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479 lines
12 KiB
479 lines
12 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Bullseyes act as targets for other NPC's to attack and to trigger |
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// events |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "basecombatcharacter.h" |
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#include "ai_basenpc.h" |
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#include "decals.h" |
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#include "filters.h" |
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#include "npc_bullseye.h" |
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#include "collisionutils.h" |
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#include "igamesystem.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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class CBullseyeList : public CAutoGameSystem |
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{ |
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public: |
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CBullseyeList( char const *name ) : CAutoGameSystem( name ) |
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{ |
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} |
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virtual void LevelShutdownPostEntity() |
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{ |
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Clear(); |
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} |
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void Clear() |
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{ |
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m_list.Purge(); |
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} |
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void AddToList( CNPC_Bullseye *pBullseye ); |
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void RemoveFromList( CNPC_Bullseye *pBullseye ); |
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CUtlVector< CNPC_Bullseye * > m_list; |
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}; |
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void CBullseyeList::AddToList( CNPC_Bullseye *pBullseye ) |
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{ |
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m_list.AddToTail( pBullseye ); |
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} |
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void CBullseyeList::RemoveFromList( CNPC_Bullseye *pBullseye ) |
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{ |
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int index = m_list.Find( pBullseye ); |
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if ( index != m_list.InvalidIndex() ) |
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{ |
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m_list.FastRemove( index ); |
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} |
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} |
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CBullseyeList g_BullseyeList( "CBullseyeList" ); |
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int FindBullseyesInCone( CBaseEntity **pList, int listMax, const Vector &coneOrigin, const Vector &coneAxis, float coneAngleCos, float coneLength ) |
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{ |
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if ( listMax <= 0 ) |
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return 0; |
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int count = 0; |
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for ( int i = g_BullseyeList.m_list.Count() - 1; i >= 0; --i ) |
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{ |
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CNPC_Bullseye *pTest = g_BullseyeList.m_list[i]; |
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if ( IsPointInCone( pTest->GetAbsOrigin(), coneOrigin, coneAxis, coneAngleCos, coneLength ) ) |
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{ |
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pList[count] = pTest; |
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count++; |
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if ( count >= listMax ) |
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break; |
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} |
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} |
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return count; |
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} |
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ConVar sk_bullseye_health( "sk_bullseye_health","0"); |
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BEGIN_DATADESC( CNPC_Bullseye ) |
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DEFINE_FIELD( m_hPainPartner, FIELD_EHANDLE ), |
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DEFINE_KEYFIELD( m_fAutoaimRadius, FIELD_FLOAT, "autoaimradius" ), |
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DEFINE_KEYFIELD( m_flFieldOfView, FIELD_FLOAT, "minangle" ), |
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DEFINE_KEYFIELD( m_flMinDistValidEnemy, FIELD_FLOAT, "mindist" ), |
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// DEFINE_FIELD( m_bPerfectAccuracy, FIELD_BOOLEAN ), // Don't save |
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// Function Pointers |
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DEFINE_THINKFUNC( BullseyeThink ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "InputTargeted", InputTargeted ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "InputReleased", InputReleased ), |
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// Outputs |
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DEFINE_OUTPUT( m_OnTargeted, "OnTargeted"), |
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DEFINE_OUTPUT( m_OnReleased, "OnReleased"), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( npc_bullseye, CNPC_Bullseye ); |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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//----------------------------------------------------------------------------- |
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CNPC_Bullseye::CNPC_Bullseye( void ) |
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{ |
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m_takedamage = DAMAGE_YES; |
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m_iHealth = sk_bullseye_health.GetFloat(); |
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m_hPainPartner = NULL; |
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g_BullseyeList.AddToList( this ); |
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m_flFieldOfView = 360; |
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m_flMinDistValidEnemy = 0; |
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} |
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CNPC_Bullseye::~CNPC_Bullseye( void ) |
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{ |
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g_BullseyeList.RemoveFromList( this ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CNPC_Bullseye::Precache( void ) |
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{ |
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BaseClass::Precache(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CNPC_Bullseye::Spawn( void ) |
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{ |
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Precache(); |
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// This is a dummy model that is never used! |
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UTIL_SetSize(this, Vector(-16,-16,-16), Vector(16,16,16)); |
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SetMoveType( MOVETYPE_NONE ); |
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SetBloodColor( BLOOD_COLOR_RED ); |
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ClearEffects(); |
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SetGravity( 0.0 ); |
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m_flFieldOfView = cos( DEG2RAD(m_flFieldOfView) / 2.0 ); |
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//Got blood? |
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if ( m_spawnflags & SF_BULLSEYE_BLEED ) |
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{ |
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SetBloodColor(BLOOD_COLOR_RED); |
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} |
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else |
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{ |
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SetBloodColor(DONT_BLEED); |
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} |
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AddFlag( FL_NPC ); |
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AddEFlags( EFL_NO_DISSOLVE ); |
