FIELD_FLOAT ),
DEFINE_FIELD( m_flRotortilt, FIELD_FLOAT ),
DEFINE_FIELD( m_flRightHealth, FIELD_FLOAT ),
DEFINE_FIELD( m_flLeftHealth, FIELD_FLOAT ),
DEFINE_FIELD( m_iRepelState, FIELD_INTEGER ),
DEFINE_FIELD( m_iUnits, FIELD_INTEGER ),
DEFINE_ARRAY( m_hGrunt, FIELD_EHANDLE, MAX_CARRY ),
DEFINE_ARRAY( m_vecOrigin, FIELD_POSITION_VECTOR, MAX_CARRY ),
DEFINE_ARRAY( m_hRepel, FIELD_EHANDLE, 4 ),
// DEFINE_FIELD( m_iTailGibs, FIELD_INTEGER ),
// DEFINE_FIELD( m_iBodyGibs, FIELD_INTEGER ),
// DEFINE_FIELD( m_iEngineGibs, FIELD_INTEGER ),
// DEFINE_FIELD( m_nDebrisModel, FIELD_INTEGER ),
// DEFINE_FIELD( m_iSoundState, FIELD_INTEGER ),
// DEFINE_FIELD( m_iSpriteTexture, FIELD_INTEGER ),
// DEFINE_FIELD( m_iPitch, FIELD_INTEGER ),
DEFINE_FIELD( m_flPrevGoalVel, FIELD_FLOAT ),
DEFINE_FIELD( m_iRotorAngle, FIELD_INTEGER ),
DEFINE_FIELD( m_hLeftSmoke, FIELD_EHANDLE ),
DEFINE_FIELD( m_hRightSmoke, FIELD_EHANDLE ),
DEFINE_FIELD( m_iNextCrashModel, FIELD_INTEGER ),
DEFINE_FIELD( m_iDoLeftSmokePuff, FIELD_INTEGER ),
DEFINE_FIELD( m_iDoRightSmokePuff, FIELD_INTEGER ),
//DEFINE_FIELD( m_iExplode, FIELD_INTEGER ),
DEFINE_THINKFUNC( FindAllThink ),
DEFINE_THINKFUNC( DeployThink ),
DEFINE_ENTITYFUNC( CrashTouch ),
/* DEFINE_FUNCTION ( HoverThink ),
DEFINE_FUNCTION ( DyingThink ),
DEFINE_FUNCTION ( CommandUse ),*/
END_DATADESC()
void CNPC_Osprey::Spawn( void )
{
Precache( );
// motor
SetModel( "models/osprey.mdl" );
BaseClass::Spawn();
Vector mins, maxs;
ExtractBbox( 0, mins, maxs );
UTIL_SetSize( this, mins, maxs );
UTIL_SetOrigin( this, GetAbsOrigin() );
AddFlag( FL_NPC );
m_takedamage = DAMAGE_YES;
m_flRightHealth = 200;
m_flLeftHealth = 200;
m_iHealth = 400;
m_flFieldOfView = 0; // 180 degrees
SetSequence( 0 );
ResetSequenceInfo( );
SetCycle( random->RandomInt( 0,0xFF ) );
// InitBoneControllers();
m_startTime = gpGlobals->curtime + 1;
//FindAllThink();
// SetUse( CommandUse );
/* if (!( m_spawnflags & SF_WAITFORTRIGGER))
{
SetThink( gpGlobals->curtime + 1.0 );
}*/
m_flMaxSpeed = (float)BASECHOPPER_MAX_SPEED / 2;
m_iRepelState = LOADED_WITH_GRUNTS;
m_flPrevGoalVel = 9999;
m_iRotorAngle = -1;
SetBoneController( 0, m_iRotorAngle );
m_hLeftSmoke = NULL;
m_hRightSmoke = NULL;
}
void CNPC_Osprey::Precache( void )
{
UTIL_PrecacheOther( "monster_human_grunt" );
PrecacheModel("models/osprey.mdl");
PrecacheModel("models/HVR.mdl");
m_iSpriteTexture = PrecacheModel( "sprites/rope.vmt" );
m_iExplode = PrecacheModel( "sprites/fexplo.vmt" );
m_iTailGibs = PrecacheModel( "models/osprey_tailgibs.mdl" );
m_iBodyGibs = PrecacheModel( "models/osprey_bodygibs.mdl" );
m_iEngineGibs = PrecacheModel( "models/osprey_enginegibs.mdl" );
m_nDebrisModel = PrecacheModel( "models/mechgibs.mdl" );
PrecacheScriptSound( "Apache.RotorSpinup" );
BaseClass::Precache();
}
void CNPC_Osprey::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
float flDamage = info.GetDamage();
// Hit right engine
if (ptr->hitgroup == 3 )
{
if( m_flRightHealth <= 0 )
return;
else
m_flRightHealth -= flDamage;
if( m_flRightHealth <= 0 )
{
Assert( m_hRightSmoke == NULL );
if ( (m_hRightSmoke = SmokeTrail::CreateSmokeTrail()) != NULL )
{
m_hRightSmoke->m_Opacity = 1.0f;
m_hRightSmoke->m_SpawnRate = 60;
m_hRightSmoke->m_ParticleLifetime = 1.3f;
m_hRightSmoke->m_StartColor.Init( 0.65f, 0.65f , 0.65f );
m_hRightSmoke->m_EndColor.Init( 0.65f, 0.65f, 0.65f );
m_hRightSmoke->m_StartSize = 12;
m_hRightSmoke->m_EndSize = 80;
m_hRightSmoke->m_SpawnRadius = 8;
m_hRightSmoke->m_MinSpeed = 2;
m_hRightSmoke->m_MaxSpeed = 24;
m_hRightSmoke->SetLifetime( 1e6 );
m_hRightSmoke->FollowEntity( this, "right" );
}
}
}
// Hit left engine
if (ptr->hitgroup == 2 )
{
if( m_flLeftHealth <= 0 )
return;
else
