//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "ai_basenpc_physicsflyer.h"
#include "soundenvelope.h"
#include "ai_hint.h"
#include "ai_moveprobe.h"
#include "ai_squad.h"
#include "beam_shared.h"
#include "explode.h"
#include "globalstate.h"
#include "soundent.h"
#include "npc_citizen17.h"
#include "gib.h"
#include "smoke_trail.h"
#include "spotlightend.h"
#include "IEffects.h"
#include "items.h"
#include "ai_route.h"
#include "player_pickup.h"
#include "weapon_physcannon.h"
#include "hl2_player.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Parameters for how the scanner relates to citizens.
//-----------------------------------------------------------------------------
#define SCANNER_CIT_INSPECT_DELAY 10 // Check for citizens this often
#define SCANNER_CIT_INSPECT_GROUND_DIST 500 // How far to look for citizens to inspect
#define SCANNER_CIT_INSPECT_FLY_DIST 1500 // How far to look for citizens to inspect
#define SCANNER_CIT_INSPECT_LENGTH 5 // How long does the inspection last
#define SCANNER_HINT_INSPECT_LENGTH 5 // How long does the inspection last
#define SCANNER_SOUND_INSPECT_LENGTH 5 // How long does the inspection last
#define SCANNER_HINT_INSPECT_DELAY 15 // Check for hint nodes this often
#define SCANNER_BANK_RATE 30
#define SCANNER_MAX_SPEED 250
#define SCANNER_MAX_DIVE_BOMB_SPEED 2500
#define SCANNER_SQUAD_FLY_DIST 500 // How far to scanners stay apart
#define SCANNER_SQUAD_HELP_DIST 4000 // How far will I fly to help
#define SPOTLIGHT_WIDTH 32
#define SCANNER_SPOTLIGHT_NEAR_DIST 64
#define SCANNER_SPOTLIGHT_FAR_DIST 256
#define SCANNER_SPOTLIGHT_FLY_HEIGHT 72
#define SCANNER_NOSPOTLIGHT_FLY_HEIGHT 72
#define SCANNER_FLASH_MIN_DIST 900 // How far does flash effect enemy
#define SCANNER_FLASH_MAX_DIST 1200 // How far does flash effect enemy
#ifdef _XBOX
#define SCANNER_FLASH_MAX_VALUE 164 // XBox brightness
#else
#define SCANNER_FLASH_MAX_VALUE 240 // How bright is maximum flash
#endif
#define SCANNER_PHOTO_NEAR_DIST 64
#define SCANNER_PHOTO_FAR_DIST 128
#define SCANNER_FOLLOW_DIST 128
#define SCANNER_ATTACK_NEAR_DIST 150 // Fly attack min distance
#define SCANNER_ATTACK_FAR_DIST 300 // Fly attack max distance
#define SCANNER_ATTACK_RANGE 350 // Attack max distance
#define SCANNER_ATTACK_MIN_DELAY 8 // Min time between attacks
#define SCANNER_ATTACK_MAX_DELAY 12 // Max time between attacks
#define SCANNER_EVADE_TIME 1 // How long to evade after take damage
#define SCANNER_NUM_GIBS 6 // Number of gibs in gib file
// Sentences
#define SCANNER_SENTENCE_ATTENTION 0
#define SCANNER_SENTENCE_HANDSUP 1
#define SCANNER_SENTENCE_PROCEED 2
#define SCANNER_SENTENCE_CURIOUS 3
// Strider Scout Scanners
#define SCANNER_SCOUT_MAX_SPEED 150
//------------------------------------
// Spawnflags
//------------------------------------
#define SF_CSCANNER_NO_DYNAMIC_LIGHT (1 << 16)
#define SF_CSCANNER_STRIDER_SCOUT (1 << 17)
ConVar sk_scanner_health( "sk_scanner_health","0");
ConVar sk_scanner_dmg_dive( "sk_scanner_dmg_dive","0");
ConVar g_debug_cscanner( "g_debug_cscanner", "0" );
//-----------------------------------------------------------------------------
// Think contexts
//-----------------------------------------------------------------------------
static const char *s_pDiveBombSoundThinkContext = "DiveBombSoundThinkContext";
//-----------------------------------------------------------------------------
// Private activities.
//-----------------------------------------------------------------------------
static int ACT_SCANNER_SMALL_FLINCH_ALERT = 0;
static int ACT_SCANNER_SMALL_FLINCH_COMBAT = 0;
static int ACT_SCANNER_INSPECT = 0;
static int ACT_SCANNER_WALK_ALERT = 0;
static int ACT_SCANNER_WALK_COMBAT = 0;
static int ACT_SCANNER_FLARE = 0;
static int ACT_SCANNER_RETRACT = 0;
static int ACT_SCANNER_FLARE_PRONGS = 0;
static int ACT_SCANNER_RETRACT_PRONGS = 0;
static int ACT_SCANNER_FLARE_START = 0;
//-----------------------------------------------------------------------------
// Interactions
//-----------------------------------------------------------------------------
int g_interactionScannerInspect = 0;
int g_interactionScannerInspectBegin = 0;
int g_interactionScannerInspectHandsUp = 0;
int g_interactionScannerInspectShowArmband = 0;//<<TEMP>>still to be completed
int g_interactionScannerInspectDone = 0;
int g_interactionScannerSupportEntity = 0;
int g_interactionScannerSupportPosition = 0;
//-----------------------------------------------------------------------------
// Animation events
//------------------------------------------------------------------------
int AE_SCANNER_CLOSED;
//-----------------------------------------------------------------------------
// Attachment points
//-----------------------------------------------------------------------------
#define SCANNER_ATTACHMENT_LIGHT "light"
#define SCANNER_ATTACHMENT_FLASH 1
#define SCANNER_ATTACHMENT_LPRONG 2
#define SCANNER_ATTACHMENT_RPRONG 3
//-----------------------------------------------------------------------------
// Other defines.
//-----------------------------------------------------------------------------
#define SCANNER_MAX_BEAMS 4
//-----------------------------------------------------------------------------
// States for the scanner's sound.
//-----------------------------------------------------------------------------
enum ScannerFlyMode_t
{
SCANNER_FLY_PHOTO = 0, // Fly close to photograph entity
SCANNER_FLY_PATROL, // Fly slowly around the enviroment
SCANNER_FLY_FAST, // Fly quickly around the enviroment
SCANNER_FLY_CHASE, // Fly quickly around the enviroment
SCANNER_FLY_SPOT, // Fly above enity in spotlight position
SCANNER_FLY_ATTACK, // Get in my enemies face for spray or flash
SCANNER_FLY_DIVE, // Divebomb - only done when dead
SCANNER_FLY_FOLLOW, // Following a target
};
enum ScannerInspectAct_t
{
SCANNER_INSACT_HANDS_UP,
SCANNER_INSACT_SHOWARMBAND,
};
class CBeam;
class CSprite;
class SmokeTrail;
class CSpotlightEnd;
class CNPC_CScanner : public CAI_BasePhysicsFlyingBot, public CDefaultPlayerPickupVPhysics
{
DECLARE_CLASS( CNPC_CScanner, CAI_BasePhysicsFlyingBot );
public:
CNPC_CScanner();
virtual void UpdateEfficiency( bool bInPVS );
Class_T Classify( void ) { return(CLASS_SCANNER); }
int GetSoundInterests( void ) { return (SOUND_WORLD|SOUND_COMBAT|SOUND_PLAYER|SOUND_DANGER); }
virtual float GetAutoAimRadius() { return 12.0f; }
void GatherConditions( void );
void Event_Killed( const CTakeDamageInfo &info );
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
int OnTakeDamage_Dying( const CTakeDamageInfo &info );
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
void Gib(void);
void OnStateChange( NPC_STATE eOldState, NPC_STATE eNewState );
void ClampMotorForces( Vector &linear, AngularImpulse &angular );
int DrawDebugTextOverlays(void);
bool FValidateHintType(CAI_Hint *pHint);
float GetHeadTurnRate( void );
virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
// CDefaultPlayerPickupVPhysics
void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason );
virtual int TranslateSchedule( int scheduleType );
Disposition_t IRelationType(CBaseEntity *pTarget);
void IdleSound( void );
void DeathSound( const CTakeDamageInfo &info );
void AlertSound( void );
void PainSound( const CTakeDamageInfo &info );
void NPCThink( void );
void PrescheduleThink( void );
int MeleeAttack1Conditions ( float flDot, float flDist );
void Precache(void);
void RunTask( const Task_t *pTask );
int SelectSchedule(void);
bool ShouldPlayIdleSound( void );
void ScannerEmitSound( const char *pszSoundName );
void Spawn(void);
void Activate();
void StartTask( const Task_t *pTask );
void OnScheduleChange( void );
void UpdateOnRemove( void );
void DeployMine();
float GetMaxSpeed();
void PostRunStopMoving() {} // scanner can use "movement" activities but not be moving
Activity NPC_TranslateActivity( Activity eNewActivity );
void HandleAnimEvent( animevent_t *pEvent );
void InputDisableSpotlight( inputdata_t &inputdata );
void InputInspectTargetPhoto( inputdata_t &inputdata );
void InputInspectTargetSpotlight( inputdata_t &inputdata );
void InputDeployMine( inputdata_t &inputdata );
void InputEquipMine( inputdata_t &inputdata );
void InputShouldInspect( inputdata_t &inputdata );
void InputSetFlightSpeed( inputdata_t &inputdata );
void InputSetFollowTarget( inputdata_t &inputdata );
void InputClearFollowTarget( inputdata_t &inputdata );
void InputSetDistanceOverride( inputdata_t &inputdata );
void InspectTarget( inputdata_t &inputdata, ScannerFlyMode_t eFlyMode );
virtual bool CanBecomeServerRagdoll( void ) { return false; }
public:
bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
void SpeakSentence( int sentenceType );
// ------------------------------
// Inspecting
// ------------------------------
Vector m_vInspectPos;
float m_fInspectEndTime;
float m_fCheckCitizenTime; // Time to look for citizens to harass
float m_fCheckHintTime; // Time to look for hints to inspect
bool m_bShouldInspect;
bool m_bOnlyInspectPlayers;
bool m_bNeverInspectPlayers;
void SetInspectTargetToEnt(CBaseEntity *pEntity, float fInspectDuration);
void SetInspectTargetToPos(const Vector &vInspectPos, float fInspectDuration);
void SetInspectTargetToHint(CAI_Hint *pHint, float fInspectDuration);
void ClearInspectTarget(void);
bool HaveInspectTarget(void);
Vector InspectTargetPosition(void);
bool IsValidInspectTarget(CBaseEntity *pEntity);
CBaseEntity* BestInspectTarget(void);
void RequestInspectSupport(void);
bool IsStriderScout() { return HasSpawnFlags( SF_CSCANNER_STRIDER_SCOUT ); }
// ------------------------
// Death Cleanup
// ------------------------
CTakeDamageInfo m_KilledInfo;
// ------------------------
// Photographing
// ------------------------
float m_fNextPhotographTime;
CSprite* m_pEyeFlash;
void TakePhoto( void );
void BlindFlashTarget( CBaseEntity *pTarget );
// ------------------------------
// Spotlight
// ------------------------------
Vector m_vSpotlightTargetPos;
Vector m_vSpotlightCurrentPos;
CHandle<CBeam> m_hSpotlight;
CHandle<CSpotlightEnd> m_hSpotlightTarget;
Vector m_vSpotlightDir;
Vector m_vSpotlightAngVelocity;
float m_flSpotlightCurLength;
float m_flSpotlightMaxLength;
float m_flSpotlightGoalWidth;
float m_fNextSpotlightTime;
int m_nHaloSprite;
void SpotlightUpdate(void);
Vector SpotlightTargetPos(void);
Vector SpotlightCurrentPos(void);
void SpotlightCreate(void);
void SpotlightDestroy(void);
protected:
void BecomeClawScanner( void ) { m_bIsClawScanner = true; }
private:
bool MovingToInspectTarget( void );
bool GetGoalDirection( Vector *vOut );
bool IsEnemyPlayerInSuit();
float GetGoalDistance( void );
bool IsHeldByPhyscannon( );
void StartSmokeTrail( void );
Vector IdealGoalForMovement( const Vector &goalPos, const Vector &startPos, float idealRange, float idealHeight );
// Take damage from being thrown by a physcannon
void TakeDamageFromPhyscannon( CBasePlayer *pPlayer );
// Take damage from physics impacts
void TakeDamageFromPhysicsImpact( int index, gamevcollisionevent_t *pEvent );
// Do we have a physics attacker?
CBasePlayer *HasPhysicsAttacker( float dt );
// Purpose:
void BlendPhyscannonLaunchSpeed();
virtual void StopLoopingSounds(void);
CSoundPatch *m_pEngineSound;
// Movement
float m_flFlyNoiseBase;
float m_flEngineStallTime;
float m_fNextFlySoundTime;
ScannerFlyMode_t m_nFlyMode;
Vector m_vecDiveBombDirection; // The direction we dive bomb. Calculated at the moment of death.
float m_flDiveBombRollForce; // Used for roll while dive bombing.
// physics influence
CHandle<CBasePlayer> m_hPhysicsAttacker;
float m_flLastPhysicsInfluenceTime;
float m_flGoalOverrideDistance;
// Pose parameters
int m_nPoseTail;
int m_nPoseDynamo;
int m_nPoseFlare;
int m_nPoseFaceVert;
int m_nPoseFaceHoriz;
bool m_bIsClawScanner; // Formerly the shield scanner.
