Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "beam_shared.h"
#include "ai_motor.h"
#include "asw_ai_behavior_sleep.h"
#include "ai_hint.h"
#include "ai_navigator.h"
#include "ai_memory.h"
#include "asw_alien.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_DATADESC( CAI_ASW_SleepBehavior )
END_DATADESC();
LINK_BEHAVIOR_TO_CLASSNAME( CAI_ASW_SleepBehavior );
//------------------------------------------------------------------------------
// Purpose: constructor
//------------------------------------------------------------------------------
CAI_ASW_SleepBehavior::CAI_ASW_SleepBehavior( )
{
m_bAwakened = true;
}
//------------------------------------------------------------------------------
// Purpose: function to set up parameters
// Input : szKeyName - the name of the key
// szValue - the value to be set
// Output : returns true of we handled this key
//------------------------------------------------------------------------------
bool CAI_ASW_SleepBehavior::KeyValue( const char *szKeyName, const char *szValue )
{
return BaseClass::KeyValue( szKeyName, szValue );
}
//------------------------------------------------------------------------------
// Purpose: precaches any additional assets this behavior needs
//------------------------------------------------------------------------------
void CAI_ASW_SleepBehavior::Precache( void )
{
BaseClass::Precache();
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CAI_ASW_SleepBehavior::Init( )
{
#if 0
CASW_Alien *pNPC = static_cast< CASW_Alien * >( GetOuter() );
if ( !pNPC )
{
return;
}
#endif
}
//------------------------------------------------------------------------------
// Purpose: determines if we can use this behavior currently
// Output : returns true if this behavior is able to run
//------------------------------------------------------------------------------
bool CAI_ASW_SleepBehavior::CanSelectSchedule()
{
if ( !GetOuter()->IsInterruptable() )
{
return false;
}
if ( m_bAwakened == true )
{
return false;
}
return BaseClass::CanSelectSchedule();
}
//------------------------------------------------------------------------------
// Purpose: sets / clears conditions for when the behavior is active. this is
// generally a larger set of conditions to interrupt any tasks.
//------------------------------------------------------------------------------
void CAI_ASW_SleepBehavior::GatherConditions( )
{
BaseClass::GatherConditions();
}
//------------------------------------------------------------------------------
// Purpose: sets / clears conditions for when the behavior is not active. this is
// mainly to have a smaller set of conditions to wake up the behavior.
//------------------------------------------------------------------------------
void CAI_ASW_SleepBehavior::GatherConditionsNotActive( )
{
BaseClass::GatherConditionsNotActive();
}
//------------------------------------------------------------------------------
// Purpose: general purpose routine to collect conditions used both during active
// and non-active states of the behavior.
//------------------------------------------------------------------------------
void CAI_ASW_SleepBehavior::GatherCommonConditions( )
{
BaseClass::GatherCommonConditions();
}
//------------------------------------------------------------------------------
// Purpose: routine called to start when a task initially starts
// Input : pTask - the task structure
//------------------------------------------------------------------------------
void CAI_ASW_SleepBehavior::StartTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_SLEEP_WAIT_UNTIL_AWAKENED:
break;
case TASK_SLEEP_UNBURROW:
m_bAwakened = true;
Unburrow();
break;
default:
BaseClass::StartTask( pTask );
break;
}
}
//------------------------------------------------------------------------------
// Purpose: routine called every frame when a task is running
// Input : pTask - the task structure