m_flLeftHealth -= flDamage;
if( m_flLeftHealth <= 0 )
{
//create smoke trail
Assert( m_hLeftSmoke == NULL );
if ( (m_hLeftSmoke = SmokeTrail::CreateSmokeTrail()) != NULL )
{
m_hLeftSmoke->m_Opacity = 1.0f;
m_hLeftSmoke->m_SpawnRate = 60;
m_hLeftSmoke->m_ParticleLifetime = 1.3f;
m_hLeftSmoke->m_StartColor.Init( 0.65f, 0.65f , 0.65f );
m_hLeftSmoke->m_EndColor.Init( 0.65f, 0.65f, 0.65f );
m_hLeftSmoke->m_StartSize = 12;
m_hLeftSmoke->m_EndSize = 64;
m_hLeftSmoke->m_SpawnRadius = 8;
m_hLeftSmoke->m_MinSpeed = 2;
m_hLeftSmoke->m_MaxSpeed = 24;
m_hLeftSmoke->SetLifetime( 1e6 );
m_hLeftSmoke->FollowEntity( this, "left" );
}
}
}
// hit hard, hits cockpit, hits engines
if (flDamage > 50 || ptr->hitgroup == 1 || ptr->hitgroup == 2 || ptr->hitgroup == 3)
{
AddMultiDamage( info, this );
}
else
{
g_pEffects->Sparks( ptr->endpos );
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_Osprey::InitializeRotorSound( void )
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
CPASAttenuationFilter filter( this );
m_pRotorSound = controller.SoundCreate( filter, entindex(), CHAN_STATIC, "Apache.RotorSpinup", 0.2 );
BaseClass::InitializeRotorSound();
}
void CNPC_Osprey::FindAllThink( void )
{
CBaseEntity *pEntity = NULL;
m_iUnits = 0;
while ( ( pEntity = gEntList.FindEntityByClassname( pEntity, "monster_human_grunt" ) ) != NULL)
{
if ( m_iUnits > MAX_CARRY )
break;
if (pEntity->IsAlive())
{
m_hGrunt[m_iUnits] = pEntity;
m_vecOrigin[m_iUnits] = pEntity->GetAbsOrigin();
m_iUnits++;
}
}
if (m_iUnits == 0)
{
Msg( "osprey error: no grunts to resupply\n");
UTIL_Remove( this );
return;
}
m_startTime = 0.0f;
}
void CNPC_Osprey::DeployThink( void )
{
Vector vecForward;
Vector vecRight;
Vector vecUp;
Vector vecSrc;
SetLocalAngularVelocity( QAngle ( 0, 0, 0 ) );
SetAbsVelocity( Vector ( 0, 0, 0 ) );
AngleVectors( GetAbsAngles(), &vecForward, &vecRight, &vecUp );
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, -4096.0), MASK_SOLID_BRUSHONLY, this,COLLISION_GROUP_NONE, &tr);
CSoundEnt::InsertSound ( SOUND_DANGER, tr.endpos, 400, 0.3 );
vecSrc = GetAbsOrigin() + vecForward * 32 + vecRight * 100 + vecUp * -96;
m_hRepel[0] = MakeGrunt( vecSrc );
vecSrc = GetAbsOrigin() + vecForward * -64 + vecRight * 100 + vecUp * -96;
m_hRepel[1] = MakeGrunt( vecSrc );
vecSrc = GetAbsOrigin() + vecForward * 32 + vecRight * -100 + vecUp * -96;
m_hRepel[2] = MakeGrunt( vecSrc );
vecSrc = GetAbsOrigin() + vecForward * -64 + vecRight * -100 + vecUp * -96;
m_hRepel[3] = MakeGrunt( vecSrc );
m_iRepelState = GRUNTS_DEPLOYED;
HoverThink();
}
bool CNPC_Osprey::HasDead( )
{
for (int i = 0; i < m_iUnits; i++)
{
if (m_hGrunt[i] == NULL || !m_hGrunt[i]->IsAlive())
{
return TRUE;
}
else
{
m_vecOrigin[i] = m_hGrunt[i]->GetAbsOrigin(); // send them to where they died
}
}
return FALSE;
}
void CNPC_Osprey::HoverThink( void )
{
int i = 0;
for (i = 0; i < 4; i++)
{
CBaseEntity *pRepel = (CBaseEntity*)m_hRepel[i];
if ( pRepel != NULL && pRepel->m_iHealth > 0 && pRepel->GetMoveType() == MOVETYPE_FLYGRAVITY )
{
break;
}
}
if ( i == 4 )
m_iRepelState = LOADED_WITH_GRUNTS;
if( m_iRepelState != LOADED_WITH_GRUNTS )
{
// angle of engines should approach vertical
m_iRotorAngle = UTIL_Approach(0, m_iRotorAngle, 5);
}
}
CAI_BaseNPC *CNPC_Osprey::MakeGrunt( Vector vecSrc )
{
CBaseEntity *pEntity;
CAI_BaseNPC *pGrunt;
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + Vector( 0, 0, -4096.0), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr);
if ( tr.m_pEnt && tr.m_pEnt->GetSolid() != SOLID_BSP)
return NULL;
for (int i = 0; i < m_iUnits; i++)
{
if (m_hGrunt[i] == NULL || !m_hGrunt[i]->IsAlive())
{
if (m_hGrunt[i] != NULL && m_hGrunt[i]->m_nRenderMode == kRenderNormal)
{