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SetThink( &CNPC_Bullseye::BullseyeThink ); |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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SetSolid( SOLID_BBOX ); |
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AddSolidFlags( FSOLID_NOT_STANDABLE ); |
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if( m_spawnflags & SF_BULLSEYE_NONSOLID ) |
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{ |
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AddSolidFlags( FSOLID_NOT_SOLID ); |
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} |
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if ( m_spawnflags & SF_BULLSEYE_VPHYSICSSHADOW ) |
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{ |
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VPhysicsInitShadow( false, false ); |
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} |
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if( m_spawnflags & SF_BULLSEYE_NODAMAGE ) |
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{ |
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m_takedamage = DAMAGE_NO; |
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} |
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else |
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{ |
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m_takedamage = DAMAGE_YES; |
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} |
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AddEffects( EF_NODRAW ); |
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//Check our water level |
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PhysicsCheckWater(); |
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CapabilitiesAdd( bits_CAP_SIMPLE_RADIUS_DAMAGE ); |
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m_iMaxHealth = GetHealth(); |
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if( m_fAutoaimRadius > 0.0f ) |
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{ |
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// Make this an aimtarget, since it has some autoaim influence. |
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AddFlag(FL_AIMTARGET); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CNPC_Bullseye::Activate( void ) |
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{ |
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BaseClass::Activate(); |
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if ( m_spawnflags & SF_BULLSEYE_PERFECTACC ) |
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{ |
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m_bPerfectAccuracy = true; |
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} |
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else |
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{ |
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m_bPerfectAccuracy = false; |
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} |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose : Override so doesn't fall to ground when killed |
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//------------------------------------------------------------------------------ |
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void CNPC_Bullseye::Event_Killed( const CTakeDamageInfo &info ) |
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{ |
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BaseClass::Event_Killed( info ); |
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if( GetParent() ) |
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{ |
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if( GetParent()->ClassMatches("prop_combine_ball") ) |
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{ |
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// If this bullseye is parented to a combine ball, explode the combine ball |
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// and remove this bullseye. |
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variant_t emptyVariant; |
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GetParent()->AcceptInput( "explode", this, this, emptyVariant, 0 ); |
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// Unhook. |
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SetParent(NULL); |
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UTIL_Remove(this); |
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return; |
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} |
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} |
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SetMoveType( MOVETYPE_NONE ); |
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AddSolidFlags( FSOLID_NOT_SOLID ); |
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UTIL_SetSize(this, vec3_origin, vec3_origin ); |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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SetThink( &CBaseEntity::SUB_Remove ); |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose : Override base implimentation to let decals pass through |
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// me onto the surface beneath |
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// Input : |
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// Output : |
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//------------------------------------------------------------------------------ |
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void CNPC_Bullseye::DecalTrace( trace_t *pOldTrace, char const *decalName ) |
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{ |
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int index = decalsystem->GetDecalIndexForName( decalName ); |
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if ( index < 0 ) |
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return; |
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// Get direction of original trace |
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Vector vTraceDir = pOldTrace->endpos - pOldTrace->startpos; |
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VectorNormalize(vTraceDir); |
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// Create a new trace that passes through me |
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Vector vStartTrace = pOldTrace->endpos - (1.0 * vTraceDir); |
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Vector vEndTrace = pOldTrace->endpos + (MAX_TRACE_LENGTH * vTraceDir); |
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trace_t pNewTrace; |
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AI_TraceLine(vStartTrace, vEndTrace, MASK_SHOT, this, COLLISION_GROUP_NONE, &pNewTrace); |
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CBroadcastRecipientFilter filter; |
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te->Decal( filter, 0.0, &pNewTrace.endpos, &pNewTrace.startpos, |
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ENTINDEX( pNewTrace.m_pEnt ), pNewTrace.hitbox, index ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CNPC_Bullseye::ImpactTrace( trace_t *pTrace, int iDamageType, char *pCustomImpactName ) |
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{ |
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// Get direction of original trace |
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Vector vTraceDir = pTrace->endpos - pTrace->startpos; |
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VectorNormalize(vTraceDir); |
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// Create a new trace that passes through me |
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Vector vStartTrace = pTrace->endpos - (1.0 * vTraceDir); |
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Vector vEndTrace = pTrace->endpos + (MAX_TRACE_LENGTH * vTraceDir); |
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trace_t pNewTrace; |
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AI_TraceLine(vStartTrace, vEndTrace, MASK_SHOT, this, COLLISION_GROUP_NONE, &pNewTrace); |
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CBaseEntity *pEntity = pNewTrace.m_pEnt; |
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// Only do this for BSP model entities |
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if ( ( pEntity ) && ( pEntity->IsBSPModel() == false ) ) |
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return; |
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BaseClass::ImpactTrace( pTrace, iDamageType, pCustomImpactName ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// |
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// |
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// Output : |
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//----------------------------------------------------------------------------- |
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Class_T CNPC_Bullseye::Classify( void ) |
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{ |
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return CLASS_BULLSEYE; |
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} |
