You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
303 lines
7.7 KiB
303 lines
7.7 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ==== |
|
// |
|
// To give an NPC the ability to shoot while moving: |
|
// |
|
// - In the NPC's Spawn function, add: |
|
// CapabilitiesAdd( bits_CAP_MOVE_SHOOT ); |
|
// |
|
// - The NPC must either have a weapon (return non-NULL from GetActiveWeapon) |
|
// or must have bits_CAP_INNATE_RANGE_ATTACK1 or bits_CAP_INNATE_RANGE_ATTACK2. |
|
// |
|
// - Support the activities ACT_WALK_AIM and/or ACT_RUN_AIM in the NPC. |
|
// |
|
// - Support the activity ACT_GESTURE_RANGE_ATTACK1 as a gesture that plays |
|
// over ACT_WALK_AIM and ACT_RUN_AIM. |
|
// |
|
//============================================================================= |
|
|
|
#include "cbase.h" |
|
|
|
#include "ai_moveshoot.h" |
|
#include "ai_basenpc.h" |
|
#include "ai_navigator.h" |
|
#include "ai_memory.h" |
|
|
|
// memdbgon must be the last include file in a .cpp file!!! |
|
#include "tier0/memdbgon.h" |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
BEGIN_SIMPLE_DATADESC( CAI_MoveAndShootOverlay ) |
|
DEFINE_FIELD( m_bMovingAndShooting, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( m_bNoShootWhileMove, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( m_initialDelay, FIELD_FLOAT ), |
|
DEFINE_FIELD( m_flSuspendUntilTime, FIELD_TIME ), |
|
END_DATADESC() |
|
|
|
#define MOVESHOOT_DO_NOT_SUSPEND -1.0f |
|
|
|
//------------------------------------- |
|
|
|
CAI_MoveAndShootOverlay::CAI_MoveAndShootOverlay() : m_bMovingAndShooting(false), m_initialDelay(0) |
|
{ |
|
m_flSuspendUntilTime = MOVESHOOT_DO_NOT_SUSPEND; |
|
m_bNoShootWhileMove = false; |
|
} |
|
|
|
//------------------------------------- |
|
|
|
void CAI_MoveAndShootOverlay::NoShootWhileMove() |
|
{ |
|
m_bNoShootWhileMove = true; |
|
} |
|
|
|
//------------------------------------- |
|
|
|
bool CAI_MoveAndShootOverlay::HasAvailableRangeAttack() |
|
{ |
|
return ( ( GetOuter()->GetActiveWeapon() != NULL ) || |
|
( GetOuter()->CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK1 ) || |
|
( GetOuter()->CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK2 ) ); |
|
} |
|
|
|
//------------------------------------- |
|
|
|
void CAI_MoveAndShootOverlay::StartShootWhileMove() |
|
{ |
|
if ( GetOuter()->GetState() == NPC_STATE_SCRIPT || |
|
!HasAvailableRangeAttack() || |
|
!GetOuter()->HaveSequenceForActivity( GetOuter()->TranslateActivity( ACT_WALK_AIM ) ) || |
|
!GetOuter()->HaveSequenceForActivity( GetOuter()->TranslateActivity( ACT_RUN_AIM ) ) ) |
|
{ |
|
NoShootWhileMove(); |
|
return; |
|
} |
|
|
|
GetOuter()->GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + m_initialDelay ); |
|
m_bNoShootWhileMove = false; |
|
} |
|
|
|
//------------------------------------- |
|
|
|
bool CAI_MoveAndShootOverlay::CanAimAtEnemy() |
|
{ |
|
CAI_BaseNPC *pOuter = GetOuter(); |
|