m_hGrunt[i]->SUB_StartFadeOut( );
}
pEntity = Create( "monster_human_grunt", vecSrc, GetAbsAngles() );
pGrunt = pEntity->MyNPCPointer( );
pGrunt->SetMoveType( MOVETYPE_FLYGRAVITY );
pGrunt->SetGravity( 0.0001 );
Vector spd = Vector( 0, 0, random->RandomFloat( -196, -128 ) );
pGrunt->SetLocalVelocity( spd );
pGrunt->SetActivity( ACT_GLIDE );
pGrunt->SetGroundEntity( NULL );
pGrunt->SetOwnerEntity(this);
CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.vmt", 1.0 );
pBeam->PointEntInit( vecSrc + Vector(0,0,112), pGrunt );
pBeam->SetBeamFlags( FBEAM_SOLID );
pBeam->SetColor( 255, 255, 255 );
pBeam->SetThink( &CBaseEntity::SUB_Remove );
pBeam->SetNextThink( gpGlobals->curtime + -4096.0 * tr.fraction / pGrunt->GetAbsVelocity().z + 0.5 );
// ALERT( at_console, "%d at %.0f %.0f %.0f\n", i, m_vecOrigin[i].x, m_vecOrigin[i].y, m_vecOrigin[i].z );
pGrunt->m_vecLastPosition = m_vecOrigin[i];
m_hGrunt[i] = pGrunt;
return pGrunt;
}
}
// ALERT( at_console, "none dead\n");
return NULL;
}
void CNPC_Osprey::Flight( void )
{
if ( m_iRepelState == LOADED_WITH_GRUNTS )
{
BaseClass::Flight();
// adjust angle of osprey rotors
if ( m_angleVelocity > 0 )
{
m_iRotorAngle = UTIL_Approach(-45, m_iRotorAngle, 5 * (m_angleVelocity / 10));
}
else
{
m_iRotorAngle = UTIL_Approach(-1, m_iRotorAngle, 5);
}
SetBoneController( 0, m_iRotorAngle );
}
}
void CNPC_Osprey::PrescheduleThink( void )
{
BaseClass::PrescheduleThink();
StudioFrameAdvance( );
if ( m_startTime != 0.0 && m_startTime <= gpGlobals->curtime )
FindAllThink();
if ( GetGoalEnt() )
{
if ( m_flPrevGoalVel != GetGoalEnt()->m_flSpeed )
{
if ( m_flPrevGoalVel == 0 && GetGoalEnt()->m_flSpeed != 0 )
{
if ( HasDead() && m_iRepelState == LOADED_WITH_GRUNTS )
m_iRepelState = UNLOADING_GRUNTS;
}
m_flPrevGoalVel = GetGoalEnt()->m_flSpeed;
}
}
if ( m_iRepelState == UNLOADING_GRUNTS )
DeployThink();
else if ( m_iRepelState == GRUNTS_DEPLOYED )
HoverThink();
}
//-----------------------------------------------------------------------------
// Purpose: Lame, temporary death
//-----------------------------------------------------------------------------
void CNPC_Osprey::DyingThink( void )
{
StudioFrameAdvance( );
SetNextThink( gpGlobals->curtime + 0.1f );
if( gpGlobals->curtime > m_flNextCrashExplosion )
{
CPASFilter filter( GetAbsOrigin() );
Vector pos;
QAngle dummy;
int rand = RandomInt(0,10);
if( rand < 4 )
{
int iAttach = LookupAttachment( rand % 2 ? "left" : "right" );
GetAttachment( iAttach, pos, dummy );
}
else
{
pos = GetAbsOrigin();
pos.x += random->RandomFloat( -150, 150 );
pos.y += random->RandomFloat( -150, 150 );
pos.z += random->RandomFloat( -150, -50 );
}
te->Explosion( filter, 0.0, &pos, g_sModelIndexFireball, 10, 15, TE_EXPLFLAG_NONE, 100, 0 );
m_flNextCrashExplosion = gpGlobals->curtime + random->RandomFloat( 0.4, 0.7 );
Vector vecSize = Vector( 500, 500, 60 );
switch( m_iNextCrashModel )
{
case 0:
{
te->BreakModel( filter, 0.0, GetAbsOrigin(), vec3_angle,
vecSize, vec3_origin, m_iTailGibs, 100, 0, 2.5, BREAK_METAL );
break;
}
case 1:
{
te->BreakModel( filter, 0.0, GetAbsOrigin(), vec3_angle,
vecSize, vec3_origin, m_iBodyGibs, 100, 0, 2.5, BREAK_METAL );
break;
}
case 2:
{
te->BreakModel( filter, 0.0, GetAbsOrigin(), vec3_angle,
vecSize, vec3_origin, m_iEngineGibs, 100, 0, 2.5, BREAK_METAL );
break;
}
case 3:
{
te->BreakModel( filter, 0.0, GetAbsOrigin(), vec3_angle,
vecSize, vec3_origin, m_nDebrisModel, 100, 0, 2.5, BREAK_METAL );
break;
}
}
m_iNextCrashModel++;
if( m_iNextCrashModel > 3 ) m_iNextCrashModel = 0;
}
QAngle angVel = GetLocalAngularVelocity();
if( angVel.y < 400 )
{
angVel.y *= 1.1;
SetLocalAngularVelocity( angVel );
}
Vector vecImpulse( 0, 0, 0 );
// add gravity