//------------------------------------------------------------------------------
void CAI_ASW_SleepBehavior::RunTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_SLEEP_WAIT_UNTIL_AWAKENED:
if ( m_bAwakened == true )
{
TaskComplete();
}
break;
case TASK_SLEEP_UNBURROW:
GetOuter()->AutoMovement();
if ( GetOuter()->IsActivityFinished() && ( GetOuter()->GetCycle() >= 1.0f ) )
{
//Msg(" Burrow out complete seq = %d cycle = %f last vis cycle = %f\n", GetOuter()->GetSequence(), GetOuter()->GetCycle(), GetOuter()->GetLastVisibleCycle( GetOuter()->GetModelPtr(), GetOuter()->GetSequence() ) );
TaskComplete();
}
break;
default:
BaseClass::RunTask( pTask );
break;
}
}
//------------------------------------------------------------------------------
// Purpose: routine called to select what schedule we want to run
// Output : returns the schedule id of the schedule we want to run
//------------------------------------------------------------------------------
int CAI_ASW_SleepBehavior::SelectSchedule()
{
// If we're supposed to be burrowed, stay there
//CASW_Alien *pNPC = static_cast< CASW_Alien * >( GetOuter() );
//if ( pNPC->m_iStartBurrowed > 0 )
//return SCHED_SLEEP_UNBURROW;
return SCHED_SLEEP_SNORING;
}
//------------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//------------------------------------------------------------------------------
void CAI_ASW_SleepBehavior::HandleBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t eEvent, int nParm )
{
switch( eEvent )
{
case BEHAVIOR_EVENT_AWAKEN:
m_bAwakened = true;
break;
case BEHAVIOR_EVENT_SLEEP:
m_bAwakened = false;
break;
}
}
//------------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//------------------------------------------------------------------------------
void CAI_ASW_SleepBehavior::ClearBurrowPoint( const Vector &origin )
{
CBaseEntity *pEntity = NULL;
float flDist;
Vector vecSpot, vecCenter, vecForce;
// Cause a ruckus
//UTIL_ScreenShake( origin, 1.0f, 80.0f, 1.0f, 256.0f, SHAKE_START );
// Iterate on all entities in the vicinity.
for ( CEntitySphereQuery sphere( origin, 128 ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
{
if ( pEntity->Classify() != CLASS_PLAYER && pEntity->VPhysicsGetObject() )
{
vecSpot = pEntity->BodyTarget( origin );
vecForce = ( vecSpot - origin ) + Vector( 0, 0, 16 );
// decrease damage for an ent that's farther from the bomb.
flDist = VectorNormalize( vecForce );
if ( flDist <= 128.0f )
{
GetOuter()->CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1.0f, 1.0f, 1.0f ), &vecCenter );
pEntity->VPhysicsGetObject()->Wake();
pEntity->VPhysicsGetObject()->ApplyForceOffset( vecForce * 250.0f, vecCenter );
}
}
}
}
//------------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//------------------------------------------------------------------------------
void CAI_ASW_SleepBehavior::Unburrow( void )
{
CASW_Alien *pNPC = static_cast< CASW_Alien * >( GetOuter() );
pNPC->SetIdealActivity( ACT_ALIEN_BURROW_OUT );
//pNPC->m_iStartBurrowed = 0;
ClearBurrowPoint( pNPC->GetAbsOrigin() ); // physics blast anything in the way out of the way
// Become solid again and visible
pNPC->RemoveEffects( EF_NODRAW );
pNPC->RemoveFlag( FL_NOTARGET );
pNPC->RemoveSpawnFlags( SF_NPC_GAG );
pNPC->RemoveSolidFlags( FSOLID_NOT_SOLID );
pNPC->m_takedamage = DAMAGE_YES;
pNPC->SetGroundEntity( NULL );
}
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_ASW_SleepBehavior )
DECLARE_TASK( TASK_SLEEP_WAIT_UNTIL_AWAKENED )
DECLARE_TASK( TASK_SLEEP_UNBURROW )
DEFINE_SCHEDULE
(
SCHED_SLEEP_SNORING,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_SLEEP"
" TASK_SLEEP_WAIT_UNTIL_AWAKENED 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_WAKE"
""
" Interrupts"
);
DEFINE_SCHEDULE
(
SCHED_SLEEP_UNBURROW,
" Tasks"
" TASK_SLEEP_UNBURROW 0"
""
" Interrupts"
" COND_TASK_FAILED"
);
AI_END_CUSTOM_SCHEDULE_PROVIDER()
#include "tier0/memdbgoff.h"