bool result = false; |
|
bool resetConditions = false; |
|
CAI_ScheduleBits savedConditions; |
|
|
|
if ( !GetOuter()->ConditionsGathered() ) |
|
{ |
|
savedConditions = GetOuter()->AccessConditionBits(); |
|
GetOuter()->GatherEnemyConditions( GetOuter()->GetEnemy() ); |
|
} |
|
|
|
if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
result = true; |
|
} |
|
else if ( !pOuter->HasCondition( COND_ENEMY_DEAD ) && |
|
!pOuter->HasCondition( COND_TOO_FAR_TO_ATTACK ) && |
|
!pOuter->HasCondition( COND_ENEMY_TOO_FAR ) && |
|
!pOuter->HasCondition( COND_ENEMY_OCCLUDED ) ) |
|
{ |
|
result = true; |
|
} |
|
|
|
// If we don't have a weapon, stop |
|
// This catches NPCs who holster their weapons while running |
|
if ( !HasAvailableRangeAttack() ) |
|
{ |
|
result = false; |
|
} |
|
|
|
if ( resetConditions ) |
|
{ |
|
GetOuter()->AccessConditionBits() = savedConditions; |
|
} |
|
|
|
return result; |
|
} |
|
|
|
//------------------------------------- |
|
|
|
void CAI_MoveAndShootOverlay::UpdateMoveShootActivity( bool bMoveAimAtEnemy ) |
|
{ |
|
// FIXME: should be able to query that transition/state is happening |
|
// FIXME: needs to not try to shoot if the movement type isn't understood |
|
Activity curActivity = GetOuter()->GetNavigator()->GetMovementActivity(); |
|
Activity newActivity = curActivity; |
|
|
|
if (bMoveAimAtEnemy) |
|
{ |
|
switch( curActivity ) |
|
{ |
|
case ACT_WALK: |
|
newActivity = ACT_WALK_AIM; |
|
break; |
|
case ACT_RUN: |
|
newActivity = ACT_RUN_AIM; |
|
break; |
|
} |
|
} |
|
else |
|
{ |
|
switch( curActivity ) |
|
{ |
|
case ACT_WALK_AIM: |
|
newActivity = ACT_WALK; |
|
break; |
|
case ACT_RUN_AIM: |
|
newActivity = ACT_RUN; |
|
break; |
|
} |
|
} |
|
|
|
if ( curActivity != newActivity ) |
|
{ |
|
// Transitioning, wait a bit |
|
GetOuter()->GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + 0.3f ); |
|
GetOuter()->GetNavigator()->SetMovementActivity( newActivity ); |
|
} |
|
} |
|
|
|
//------------------------------------- |
|
|
|
void CAI_MoveAndShootOverlay::RunShootWhileMove() |
|
{ |
|
if ( m_bNoShootWhileMove ) |
|
return; |
|
|
|
if ( gpGlobals->curtime < m_flSuspendUntilTime ) |
|
return; |
|
|
|
m_flSuspendUntilTime = MOVESHOOT_DO_NOT_SUSPEND; |
|
|
|
CAI_BaseNPC *pOuter = GetOuter(); |
|
|
|
// keep enemy if dead but try to look for a new one |
|
if (!pOuter->GetEnemy() || !pOuter->GetEnemy()->IsAlive()) |
|
{ |
|
CBaseEntity *pNewEnemy = pOuter->BestEnemy(); |
|
|
|
if( pNewEnemy != NULL ) |
|
{ |
|
//New enemy! Clear the timers and set conditions. |
|
pOuter->SetEnemy( pNewEnemy ); |
|
pOuter->SetState( NPC_STATE_COMBAT ); |
|
} |
|
else |
|
{ |
|
pOuter->ClearAttackConditions(); |
|
} |
|
// SetEnemy( NULL ); |
|
} |
|
|
|
if( !pOuter->GetNavigator()->IsGoalActive() ) |
|
return; |
|
|
|
if ( GetEnemy() == NULL ) |
|
{ |
|
if ( pOuter->GetAlternateMoveShootTarget() ) |
|
{ |
|
// Aim at this other thing if I can't aim at my enemy. |