vecImpulse.z -= 38.4; // 32ft/sec
ApplyAbsVelocityImpulse( vecImpulse );
}
void CNPC_Osprey::CrashTouch( CBaseEntity *pOther )
{
Vector vecSize = Vector( 120, 120, 30 );
CPVSFilter filter( GetAbsOrigin() );
te->BreakModel( filter, 0.0, GetAbsOrigin(), vec3_angle,
vecSize, vec3_origin, m_iTailGibs, 100, 0, 2.5, BREAK_METAL );
if( m_hLeftSmoke )
{
m_hLeftSmoke->SetLifetime(0.1f);
m_hLeftSmoke = NULL;
}
if( m_hRightSmoke )
{
m_hRightSmoke->SetLifetime(0.1f);
m_hRightSmoke = NULL;
}
BaseClass::CrashTouch( pOther );
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
BEGIN_DATADESC( CBaseHelicopter )
DEFINE_THINKFUNC( HelicopterThink ),
DEFINE_THINKFUNC( CallDyingThink ),
DEFINE_ENTITYFUNC( CrashTouch ),
DEFINE_ENTITYFUNC( FlyTouch ),
DEFINE_SOUNDPATCH( m_pRotorSound ),
DEFINE_FIELD( m_flForce, FIELD_FLOAT ),
DEFINE_FIELD( m_fHelicopterFlags, FIELD_INTEGER),
DEFINE_FIELD( m_vecDesiredFaceDir, FIELD_VECTOR ),
DEFINE_FIELD( m_vecDesiredPosition,FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecGoalOrientation,FIELD_VECTOR ),
DEFINE_FIELD( m_flLastSeen, FIELD_TIME ),
DEFINE_FIELD( m_flPrevSeen, FIELD_TIME ),
// DEFINE_FIELD( m_iSoundState, FIELD_INTEGER ), // Don't save, precached
DEFINE_FIELD( m_vecTarget, FIELD_VECTOR ),
DEFINE_FIELD( m_vecTargetPosition, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_angleVelocity, FIELD_FLOAT ),
DEFINE_FIELD( m_flNextCrashExplosion, FIELD_TIME ),
DEFINE_FIELD( m_flMaxSpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_flMaxSpeedFiring, FIELD_FLOAT ),
DEFINE_FIELD( m_flGoalSpeed, FIELD_FLOAT ),
DEFINE_KEYFIELD( m_flInitialSpeed, FIELD_FLOAT, "InitialSpeed" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_STRING, "ChangePathCorner", InputChangePathCorner),
DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate),
// Outputs
DEFINE_OUTPUT(m_AtTarget, "AtPathCorner" ),
DEFINE_OUTPUT(m_LeaveTarget, "LeavePathCorner" ),//<<TEMP>> Undone
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CBaseHelicopter, DT_BaseHelicopter )
END_SEND_TABLE()
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
// Notes : Have your derived Helicopter's Spawn() function call this one FIRST
//------------------------------------------------------------------------------
void CBaseHelicopter::Precache( void )
{
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
// Notes : Have your derived Helicopter's Spawn() function call this one FIRST
//------------------------------------------------------------------------------
void CBaseHelicopter::Spawn( void )
{
Precache( );
SetSolid( SOLID_BBOX );
SetMoveType( MOVETYPE_STEP );
AddFlag( FL_FLY );
m_lifeState = LIFE_ALIVE;
// This base class assumes the helicopter has no guns or missiles.
// Set the appropriate flags in your derived class' Spawn() function.
m_fHelicopterFlags &= ~BITS_HELICOPTER_MISSILE_ON;
m_fHelicopterFlags &= ~BITS_HELICOPTER_GUN_ON;
m_pRotorSound = NULL;
SetCycle( 0 );
ResetSequenceInfo();
AddFlag( FL_NPC );
m_flMaxSpeed = BASECHOPPER_MAX_SPEED;
m_flMaxSpeedFiring = BASECHOPPER_MAX_FIRING_SPEED;
m_takedamage = DAMAGE_AIM;
// Don't start up if the level designer has asked the
// helicopter to start disabled.
if ( !(m_spawnflags & SF_AWAITINPUT) )
{
Startup();
SetNextThink( gpGlobals->curtime + 1.0f );
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
bool CBaseHelicopter::FireGun( void )
{
return true;
}
//------------------------------------------------------------------------------
// Purpose : The main think function for the helicopters
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::HelicopterThink( void )
{
SetNextThink( gpGlobals->curtime + HELICOPTER_THINK_INTERVAL );
// Don't keep this around for more than one frame.