bool m_bIsOpen; // Only for claw scanner
bool m_bHasSpoken;
COutputEvent m_OnPhotographPlayer;
COutputEvent m_OnPhotographNPC;
bool OverridePathMove( CBaseEntity *pMoveTarget, float flInterval );
bool OverrideMove(float flInterval);
void MoveToTarget(float flInterval, const Vector &MoveTarget);
void MoveToSpotlight(float flInterval);
void MoveToPhotograph(float flInterval);
void MoveToAttack(float flInterval);
void MoveToDivebomb(float flInterval);
void MoveExecute_Alive(float flInterval);
float MinGroundDist(void);
Vector VelocityToEvade(CBaseCombatCharacter *pEnemy);
void PlayFlySound(void);
void SetBanking( float flInterval );
void UpdateHead( float flInterval );
inline CBaseEntity *EntityToWatch( void );
void DiveBombSoundThink();
// Attacks
SmokeTrail *m_pSmokeTrail;
bool m_bNoLight;
bool m_bPhotoTaken;
void AttackPreFlash(void);
void AttackFlash(void);
void AttackFlashBlind(void);
void AttackDivebomb(void);
void AttackDivebombCollide(float flInterval);
DEFINE_CUSTOM_AI;
// Custom interrupt conditions
enum
{
COND_SCANNER_FLY_CLEAR = BaseClass::NEXT_CONDITION,
COND_SCANNER_FLY_BLOCKED,
COND_SCANNER_HAVE_INSPECT_TARGET,
COND_SCANNER_INSPECT_DONE,
COND_SCANNER_CAN_PHOTOGRAPH,
COND_SCANNER_SPOT_ON_TARGET,
COND_SCANNER_GRABBED_BY_PHYSCANNON,
COND_SCANNER_RELEASED_FROM_PHYSCANNON,
};
// Custom schedules
enum
{
SCHED_SCANNER_PATROL = BaseClass::NEXT_SCHEDULE,
SCHED_SCANNER_SPOTLIGHT_HOVER,
SCHED_SCANNER_SPOTLIGHT_INSPECT_POS,
SCHED_SCANNER_SPOTLIGHT_INSPECT_CIT,
SCHED_SCANNER_PHOTOGRAPH_HOVER,
SCHED_SCANNER_PHOTOGRAPH,
SCHED_SCANNER_ATTACK_HOVER,
SCHED_SCANNER_ATTACK_FLASH,
SCHED_SCANNER_ATTACK_DIVEBOMB,
SCHED_SCANNER_CHASE_ENEMY,
SCHED_SCANNER_CHASE_TARGET,
SCHED_SCANNER_MOVE_TO_INSPECT,
SCHED_SCANNER_FOLLOW_HOVER,
SCHED_SCANNER_HELD_BY_PHYSCANNON,
};
// Custom tasks
enum
{
TASK_SCANNER_SET_FLY_PHOTO = BaseClass::NEXT_TASK,
TASK_SCANNER_SET_FLY_PATROL,
TASK_SCANNER_SET_FLY_CHASE,
TASK_SCANNER_SET_FLY_SPOT,
TASK_SCANNER_SET_FLY_ATTACK,
TASK_SCANNER_SET_FLY_DIVE,
TASK_SCANNER_PHOTOGRAPH,
TASK_SCANNER_ATTACK_PRE_FLASH,
TASK_SCANNER_ATTACK_FLASH,
TASK_SCANNER_SPOT_INSPECT_ON,
TASK_SCANNER_SPOT_INSPECT_WAIT,
TASK_SCANNER_SPOT_INSPECT_OFF,
TASK_SCANNER_CLEAR_INSPECT_TARGET,
TASK_SCANNER_GET_PATH_TO_INSPECT_TARGET,
};
DECLARE_DATADESC();
};
BEGIN_DATADESC( CNPC_CScanner )
DEFINE_SOUNDPATCH( m_pEngineSound ),
DEFINE_EMBEDDED( m_KilledInfo ),
DEFINE_FIELD( m_flGoalOverrideDistance, FIELD_FLOAT ),
DEFINE_FIELD( m_bPhotoTaken, FIELD_BOOLEAN ),
DEFINE_FIELD( m_vInspectPos, FIELD_VECTOR ),
DEFINE_FIELD( m_fInspectEndTime, FIELD_TIME ),
DEFINE_FIELD( m_fCheckCitizenTime, FIELD_TIME ),
DEFINE_FIELD( m_fCheckHintTime, FIELD_TIME ),
DEFINE_KEYFIELD( m_bShouldInspect, FIELD_BOOLEAN, "ShouldInspect" ),
DEFINE_KEYFIELD( m_bOnlyInspectPlayers, FIELD_BOOLEAN, "OnlyInspectPlayers" ),
DEFINE_KEYFIELD( m_bNeverInspectPlayers,FIELD_BOOLEAN, "NeverInspectPlayers" ),
DEFINE_FIELD( m_fNextPhotographTime, FIELD_TIME ),
// DEFINE_FIELD( m_pEyeFlash, FIELD_CLASSPTR ),
DEFINE_FIELD( m_vSpotlightTargetPos, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vSpotlightCurrentPos, FIELD_POSITION_VECTOR ),
// don't save (recreated after restore/transition)
// DEFINE_FIELD( m_hSpotlight, FIELD_EHANDLE ),
// DEFINE_FIELD( m_hSpotlightTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_vSpotlightDir, FIELD_VECTOR ),
DEFINE_FIELD( m_vSpotlightAngVelocity, FIELD_VECTOR ),
DEFINE_FIELD( m_flSpotlightCurLength, FIELD_FLOAT ),
DEFINE_FIELD( m_fNextSpotlightTime, FIELD_TIME ),
DEFINE_FIELD( m_nHaloSprite, FIELD_INTEGER ),
DEFINE_FIELD( m_fNextFlySoundTime, FIELD_TIME ),
DEFINE_FIELD( m_nFlyMode, FIELD_INTEGER ),
DEFINE_FIELD( m_nPoseTail, FIELD_INTEGER ),
DEFINE_FIELD( m_nPoseDynamo, FIELD_INTEGER ),
DEFINE_FIELD( m_nPoseFlare, FIELD_INTEGER ),
DEFINE_FIELD( m_nPoseFaceVert, FIELD_INTEGER ),
DEFINE_FIELD( m_nPoseFaceHoriz, FIELD_INTEGER ),
DEFINE_FIELD( m_bIsClawScanner, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bIsOpen, FIELD_BOOLEAN ),
// DEFINE_FIELD( m_bHasSpoken, FIELD_BOOLEAN ),
DEFINE_FIELD( m_pSmokeTrail, FIELD_CLASSPTR ),
DEFINE_FIELD( m_flFlyNoiseBase, FIELD_FLOAT ),
DEFINE_FIELD( m_flEngineStallTime, FIELD_TIME ),
DEFINE_FIELD( m_vecDiveBombDirection, FIELD_VECTOR ),
DEFINE_FIELD( m_flDiveBombRollForce, FIELD_FLOAT ),
DEFINE_KEYFIELD( m_flSpotlightMaxLength, FIELD_FLOAT, "SpotlightLength"),
DEFINE_KEYFIELD( m_flSpotlightGoalWidth, FIELD_FLOAT, "SpotlightWidth"),
// Physics Influence
DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ),
DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ),
DEFINE_KEYFIELD( m_bNoLight, FIELD_BOOLEAN, "SpotlightDisabled" ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableSpotlight", InputDisableSpotlight ),
DEFINE_INPUTFUNC( FIELD_STRING, "InspectTargetPhoto", InputInspectTargetPhoto ),
DEFINE_INPUTFUNC( FIELD_STRING, "InspectTargetSpotlight", InputInspectTargetSpotlight ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "InputShouldInspect", InputShouldInspect ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetFollowTarget", InputSetFollowTarget ),
DEFINE_INPUTFUNC( FIELD_VOID, "ClearFollowTarget", InputClearFollowTarget ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetDistanceOverride", InputSetDistanceOverride ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetFlightSpeed", InputSetFlightSpeed ),
DEFINE_INPUTFUNC( FIELD_STRING, "DeployMine", InputDeployMine ),
DEFINE_INPUTFUNC( FIELD_STRING, "EquipMine", InputEquipMine ),
DEFINE_OUTPUT( m_OnPhotographPlayer, "OnPhotographPlayer" ),
DEFINE_OUTPUT( m_OnPhotographNPC, "OnPhotographNPC" ),
DEFINE_THINKFUNC( DiveBombSoundThink ),
END_DATADESC()
LINK_ENTITY_TO_CLASS(npc_cscanner, CNPC_CScanner);
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CNPC_CScanner::CNPC_CScanner()
{
#ifdef _DEBUG
m_vInspectPos.Init();
m_vSpotlightTargetPos.Init();
m_vSpotlightCurrentPos.Init();
m_vSpotlightDir.Init();
m_vSpotlightAngVelocity.Init();
m_vCurrentBanking.Init();
#endif
m_bShouldInspect = true;
m_bOnlyInspectPlayers = false;
m_bNeverInspectPlayers = false;
m_pEngineSound = NULL;
m_bHasSpoken = false;
char szMapName[256];
Q_strncpy(szMapName, STRING(gpGlobals->mapname), sizeof(szMapName) );
Q_strlower(szMapName);
if( !Q_strnicmp( szMapName, "d3_c17", 6 ) )
{
// Streetwar scanners are claw scanners
m_bIsClawScanner = true;
}
else
{
m_bIsClawScanner = false;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CScanner::Spawn(void)
{
#ifdef _XBOX
// Always fade the corpse
AddSpawnFlags( SF_NPC_FADE_CORPSE );
AddEffects( EF_NOSHADOW );
#endif // _XBOX
// Check for user error
if (m_flSpotlightMaxLength <= 0)
{
DevMsg("CNPC_CScanner::Spawn: Invalid spotlight length <= 0, setting to 500\n");
m_flSpotlightMaxLength = 500;
}
if (m_flSpotlightGoalWidth <= 0)
{
DevMsg("CNPC_CScanner::Spawn: Invalid spotlight width <= 0, setting to 100\n");
m_flSpotlightGoalWidth = 100;
}
if (m_flSpotlightGoalWidth > MAX_BEAM_WIDTH )
{
DevMsg("CNPC_CScanner::Spawn: Invalid spotlight width %.1f (max %.1f).\n", m_flSpotlightGoalWidth, MAX_BEAM_WIDTH );
m_flSpotlightGoalWidth = MAX_BEAM_WIDTH;
}
Precache();
if( m_bIsClawScanner )
{
SetModel( "models/shield_scanner.mdl");
}
else
{
SetModel( "models/combine_scanner.mdl");
}
SetHullType( HULL_TINY_CENTERED );
SetHullSizeNormal();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_VPHYSICS );
m_bloodColor = DONT_BLEED;
m_iHealth = sk_scanner_health.GetFloat();
SetViewOffset( Vector(0, 0, 10) ); // Position of the eyes relative to NPC's origin.
m_flFieldOfView = 0.2;
m_NPCState = NPC_STATE_NONE;
SetNavType( NAV_FLY );
AddFlag( FL_FLY );
// This entity cannot be dissolved by the combine balls,
// nor does it get killed by the mega physcannon.
AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL );
m_flGoalOverrideDistance = 0.0f;
// ------------------------------------
// Init all class vars
// ------------------------------------
m_vInspectPos = vec3_origin;
m_fInspectEndTime = 0;
m_fCheckCitizenTime = gpGlobals->curtime + SCANNER_CIT_INSPECT_DELAY;
m_fCheckHintTime = gpGlobals->curtime + SCANNER_HINT_INSPECT_DELAY;
m_fNextPhotographTime = 0;
m_vSpotlightTargetPos = vec3_origin;
m_vSpotlightCurrentPos = vec3_origin;
m_hSpotlight = NULL;
m_hSpotlightTarget = NULL;
AngleVectors( GetLocalAngles(), &m_vSpotlightDir );
m_vSpotlightAngVelocity = vec3_origin;
m_pEyeFlash = 0;
m_fNextSpotlightTime = 0;
m_fNextFlySoundTime = 0;
m_nFlyMode = SCANNER_FLY_PATROL;
m_vCurrentBanking = m_vSpotlightDir;
m_fHeadYaw = 0;
m_pSmokeTrail = NULL;
m_flSpotlightCurLength = m_flSpotlightMaxLength;
SetCurrentVelocity( vec3_origin );
Vector bobAmount;
bobAmount.x = random->RandomFloat( -2.0f, 2.0f );
bobAmount.y = random->RandomFloat( -2.0f, 2.0f );
bobAmount.z = random->RandomFloat( 2.0f, 4.0f );
if ( random->RandomInt( 0, 1 ) )
{
bobAmount.z *= -1.0f;
}
SetNoiseMod( bobAmount );
// set flight speed
m_flSpeed = GetMaxSpeed();
m_nPoseTail = LookupPoseParameter( "tail_control" );
m_nPoseDynamo = LookupPoseParameter( "dynamo_wheel" );
m_nPoseFlare = LookupPoseParameter( "alert_control" );
m_nPoseFaceVert = LookupPoseParameter( "flex_vert" );
m_nPoseFaceHoriz = LookupPoseParameter( "flex_horz" );
// --------------------------------------------
CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_SKIP_NAV_GROUND_CHECK );
CapabilitiesAdd( bits_CAP_INNATE_MELEE_ATTACK1 );
m_bPhotoTaken = false;
NPCInit();
// Watch for this error state
if ( m_bOnlyInspectPlayers && m_bNeverInspectPlayers )
{
Assert( 0 );
Warning( "ERROR: Scanner set to never and always inspect players!\n" );
}
m_flFlyNoiseBase = random->RandomFloat( 0, M_PI );
m_flNextAttack = gpGlobals->curtime;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CNPC_CScanner::Activate()
{
BaseClass::Activate();
// Have to do this here because sprites do not go across level transitions
m_pEyeFlash = CSprite::SpriteCreate( "sprites/blueflare1.vmt", GetLocalOrigin(), FALSE );
m_pEyeFlash->SetTransparency( kRenderGlow, 255, 255, 255, 0, kRenderFxNoDissipation );
m_pEyeFlash->SetAttachment( this, LookupAttachment( SCANNER_ATTACHMENT_LIGHT ) );
m_pEyeFlash->SetBrightness( 0 );
m_pEyeFlash->SetScale( 1.4 );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CNPC_CScanner::UpdateEfficiency( bool bInPVS )
{
SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL );
SetMoveEfficiency( AIME_NORMAL );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : eOldState -
// eNewState -
//-----------------------------------------------------------------------------
void CNPC_CScanner::OnStateChange( NPC_STATE eOldState, NPC_STATE eNewState )
{
if (( eNewState == NPC_STATE_ALERT ) || ( eNewState == NPC_STATE_COMBAT ))
{
SetPoseParameter(m_nPoseFlare, 1.0f);
}
else
{
SetPoseParameter(m_nPoseFlare, 0);
}
}
//------------------------------------------------------------------------------
// Purpose: Override to split in two when attacked
//------------------------------------------------------------------------------
int CNPC_CScanner::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
// Turn off my spotlight when shot
SpotlightDestroy();
m_fNextSpotlightTime = gpGlobals->curtime + 2.0f;
// Start smoking when we're nearly dead
if ( m_iHealth < ( m_iMaxHealth - ( m_iMaxHealth / 4 ) ) )
{
StartSmokeTrail();
}
return (BaseClass::OnTakeDamage_Alive( info ));
}
//------------------------------------------------------------------------------
// Purpose: Override to split in two when attacked
//------------------------------------------------------------------------------
int CNPC_CScanner::OnTakeDamage_Dying( const CTakeDamageInfo &info )
{
// do the damage
m_iHealth -= info.GetDamage();
if ( m_iHealth < -40 )
{
Gib();
return 1;
}
return VPhysicsTakeDamage( info );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CScanner::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
if ( info.GetDamageType() & DMG_BULLET)
{
g_pEffects->Ricochet(ptr->endpos,ptr->plane.normal);
}
BaseClass::TraceAttack( info, vecDir, ptr );
}
//-----------------------------------------------------------------------------
// Take damage from being thrown by a physcannon
//-----------------------------------------------------------------------------
#define SCANNER_SMASH_SPEED 250.0 // How fast a scanner must slam into something to take full damage
void CNPC_CScanner::TakeDamageFromPhyscannon( CBasePlayer *pPlayer )
{
CTakeDamageInfo info;
info.SetDamageType( DMG_GENERIC );
info.SetInflictor( this );
info.SetAttacker( pPlayer );
info.SetDamagePosition( GetAbsOrigin() );
info.SetDamageForce( Vector( 1.0, 1.0, 1.0 ) );
// Convert velocity into damage.
Vector vel;
VPhysicsGetObject()->GetVelocity( &vel, NULL );
float flSpeed = vel.Length();
float flFactor = flSpeed / SCANNER_SMASH_SPEED;
// Clamp. Don't inflict negative damage or massive damage!
flFactor = clamp( flFactor, 0.0f, 2.0f );
float flDamage = m_iMaxHealth * flFactor;
#if 0
Msg("Doing %f damage for %f speed!\n", flDamage, flSpeed );
#endif
info.SetDamage( flDamage );
TakeDamage( info );
}
//-----------------------------------------------------------------------------
// Take damage from physics impacts
//-----------------------------------------------------------------------------
void CNPC_CScanner::TakeDamageFromPhysicsImpact( int index, gamevcollisionevent_t *pEvent )
{
CBaseEntity *pHitEntity = pEvent->pEntities[!index];
// NOTE: Augment the normal impact energy scale here.
float flDamageScale = PlayerHasMegaPhysCannon() ? 10.0f : 5.0f;
// Scale by the mapmaker's energyscale
flDamageScale *= m_impactEnergyScale;
int damageType = 0;
float damage = CalculateDefaultPhysicsDamage( index, pEvent, flDamageScale, true, damageType );
if ( damage == 0 )
return;
Vector damagePos;
pEvent->pInternalData->GetContactPoint( damagePos );
Vector damageForce = pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass();
if ( damageForce == vec3_origin )
{
// This can happen if this entity is motion disabled, and can't move.