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void CNPC_Bullseye::OnRestore( void ) |
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{ |
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if ( m_spawnflags & SF_BULLSEYE_VPHYSICSSHADOW ) |
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{ |
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IPhysicsObject *pObject = VPhysicsGetObject(); |
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if ( pObject == NULL ) |
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{ |
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VPhysicsInitShadow( false, false ); |
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} |
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} |
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BaseClass::OnRestore(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CNPC_Bullseye::BullseyeThink( void ) |
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{ |
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ClearCondition( COND_LIGHT_DAMAGE ); |
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ClearCondition( COND_HEAVY_DAMAGE ); |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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bool CNPC_Bullseye::CanBecomeRagdoll() |
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{ |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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bool CNPC_Bullseye::CanBeAnEnemyOf( CBaseEntity *pEnemy ) |
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{ |
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static const float flFullFov = cos( DEG2RAD(360) / 2.0 ); |
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if ( fabsf( m_flFieldOfView - flFullFov ) > .01 ) |
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{ |
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if ( !FInViewCone( pEnemy ) ) |
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{ |
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return false; |
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} |
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} |
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if ( m_flMinDistValidEnemy > 0 ) |
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{ |
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float distSq = ( GetAbsOrigin().AsVector2D() - pEnemy->GetAbsOrigin().AsVector2D() ).LengthSqr(); |
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if ( distSq < Square( m_flMinDistValidEnemy ) ) |
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{ |
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return false; |
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} |
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} |
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return BaseClass::CanBeAnEnemyOf( pEnemy ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Bullseyes should always report light damage if any amount of damage is taken |
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// Input : fDamage - amount of damage |
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// bitsDamageType - damage type |
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//----------------------------------------------------------------------------- |
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bool CNPC_Bullseye::IsLightDamage( const CTakeDamageInfo &info ) |
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{ |
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return ( info.GetDamage() > 0 ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pAttacker - |
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// flDamage - |
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// &vecDir - |
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// *ptr - |
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// bitsDamageType - |
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//----------------------------------------------------------------------------- |
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void CNPC_Bullseye::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ) |
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{ |
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//If specified, we must be the enemy of the target |
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if ( m_spawnflags & SF_BULLSEYE_ENEMYDAMAGEONLY ) |
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{ |
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CAI_BaseNPC *pInstigator = info.GetAttacker()->MyNPCPointer(); |
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if ( pInstigator == NULL ) |
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return; |
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if ( pInstigator->GetEnemy() != this ) |
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return; |
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} |
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//We can bleed if we want to, we can leave decals behind... |
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if ( ( m_spawnflags & SF_BULLSEYE_BLEED ) && ( m_takedamage == DAMAGE_NO ) ) |
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{ |
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TraceBleed( info.GetDamage(), vecDir, ptr, info.GetDamageType() ); |
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} |
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BaseClass::TraceAttack( info, vecDir, ptr ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pInflictor - |
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// *pAttacker - |
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// flDamage - |
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// bitsDamageType - |
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// Output : int |
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//----------------------------------------------------------------------------- |
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int CNPC_Bullseye::OnTakeDamage( const CTakeDamageInfo &info ) |
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{ |
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SetNextThink( gpGlobals->curtime ); |
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//If specified, we must be the enemy of the target |
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if ( m_spawnflags & SF_BULLSEYE_ENEMYDAMAGEONLY ) |
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{ |
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CAI_BaseNPC *pInstigator = info.GetAttacker()->MyNPCPointer(); |
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if ( pInstigator == NULL ) |
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return 0; |
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if ( pInstigator->GetEnemy() != this ) |
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return 0; |
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} |
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//If we're a pain proxy, send the damage through |
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if ( m_hPainPartner != NULL ) |
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{ |
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m_hPainPartner->TakeDamage( info ); |
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//Fire all pain indicators but take no real damage |
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CTakeDamageInfo subInfo = info; |
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subInfo.SetDamage( 0 ); |
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return BaseClass::OnTakeDamage( subInfo ); |
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} |
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return BaseClass::OnTakeDamage( info ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pOther - |
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//----------------------------------------------------------------------------- |
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void CNPC_Bullseye::SetPainPartner( CBaseEntity *pOther ) |
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{ |
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m_hPainPartner = pOther; |
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} |
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void CNPC_Bullseye::InputTargeted( inputdata_t &inputdata ) |
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{ |
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m_OnTargeted.FireOutput( inputdata.pActivator, inputdata.pCaller, 0 ); |
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} |
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void CNPC_Bullseye::InputReleased( inputdata_t &inputdata ) |
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{ |
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m_OnReleased.FireOutput( inputdata.pActivator, inputdata.pCaller, 0 ); |
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}
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