ClearCondition( COND_ENEMY_DEAD );
// Animate and dispatch animation events.
DispatchAnimEvents( this );
PrescheduleThink();
ShowDamage( );
// -----------------------------------------------
// If AI is disabled, kill any motion and return
// -----------------------------------------------
if (CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI)
{
SetAbsVelocity( vec3_origin );
SetLocalAngularVelocity( vec3_angle );
SetNextThink( gpGlobals->curtime + HELICOPTER_THINK_INTERVAL );
return;
}
Hunt();
HelicopterPostThink();
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::Hunt( void )
{
FlyPathCorners( );
if( HasCondition( COND_ENEMY_DEAD ) )
{
SetEnemy( NULL );
}
// Look for my best enemy. If I change enemies,
// be sure and change my prevseen/lastseen timers.
if( m_lifeState == LIFE_ALIVE )
{
GetSenses()->Look( 4092 );
ChooseEnemy();
if( HasEnemy() )
{
CheckEnemy( GetEnemy() );
if (FVisible( GetEnemy() ))
{
if (m_flLastSeen < gpGlobals->curtime - 2)
{
m_flPrevSeen = gpGlobals->curtime;
}
m_flLastSeen = gpGlobals->curtime;
m_vecTargetPosition = GetEnemy()->WorldSpaceCenter();
}
}
else
{
// look at where we're going instead
m_vecTargetPosition = m_vecDesiredPosition;
}
}
else
{
// If we're dead or dying, forget our enemy and don't look for new ones(sjb)
SetEnemy( NULL );
}
if ( 1 )
{
Vector targetDir = m_vecTargetPosition - GetAbsOrigin();
Vector desiredDir = m_vecDesiredPosition - GetAbsOrigin();
VectorNormalize( targetDir );
VectorNormalize( desiredDir );
if ( !IsCrashing() && m_flLastSeen + 5 > gpGlobals->curtime ) //&& DotProduct( targetDir, desiredDir) > 0.25)
{
// If we've seen the target recently, face the target.
//Msg( "Facing Target \n" );
m_vecDesiredFaceDir = targetDir;
}
else
{
// Face our desired position.
// Msg( "Facing Position\n" );
m_vecDesiredFaceDir = desiredDir;
}
}
else
{
// Face the way the path corner tells us to.
//Msg( "Facing my path corner\n" );
m_vecDesiredFaceDir = m_vecGoalOrientation;
}
Flight();
UpdatePlayerDopplerShift( );
// ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->curtime, m_flLastSeen, m_flPrevSeen );
if (m_fHelicopterFlags & BITS_HELICOPTER_GUN_ON)
{
if ( (m_flLastSeen + 1 > gpGlobals->curtime) && (m_flPrevSeen + 2 < gpGlobals->curtime) )
{
if (FireGun( ))
{
// slow down if we're firing
if (m_flGoalSpeed > m_flMaxSpeedFiring )
{
m_flGoalSpeed = m_flMaxSpeedFiring;
}
}
}
}
if (m_fHelicopterFlags & BITS_HELICOPTER_MISSILE_ON)
{
AimRocketGun();
}
// Finally, forget dead enemies.
if( GetEnemy() != NULL && !GetEnemy()->IsAlive() )
{
SetEnemy( NULL );
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::FlyPathCorners( void )
{
if ( GetGoalEnt() == NULL && m_target != NULL_STRING )// this monster has a target
{
SetGoalEnt( gEntList.FindEntityByName( NULL, m_target ) );
if (GetGoalEnt())
{
m_vecDesiredPosition = GetGoalEnt()->GetLocalOrigin();
// FIXME: orienation removed from path_corners!
AngleVectors( GetGoalEnt()->GetLocalAngles(), &m_vecGoalOrientation );
}
}
// walk route
if (GetGoalEnt())
{
// ALERT( at_console, "%.0f\n", flLength );
if ( HasReachedTarget( ) )
{
// If we get this close to the desired position, it's assumed that we've reached
// the desired position, so move on.
// Fire target that I've reached my goal
m_AtTarget.FireOutput( GetGoalEnt(), this );
OnReachedTarget( GetGoalEnt() );
SetGoalEnt( gEntList.FindEntityByName( NULL, GetGoalEnt()->m_target ) );
if (GetGoalEnt())
{
m_vecDesiredPosition = GetGoalEnt()->GetAbsOrigin();
// FIXME: orienation removed from path_corners!
AngleVectors( GetGoalEnt()->GetLocalAngles(), &m_vecGoalOrientation );
// NDebugOverlay::Box( m_vecDesiredPosition, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0,255,0, false, 30.0);
}
}
}
else
{
// If we can't find a new target, just stay where we are.
m_vecDesiredPosition = GetAbsOrigin();
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::UpdatePlayerDopplerShift( )
{
// -----------------------------
// make rotor, engine sounds
// -----------------------------
if (m_iSoundState == 0)
{
// Sound startup.
InitializeRotorSound();
}
else
{
CBaseEntity *pPlayer = NULL;
// UNDONE: this needs to send different sounds to every player for multiplayer.