// Use the velocity of the entity that hit us instead.
damageForce = pEvent->postVelocity[!index] * pEvent->pObjects[!index]->GetMass();
}
// FIXME: this doesn't pass in who is responsible if some other entity "caused" this collision
PhysCallbackDamage( this, CTakeDamageInfo( pHitEntity, pHitEntity, damageForce, damagePos, damage, damageType ), *pEvent, index );
}
//-----------------------------------------------------------------------------
// Is the scanner being held?
//-----------------------------------------------------------------------------
bool CNPC_CScanner::IsHeldByPhyscannon( )
{
return VPhysicsGetObject() && (VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD);
}
//------------------------------------------------------------------------------
// Physics impact
//------------------------------------------------------------------------------
#define SCANNER_SMASH_TIME 0.75 // How long after being thrown from a physcannon that a manhack is eligible to die from impact
void CNPC_CScanner::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
{
BaseClass::VPhysicsCollision( index, pEvent );
// Take no impact damage while being carried.
if ( IsHeldByPhyscannon( ) )
return;
CBasePlayer *pPlayer = HasPhysicsAttacker( SCANNER_SMASH_TIME );
if( pPlayer )
{
TakeDamageFromPhyscannon( pPlayer );
return;
}
// It also can take physics damage from things thrown by the player.
int otherIndex = !index;
CBaseEntity *pHitEntity = pEvent->pEntities[otherIndex];
if ( pHitEntity )
{
if ( pHitEntity->HasPhysicsAttacker( 0.5f ) )
{
// It can take physics damage from things thrown by the player.
TakeDamageFromPhysicsImpact( index, pEvent );
}
else if ( FClassnameIs( pHitEntity, "prop_combine_ball" ) )
{
// It also can take physics damage from a combine ball.
TakeDamageFromPhysicsImpact( index, pEvent );
}
}
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CNPC_CScanner::Gib( void )
{
if ( IsMarkedForDeletion() )
return;
// Sparks
for ( int i = 0; i < 4; i++ )
{
Vector sparkPos = GetAbsOrigin();
sparkPos.x += random->RandomFloat(-12,12);
sparkPos.y += random->RandomFloat(-12,12);
sparkPos.z += random->RandomFloat(-12,12);
g_pEffects->Sparks(sparkPos);
}
// Light
CBroadcastRecipientFilter filter;
te->DynamicLight( filter, 0.0, &WorldSpaceCenter(), 255, 180, 100, 0, 100, 0.1, 0 );
// Spawn all gibs
if( m_bIsClawScanner )
{
CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/Shield_Scanner_Gib1.mdl");
CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/Shield_Scanner_Gib2.mdl");
CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/Shield_Scanner_Gib3.mdl");
CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/Shield_Scanner_Gib4.mdl");
CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/Shield_Scanner_Gib5.mdl");
CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/Shield_Scanner_Gib6.mdl");
}
else
{
CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/scanner_gib01.mdl" );
CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/scanner_gib02.mdl" );
CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/scanner_gib04.mdl" );
CGib::SpawnSpecificGibs( this, 1, 500, 250, "models/gibs/scanner_gib05.mdl" );
}
// Cover the gib spawn
ExplosionCreate( WorldSpaceCenter(), GetAbsAngles(), this, 64, 64, false );
// Turn off any smoke trail
if ( m_pSmokeTrail )
{
m_pSmokeTrail->m_ParticleLifetime = 0;
UTIL_Remove(m_pSmokeTrail);
m_pSmokeTrail = NULL;
}
// FIXME: This is because we couldn't save/load the CTakeDamageInfo.
// because it's midnight before the teamwide playtest. Real solution
// is to add a datadesc to CTakeDamageInfo
if ( m_KilledInfo.GetInflictor() )
{
BaseClass::Event_Killed( m_KilledInfo );
}
// Add a random chance of spawning a battery...
if ( !HasSpawnFlags(SF_NPC_NO_WEAPON_DROP) && random->RandomFloat( 0.0f, 1.0f) < 0.3f )
{
CItem *pBattery = (CItem*)CreateEntityByName("item_battery");
if ( pBattery )
{
pBattery->SetAbsOrigin( GetAbsOrigin() );
pBattery->SetAbsVelocity( GetAbsVelocity() );
pBattery->SetLocalAngularVelocity( GetLocalAngularVelocity() );
pBattery->ActivateWhenAtRest();
pBattery->Spawn();
}
}
DeployMine();
UTIL_Remove(this);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPhysGunUser -
// bPunting -
//-----------------------------------------------------------------------------
void CNPC_CScanner::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
{
m_hPhysicsAttacker = pPhysGunUser;
m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
if ( reason == PUNTED_BY_CANNON )
{
// There's about to be a massive change in velocity.
// Think immediately to handle changes in m_vCurrentVelocity;
SetNextThink( gpGlobals->curtime + 0.01f );
m_flEngineStallTime = gpGlobals->curtime + 2.0f;
ScannerEmitSound( "DiveBomb" );
}
else
{
SetCondition( COND_SCANNER_GRABBED_BY_PHYSCANNON );
ClearCondition( COND_SCANNER_RELEASED_FROM_PHYSCANNON );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPhysGunUser -
//-----------------------------------------------------------------------------
void CNPC_CScanner::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason )
{
m_hPhysicsAttacker = pPhysGunUser;
m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
ClearCondition( COND_SCANNER_GRABBED_BY_PHYSCANNON );
SetCondition( COND_SCANNER_RELEASED_FROM_PHYSCANNON );
if ( Reason == LAUNCHED_BY_CANNON )
{
m_flEngineStallTime = gpGlobals->curtime + 2.0f;
// There's about to be a massive change in velocity.
// Think immediately to handle changes in m_vCurrentVelocity;
SetNextThink( gpGlobals->curtime + 0.01f );
ScannerEmitSound( "DiveBomb" );
}
}
//------------------------------------------------------------------------------
// Do we have a physics attacker?
//------------------------------------------------------------------------------
CBasePlayer *CNPC_CScanner::HasPhysicsAttacker( float dt )
{
// If the player is holding me now, or I've been recently thrown
// then return a pointer to that player
if ( IsHeldByPhyscannon( ) || (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime) )
{
return m_hPhysicsAttacker;
}
return NULL;
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CNPC_CScanner::StopLoopingSounds(void)
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
controller.SoundDestroy( m_pEngineSound );
m_pEngineSound = NULL;
BaseClass::StopLoopingSounds();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pInflictor -
// pAttacker -
// flDamage -
// bitsDamageType -
//-----------------------------------------------------------------------------
void CNPC_CScanner::Event_Killed( const CTakeDamageInfo &info )
{
// Copy off the takedamage info that killed me, since we're not going to call
// up into the base class's Event_Killed() until we gib. (gibbing is ultimate death)
m_KilledInfo = info;
DeployMine();
ClearInspectTarget();
// Interrupt whatever schedule I'm on
SetCondition(COND_SCHEDULE_DONE);
// Remove spotlight
SpotlightDestroy();
// Remove sprite
UTIL_Remove(m_pEyeFlash);
m_pEyeFlash = NULL;
// If I have an enemy and I'm up high, do a dive bomb (unless dissolved)
if ( !m_bIsClawScanner && GetEnemy() != NULL && (info.GetDamageType() & DMG_DISSOLVE) == false )
{
Vector vecDelta = GetLocalOrigin() - GetEnemy()->GetLocalOrigin();
if ( ( vecDelta.z > 120 ) && ( vecDelta.Length() > 360 ) )
{
// If I'm divebombing, don't take any more damage. It will make Event_Killed() be called again.
// This is especially bad if someone machineguns the divebombing scanner.
AttackDivebomb();
return;
}
}
Gib();
}
//------------------------------------------------------------------------------
// Purpose: Checks to see if we hit anything while dive bombing.
//------------------------------------------------------------------------------
void CNPC_CScanner::AttackDivebombCollide(float flInterval)
{
//
// Trace forward to see if I hit anything
//
Vector checkPos = GetAbsOrigin() + (GetCurrentVelocity() * flInterval);
trace_t tr;
CBaseEntity* pHitEntity = NULL;
AI_TraceHull( GetAbsOrigin(), checkPos, GetHullMins(), GetHullMaxs(), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if (tr.m_pEnt)
{
pHitEntity = tr.m_pEnt;
// Did I hit an entity that isn't another scanner?
if (pHitEntity && pHitEntity->Classify()!=CLASS_SCANNER)
{
if ( !pHitEntity->ClassMatches("item_battery") )
{
if ( !pHitEntity->IsWorld() )
{
CTakeDamageInfo info( this, this, sk_scanner_dmg_dive.GetFloat(), DMG_CLUB );
CalculateMeleeDamageForce( &info, (tr.endpos - tr.startpos), tr.endpos );
pHitEntity->TakeDamage( info );
}
Gib();
}
}
}
if (tr.fraction != 1.0)
{
// We've hit something so deflect our velocity based on the surface
// norm of what we've hit
if (flInterval > 0)
{
float moveLen = (1.0 - tr.fraction)*(GetAbsOrigin() - checkPos).Length();
Vector vBounceVel = moveLen*tr.plane.normal/flInterval;
// If I'm right over the ground don't push down
if (vBounceVel.z < 0)
{
float floorZ = GetFloorZ(GetAbsOrigin());
if (abs(GetAbsOrigin().z - floorZ) < 36)
{
vBounceVel.z = 0;
}
}
SetCurrentVelocity( GetCurrentVelocity() + vBounceVel );
}
CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pHitEntity );
if (pBCC)
{
// Spawn some extra blood where we hit
SpawnBlood(tr.endpos, g_vecAttackDir, pBCC->BloodColor(), sk_scanner_dmg_dive.GetFloat());
}
else
{
if (!(m_spawnflags & SF_NPC_GAG))
{
// <<TEMP>> need better sound here...
ScannerEmitSound( "Shoot" );
}
// For sparks we must trace a line in the direction of the surface norm
// that we hit.
checkPos = GetAbsOrigin() - (tr.plane.normal * 24);
AI_TraceLine( GetAbsOrigin(), checkPos,MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if (tr.fraction != 1.0)
{
g_pEffects->Sparks( tr.endpos );
CBroadcastRecipientFilter filter;
te->DynamicLight( filter, 0.0,
&GetAbsOrigin(), 255, 180, 100, 0, 50, 0.1, 0 );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Tells use whether or not the NPC cares about a given type of hint node.
// Input : sHint -
// Output : TRUE if the NPC is interested in this hint type, FALSE if not.
//-----------------------------------------------------------------------------
bool CNPC_CScanner::FValidateHintType(CAI_Hint *pHint)
{
return( pHint->HintType() == HINT_WORLD_WINDOW );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : Type -
//-----------------------------------------------------------------------------
int CNPC_CScanner::TranslateSchedule( int scheduleType )
{
switch ( scheduleType )
{
case SCHED_IDLE_STAND:
{
return SCHED_SCANNER_PATROL;
}
}
return BaseClass::TranslateSchedule(scheduleType);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : idealActivity -
// *pIdealWeaponActivity -
// Output : int
//-----------------------------------------------------------------------------
Activity CNPC_CScanner::NPC_TranslateActivity( Activity eNewActivity )
{
if( !m_bIsClawScanner )
{
return BaseClass::NPC_TranslateActivity( eNewActivity );
}
// The claw scanner came along a little late and doesn't have the activities
// of the city scanner. So Just pick between these three
if( eNewActivity == ACT_DISARM )
{
// Closing up.
return eNewActivity;
}
if( m_bIsOpen )
{
return ACT_IDLE_ANGRY;
}
else
{
return ACT_IDLE;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_CScanner::HandleAnimEvent( animevent_t *pEvent )
{
if( pEvent->event == AE_SCANNER_CLOSED )
{
m_bIsOpen = false;
SetActivity( ACT_IDLE );
return;
}
BaseClass::HandleAnimEvent( pEvent );
}
//-----------------------------------------------------------------------------
// Purpose: Emit sounds specific to the NPC's state.
//-----------------------------------------------------------------------------
void CNPC_CScanner::AlertSound(void)
{
ScannerEmitSound( "Alert" );
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CNPC_CScanner::DeathSound( const CTakeDamageInfo &info )
{
ScannerEmitSound( "Die" );
}
//-----------------------------------------------------------------------------
// Purpose: Plays sounds while idle or in combat.
//-----------------------------------------------------------------------------
void CNPC_CScanner::IdleSound(void)
{
if ( m_NPCState == NPC_STATE_COMBAT )
{
// dvs: the combat sounds should be related to what is happening, rather than random
ScannerEmitSound( "Combat" );
}
else
{
ScannerEmitSound( "Idle" );
}
}
//-----------------------------------------------------------------------------
// Purpose: Plays a sound when hurt.
//-----------------------------------------------------------------------------
void CNPC_CScanner::PainSound( const CTakeDamageInfo &info )
{
ScannerEmitSound( "Pain" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CScanner::PlayFlySound(void)
{
if ( IsMarkedForDeletion() )
{
return;
}
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
//Setup the sound if we're not already
if ( m_pEngineSound == NULL )
{
// Create the sound
CPASAttenuationFilter filter( this );
if( m_bIsClawScanner )
{
m_pEngineSound = controller.SoundCreate( filter, entindex(), CHAN_STATIC, "NPC_SScanner.FlyLoop", ATTN_NORM );
}
else
{
m_pEngineSound = controller.SoundCreate( filter, entindex(), CHAN_STATIC, "NPC_CScanner.FlyLoop", ATTN_NORM );
}
Assert(m_pEngineSound);
// Start the engine sound
controller.Play( m_pEngineSound, 0.0f, 100.0f );
controller.SoundChangeVolume( m_pEngineSound, 1.0f, 2.0f );
}
float speed = GetCurrentVelocity().Length();
float flVolume = 0.25f + (0.75f*(speed/GetMaxSpeed()));
int iPitch = min( 255, 80 + (20*(speed/GetMaxSpeed())) );
//Update our pitch and volume based on our speed
controller.SoundChangePitch( m_pEngineSound, iPitch, 0.1f );
controller.SoundChangeVolume( m_pEngineSound, flVolume, 0.1f );
}
//-----------------------------------------------------------------------------
// Purpose: Plays the engine sound.
