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257 lines
8.7 KiB
257 lines
8.7 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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// cs_simple_hostage.h
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// Simple CS1.6 level hostage
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// Author: Michael S. Booth, July 2004
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#ifndef _CS_SIMPLE_HOSTAGE_H_
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#define _CS_SIMPLE_HOSTAGE_H_
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#include "nav_mesh.h"
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#include "cs_nav_path.h"
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#include "cs_nav_pathfind.h"
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#include "improv_locomotor.h"
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#include "cs_playeranimstate.h"
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class CCSPlayer;
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//----------------------------------------------------------------------------------------------------------------
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/**
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* A Counter-Strike Hostage
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*/
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class CHostage : public CBaseCombatCharacter, public CImprovLocomotor, public ICSPlayerAnimStateHelpers
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{
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public:
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DECLARE_CLASS( CHostage, CBaseCombatCharacter );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CHostage( void );
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virtual ~CHostage();
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public:
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virtual void Spawn( void );
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virtual void Precache();
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int ObjectCaps( void ) { return (BaseClass::ObjectCaps() | FCAP_IMPULSE_USE); } // make hostage "useable"
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virtual void PhysicsSimulate( void );
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virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual void Touch( CBaseEntity *other ); // in contact with "other"
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void HostageRescueZoneTouch( inputdata_t &inputdata ); // invoked when hostage touches a rescue zone
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void HostageThink( void ); // periodic update to initiate behaviors
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void GiveCTUseBonus( CCSPlayer *rescuer ); // give bonus to CT's for talking to a hostage
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void CheckForHostageAbuse( CCSPlayer *player ); // check for hostage-killer abuse
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// queries
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bool IsFollowingSomeone( void );
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bool IsFollowing( const CBaseEntity *entity );
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bool IsValid( void ) const;
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bool IsRescuable( void ) const;
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bool IsRescued( void ) const;
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bool IsOnGround( void ) const;
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bool IsVisible( const Vector &pos, bool testFOV = false ) const; // return true if hostage can see position
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// hostage states
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void Idle( void ); // stand idle
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void Follow( CCSPlayer *leader ); // begin following "leader"
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CCSPlayer *GetLeader( void ) const; // return our leader, or NULL
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void FaceTowards( const Vector &target, float deltaT ); // rotate body to face towards "target"
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void ApplyForce( const Vector &force ) { m_accel += force; } // apply a force to the hostage
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unsigned int PhysicsSolidMaskForEntity() const;
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Class_T Classify ( void ) { return CLASS_PLAYER_ALLY; }
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public:
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// begin CImprovLocomotor -----------------------------------------------------------------------------------------------------------------
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virtual const Vector &GetCentroid( void ) const;
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virtual const Vector &GetFeet( void ) const; // return position of "feet" - point below centroid of improv at feet level
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virtual const Vector &GetEyes( void ) const;
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virtual float GetMoveAngle( void ) const; // return direction of movement
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virtual CNavArea *GetLastKnownArea( void ) const;
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virtual bool GetSimpleGroundHeightWithFloor( const Vector &pos, float *height, Vector *normal = NULL ); // find "simple" ground height, treating current nav area as part of the floor
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virtual void Crouch( void );
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virtual void StandUp( void ); // "un-crouch"
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virtual bool IsCrouching( void ) const;
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virtual void Jump( void ); // initiate a jump
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virtual bool IsJumping( void ) const;
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virtual void Run( void ); // set movement speed to running
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virtual void Walk( void ); // set movement speed to walking
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virtual bool IsRunning( void ) const;
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virtual void StartLadder( const CNavLadder *ladder, NavTraverseType how, const Vector &approachPos, const Vector &departPos ); // invoked when a ladder is encountered while following a path
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virtual bool TraverseLadder( const CNavLadder *ladder, NavTraverseType how, const Vector &approachPos, const Vector &departPos, float deltaT ); // traverse given ladder
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virtual bool IsUsingLadder( void ) const;
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virtual void TrackPath( const Vector &pathGoal, float deltaT ); // move along path by following "pathGoal"
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virtual void OnMoveToSuccess( const Vector &goal ); // invoked when an improv reaches its MoveTo goal
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virtual void OnMoveToFailure( const Vector &goal, MoveToFailureType reason ); // invoked when an improv fails to reach a MoveTo goal
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// end CImprovLocomotor -------------------------------------------------------------------------------------------------------------------
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// ICSPlayerAnimState overrides.