// FIXME: this isn't the correct way to find a player!!!
pPlayer = gEntList.FindEntityByName( NULL, "!player" );
if (pPlayer)
{
Vector dir = pPlayer->GetLocalOrigin() - GetLocalOrigin();
VectorNormalize(dir);
float velReceiver = -DotProduct( pPlayer->GetAbsVelocity(), dir );
float velTransmitter = -DotProduct( GetAbsVelocity(), dir );
// speed of sound == 13049in/s
int iPitch = 100 * ((1 - velReceiver / 13049) / (1 + velTransmitter / 13049));
// clamp pitch shifts
if (iPitch > 250)
iPitch = 250;
if (iPitch < 50)
iPitch = 50;
// Msg( "Pitch:%d\n", iPitch );
UpdateRotorSoundPitch( iPitch );
//Msg( "%.0f\n", pitch );
//Msg( "%.0f\n", flVol );
}
else
{
Msg( "Chopper didn't find a player!\n" );
}
}
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CBaseHelicopter::Flight( void )
{
if( GetFlags() & FL_ONGROUND )
{
//This would be really bad.
SetGroundEntity( NULL );
}
// Generic speed up
if (m_flGoalSpeed < m_flMaxSpeed)
{
m_flGoalSpeed += GetAcceleration();
}
// NDebugOverlay::Line(GetAbsOrigin(), m_vecDesiredPosition, 0,0,255, true, 0.1);
// estimate where I'll be facing in one seconds
Vector forward, right, up;
AngleVectors( GetLocalAngles() + GetLocalAngularVelocity() * 2, &forward, &right, &up );
QAngle angVel = GetLocalAngularVelocity();
float flSide = DotProduct( m_vecDesiredFaceDir, right );
if (flSide < 0)
{
if ( angVel.y < 8 )
{
angVel.y += 2;
}
else if (angVel.y < 60)
{
angVel.y += 8;
}
}
else
{
if ( angVel.y > -8 )
{
angVel.y -= 2;
}
else if (angVel.y > -60)
{
angVel.y -= 8;
}
}
angVel.y *= ( 0.98 ); // why?! (sjb)
// estimate where I'll be in two seconds
AngleVectors( GetLocalAngles() + angVel, NULL, NULL, &up );
Vector vecEst = GetAbsOrigin() + GetAbsVelocity() * 2.0 + up * m_flForce * 20 - Vector( 0, 0, 384 * 2 );
// add immediate force
AngleVectors( GetLocalAngles(), &forward, &right, &up );
Vector vecImpulse( 0, 0, 0 );
vecImpulse.x += up.x * m_flForce;
vecImpulse.y += up.y * m_flForce;
vecImpulse.z += up.z * m_flForce;
// add gravity
vecImpulse.z -= 38.4; // 32ft/sec
ApplyAbsVelocityImpulse( vecImpulse );
float flSpeed = GetAbsVelocity().Length();
float flDir = DotProduct( Vector( forward.x, forward.y, 0 ), Vector( GetAbsVelocity().x, GetAbsVelocity().y, 0 ) );
if (flDir < 0)
{
flSpeed = -flSpeed;
}
float flDist = DotProduct( m_vecDesiredPosition - vecEst, forward );
// float flDist = (m_vecDesiredPosition - vecEst).Length();
// float flSlip = DotProduct( GetAbsVelocity(), right );
float flSlip = -DotProduct( m_vecDesiredPosition - vecEst, right );
// fly sideways
if (flSlip > 0)
{
if (GetLocalAngles().z > -30 && angVel.z > -15)
angVel.z -= 4;
else
angVel.z += 2;
}
else
{
if (GetLocalAngles().z < 30 && angVel.z < 15)
angVel.z += 4;
else
angVel.z -= 2;
}
// These functions contain code Ken wrote that used to be right here as part of the flight model,
// but we want different helicopter vehicles to have different drag characteristics, so I made
// them virtual functions (sjb)
ApplySidewaysDrag( right );
ApplyGeneralDrag();
// apply power to stay correct height
// FIXME: these need to be per class variables
#define MAX_FORCE 80
#define FORCE_POSDELTA 12
#define FORCE_NEGDELTA 8
if (m_flForce < MAX_FORCE && vecEst.z < m_vecDesiredPosition.z)
{
m_flForce += FORCE_POSDELTA;
}
else if (m_flForce > 30)
{
if (vecEst.z > m_vecDesiredPosition.z)
m_flForce -= FORCE_NEGDELTA;
}
// pitch forward or back to get to target
//-----------------------------------------
// Pitch is reversed since Half-Life! (sjb)
//-----------------------------------------
// when we're way out, lean forward up to 40 degrees to accelerate to target
// not exceeding our goal speed.