//-----------------------------------------------------------------------------
void CNPC_CScanner::NPCThink(void)
{
if (!IsAlive())
{
SetActivity((Activity)ACT_SCANNER_RETRACT_PRONGS);
StudioFrameAdvance( );
SetNextThink( gpGlobals->curtime + 0.1f );
}
else
{
BaseClass::NPCThink();
SpotlightUpdate();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CScanner::Precache(void)
{
// Model
if( m_bIsClawScanner )
{
PrecacheModel("models/shield_scanner.mdl");
PrecacheModel("models/gibs/Shield_Scanner_Gib1.mdl");
PrecacheModel("models/gibs/Shield_Scanner_Gib2.mdl");
PrecacheModel("models/gibs/Shield_Scanner_Gib3.mdl");
PrecacheModel("models/gibs/Shield_Scanner_Gib4.mdl");
PrecacheModel("models/gibs/Shield_Scanner_Gib5.mdl");
PrecacheModel("models/gibs/Shield_Scanner_Gib6.mdl");
PrecacheScriptSound( "NPC_SScanner.Shoot");
PrecacheScriptSound( "NPC_SScanner.Alert" );
PrecacheScriptSound( "NPC_SScanner.Die" );
PrecacheScriptSound( "NPC_SScanner.Combat" );
PrecacheScriptSound( "NPC_SScanner.Idle" );
PrecacheScriptSound( "NPC_SScanner.Pain" );
PrecacheScriptSound( "NPC_SScanner.TakePhoto" );
PrecacheScriptSound( "NPC_SScanner.AttackFlash" );
PrecacheScriptSound( "NPC_SScanner.DiveBombFlyby" );
PrecacheScriptSound( "NPC_SScanner.DiveBomb" );
PrecacheScriptSound( "NPC_SScanner.DeployMine" );
PrecacheScriptSound( "NPC_SScanner.FlyLoop" );
UTIL_PrecacheOther( "combine_mine" );
}
else
{
PrecacheModel("models/combine_scanner.mdl");
PrecacheModel("models/gibs/scanner_gib01.mdl" );
PrecacheModel("models/gibs/scanner_gib02.mdl" );
PrecacheModel("models/gibs/scanner_gib02.mdl" );
PrecacheModel("models/gibs/scanner_gib04.mdl" );
PrecacheModel("models/gibs/scanner_gib05.mdl" );
PrecacheScriptSound( "NPC_CScanner.Shoot");
PrecacheScriptSound( "NPC_CScanner.Alert" );
PrecacheScriptSound( "NPC_CScanner.Die" );
PrecacheScriptSound( "NPC_CScanner.Combat" );
PrecacheScriptSound( "NPC_CScanner.Idle" );
PrecacheScriptSound( "NPC_CScanner.Pain" );
PrecacheScriptSound( "NPC_CScanner.TakePhoto" );
PrecacheScriptSound( "NPC_CScanner.AttackFlash" );
PrecacheScriptSound( "NPC_CScanner.DiveBombFlyby" );
PrecacheScriptSound( "NPC_CScanner.DiveBomb" );
PrecacheScriptSound( "NPC_CScanner.DeployMine" );
PrecacheScriptSound( "NPC_CScanner.FlyLoop" );
}
// Sprites
m_nHaloSprite = PrecacheModel("sprites/light_glow03.vmt");
PrecacheModel( "sprites/glow_test02.vmt" );
BaseClass::Precache();
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CNPC_CScanner::SpeakSentence( int sentenceType )
{
if (sentenceType == SCANNER_SENTENCE_ATTENTION)
{
ScannerEmitSound( "Attention" );
}
else if (sentenceType == SCANNER_SENTENCE_HANDSUP)
{
ScannerEmitSound( "Scan" );
}
else if (sentenceType == SCANNER_SENTENCE_PROCEED)
{
ScannerEmitSound( "Proceed" );
}
else if (sentenceType == SCANNER_SENTENCE_CURIOUS)
{
ScannerEmitSound( "Curious" );
}
}
//------------------------------------------------------------------------------
// Purpose: Request help inspecting from other squad members
//------------------------------------------------------------------------------
void CNPC_CScanner::RequestInspectSupport(void)
{
if (m_pSquad)
{
AISquadIter_t iter;
for (CAI_BaseNPC *pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) )
{
if (pSquadMember != this)
{
if (GetTarget())
{
pSquadMember->DispatchInteraction(g_interactionScannerSupportEntity,((void *)((CBaseEntity*)GetTarget())),this);
}
else
{
pSquadMember->DispatchInteraction(g_interactionScannerSupportPosition,((void *)m_vInspectPos.Base()),this);
}
}
}
}
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
bool CNPC_CScanner::IsValidInspectTarget(CBaseEntity *pEntity)
{
// If a citizen, make sure he can be inspected again
if (pEntity->Classify() == CLASS_CITIZEN_PASSIVE)
{
if (((CNPC_Citizen*)pEntity)->GetNextScannerInspectTime() > gpGlobals->curtime)
{
return false;
}
}
// Make sure no other squad member has already chosen to
// inspect this entity
if (m_pSquad)
{
AISquadIter_t iter;
for (CAI_BaseNPC *pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) )
{
if (pSquadMember->GetTarget() == pEntity)
{
return false;
}
}
}
// Do not inspect friendly targets
if ( IRelationType( pEntity ) == D_LI )
return false;
return true;
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
CBaseEntity* CNPC_CScanner::BestInspectTarget(void)
{
if ( !m_bShouldInspect )
return NULL;
CBaseEntity* pBestEntity = NULL;
float fBestDist = MAX_COORD_RANGE;
float fTestDist;
CBaseEntity *pEntity = NULL;
// If I have a spotlight, search from the spotlight position
// otherwise search from my position
Vector vSearchOrigin;
float fSearchDist;
if (m_hSpotlightTarget != NULL)
{
vSearchOrigin = m_hSpotlightTarget->GetAbsOrigin();
fSearchDist = SCANNER_CIT_INSPECT_GROUND_DIST;
}
else
{
vSearchOrigin = WorldSpaceCenter();
fSearchDist = SCANNER_CIT_INSPECT_FLY_DIST;
}
if ( m_bOnlyInspectPlayers )
{
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( !pPlayer )
return NULL;
if ( !pPlayer->IsAlive() || (pPlayer->GetFlags() & FL_NOTARGET) )
return NULL;
return WorldSpaceCenter().DistToSqr( pPlayer->EyePosition() ) <= (fSearchDist * fSearchDist) ? pPlayer : NULL;
}
CUtlVector<CBaseEntity *> candidates;
float fSearchDistSq = fSearchDist * fSearchDist;
int i;
// Inspect players unless told otherwise
if ( m_bNeverInspectPlayers == false )
{
// Players
for ( i = 1; i <= gpGlobals->maxClients; i++ )
{
CBaseEntity *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer )
{
if ( vSearchOrigin.DistToSqr(pPlayer->GetAbsOrigin()) < fSearchDistSq )
{
candidates.AddToTail( pPlayer );
}
}
}
}
// NPCs
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
{
if ( ppAIs[i] != this && vSearchOrigin.DistToSqr(ppAIs[i]->GetAbsOrigin()) < fSearchDistSq )
{
candidates.AddToTail( ppAIs[i] );
}
}
for ( i = 0; i < candidates.Count(); i++ )
{
pEntity = candidates[i];
Assert( pEntity != this && (pEntity->MyNPCPointer() || pEntity->IsPlayer() ) );
CAI_BaseNPC *pNPC = pEntity->MyNPCPointer();
if ( ( pNPC && pNPC->Classify() == CLASS_CITIZEN_PASSIVE ) || pEntity->IsPlayer() )
{
if ( pEntity->GetFlags() & FL_NOTARGET )
continue;
if ( pEntity->IsAlive() == false )
continue;
// Ensure it's within line of sight
if ( !FVisible( pEntity ) )
continue;
fTestDist = ( GetAbsOrigin() - pEntity->EyePosition() ).Length();
if ( fTestDist < fBestDist )
{
if ( IsValidInspectTarget( pEntity ) )
{
fBestDist = fTestDist;
pBestEntity = pEntity;
}
}
}
}
return pBestEntity;
}
//------------------------------------------------------------------------------
// Purpose: Clears any previous inspect target and set inspect target to
// the given entity and set the durection of the inspection
//------------------------------------------------------------------------------
void CNPC_CScanner::SetInspectTargetToEnt(CBaseEntity *pEntity, float fInspectDuration)
{
ClearInspectTarget();
SetTarget(pEntity);
m_fInspectEndTime = gpGlobals->curtime + fInspectDuration;
}
//------------------------------------------------------------------------------
// Purpose: Clears any previous inspect target and set inspect target to
// the given hint node and set the durection of the inspection
//------------------------------------------------------------------------------
void CNPC_CScanner::SetInspectTargetToHint(CAI_Hint *pHint, float fInspectDuration)
{
ClearInspectTarget();
float yaw = pHint->Yaw();
// --------------------------------------------
// Figure out the location that the hint hits
// --------------------------------------------
Vector vHintDir = UTIL_YawToVector( yaw );
Vector vHintOrigin;
pHint->GetPosition( this, &vHintOrigin );
Vector vHintEnd = vHintOrigin + (vHintDir * 512);
trace_t tr;
AI_TraceLine ( vHintOrigin, vHintEnd, MASK_OPAQUE, this, COLLISION_GROUP_NONE, &tr);
if ( g_debug_cscanner.GetBool() )
{
NDebugOverlay::Line( vHintOrigin, tr.endpos, 255, 0, 0, true, 4.0f );
NDebugOverlay::Cross3D( tr.endpos, -Vector(8,8,8), Vector(8,8,8), 255, 0, 0, true, 4.0f );
}
if (tr.fraction == 1.0f )
{
DevMsg("ERROR: Scanner hint node not facing a surface!\n");
}
else
{
SetHintNode( pHint );
m_vInspectPos = tr.endpos;
pHint->Lock( this );
m_fInspectEndTime = gpGlobals->curtime + fInspectDuration;
}
}
//------------------------------------------------------------------------------
// Purpose: Clears any previous inspect target and set inspect target to
// the given position and set the durection of the inspection
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_CScanner::SetInspectTargetToPos(const Vector &vInspectPos, float fInspectDuration)
{
ClearInspectTarget();
m_vInspectPos = vInspectPos;
m_fInspectEndTime = gpGlobals->curtime + fInspectDuration;
}
//------------------------------------------------------------------------------
// Purpose: Clears out any previous inspection targets
//------------------------------------------------------------------------------
void CNPC_CScanner::ClearInspectTarget(void)
{
if ( GetIdealState() != NPC_STATE_SCRIPT )
{
SetTarget( NULL );
}
ClearHintNode( SCANNER_HINT_INSPECT_LENGTH );
m_vInspectPos = vec3_origin;
}
//------------------------------------------------------------------------------
// Purpose: Returns true if there is a position to be inspected.
//------------------------------------------------------------------------------
bool CNPC_CScanner::HaveInspectTarget( void )
{
if ( GetTarget() != NULL )
return true;
if ( m_vInspectPos != vec3_origin )
return true;
return false;
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
Vector CNPC_CScanner::InspectTargetPosition(void)
{
// If we have a target, return an adjust position
if ( GetTarget() != NULL )
{
Vector vEyePos = GetTarget()->EyePosition();
// If in spotlight mode, aim for ground below target unless is client
if ( m_nFlyMode == SCANNER_FLY_SPOT && !(GetTarget()->GetFlags() & FL_CLIENT) )
{
Vector vInspectPos;
vInspectPos.x = vEyePos.x;
vInspectPos.y = vEyePos.y;
vInspectPos.z = GetFloorZ( vEyePos );
// Let's take three-quarters between eyes and ground
vInspectPos.z += ( vEyePos.z - vInspectPos.z ) * 0.75f;
return vInspectPos;
}
else
{
// Otherwise aim for eyes
return vEyePos;
}
}
else if ( m_vInspectPos != vec3_origin )
{
return m_vInspectPos;
}
else
{
DevMsg("InspectTargetPosition called with no target!\n");
return m_vInspectPos;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CScanner::InputShouldInspect( inputdata_t &inputdata )
{
m_bShouldInspect = ( inputdata.value.Int() != 0 );
if ( !m_bShouldInspect )
{
if ( GetEnemy() == GetTarget() )
SetEnemy(NULL);
ClearInspectTarget();
SetTarget(NULL);
SpotlightDestroy();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CScanner::InputSetFlightSpeed(inputdata_t &inputdata)
{
//FIXME: Currently unsupported
/*
m_flFlightSpeed = inputdata.value.Int();
m_bFlightSpeedOverridden = (m_flFlightSpeed > 0);
*/
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_CScanner::DeployMine()
{
CBaseEntity *child;
// iterate through all children
for ( child = FirstMoveChild(); child != NULL; child = child->NextMovePeer() )
{
if( FClassnameIs( child, "combine_mine" ) )
{
child->SetParent( NULL );
child->SetAbsVelocity( GetAbsVelocity() );
child->SetOwnerEntity( this );
ScannerEmitSound( "DeployMine" );
IPhysicsObject *pPhysObj = child->VPhysicsGetObject();
if( pPhysObj )
{
// Make sure the mine's awake
pPhysObj->Wake();
}
if( m_bIsClawScanner )
{
// Fold up.
SetActivity( ACT_DISARM );
}
return;
}
}
}
float CNPC_CScanner::GetMaxSpeed()
{
if( IsStriderScout() )
{
return SCANNER_SCOUT_MAX_SPEED;
}
return SCANNER_MAX_SPEED;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CScanner::InputDeployMine(inputdata_t &inputdata)
{
DeployMine();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CScanner::InputEquipMine(inputdata_t &inputdata)
{
CBaseEntity *child;
// iterate through all children
for ( child = FirstMoveChild(); child != NULL; child = child->NextMovePeer() )
{
if( FClassnameIs( child, "combine_mine" ) )
{
// Already have a mine!
return;
}
}
CBaseEntity *pEnt;
pEnt = CreateEntityByName( "combine_mine" );
bool bPlacedMine = false;
if( m_bIsClawScanner )
{
Vector vecOrigin;
QAngle angles;
int attachment;
attachment = LookupAttachment( "claw" );
if( attachment > -1 )
{
GetAttachment( attachment, vecOrigin, angles );
pEnt->SetAbsOrigin( vecOrigin );
pEnt->SetAbsAngles( angles );
pEnt->SetOwnerEntity( this );
pEnt->SetParent( this, attachment );
m_bIsOpen = true;
SetActivity( ACT_IDLE_ANGRY );
bPlacedMine = true;
}
}
if( !bPlacedMine )
{
Vector vecMineLocation = GetAbsOrigin();
vecMineLocation.z -= 32.0;
pEnt->SetAbsOrigin( vecMineLocation );
pEnt->SetAbsAngles( GetAbsAngles() );
pEnt->SetOwnerEntity( this );
pEnt->SetParent( this );
}
pEnt->Spawn();
}
//-----------------------------------------------------------------------------
// Purpose: Tells the scanner to go photograph an entity.
// Input : String name or classname of the entity to inspect.
//-----------------------------------------------------------------------------
void CNPC_CScanner::InputInspectTargetPhoto(inputdata_t &inputdata)
{
m_vLastPatrolDir = vec3_origin;
m_bPhotoTaken = false;
InspectTarget( inputdata, SCANNER_FLY_PHOTO );
}
//-----------------------------------------------------------------------------
// Purpose: Tells the scanner to go spotlight an entity.
// Input : String name or classname of the entity to inspect.
//-----------------------------------------------------------------------------
void CNPC_CScanner::InputInspectTargetSpotlight(inputdata_t &inputdata)
{
InspectTarget( inputdata, SCANNER_FLY_SPOT );
}
//-----------------------------------------------------------------------------
// Purpose: Tells the scanner to go photo or spotlight an entity.
// Input : String name or classname of the entity to inspect.