|
pOuter->AddFacingTarget( pOuter->GetAlternateMoveShootTarget(), pOuter->GetAlternateMoveShootTarget()->GetAbsOrigin(), 1.0, 0.2 ); |
|
} |
|
|
|
return; |
|
} |
|
|
|
bool bMoveAimAtEnemy = CanAimAtEnemy(); |
|
UpdateMoveShootActivity( bMoveAimAtEnemy ); |
|
if ( !bMoveAimAtEnemy ) |
|
{ |
|
EndShootWhileMove(); |
|
return; |
|
} |
|
|
|
Assert( HasAvailableRangeAttack() ); // This should have been caught at task start |
|
|
|
Activity activity; |
|
bool bIsReloading = false; |
|
|
|
if ( ( activity = pOuter->TranslateActivity( ACT_GESTURE_RELOAD ) ) != ACT_INVALID ) |
|
{ |
|
bIsReloading = pOuter->IsPlayingGesture( activity ); |
|
} |
|
|
|
if ( !bIsReloading && HasAvailableRangeAttack() ) |
|
{ |
|
// time to fire? |
|
if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1, false ) ) |
|
{ |
|
if ( pOuter->GetShotRegulator()->IsInRestInterval() ) |
|
{ |
|
EndShootWhileMove(); |
|
} |
|
else if ( pOuter->GetShotRegulator()->ShouldShoot() ) |
|
{ |
|
if ( m_bMovingAndShooting || pOuter->OnBeginMoveAndShoot() ) |
|
{ |
|
m_bMovingAndShooting = true; |
|
pOuter->OnRangeAttack1(); |
|
|
|
activity = pOuter->TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 ); |
|
Assert( activity != ACT_INVALID ); |
|
|
|
pOuter->RestartGesture( activity ); |
|
|
|
// FIXME: this seems a bit wacked |
|
pOuter->Weapon_SetActivity( pOuter->Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 ); |
|
} |
|
} |
|
} |
|
else if ( pOuter->HasCondition( COND_NO_PRIMARY_AMMO, false ) ) |
|
{ |
|
if ( pOuter->GetNavigator()->GetPathTimeToGoal() > 1.0 ) |
|
{ |
|
activity = pOuter->TranslateActivity( ACT_GESTURE_RELOAD ); |
|
if ( activity != ACT_INVALID && GetOuter()->HaveSequenceForActivity( activity ) ) |
|
pOuter->AddGesture( activity ); |
|
} |
|
} |
|
} |
|
|
|
// try to keep facing towards the last known position of the enemy |
|
Vector vecEnemyLKP = pOuter->GetEnemyLKP(); |
|
pOuter->AddFacingTarget( pOuter->GetEnemy(), vecEnemyLKP, 1.0, 0.8 ); |
|
} |
|
|
|
|
|
//------------------------------------- |
|
|
|
void CAI_MoveAndShootOverlay::EndShootWhileMove() |
|
{ |
|
if ( m_bMovingAndShooting ) |
|
{ |
|
// Reset the shot regulator so that we always start the next motion with a new burst |
|
if ( !GetOuter()->GetShotRegulator()->IsInRestInterval() ) |
|
{ |
|
GetOuter()->GetShotRegulator()->Reset( false ); |
|
} |
|
|
|
m_bMovingAndShooting = false; |
|
GetOuter()->OnEndMoveAndShoot(); |
|
} |
|
} |
|
|
|
//------------------------------------- |
|
|
|
void CAI_MoveAndShootOverlay::SuspendMoveAndShoot( float flDuration ) |
|
{ |
|
EndShootWhileMove(); |
|
m_flSuspendUntilTime = gpGlobals->curtime + flDuration; |
|
} |
|
|
|
//------------------------------------- |
|
|
|
void CAI_MoveAndShootOverlay::SetInitialDelay( float delay ) |
|
{ |
|
m_initialDelay = delay; |
|
} |
|
|
|
//-----------------------------------------------------------------------------
|
|
|