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public:
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virtual CWeaponCSBase* CSAnim_GetActiveWeapon();
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virtual bool CSAnim_CanMove();
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protected:
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virtual void HostageUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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private:
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float GetModifiedDamage( float flDamage, int nHitGroup );
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ICSPlayerAnimState *m_PlayerAnimState;
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IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_iMaxHealth );
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IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_iHealth );
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IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_lifeState );
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CNetworkVar( bool, m_isRescued ); // true if the hostage has been rescued
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CNetworkVar( EHANDLE, m_leader ); // the player we are following
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void UpdateFollowing( float deltaT ); // do following behavior
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int m_lastLeaderID;
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CountdownTimer m_reuseTimer; // to throttle how often hostage can be used
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bool m_hasBeenUsed; // flag to give first rescuer bonus money
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Vector m_vel;
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Vector m_accel;
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bool m_isRunning; // true if hostage move speed is to run (walk if false)
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bool m_isCrouching; // true if hostage is crouching
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CountdownTimer m_jumpTimer; // if zero, we can jump
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bool m_isWaitingForLeader; // true if we are waiting for our rescuer to move
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CCSNavPath m_path; // current path to follow
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CountdownTimer m_repathTimer; // throttle pathfinder
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CountdownTimer m_inhibitDoorTimer;
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CNavPathFollower m_pathFollower; // path tracking mechanism
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CountdownTimer m_inhibitObstacleAvoidanceTimer; // when active, turn off path following feelers
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CNavArea *m_lastKnownArea; // last area we were in
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void Wiggle( void ); // attempt to wiggle-out of begin stuck
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CountdownTimer m_wiggleTimer; // for wiggling
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NavRelativeDirType m_wiggleDirection;
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bool m_isAdjusted; // hack for adjusting bounding box
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float m_disappearTime; // has finished fading, remove me
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void PushawayThink( void ); // pushes physics objects away from the hostage
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void AvoidPhysicsProps( void ); // guides the hostage away from physics props
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};
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Functor used with NavAreaBuildPath() for building Hostage paths.
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* Once we hook up crouching and ladders, this can be removed and ShortestPathCost() can be used instead.
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*/
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class HostagePathCost
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{
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public:
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// HPE_TODO[pmf]: check that these new parameters are okay to be ignored
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float operator() ( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder, const CFuncElevator *elevator, float length )
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{
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if (fromArea == NULL)
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{
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// first area in path, no cost
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return 0.0f;
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}
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else
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{
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// if this area isn't available to hostages, skip it
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if ( area->GetAttributes() & NAV_MESH_NO_HOSTAGES )
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{
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return -1.0f;
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}
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// compute distance travelled along path so far
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float dist;
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if (ladder)
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{
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// can't traverse ladders
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return -1.0f;
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}
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else
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{
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dist = (area->GetCenter() - fromArea->GetCenter()).Length();
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}
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float cost = dist + fromArea->GetCostSoFar();
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if (area->GetAttributes() & NAV_MESH_CROUCH) // && !(area->GetAttributes() & NAV_MESH_JUMP))
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{
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// can't traverse areas that require crouching
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return -1.0f;
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}
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// if this is a "jump" area, add penalty
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if (area->GetAttributes() & NAV_MESH_JUMP)
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{
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const float jumpPenalty = 5.0f;
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cost += jumpPenalty * dist;
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}
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return cost;
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}
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}
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};
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//--------------------------------------------------------------------------------------------------------------
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// All the hostage entities.
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extern CUtlVector< CHostage * > g_Hostages;
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Iterate over all active hostages in the game, invoking functor on each.
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* If functor returns false, stop iteration and return false.
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*/
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template < typename Functor >
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bool ForEachHostage( Functor &func )
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{
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for( int i=0; i<g_Hostages.Count(); ++i )
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{
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CHostage *hostage = g_Hostages[i];
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if ( hostage == NULL || !hostage->IsValid() )
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continue;
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if ( func( hostage ) == false )
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return false;
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}
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return true;
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}
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#endif // _CS_SIMPLE_HOSTAGE_H_
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