//-----------------------------------------------------------------------------
void CNPC_CScanner::InspectTarget( inputdata_t &inputdata, ScannerFlyMode_t eFlyMode )
{
CBaseEntity *pEnt = gEntList.FindEntityGeneric( NULL, inputdata.value.String(), this, inputdata.pActivator );
if ( pEnt != NULL )
{
// Set and begin to inspect our target
SetInspectTargetToEnt( pEnt, SCANNER_CIT_INSPECT_LENGTH );
m_nFlyMode = eFlyMode;
SetCondition( COND_SCANNER_HAVE_INSPECT_TARGET );
// Stop us from any other navigation we were doing
GetNavigator()->ClearGoal();
}
else
{
DevMsg( "InspectTarget: target %s not found!\n", inputdata.value.String() );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_CScanner::MovingToInspectTarget( void )
{
// If we're flying to a photograph target and the photo isn't yet taken, we're still moving to it
if ( m_nFlyMode == SCANNER_FLY_PHOTO && m_bPhotoTaken == false )
return true;
// If we're still on a path, then we're still moving
if ( HaveInspectTarget() && GetNavigator()->IsGoalActive() )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CScanner::GatherConditions( void )
{
BaseClass::GatherConditions();
// Clear out our old conditions
ClearCondition( COND_SCANNER_INSPECT_DONE );
ClearCondition( COND_SCANNER_HAVE_INSPECT_TARGET );
ClearCondition( COND_SCANNER_SPOT_ON_TARGET );
ClearCondition( COND_SCANNER_CAN_PHOTOGRAPH );
// We don't do any of these checks if we have an enemy
if ( GetEnemy() )
return;
// --------------------------------------
// COND_SCANNER_INSPECT_DONE
//
// If my inspection over
// ---------------------------------------------------------
// Refresh our timing if we're still moving to our inspection target
if ( MovingToInspectTarget() )
{
m_fInspectEndTime = gpGlobals->curtime + SCANNER_CIT_INSPECT_LENGTH;
}
// Update our follow times
if ( HaveInspectTarget() && gpGlobals->curtime > m_fInspectEndTime && m_nFlyMode != SCANNER_FLY_FOLLOW )
{
SetCondition ( COND_SCANNER_INSPECT_DONE );
m_fCheckCitizenTime = gpGlobals->curtime + SCANNER_CIT_INSPECT_DELAY;
m_fCheckHintTime = gpGlobals->curtime + SCANNER_HINT_INSPECT_DELAY;
ClearInspectTarget();
}
// ----------------------------------------------------------
// If I heard a sound and I don't have an enemy, inspect it
// ----------------------------------------------------------
if ( ( HasCondition( COND_HEAR_COMBAT ) || HasCondition( COND_HEAR_DANGER ) ) && m_nFlyMode != SCANNER_FLY_FOLLOW )
{
CSound *pSound = GetBestSound();
if ( pSound )
{
// Chase an owner if we can
if ( pSound->m_hOwner != NULL )
{
// Don't inspect sounds of things we like
if ( IRelationType( pSound->m_hOwner ) != D_LI )
{
// Only bother if we can see it
if ( FVisible( pSound->m_hOwner ) )
{
SetInspectTargetToEnt( pSound->m_hOwner, SCANNER_SOUND_INSPECT_LENGTH );
}
}
}
else
{
// Otherwise chase the specific sound
Vector vSoundPos = pSound->GetSoundOrigin();
SetInspectTargetToPos( vSoundPos, SCANNER_SOUND_INSPECT_LENGTH );
}
m_nFlyMode = (random->RandomInt(0,2)==0) ? SCANNER_FLY_SPOT : SCANNER_FLY_PHOTO;
}
}
// --------------------------------------
// COND_SCANNER_HAVE_INSPECT_TARGET
//
// Look for a nearby citizen or player to hassle.
// ---------------------------------------------------------
// Check for citizens to inspect
if ( gpGlobals->curtime > m_fCheckCitizenTime && HaveInspectTarget() == false )
{
CBaseEntity *pBestEntity = BestInspectTarget();
if ( pBestEntity != NULL )
{
SetInspectTargetToEnt( pBestEntity, SCANNER_CIT_INSPECT_LENGTH );
m_nFlyMode = (random->RandomInt(0,3)==0) ? SCANNER_FLY_SPOT : SCANNER_FLY_PHOTO;
SetCondition ( COND_SCANNER_HAVE_INSPECT_TARGET );
}
}
// Check for hints to inspect
if ( gpGlobals->curtime > m_fCheckHintTime && HaveInspectTarget() == false )
{
SetHintNode( CAI_HintManager::FindHint( this, HINT_WORLD_WINDOW, 0, SCANNER_CIT_INSPECT_FLY_DIST ) );
if ( GetHintNode() )
{
m_fCheckHintTime = gpGlobals->curtime + SCANNER_HINT_INSPECT_DELAY;
m_nFlyMode = (random->RandomInt(0,2)==0) ? SCANNER_FLY_SPOT : SCANNER_FLY_PHOTO;
SetInspectTargetToHint( GetHintNode(), SCANNER_HINT_INSPECT_LENGTH );
SetCondition ( COND_SCANNER_HAVE_INSPECT_TARGET );
}
}
// --------------------------------------
// COND_SCANNER_SPOT_ON_TARGET
//
// True when spotlight is on target ent
// --------------------------------------
if ( m_hSpotlightTarget != NULL && HaveInspectTarget() && m_hSpotlightTarget->GetSmoothedVelocity().Length() < 25 )
{
// If I have a target entity, check my spotlight against the
// actual position of the entity
if (GetTarget())
{
float fInspectDist = (m_vSpotlightTargetPos - m_vSpotlightCurrentPos).Length();
if ( fInspectDist < 100 )
{
SetCondition( COND_SCANNER_SPOT_ON_TARGET );
}
}
// Otherwise just check by beam direction
else
{
Vector vTargetDir = SpotlightTargetPos() - GetLocalOrigin();
VectorNormalize(vTargetDir);
float dotpr = DotProduct(vTargetDir, m_vSpotlightDir);
if (dotpr > 0.95)
{
SetCondition( COND_SCANNER_SPOT_ON_TARGET );
}
}
}
// --------------------------------------------
// COND_SCANNER_CAN_PHOTOGRAPH
//
// True when can photograph target ent
// --------------------------------------------
ClearCondition( COND_SCANNER_CAN_PHOTOGRAPH );
if ( m_nFlyMode == SCANNER_FLY_PHOTO )
{
// Make sure I have something to photograph and I'm ready to photograph and I'm not moving to fast
if ( gpGlobals->curtime > m_fNextPhotographTime && HaveInspectTarget() && GetCurrentVelocity().LengthSqr() < (64*64) )
{
// Check that I'm in the right distance range
float fInspectDist = (InspectTargetPosition() - GetAbsOrigin()).Length2D();
// See if we're within range
if ( fInspectDist > SCANNER_PHOTO_NEAR_DIST && fInspectDist < SCANNER_PHOTO_FAR_DIST )
{
// Make sure we're looking at the target
if ( UTIL_AngleDiff( GetAbsAngles().y, VecToYaw( InspectTargetPosition() - GetAbsOrigin() ) ) < 4.0f )
{
trace_t tr;
AI_TraceLine ( GetAbsOrigin(), InspectTargetPosition(), MASK_OPAQUE, GetTarget(), COLLISION_GROUP_NONE, &tr);
if ( tr.fraction == 1.0f )
{
SetCondition( COND_SCANNER_CAN_PHOTOGRAPH );
}
}
}
}
}
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CNPC_CScanner::PrescheduleThink(void)
{
BaseClass::PrescheduleThink();
// Go back to idling if we're done
if ( GetIdealActivity() == ACT_SCANNER_FLARE_START )
{
if ( IsSequenceFinished() )
{
SetIdealActivity( (Activity) ACT_IDLE );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: For innate melee attack
//-----------------------------------------------------------------------------
int CNPC_CScanner::MeleeAttack1Conditions( float flDot, float flDist )
{
if (GetEnemy() == NULL)
{
return COND_NONE;
}
// Check too far to attack with 2D distance
float vEnemyDist2D = (GetEnemy()->GetLocalOrigin() - GetLocalOrigin()).Length2D();
if (m_flNextAttack > gpGlobals->curtime)
{
return COND_NONE;
}
else if (vEnemyDist2D > SCANNER_ATTACK_RANGE)
{
return COND_TOO_FAR_TO_ATTACK;
}
else if (flDot < 0.7)
{
return COND_NOT_FACING_ATTACK;
}
return COND_CAN_MELEE_ATTACK1;
}
//-----------------------------------------------------------------------------
// Purpose: Overridden because if the player is a criminal, we hate them.
// Input : pTarget - Entity with which to determine relationship.
// Output : Returns relationship value.
//-----------------------------------------------------------------------------
Disposition_t CNPC_CScanner::IRelationType(CBaseEntity *pTarget)
{
// If it's the player and they are a criminal, we hates them
if ( pTarget->Classify() == CLASS_PLAYER )
{
if ( GlobalEntity_GetState("gordon_precriminal") == GLOBAL_ON )
return D_NU;
}
return BaseClass::IRelationType( pTarget );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTask -
//-----------------------------------------------------------------------------
void CNPC_CScanner::RunTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_SCANNER_PHOTOGRAPH:
{
if ( IsWaitFinished() )
{
// If light was on turn it off
if ( m_pEyeFlash->GetBrightness() > 0 )
{
m_pEyeFlash->SetBrightness( 0 );
// I'm done with this target
if ( gpGlobals->curtime > m_fInspectEndTime )
{
ClearInspectTarget();
TaskComplete();
}
// Otherwise take another picture
else
{
SetWait( 5.0f, 10.0f );
}
}
// If light was off, take another picture
else
{
TakePhoto();
SetWait( 0.1f );
}
}
break;
}
case TASK_SCANNER_ATTACK_PRE_FLASH:
{
AttackPreFlash();
if ( IsWaitFinished() )
{
TaskComplete();
}
break;
}
case TASK_SCANNER_ATTACK_FLASH:
{
if (IsWaitFinished())
{
AttackFlashBlind();
TaskComplete();
}
break;
}
default:
{
BaseClass::RunTask(pTask);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Gets the appropriate next schedule based on current condition
// bits.
//-----------------------------------------------------------------------------
int CNPC_CScanner::SelectSchedule(void)
{
// Turn our flash off in case we were interrupted while it was on.
if ( m_pEyeFlash )
{
m_pEyeFlash->SetBrightness( 0 );
}
// ----------------------------------------------------
// If I'm dead, go into a dive bomb
// ----------------------------------------------------
if ( m_iHealth <= 0 )
{
m_flSpeed = SCANNER_MAX_DIVE_BOMB_SPEED;
return SCHED_SCANNER_ATTACK_DIVEBOMB;
}
// -------------------------------
// If I'm in a script sequence
// -------------------------------
if ( m_NPCState == NPC_STATE_SCRIPT )
return(BaseClass::SelectSchedule());
// -------------------------------
// Flinch
// -------------------------------
if ( HasCondition(COND_LIGHT_DAMAGE) || HasCondition(COND_HEAVY_DAMAGE) )
{
if ( IsHeldByPhyscannon( ) )
return SCHED_SMALL_FLINCH;
if ( m_NPCState == NPC_STATE_IDLE )
return SCHED_SMALL_FLINCH;
if ( m_NPCState == NPC_STATE_ALERT )
{
if ( m_iHealth < ( 3 * sk_scanner_health.GetFloat() / 4 ))
return SCHED_TAKE_COVER_FROM_ORIGIN;
if ( SelectWeightedSequence( ACT_SMALL_FLINCH ) != -1 )
return SCHED_SMALL_FLINCH;
}
else
{
if ( random->RandomInt( 0, 10 ) < 4 )
return SCHED_SMALL_FLINCH;
}
}
// I'm being held by the physcannon... struggle!
if ( IsHeldByPhyscannon( ) )
return SCHED_SCANNER_HELD_BY_PHYSCANNON;
// ----------------------------------------------------------
// If I have an enemy
// ----------------------------------------------------------
if ( GetEnemy() != NULL && GetEnemy()->IsAlive() && m_bShouldInspect )
{
// Always chase the enemy
SetInspectTargetToEnt( GetEnemy(), 9999 );
// Patrol if the enemy has vanished
if ( HasCondition( COND_LOST_ENEMY ) )
return SCHED_SCANNER_PATROL;
// Chase via route if we're directly blocked
if ( HasCondition( COND_SCANNER_FLY_BLOCKED ) )
return SCHED_SCANNER_CHASE_ENEMY;
// Attack if it's time
if ( gpGlobals->curtime < m_flNextAttack )
return SCHED_SCANNER_SPOTLIGHT_HOVER;
// Melee attack if possible
if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
{
if ( random->RandomInt(0,1) )
return SCHED_SCANNER_ATTACK_FLASH;
// TODO: a schedule where he makes an alarm sound?
return SCHED_SCANNER_CHASE_ENEMY;
}
// If I'm far from the enemy, stay up high and approach in spotlight mode
float fAttack2DDist = ( GetEnemyLKP() - GetAbsOrigin() ).Length2D();
if ( fAttack2DDist > SCANNER_ATTACK_FAR_DIST )
return SCHED_SCANNER_SPOTLIGHT_HOVER;
// Otherwise fly in low for attack
return SCHED_SCANNER_ATTACK_HOVER;
}
// ----------------------------------------------------------
// If I have something to inspect
// ----------------------------------------------------------
if ( HaveInspectTarget() )
{
// Pathfind to our goal
if ( HasCondition( COND_SCANNER_FLY_BLOCKED ) )
return SCHED_SCANNER_MOVE_TO_INSPECT;
// If I was chasing, pick with photographing or spotlighting
if ( m_nFlyMode == SCANNER_FLY_CHASE )
{
m_nFlyMode = (random->RandomInt(0,1)==0) ? SCANNER_FLY_SPOT : SCANNER_FLY_PHOTO;
}
// Handle spotlight
if ( m_nFlyMode == SCANNER_FLY_SPOT )
{
if (HasCondition( COND_SCANNER_SPOT_ON_TARGET ))
{
if (GetTarget())
{
RequestInspectSupport();
CAI_BaseNPC *pNPC = GetTarget()->MyNPCPointer();
// If I'm leading the inspection, so verbal inspection
if (pNPC && pNPC->GetTarget() == this)
{
return SCHED_SCANNER_SPOTLIGHT_INSPECT_CIT;
}
return SCHED_SCANNER_SPOTLIGHT_HOVER;
}
return SCHED_SCANNER_SPOTLIGHT_INSPECT_POS;
}
return SCHED_SCANNER_SPOTLIGHT_HOVER;
}
// Handle photographing
if ( m_nFlyMode == SCANNER_FLY_PHOTO )
{
if ( HasCondition( COND_SCANNER_CAN_PHOTOGRAPH ))
return SCHED_SCANNER_PHOTOGRAPH;
return SCHED_SCANNER_PHOTOGRAPH_HOVER;
}
// Handle following after a target
if ( m_nFlyMode == SCANNER_FLY_FOLLOW )
{
//TODO: Randomly make noise, photograph, etc
return SCHED_SCANNER_FOLLOW_HOVER;
}
// Handle patrolling
if ( ( m_nFlyMode == SCANNER_FLY_PATROL ) || ( m_nFlyMode == SCANNER_FLY_FAST ) )
return SCHED_SCANNER_PATROL;
}
// Default to patrolling around
return SCHED_SCANNER_PATROL;
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CNPC_CScanner::SpotlightDestroy(void)
{
if ( m_hSpotlight )
{
UTIL_Remove(m_hSpotlight);
m_hSpotlight = NULL;
UTIL_Remove(m_hSpotlightTarget);
m_hSpotlightTarget = NULL;
}
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CNPC_CScanner::SpotlightCreate(void)
{
// Make sure we don't already have one
if ( m_hSpotlight != NULL )
return;
// Can we create a spotlight yet?