#if 0
float nodeSpeed = GetGoalEnt()->m_flSpeed;
if ( flDist > 300 && flSpeed < m_flGoalSpeed && GetLocalAngles().x + angVel.x < 25 )
{
angVel.x += 8.0; //lean forward
}
else if ( flDist < 500 && GetLocalAngles().x + angVel.x > -30 && nodeSpeed == 0)
{
angVel.x -= 8.0; // lean backwards as we approach the target
}
else if (GetLocalAngles().x + angVel.x < -20 )
{
// ALERT( at_console, "f " );
angVel.x += 2.0;
}
else if (GetLocalAngles().x + angVel.x > 20 )
{
// ALERT( at_console, "b " );
angVel.x -= 2.0;
}
#else
m_angleVelocity = GetLocalAngles().x + angVel.x;
float angleX = angVel.x;
// Msg("AngVel %f, %f\n", m_angleVelocity, flDist);
if (flDist > 128 && flSpeed < m_flGoalSpeed && m_angleVelocity < 30)
{
// ALERT( at_console, "F " );
// lean forward
angleX += 6;
}
else if (flDist < -128 && flSpeed > -50 && m_angleVelocity > -20)
{
// ALERT( at_console, "B " );
// lean backward
angleX -= 12.0;
}
else if ( (m_angleVelocity < -20) || (m_angleVelocity < 0 && flDist < 128) )
{
// ALERT( at_console, "f " );
if ( abs(m_angleVelocity) < 5 )
{
angleX += 1.0;
}
else
{
angleX += 4.0;
}
}
else if ( (m_angleVelocity > 20) || (m_angleVelocity > 0 && flDist < 128) )
{
// ALERT( at_console, "b " );
if ( abs(m_angleVelocity) < 5 )
{
angleX -= 1.0;
}
else
{
angleX -= 4.0;
}
}
angVel.x = angleX;
//Msg("AngVel.x %f %f\n", angVel.x, angleX );
#endif
SetLocalAngularVelocity( angVel );
// ALERT( at_console, "%.0f %.0f : %.0f %.0f : %.0f %.0f : %.0f\n", GetAbsOrigin().x, GetAbsVelocity().x, flDist, flSpeed, GetLocalAngles().x, m_vecAngVelocity.x, m_flForce );
// ALERT( at_console, "%.0f %.0f : %.0f %0.f : %.0f\n", GetAbsOrigin().z, GetAbsVelocity().z, vecEst.z, m_vecDesiredPosition.z, m_flForce );
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::InitializeRotorSound( void )
{
if (m_pRotorSound)
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
// Get the rotor sound started up.
controller.Play( m_pRotorSound, 0.0, 100 );
controller.SoundChangeVolume(m_pRotorSound, GetRotorVolume(), 2.0);
}
m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::UpdateRotorSoundPitch( int iPitch )
{
if (m_pRotorSound)
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
controller.SoundChangePitch( m_pRotorSound, iPitch, 0.1 );
controller.SoundChangeVolume( m_pRotorSound, GetRotorVolume(), 0.1 );
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::FlyTouch( CBaseEntity *pOther )
{
// bounce if we hit something solid
if ( pOther->GetSolid() == SOLID_BSP)
{
const trace_t &tr = CBaseEntity::GetTouchTrace( );
// UNDONE, do a real bounce
ApplyAbsVelocityImpulse( tr.plane.normal * (GetAbsVelocity().Length() + 200) );
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::CrashTouch( CBaseEntity *pOther )
{
// only crash if we hit something solid
if ( pOther->GetSolid() == SOLID_BSP)
{
SetTouch( NULL );
SetNextThink( gpGlobals->curtime );
CPASFilter filter( GetAbsOrigin() );
for (int i = 0; i < 5; i++)
{
Vector pos = GetAbsOrigin();
pos.x += random->RandomFloat( -150, 150 );
pos.y += random->RandomFloat( -150, 150 );
pos.z += random->RandomFloat( -150, -50 );
te->Explosion( filter, MIN( 0.99, i * 0.2 ), &pos, g_sModelIndexFireball, 10, 15, TE_EXPLFLAG_NONE, 100, 0 );
}
UTIL_Remove( this );
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::DyingThink( void )
{
StudioFrameAdvance( );
SetNextThink( gpGlobals->curtime + 0.1f );
SetLocalAngularVelocity( GetLocalAngularVelocity() * 1.02 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CBaseHelicopter::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
#if 0
// This code didn't port easily. WTF does it do? (sjb)
if (pevInflictor->m_owner == pev)
return 0;
#endif
/*
if ( (bitsDamageType & DMG_BULLET) && flDamage > 50)
{
// clip bullet damage at 50
flDamage = 50;
}
*/
return BaseClass::OnTakeDamage_Alive( info );
}
//-----------------------------------------------------------------------------
// Purpose: Override base class to add display of fly direction
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseHelicopter::DrawDebugGeometryOverlays(void)
{
if (m_pfnThink!= NULL)
{
// ------------------------------
// Draw route if requested
// ------------------------------
if (m_debugOverlays & OVERLAY_NPC_ROUTE_BIT)
{
NDebugOverlay::Line(GetAbsOrigin(), m_vecDesiredPosition, 0,0,255, true, 0);
}
}
BaseClass::DrawDebugGeometryOverlays();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseHelicopter::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
CTakeDamageInfo dmgInfo = info;
// ALERT( at_console, "%d %.0f\n", ptr->iHitgroup, flDamage );
// HITGROUPS don't work currently.