if ( gpGlobals->curtime < m_fNextSpotlightTime )
return;
// If I have an enemy, start spotlight on my enemy
if (GetEnemy() != NULL)
{
Vector vEnemyPos = GetEnemyLKP();
Vector vTargetPos = vEnemyPos;
vTargetPos.z = GetFloorZ(vEnemyPos);
m_vSpotlightDir = vTargetPos - GetLocalOrigin();
VectorNormalize(m_vSpotlightDir);
}
// If I have an target, start spotlight on my target
else if (GetTarget() != NULL)
{
Vector vTargetPos = GetTarget()->GetLocalOrigin();
vTargetPos.z = GetFloorZ(GetTarget()->GetLocalOrigin());
m_vSpotlightDir = vTargetPos - GetLocalOrigin();
VectorNormalize(m_vSpotlightDir);
}
// Other wise just start looking down
else
{
m_vSpotlightDir = Vector(0,0,-1);
}
trace_t tr;
AI_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + m_vSpotlightDir * 2024, MASK_OPAQUE, this, COLLISION_GROUP_NONE, &tr );
m_hSpotlightTarget = (CSpotlightEnd*)CreateEntityByName( "spotlight_end" );
m_hSpotlightTarget->Spawn();
m_hSpotlightTarget->SetLocalOrigin( tr.endpos );
m_hSpotlightTarget->SetOwnerEntity( this );
// YWB: Because the scanner only moves the target during think, make sure we interpolate over 0.1 sec instead of every tick!!!
m_hSpotlightTarget->SetSimulatedEveryTick( false );
// Using the same color as the beam...
m_hSpotlightTarget->SetRenderColor( 255, 255, 255 );
m_hSpotlightTarget->m_Radius = m_flSpotlightMaxLength;
m_hSpotlight = CBeam::BeamCreate( "sprites/glow_test02.vmt", SPOTLIGHT_WIDTH );
// Set the temporary spawnflag on the beam so it doesn't save (we'll recreate it on restore)
m_hSpotlight->AddSpawnFlags( SF_BEAM_TEMPORARY );
m_hSpotlight->SetColor( 255, 255, 255 );
m_hSpotlight->SetHaloTexture( m_nHaloSprite );
m_hSpotlight->SetHaloScale( 32 );
m_hSpotlight->SetEndWidth( m_hSpotlight->GetWidth() );
m_hSpotlight->SetBeamFlags( (FBEAM_SHADEOUT|FBEAM_NOTILE) );
m_hSpotlight->SetBrightness( 32 );
m_hSpotlight->SetNoise( 0 );
m_hSpotlight->EntsInit( this, m_hSpotlightTarget );
// attach to light
m_hSpotlight->SetStartAttachment( LookupAttachment( SCANNER_ATTACHMENT_LIGHT ) );
m_vSpotlightAngVelocity = vec3_origin;
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
Vector CNPC_CScanner::SpotlightTargetPos(void)
{
// ----------------------------------------------
// If I have an enemy
// ----------------------------------------------
if (GetEnemy() != NULL)
{
// If I can see my enemy aim for him
if (HasCondition(COND_SEE_ENEMY))
{
// If its client aim for his eyes
if (GetEnemy()->GetFlags() & FL_CLIENT)
{
m_vSpotlightTargetPos = GetEnemy()->EyePosition();
}
// Otherwise same for his feet
else
{
m_vSpotlightTargetPos = GetEnemy()->GetLocalOrigin();
m_vSpotlightTargetPos.z = GetFloorZ(GetEnemy()->GetLocalOrigin());
}
}
// Otherwise aim for last known position if I can see LKP
else
{
Vector vLKP = GetEnemyLKP();
m_vSpotlightTargetPos.x = vLKP.x;
m_vSpotlightTargetPos.y = vLKP.y;
m_vSpotlightTargetPos.z = GetFloorZ(vLKP);
}
}
// ----------------------------------------------
// If I have an inspect target
// ----------------------------------------------
else if (HaveInspectTarget())
{
m_vSpotlightTargetPos = InspectTargetPosition();
}
else
{
// This creates a nice patrol spotlight sweep
// in the direction that I'm travelling
m_vSpotlightTargetPos = GetCurrentVelocity();
m_vSpotlightTargetPos.z = 0;
VectorNormalize( m_vSpotlightTargetPos );
m_vSpotlightTargetPos *= 5;
float noiseScale = 2.5;
const Vector &noiseMod = GetNoiseMod();
m_vSpotlightTargetPos.x += noiseScale*sin(noiseMod.x * gpGlobals->curtime + noiseMod.x);
m_vSpotlightTargetPos.y += noiseScale*cos(noiseMod.y* gpGlobals->curtime + noiseMod.y);
m_vSpotlightTargetPos.z -= fabs(noiseScale*cos(noiseMod.z* gpGlobals->curtime + noiseMod.z) );
m_vSpotlightTargetPos = GetLocalOrigin()+m_vSpotlightTargetPos * 2024;
}
return m_vSpotlightTargetPos;
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
Vector CNPC_CScanner::SpotlightCurrentPos(void)
{
Vector vTargetDir = SpotlightTargetPos() - GetLocalOrigin();
VectorNormalize(vTargetDir);
if (!m_hSpotlight)
{
DevMsg("Spotlight pos. called w/o spotlight!\n");
return vec3_origin;
}
// -------------------------------------------------
// Beam has momentum relative to it's ground speed
// so sclae the turn rate based on its distance
// from the beam source
// -------------------------------------------------
float fBeamDist = (m_hSpotlightTarget->GetLocalOrigin() - GetLocalOrigin()).Length();
float fBeamTurnRate = atan(50/fBeamDist);
Vector vNewAngVelocity = fBeamTurnRate * (vTargetDir - m_vSpotlightDir);
float myDecay = 0.4;
m_vSpotlightAngVelocity = (myDecay * m_vSpotlightAngVelocity + (1-myDecay) * vNewAngVelocity);
// ------------------------------
// Limit overall angular speed
// -----------------------------
if (m_vSpotlightAngVelocity.Length() > 1)
{
Vector velDir = m_vSpotlightAngVelocity;
VectorNormalize(velDir);
m_vSpotlightAngVelocity = velDir * 1;
}
// ------------------------------
// Calculate new beam direction
// ------------------------------
m_vSpotlightDir = m_vSpotlightDir + m_vSpotlightAngVelocity;
m_vSpotlightDir = m_vSpotlightDir;
VectorNormalize(m_vSpotlightDir);
// ---------------------------------------------
// Get beam end point. Only collide with
// solid objects, not npcs
// ---------------------------------------------
trace_t tr;
Vector vTraceEnd = GetAbsOrigin() + (m_vSpotlightDir * 2 * m_flSpotlightMaxLength);
AI_TraceLine ( GetAbsOrigin(), vTraceEnd, MASK_OPAQUE, this, COLLISION_GROUP_NONE, &tr);
return (tr.endpos);
}
//------------------------------------------------------------------------------
// Purpose: Update the direction and position of my spotlight
//------------------------------------------------------------------------------
void CNPC_CScanner::SpotlightUpdate(void)
{
//FIXME: JDW - E3 Hack
if ( m_bNoLight )
{
if ( m_hSpotlight )
{
SpotlightDestroy();
}
return;
}
if ((m_nFlyMode != SCANNER_FLY_SPOT) &&
(m_nFlyMode != SCANNER_FLY_PATROL) &&
(m_nFlyMode != SCANNER_FLY_FAST))
{
if ( m_hSpotlight )
{
SpotlightDestroy();
}
return;
}
// If I don't have a spotlight attempt to create one
if ( m_hSpotlight == NULL )
{
SpotlightCreate();
if ( m_hSpotlight== NULL )
return;
}
// Calculate the new homing target position
m_vSpotlightCurrentPos = SpotlightCurrentPos();
// ------------------------------------------------------------------
// If I'm not facing the spotlight turn it off
// ------------------------------------------------------------------
Vector vSpotDir = m_vSpotlightCurrentPos - GetAbsOrigin();
VectorNormalize(vSpotDir);
Vector vForward;
AngleVectors( GetAbsAngles(), &vForward );
float dotpr = DotProduct( vForward, vSpotDir );
if ( dotpr < 0.0 )
{
// Leave spotlight off for a while
m_fNextSpotlightTime = gpGlobals->curtime + 3.0f;
SpotlightDestroy();
return;
}
// --------------------------------------------------------------
// Update spotlight target velocity
// --------------------------------------------------------------
Vector vTargetDir = (m_vSpotlightCurrentPos - m_hSpotlightTarget->GetLocalOrigin());
float vTargetDist = vTargetDir.Length();
Vector vecNewVelocity = vTargetDir;
VectorNormalize(vecNewVelocity);
vecNewVelocity *= (10 * vTargetDist);
// If a large move is requested, just jump to final spot as we
// probably hit a discontinuity
if (vecNewVelocity.Length() > 200)
{
VectorNormalize(vecNewVelocity);
vecNewVelocity *= 200;
m_hSpotlightTarget->SetLocalOrigin( m_vSpotlightCurrentPos );
}
m_hSpotlightTarget->SetAbsVelocity( vecNewVelocity );
m_hSpotlightTarget->m_vSpotlightOrg = GetAbsOrigin();
// Avoid sudden change in where beam fades out when cross disconinuities
m_hSpotlightTarget->m_vSpotlightDir = m_hSpotlightTarget->GetLocalOrigin() - m_hSpotlightTarget->m_vSpotlightOrg;
float flBeamLength = VectorNormalize( m_hSpotlightTarget->m_vSpotlightDir );
m_flSpotlightCurLength = (0.80*m_flSpotlightCurLength) + (0.2*flBeamLength);
// Fade out spotlight end if past max length.
if (m_flSpotlightCurLength > 2*m_flSpotlightMaxLength)
{
m_hSpotlightTarget->SetRenderColorA( 0 );
m_hSpotlight->SetFadeLength(m_flSpotlightMaxLength);
}
else if (m_flSpotlightCurLength > m_flSpotlightMaxLength)
{
m_hSpotlightTarget->SetRenderColorA( (1-((m_flSpotlightCurLength-m_flSpotlightMaxLength)/m_flSpotlightMaxLength)) );
m_hSpotlight->SetFadeLength(m_flSpotlightMaxLength);
}
else
{
m_hSpotlightTarget->SetRenderColorA( 1.0 );
m_hSpotlight->SetFadeLength(m_flSpotlightCurLength);
}
// Adjust end width to keep beam width constant
float flNewWidth = SPOTLIGHT_WIDTH * ( flBeamLength/m_flSpotlightMaxLength);
m_hSpotlight->SetWidth(flNewWidth);
m_hSpotlight->SetEndWidth(flNewWidth);
m_hSpotlightTarget->m_flLightScale = 0.0;
}
//-----------------------------------------------------------------------------
// Purpose: Called just before we are deleted.
//-----------------------------------------------------------------------------
void CNPC_CScanner::UpdateOnRemove( void )
{
// Stop combat loops if I'm alive. If I'm dead, the die sound will already have stopped it.
if ( IsAlive() && m_bHasSpoken )
{
SentenceStop();
}
SpotlightDestroy();
BaseClass::UpdateOnRemove();
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CNPC_CScanner::TakePhoto(void)
{
ScannerEmitSound( "TakePhoto" );
m_pEyeFlash->SetScale( 1.4 );
m_pEyeFlash->SetBrightness( 255 );
m_pEyeFlash->SetColor(255,255,255);
Vector vRawPos = InspectTargetPosition();
Vector vLightPos = vRawPos;
// If taking picture of entity, aim at feet
if ( GetTarget() )
{
if ( GetTarget()->IsPlayer() )
{
m_OnPhotographPlayer.FireOutput( GetTarget(), this );
BlindFlashTarget( GetTarget() );
}
if ( GetTarget()->MyNPCPointer() != NULL )
{
m_OnPhotographNPC.FireOutput( GetTarget(), this );
GetTarget()->MyNPCPointer()->DispatchInteraction( g_interactionScannerInspectBegin, NULL, this );
}
}
SetIdealActivity( (Activity) ACT_SCANNER_FLARE_START );
m_bPhotoTaken = true;
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CNPC_CScanner::AttackPreFlash(void)
{
ScannerEmitSound( "TakePhoto" );
// If off turn on, if on turn off
if (m_pEyeFlash->GetBrightness() == 0)
{
m_pEyeFlash->SetScale( 0.5 );
m_pEyeFlash->SetBrightness( 255 );
m_pEyeFlash->SetColor(255,0,0);
}
else
{
m_pEyeFlash->SetBrightness( 0 );
}
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CNPC_CScanner::AttackFlash(void)
{
ScannerEmitSound( "AttackFlash" );
m_pEyeFlash->SetScale( 1.8 );
m_pEyeFlash->SetBrightness( 255 );
m_pEyeFlash->SetColor(255,255,255);
if (GetEnemy() != NULL)
{
Vector pos = GetEnemyLKP();
CBroadcastRecipientFilter filter;
te->DynamicLight( filter, 0.0, &pos, 200, 200, 255, 0, 300, 0.2, 50 );
if (GetEnemy()->IsPlayer())
{
m_OnPhotographPlayer.FireOutput(GetTarget(), this);
}
else if( GetEnemy()->MyNPCPointer() )
{
m_OnPhotographNPC.FireOutput(GetTarget(), this);
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
//-----------------------------------------------------------------------------
void CNPC_CScanner::BlindFlashTarget( CBaseEntity *pTarget )
{
// Tell all the striders this person is here!
CAI_BaseNPC ** ppAIs = g_AI_Manager.AccessAIs();
int nAIs = g_AI_Manager.NumAIs();
if( IsStriderScout() )
{
for ( int i = 0; i < nAIs; i++ )
{
if( FClassnameIs( ppAIs[ i ], "npc_strider" ) )
{
ppAIs[ i ]->UpdateEnemyMemory( pTarget, pTarget->GetAbsOrigin(), this );
}
}
}
// Only bother with player
if ( pTarget->IsPlayer() == false )
return;
// Scale the flash value by how closely the player is looking at me
Vector vFlashDir = GetAbsOrigin() - pTarget->EyePosition();
VectorNormalize(vFlashDir);
Vector vFacing;
AngleVectors( pTarget->EyeAngles(), &vFacing );
float dotPr = DotProduct( vFlashDir, vFacing );
// Not if behind us
if ( dotPr > 0.5f )
{
// Make sure nothing in the way
trace_t tr;
AI_TraceLine ( GetAbsOrigin(), pTarget->EyePosition(), MASK_OPAQUE, this, COLLISION_GROUP_NONE, &tr );
if ( tr.startsolid == false && tr.fraction == 1.0)
{
color32 white = { 255, 255, 255, SCANNER_FLASH_MAX_VALUE * dotPr };
UTIL_ScreenFade( pTarget, white, 3.0, 0.5, FFADE_IN );
}
}
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CNPC_CScanner::AttackFlashBlind(void)
{
if( GetEnemy() )
{
BlindFlashTarget( GetEnemy() );
}
m_pEyeFlash->SetBrightness( 0 );
float fAttackDelay = random->RandomFloat(SCANNER_ATTACK_MIN_DELAY,SCANNER_ATTACK_MAX_DELAY);
if( IsStriderScout() )
{
// Make strider scouts more snappy.
fAttackDelay *= 0.5;
}
m_flNextAttack = gpGlobals->curtime + fAttackDelay;
m_fNextSpotlightTime = gpGlobals->curtime + 1.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CScanner::StartSmokeTrail( void )
{
if ( m_pSmokeTrail != NULL )
return;
m_pSmokeTrail = SmokeTrail::CreateSmokeTrail();
if ( m_pSmokeTrail )
{
m_pSmokeTrail->m_SpawnRate = 10;
m_pSmokeTrail->m_ParticleLifetime = 1;
m_pSmokeTrail->m_StartSize = 8;
m_pSmokeTrail->m_EndSize = 50;
m_pSmokeTrail->m_SpawnRadius = 10;
m_pSmokeTrail->m_MinSpeed = 15;
m_pSmokeTrail->m_MaxSpeed = 25;
m_pSmokeTrail->m_StartColor.Init( 0.5f, 0.5f, 0.5f );
m_pSmokeTrail->m_EndColor.Init( 0, 0, 0 );
m_pSmokeTrail->SetLifetime( 500.0f );
m_pSmokeTrail->FollowEntity( this );
}
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CNPC_CScanner::AttackDivebomb( void )
{
ScannerEmitSound( "DiveBomb" );
if (m_hSpotlight)
{
SpotlightDestroy();
}
m_takedamage = DAMAGE_NO;
StartSmokeTrail();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pTask -
//-----------------------------------------------------------------------------
void CNPC_CScanner::StartTask( const Task_t *pTask )
{
switch (pTask->iTask)
{
case TASK_SCANNER_GET_PATH_TO_INSPECT_TARGET:
{
// Must have somewhere to fly to
if ( HaveInspectTarget() == false )
{
TaskFail( "No inspection target to fly to!\n" );
return;
}
if ( GetTarget() )
{
//FIXME: Tweak
//Vector idealPos = IdealGoalForMovement( InspectTargetPosition(), GetAbsOrigin(), 128.0f, 128.0f );
AI_NavGoal_t goal( GOALTYPE_TARGETENT, vec3_origin );
if ( GetNavigator()->SetGoal( goal ) )
{
TaskComplete();
return;
}
}
else
{
AI_NavGoal_t goal( GOALTYPE_LOCATION, InspectTargetPosition() );
if ( GetNavigator()->SetGoal( goal ) )
{
TaskComplete();
return;
}
}
// Don't try and inspect this target again for a few seconds
CNPC_Citizen *pCitizen = dynamic_cast<CNPC_Citizen *>( GetTarget() );
if ( pCitizen )
{
pCitizen->SetNextScannerInspectTime( gpGlobals->curtime + 5.0 );
}
TaskFail("No route to inspection target!\n");
}
break;
case TASK_SCANNER_SPOT_INSPECT_ON:
{
if (GetTarget() == NULL)
{
TaskFail(FAIL_NO_TARGET);
}
else
{
CAI_BaseNPC* pNPC = GetTarget()->MyNPCPointer();
if (!pNPC)
{
TaskFail(FAIL_NO_TARGET);
}
else
{
pNPC->DispatchInteraction(g_interactionScannerInspectBegin,NULL,this);
// Now we need some time to inspect
m_fInspectEndTime = gpGlobals->curtime + SCANNER_CIT_INSPECT_LENGTH;
TaskComplete();
}
}
break;
}
case TASK_SCANNER_SPOT_INSPECT_WAIT:
{
if (GetTarget() == NULL)
{
TaskFail(FAIL_NO_TARGET);
}
else
{
CAI_BaseNPC* pNPC = GetTarget()->MyNPCPointer();
if (!pNPC)
{
SetTarget( NULL );
TaskFail(FAIL_NO_TARGET);
}
else
{
//<<TEMP>>//<<TEMP>> armband too!
pNPC->DispatchInteraction(g_interactionScannerInspectHandsUp,NULL,this);
}
TaskComplete();
}
break;
}
case TASK_SCANNER_SPOT_INSPECT_OFF:
{
if (GetTarget() == NULL)
{
TaskFail(FAIL_NO_TARGET);
}
else
{
CAI_BaseNPC* pNPC = GetTarget()->MyNPCPointer();
if (!pNPC)
{
TaskFail(FAIL_NO_TARGET);
}
else
{
pNPC->DispatchInteraction(g_interactionScannerInspectDone,NULL,this);
// Clear target entity and don't inspect again for a while
SetTarget( NULL );
m_fCheckCitizenTime = gpGlobals->curtime + SCANNER_CIT_INSPECT_DELAY;
TaskComplete();
}
}
break;
}
case TASK_SCANNER_CLEAR_INSPECT_TARGET:
{
ClearInspectTarget();
TaskComplete();
break;
}
case TASK_SCANNER_SET_FLY_PHOTO:
{
m_nFlyMode = SCANNER_FLY_PHOTO;
m_bPhotoTaken = false;
// Leave spotlight off for a while
m_fNextSpotlightTime = gpGlobals->curtime + 2.0;
TaskComplete();
break;
}
case TASK_SCANNER_SET_FLY_PATROL:
{
// Fly in partol mode and clear any
// remaining target entity
m_nFlyMode = SCANNER_FLY_PATROL;
TaskComplete();
break;
}
case TASK_SCANNER_SET_FLY_CHASE:
{
m_nFlyMode = SCANNER_FLY_CHASE;
TaskComplete();
break;
}
case TASK_SCANNER_SET_FLY_SPOT:
{
m_nFlyMode = SCANNER_FLY_SPOT;
TaskComplete();
break;
}
case TASK_SCANNER_SET_FLY_ATTACK:
{
m_nFlyMode = SCANNER_FLY_ATTACK;
TaskComplete();
break;
}
case TASK_SCANNER_SET_FLY_DIVE:
{
// Pick a direction to divebomb.
if ( GetEnemy() != NULL )
{
// Fly towards my enemy
Vector vEnemyPos = GetEnemyLKP();
m_vecDiveBombDirection = vEnemyPos - GetLocalOrigin();
}
else
{
// Pick a random forward and down direction.
Vector forward;
GetVectors( &forward, NULL, NULL );
m_vecDiveBombDirection = forward + Vector( random->RandomFloat( -10, 10 ), random->RandomFloat( -10, 10 ), random->RandomFloat( -20, -10 ) );
}
VectorNormalize( m_vecDiveBombDirection );
// Calculate a roll force.
m_flDiveBombRollForce = random->RandomFloat( 20.0, 420.0 );
if ( random->RandomInt( 0, 1 ) )
{
m_flDiveBombRollForce *= -1;
}
DiveBombSoundThink();
m_nFlyMode = SCANNER_FLY_DIVE;
TaskComplete();
break;
}
case TASK_SCANNER_PHOTOGRAPH:
{
TakePhoto();
SetWait( 0.1 );
break;
}
case TASK_SCANNER_ATTACK_PRE_FLASH:
{
if( IsStriderScout() )
{
Vector vecScare = GetEnemy()->EarPosition();
Vector vecDir = WorldSpaceCenter() - vecScare;
VectorNormalize( vecDir );
vecScare += vecDir * 64.0f;
CSoundEnt::InsertSound( SOUND_DANGER, vecScare, 256, 1.0, this );
}
if (m_pEyeFlash)
{
AttackPreFlash();
// Flash red for a while
SetWait( 1.0f );
}
else
{
TaskFail("No Flash");
}
break;
}
case TASK_SCANNER_ATTACK_FLASH:
{
AttackFlash();
// Blinding occurs slightly later
SetWait( 0.05 );
break;
}
// Override to go to inspect target position whether or not is an entity
case TASK_GET_PATH_TO_TARGET:
{
if (!HaveInspectTarget())
{
TaskFail(FAIL_NO_TARGET);
}
else if (GetHintNode())
{
Vector vNodePos;
GetHintNode()->GetPosition(this,&vNodePos);
GetNavigator()->SetGoal( vNodePos );
}
else
{
AI_NavGoal_t goal( (const Vector &)InspectTargetPosition() );
goal.pTarget = GetTarget();
GetNavigator()->SetGoal( goal );
}
break;
}
default:
BaseClass::StartTask(pTask);
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CScanner::OnScheduleChange( void )
{
m_flSpeed = GetMaxSpeed();
BaseClass::OnScheduleChange();
}
//-----------------------------------------------------------------------------
// Purpose: Overridden so that scanners play battle sounds while fighting.
// Output : Returns TRUE on success, FALSE on failure.
//-----------------------------------------------------------------------------
bool CNPC_CScanner::ShouldPlayIdleSound( void )
{
if ( HasSpawnFlags( SF_NPC_GAG ) )
return false;
if ( random->RandomInt( 0, 25 ) != 0 )
return false;
return true;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_CScanner::ScannerEmitSound( const char *pszSoundName )
{
CFmtStr snd;
const char szCityScanner[] = "NPC_CScanner";
const char szShieldScanner[] = "NPC_SScanner";
if( m_bIsClawScanner )
{
snd.sprintf("%s.%s", szShieldScanner, pszSoundName );
}
else
{
snd.sprintf("%s.%s", szCityScanner, pszSoundName );
}
m_bHasSpoken = true;
EmitSound( snd.Access() );
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
float CNPC_CScanner::MinGroundDist( void )
{
if ( m_nFlyMode == SCANNER_FLY_SPOT && !GetHintNode() )
{
return SCANNER_SPOTLIGHT_FLY_HEIGHT;
}
return SCANNER_NOSPOTLIGHT_FLY_HEIGHT;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CScanner::BlendPhyscannonLaunchSpeed()
{
// Blend out desired velocity when launched by the physcannon
if (!VPhysicsGetObject())
return;
if ( HasPhysicsAttacker( SCANNER_SMASH_TIME ) && !IsHeldByPhyscannon( ) )
{
Vector vecCurrentVelocity;
VPhysicsGetObject()->GetVelocity( &vecCurrentVelocity, NULL );
float flLerpFactor = (gpGlobals->curtime - m_flLastPhysicsInfluenceTime) / SCANNER_SMASH_TIME;
flLerpFactor = clamp( flLerpFactor, 0.0f, 1.0f );
flLerpFactor = SimpleSplineRemapVal( flLerpFactor, 0.0f, 1.0f, 0.0f, 1.0f );
flLerpFactor *= flLerpFactor;
VectorLerp( vecCurrentVelocity, m_vCurrentVelocity, flLerpFactor, m_vCurrentVelocity );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CScanner::MoveExecute_Alive(float flInterval)
{
// Amount of noise to add to flying
float noiseScale = 3.0f;
// -------------------------------------------
// Avoid obstacles, unless I'm dive bombing
// -------------------------------------------
if (m_nFlyMode != SCANNER_FLY_DIVE)
{
SetCurrentVelocity( GetCurrentVelocity() + VelocityToAvoidObstacles(flInterval) );
}
// If I am dive bombing add more noise to my flying
else
{
AttackDivebombCollide(flInterval);
noiseScale *= 4;
}
IPhysicsObject *pPhysics = VPhysicsGetObject();
if ( pPhysics && pPhysics->IsAsleep() )
{
pPhysics->Wake();
}
// Add time-coherent noise to the current velocity so that it never looks bolted in place.
AddNoiseToVelocity( noiseScale );
if ( m_bIsClawScanner )
{
m_vCurrentVelocity *= ( 1 + sin( ( gpGlobals->curtime + m_flFlyNoiseBase ) * 2.5f ) * .1 );
}
float maxSpeed = GetEnemy() ? ( GetMaxSpeed() * 2.0f ) : GetMaxSpeed();
if ( m_nFlyMode == SCANNER_FLY_DIVE )
{
maxSpeed = -1;
}
// Limit fall speed
LimitSpeed( maxSpeed );
// Blend out desired velocity when launched by the physcannon
BlendPhyscannonLaunchSpeed();
// Update what we're looking at
UpdateHead( flInterval );
// Control the tail based on our vertical travel
float tailPerc = clamp( GetCurrentVelocity().z, -150, 250 );
tailPerc = SimpleSplineRemapVal( tailPerc, -150, 250, -25, 80 );
SetPoseParameter( m_nPoseTail, tailPerc );
// Spin the dynamo based upon our speed
float flCurrentDynamo = GetPoseParameter( m_nPoseDynamo );
float speed = GetCurrentVelocity().Length();
float flDynamoSpeed = (maxSpeed > 0 ? speed / maxSpeed : 1.0) * 60;
flCurrentDynamo -= flDynamoSpeed;
if ( flCurrentDynamo < -180.0 )
{
flCurrentDynamo += 360.0;
}
SetPoseParameter( m_nPoseDynamo, flCurrentDynamo );
PlayFlySound();
}
//-----------------------------------------------------------------------------
// Purpose: Handles movement towards the last move target.
// Input : flInterval -
//-----------------------------------------------------------------------------
bool CNPC_CScanner::OverridePathMove( CBaseEntity *pMoveTarget, float flInterval )
{
// Save our last patrolling direction
Vector lastPatrolDir = GetNavigator()->GetCurWaypointPos() - GetAbsOrigin();
// Continue on our path
if ( ProgressFlyPath( flInterval, pMoveTarget, (MASK_NPCSOLID|CONTENTS_WATER), false, 64 ) == AINPP_COMPLETE )
{
if ( IsCurSchedule( SCHED_SCANNER_PATROL ) )
{
m_vLastPatrolDir = lastPatrolDir;
VectorNormalize(m_vLastPatrolDir);
}
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flInterval -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_CScanner::OverrideMove( float flInterval )
{
// ----------------------------------------------
// If dive bombing
// ----------------------------------------------
if (m_nFlyMode == SCANNER_FLY_DIVE)
{
MoveToDivebomb( flInterval );
}
else
{
Vector vMoveTargetPos(0,0,0);
CBaseEntity *pMoveTarget = NULL;
if ( !GetNavigator()->IsGoalActive() || ( GetNavigator()->GetCurWaypointFlags() | bits_WP_TO_PATHCORNER ) )
{
// Select move target
if ( GetTarget() != NULL )
{
pMoveTarget = GetTarget();
}
else if ( GetEnemy() != NULL )
{
pMoveTarget = GetEnemy();
}
// Select move target position
if ( HaveInspectTarget() )
{
vMoveTargetPos = InspectTargetPosition();
}
else if ( GetEnemy() != NULL )
{
vMoveTargetPos = GetEnemy()->GetAbsOrigin();
}
}
else
{
vMoveTargetPos = GetNavigator()->GetCurWaypointPos();
}
ClearCondition( COND_SCANNER_FLY_CLEAR );
ClearCondition( COND_SCANNER_FLY_BLOCKED );
// See if we can fly there directly
if ( pMoveTarget || HaveInspectTarget() )
{
trace_t tr;
AI_TraceHull( GetAbsOrigin(), vMoveTargetPos, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
float fTargetDist = (1.0f-tr.fraction)*(GetAbsOrigin() - vMoveTargetPos).Length();
if ( ( tr.m_pEnt == pMoveTarget ) || ( fTargetDist < 50 ) )
{
if ( g_debug_cscanner.GetBool() )
{
NDebugOverlay::Line(GetLocalOrigin(), vMoveTargetPos, 0,255,0, true, 0);
NDebugOverlay::Cross3D(tr.endpos,Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1);
}
SetCondition( COND_SCANNER_FLY_CLEAR );
}
else
{
//HANDY DEBUG TOOL
if ( g_debug_cscanner.GetBool() )
{
NDebugOverlay::Line(GetLocalOrigin(), vMoveTargetPos, 255,0,0, true, 0);
NDebugOverlay::Cross3D(tr.endpos,Vector(-5,-5,-5),Vector(5,5,5),255,0,0,true,0.1);
}
SetCondition( COND_SCANNER_FLY_BLOCKED );
}
}
// If I have a route, keep it updated and move toward target
if ( GetNavigator()->IsGoalActive() )
{
if ( OverridePathMove( pMoveTarget, flInterval ) )
{
BlendPhyscannonLaunchSpeed();
return true;
}
}
else if (m_nFlyMode == SCANNER_FLY_SPOT)
{
MoveToSpotlight( flInterval );
}
// If photographing
else if ( m_nFlyMode == SCANNER_FLY_PHOTO )
{
MoveToPhotograph( flInterval );
}
else if ( m_nFlyMode == SCANNER_FLY_FOLLOW )
{
MoveToSpotlight( flInterval );
}
// ----------------------------------------------
// If attacking
// ----------------------------------------------
else if (m_nFlyMode == SCANNER_FLY_ATTACK)
{
if ( m_hSpotlight )
{
SpotlightDestroy();
}
MoveToAttack( flInterval );
}
// -----------------------------------------------------------------
// If I don't have a route, just decelerate
// -----------------------------------------------------------------
else if (!GetNavigator()->IsGoalActive())
{
float myDecay = 9.5;
Decelerate( flInterval, myDecay);
}
}
MoveExecute_Alive( flInterval );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Accelerates toward a given position.