// ignore blades
// if (ptr->hitgroup == 6 && (info.GetDamageType() & (DMG_ENERGYBEAM|DMG_BULLET|DMG_CLUB)))
// return;
// hit hard, hits cockpit
if (info.GetDamage() > 50 || ptr->hitgroup == 11 )
{
// ALERT( at_console, "%map .0f\n", flDamage );
AddMultiDamage( dmgInfo, this );
// m_iDoSmokePuff = 3 + (info.GetDamage() / 5.0);
}
else
{
// do half damage in the body
dmgInfo.ScaleDamage(0.5);
AddMultiDamage( dmgInfo, this );
g_pEffects->Ricochet( ptr->endpos, ptr->plane.normal );
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::NullThink( void )
{
StudioFrameAdvance( );
SetNextThink( gpGlobals->curtime + 0.5f );
}
void CBaseHelicopter::Startup( void )
{
m_flGoalSpeed = m_flInitialSpeed;
SetThink( &CBaseHelicopter::HelicopterThink );
SetTouch( &CBaseHelicopter::FlyTouch );
SetNextThink( gpGlobals->curtime + 0.1f );
}
void CBaseHelicopter::Event_Killed( const CTakeDamageInfo &info )
{
m_lifeState = LIFE_DYING;
SetMoveType( MOVETYPE_FLYGRAVITY );
SetGravity( UTIL_ScaleForGravity( 240 ) ); // use a lower gravity
// Kill the rotor sound.
UTIL_SetSize( this, Vector( -32, -32, -64), Vector( 32, 32, 0) );
SetThink( &CBaseHelicopter::CallDyingThink );
SetTouch( &CBaseHelicopter::CrashTouch );
m_flNextCrashExplosion = gpGlobals->curtime + 0.0f;
SetNextThink( gpGlobals->curtime + 0.1f );
m_iHealth = 0;
m_takedamage = DAMAGE_NO;
/*
if (m_spawnflags & SF_NOWRECKAGE)
{
m_flNextRocket = gpGlobals->curtime + 4.0;
}
else
{
m_flNextRocket = gpGlobals->curtime + 15.0;
}
*/
m_OnDeath.FireOutput( info.GetAttacker(), this );
}
void CBaseHelicopter::StopLoopingSounds()
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
controller.SoundDestroy( m_pRotorSound );
m_pRotorSound = NULL;
BaseClass::StopLoopingSounds();
}
void CBaseHelicopter::GibMonster( void )
{
}
void CBaseHelicopter::ChangePathCorner( const char *pszName )
{
if( m_lifeState != LIFE_ALIVE )
{
// Disregard this if dead or dying.
return;
}
if (GetGoalEnt())
{
SetGoalEnt( gEntList.FindEntityByName( NULL, pszName ) );
// I don't think we need to do this. The FLIGHT() code will do it for us (sjb)
if (GetGoalEnt())
{
m_vecDesiredPosition = GetGoalEnt()->GetLocalOrigin();
AngleVectors( GetGoalEnt()->GetLocalAngles(), &m_vecGoalOrientation );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Slams the chopper's current path corner and sends it to a new one.
// This code does NOT check that the path from the current position
// to the wished path corner is clear!
//-----------------------------------------------------------------------------
void CBaseHelicopter::InputChangePathCorner( inputdata_t &inputdata )
{
ChangePathCorner( inputdata.value.String() );
}
//-----------------------------------------------------------------------------
// Purpose: Call Startup for a helicopter that's been flagged to start disabled
//-----------------------------------------------------------------------------
void CBaseHelicopter::InputActivate( inputdata_t &inputdata )
{
if( m_spawnflags & SF_AWAITINPUT )
{
Startup();
// Now clear the spawnflag to protect from
// subsequent calls.
m_spawnflags &= ~SF_AWAITINPUT;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseHelicopter::ApplySidewaysDrag( const Vector &vecRight )
{
Vector vecNewVelocity = GetAbsVelocity();
vecNewVelocity.x *= 1.0 - fabs( vecRight.x ) * 0.05;
vecNewVelocity.y *= 1.0 - fabs( vecRight.y ) * 0.05;
vecNewVelocity.z *= 1.0 - fabs( vecRight.z ) * 0.05;
SetAbsVelocity( vecNewVelocity );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseHelicopter::ApplyGeneralDrag( void )
{
Vector vecNewVelocity = GetAbsVelocity();
vecNewVelocity *= 0.995;
SetAbsVelocity( vecNewVelocity );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CBaseHelicopter::ChooseEnemy( void )
{
// See if there's a new enemy.
CBaseEntity *pNewEnemy;
pNewEnemy = BestEnemy();
if( ( pNewEnemy != GetEnemy() ) && pNewEnemy != NULL )
{
//New enemy! Clear the timers and set conditions.
SetEnemy( pNewEnemy );
m_flLastSeen = m_flPrevSeen = gpGlobals->curtime;
return true;
}
else
{
ClearCondition( COND_NEW_ENEMY );
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseHelicopter::CheckEnemy( CBaseEntity *pEnemy )
{
// -------------------
// If enemy is dead
// -------------------
if ( !pEnemy->IsAlive() )
{
SetCondition( COND_ENEMY_DEAD );
ClearCondition( COND_SEE_ENEMY );
ClearCondition( COND_ENEMY_OCCLUDED );
return;
}
}
bool CBaseHelicopter::HasReachedTarget( void )
{
float flDist = (WorldSpaceCenter() - m_vecDesiredPosition).Length();
if( GetGoalEnt()->m_flSpeed <= 0 )
return ( flDist < 145 );
else
return( flDist < 512 );
}