// Input : flInterval - Time interval over which to move.
// vecMoveTarget - Position to move toward.
//-----------------------------------------------------------------------------
void CNPC_CScanner::MoveToTarget( float flInterval, const Vector &vecMoveTarget )
{
// Don't move if stalling
if ( m_flEngineStallTime > gpGlobals->curtime )
return;
// Look at our inspection target if we have one
if ( GetEnemy() != NULL )
{
// Otherwise at our enemy
TurnHeadToTarget( flInterval, GetEnemy()->EyePosition() );
}
else if ( HaveInspectTarget() )
{
TurnHeadToTarget( flInterval, InspectTargetPosition() );
}
else
{
// Otherwise face our motion direction
TurnHeadToTarget( flInterval, vecMoveTarget );
}
// -------------------------------------
// Move towards our target
// -------------------------------------
float myAccel;
float myZAccel = 400.0f;
float myDecay = 0.15f;
Vector vecCurrentDir;
// Get the relationship between my current velocity and the way I want to be going.
vecCurrentDir = GetCurrentVelocity();
VectorNormalize( vecCurrentDir );
Vector targetDir = vecMoveTarget - GetAbsOrigin();
float flDist = VectorNormalize(targetDir);
float flDot;
flDot = DotProduct( targetDir, vecCurrentDir );
if( flDot > 0.25 )
{
// If my target is in front of me, my flight model is a bit more accurate.
myAccel = 250;
}
else
{
// Have a harder time correcting my course if I'm currently flying away from my target.
myAccel = 128;
}
if ( myAccel > flDist / flInterval )
{
myAccel = flDist / flInterval;
}
if ( myZAccel > flDist / flInterval )
{
myZAccel = flDist / flInterval;
}
MoveInDirection( flInterval, targetDir, myAccel, myZAccel, myDecay );
// calc relative banking targets
Vector forward, right, up;
GetVectors( &forward, &right, &up );
m_vCurrentBanking.x = targetDir.x;
m_vCurrentBanking.z = 120.0f * DotProduct( right, targetDir );
m_vCurrentBanking.y = 0;
float speedPerc = SimpleSplineRemapVal( GetCurrentVelocity().Length(), 0.0f, GetMaxSpeed(), 0.0f, 1.0f );
speedPerc = clamp( speedPerc, 0.0f, 1.0f );
m_vCurrentBanking *= speedPerc;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flInterval -
//-----------------------------------------------------------------------------
void CNPC_CScanner::MoveToSpotlight( float flInterval )
{
if ( flInterval <= 0 )
return;
Vector vTargetPos;
if ( HaveInspectTarget() )
{
vTargetPos = InspectTargetPosition();
}
else if ( GetEnemy() != NULL )
{
vTargetPos = GetEnemyLKP();
}
else
{
return;
}
//float flDesiredDist = SCANNER_SPOTLIGHT_NEAR_DIST + ( ( SCANNER_SPOTLIGHT_FAR_DIST - SCANNER_SPOTLIGHT_NEAR_DIST ) / 2 );
float flIdealHeightDiff = SCANNER_SPOTLIGHT_NEAR_DIST;
if( IsEnemyPlayerInSuit() )
{
flIdealHeightDiff *= 0.5;
}
Vector idealPos = IdealGoalForMovement( vTargetPos, GetAbsOrigin(), GetGoalDistance(), flIdealHeightDiff );
MoveToTarget( flInterval, idealPos );
//TODO: Re-implement?
/*
// ------------------------------------------------
// Also keep my distance from other squad members
// unless I'm inspecting
// ------------------------------------------------
if (m_pSquad &&
gpGlobals->curtime > m_fInspectEndTime)
{
CBaseEntity* pNearest = m_pSquad->NearestSquadMember(this);
if (pNearest)
{
Vector vNearestDir = (pNearest->GetLocalOrigin() - GetLocalOrigin());
if (vNearestDir.Length() < SCANNER_SQUAD_FLY_DIST)
{
vNearestDir = pNearest->GetLocalOrigin() - GetLocalOrigin();
VectorNormalize(vNearestDir);
vFlyDirection -= 0.5*vNearestDir;
}
}
}
// ---------------------------------------------------------
// Add evasion if I have taken damage recently
// ---------------------------------------------------------
if ((m_flLastDamageTime + SCANNER_EVADE_TIME) > gpGlobals->curtime)
{
vFlyDirection = vFlyDirection + VelocityToEvade(GetEnemyCombatCharacterPointer());
}
*/
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flInterval -
//-----------------------------------------------------------------------------
void CNPC_CScanner::MoveToAttack(float flInterval)
{
if (GetEnemy() == NULL)
return;
if ( flInterval <= 0 )
return;
Vector vTargetPos = GetEnemyLKP();
//float flDesiredDist = SCANNER_ATTACK_NEAR_DIST + ( ( SCANNER_ATTACK_FAR_DIST - SCANNER_ATTACK_NEAR_DIST ) / 2 );
Vector idealPos = IdealGoalForMovement( vTargetPos, GetAbsOrigin(), GetGoalDistance(), SCANNER_ATTACK_NEAR_DIST );
MoveToTarget( flInterval, idealPos );
//FIXME: Re-implement?
/*
// ---------------------------------------------------------
// Add evasion if I have taken damage recently
// ---------------------------------------------------------
if ((m_flLastDamageTime + SCANNER_EVADE_TIME) > gpGlobals->curtime)
{
vFlyDirection = vFlyDirection + VelocityToEvade(GetEnemyCombatCharacterPointer());
}
*/
}
//-----------------------------------------------------------------------------
// Danger sounds.
//-----------------------------------------------------------------------------
void CNPC_CScanner::DiveBombSoundThink()
{
Vector vecPosition, vecVelocity;
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if ( pPhysicsObject == NULL )
return;
pPhysicsObject->GetPosition( &vecPosition, NULL );
pPhysicsObject->GetVelocity( &vecVelocity, NULL );
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( pPlayer )
{
Vector vecDelta;
VectorSubtract( pPlayer->GetAbsOrigin(), vecPosition, vecDelta );
VectorNormalize( vecDelta );
if ( DotProduct( vecDelta, vecVelocity ) > 0.5f )
{
Vector vecEndPoint;
VectorMA( vecPosition, 2.0f * TICK_INTERVAL, vecVelocity, vecEndPoint );
float flDist = CalcDistanceToLineSegment( pPlayer->GetAbsOrigin(), vecPosition, vecEndPoint );
if ( flDist < 200.0f )
{
ScannerEmitSound( "DiveBombFlyby" );
SetContextThink( &CNPC_CScanner::DiveBombSoundThink, gpGlobals->curtime + 0.5f, s_pDiveBombSoundThinkContext );
return;
}
}
}
SetContextThink( &CNPC_CScanner::DiveBombSoundThink, gpGlobals->curtime + 2.0f * TICK_INTERVAL, s_pDiveBombSoundThinkContext );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flInterval -
//-----------------------------------------------------------------------------
void CNPC_CScanner::MoveToDivebomb(float flInterval)
{
float myAccel = 1600;
float myDecay = 0.05f; // decay current velocity to 10% in 1 second
// Fly towards my enemy
Vector vEnemyPos = GetEnemyLKP();
Vector vFlyDirection = vEnemyPos - GetLocalOrigin();
VectorNormalize( vFlyDirection );
// Set net velocity
MoveInDirection( flInterval, m_vecDiveBombDirection, myAccel, myAccel, myDecay);
// Spin out of control.
Vector forward;
VPhysicsGetObject()->LocalToWorldVector( &forward, Vector( 1.0, 0.0, 0.0 ) );
AngularImpulse torque = forward * m_flDiveBombRollForce;
VPhysicsGetObject()->ApplyTorqueCenter( torque );
// BUGBUG: why Y axis and not Z?
Vector up;
VPhysicsGetObject()->LocalToWorldVector( &up, Vector( 0.0, 1.0, 0.0 ) );
VPhysicsGetObject()->ApplyForceCenter( up * 2000 );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_CScanner::IsEnemyPlayerInSuit()
{
if( GetEnemy() && GetEnemy()->IsPlayer() )
{
CHL2_Player *pPlayer = NULL;
pPlayer = (CHL2_Player *)GetEnemy();
if( pPlayer && pPlayer->IsSuitEquipped() )
{
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CNPC_CScanner::GetGoalDistance( void )
{
if ( m_flGoalOverrideDistance != 0.0f )
return m_flGoalOverrideDistance;
switch ( m_nFlyMode )
{
case SCANNER_FLY_PHOTO:
return ( SCANNER_PHOTO_NEAR_DIST + ( ( SCANNER_PHOTO_FAR_DIST - SCANNER_PHOTO_NEAR_DIST ) / 2 ) );
break;
case SCANNER_FLY_SPOT:
{
float goalDist = ( SCANNER_SPOTLIGHT_NEAR_DIST + ( ( SCANNER_SPOTLIGHT_FAR_DIST - SCANNER_SPOTLIGHT_NEAR_DIST ) / 2 ) );
if( IsEnemyPlayerInSuit() )
{
goalDist *= 0.5;
}
return goalDist;
}
break;
case SCANNER_FLY_ATTACK:
{
float goalDist = ( SCANNER_ATTACK_NEAR_DIST + ( ( SCANNER_ATTACK_FAR_DIST - SCANNER_ATTACK_NEAR_DIST ) / 2 ) );
if( IsEnemyPlayerInSuit() )
{
goalDist *= 0.5;
}
return goalDist;
}
break;
case SCANNER_FLY_FOLLOW:
return ( SCANNER_FOLLOW_DIST );
break;
}
return 128.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vOut -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_CScanner::GetGoalDirection( Vector *vOut )
{
CBaseEntity *pTarget = GetTarget();
if ( pTarget == NULL )
return false;
if ( FClassnameIs( pTarget, "info_hint_air" ) || FClassnameIs( pTarget, "info_target" ) )
{
AngleVectors( pTarget->GetAbsAngles(), vOut );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &goalPos -
// &startPos -
// idealRange -
// idealHeight -
// Output : Vector
//-----------------------------------------------------------------------------
Vector CNPC_CScanner::IdealGoalForMovement( const Vector &goalPos, const Vector &startPos, float idealRange, float idealHeightDiff )
{
Vector vMoveDir;
if ( GetGoalDirection( &vMoveDir ) == false )
{
vMoveDir = ( goalPos - startPos );
vMoveDir.z = 0;
VectorNormalize( vMoveDir );
}
// Move up from the position by the desired amount
Vector vIdealPos = goalPos + Vector( 0, 0, idealHeightDiff ) + ( vMoveDir * -idealRange );
// Trace down and make sure we can fit here
trace_t tr;
AI_TraceHull( vIdealPos, vIdealPos - Vector( 0, 0, MinGroundDist() ), GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
// Move up otherwise
if ( tr.fraction < 1.0f )
{
vIdealPos.z += ( MinGroundDist() * ( 1.0f - tr.fraction ) );
}
//FIXME: We also need to make sure that we fit here at all, and if not, chose a new spot
// Debug tools
if ( g_debug_cscanner.GetBool() )
{
NDebugOverlay::Cross3D( goalPos, -Vector(8,8,8), Vector(8,8,8), 255, 255, 0, true, 0.1f );
NDebugOverlay::Cross3D( startPos, -Vector(8,8,8), Vector(8,8,8), 255, 0, 255, true, 0.1f );
NDebugOverlay::Cross3D( vIdealPos, -Vector(8,8,8), Vector(8,8,8), 255, 255, 255, true, 0.1f );
NDebugOverlay::Line( startPos, goalPos, 0, 255, 0, true, 0.1f );
NDebugOverlay::Cross3D( goalPos + ( vMoveDir * -idealRange ), -Vector(8,8,8), Vector(8,8,8), 255, 255, 255, true, 0.1f );
NDebugOverlay::Line( goalPos, goalPos + ( vMoveDir * -idealRange ), 255, 255, 0, true, 0.1f );
NDebugOverlay::Line( goalPos + ( vMoveDir * -idealRange ), vIdealPos, 255, 255, 0, true, 0.1f );
}
return vIdealPos;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CScanner::MoveToPhotograph(float flInterval)
{
if ( HaveInspectTarget() == false )
return;
//float flDesiredDist = SCANNER_PHOTO_NEAR_DIST + ( ( SCANNER_PHOTO_FAR_DIST - SCANNER_PHOTO_NEAR_DIST ) / 2 );
Vector idealPos = IdealGoalForMovement( InspectTargetPosition(), GetAbsOrigin(), GetGoalDistance(), 32.0f );
MoveToTarget( flInterval, idealPos );
//FIXME: Re-implement?
/*
// ------------------------------------------------
// Also keep my distance from other squad members
// unless I'm inspecting
// ------------------------------------------------
if (m_pSquad &&
gpGlobals->curtime > m_fInspectEndTime)
{
CBaseEntity* pNearest = m_pSquad->NearestSquadMember(this);
if (pNearest)
{
Vector vNearestDir = (pNearest->GetLocalOrigin() - GetLocalOrigin());
if (vNearestDir.Length() < SCANNER_SQUAD_FLY_DIST)
{
vNearestDir = pNearest->GetLocalOrigin() - GetLocalOrigin();
VectorNormalize(vNearestDir);
vFlyDirection -= 0.5*vNearestDir;
}
}
}
*/
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector CNPC_CScanner::VelocityToEvade(CBaseCombatCharacter *pEnemy)
{
if (pEnemy)
{
// -----------------------------------------
// Keep out of enemy's shooting position
// -----------------------------------------
Vector vEnemyFacing = pEnemy->BodyDirection2D( );
Vector vEnemyDir = pEnemy->EyePosition() - GetLocalOrigin();
VectorNormalize(vEnemyDir);
float fDotPr = DotProduct(vEnemyFacing,vEnemyDir);
if (fDotPr < -0.9)
{
Vector vDirUp(0,0,1);
Vector vDir;
CrossProduct( vEnemyFacing, vDirUp, vDir);
Vector crossProduct;
CrossProduct(vEnemyFacing, vEnemyDir, crossProduct);
if (crossProduct.y < 0)
{
vDir = vDir * -1;
}
return (vDir);
}
else if (fDotPr < -0.85)
{
Vector vDirUp(0,0,1);
Vector vDir;
CrossProduct( vEnemyFacing, vDirUp, vDir);
Vector crossProduct;
CrossProduct(vEnemyFacing, vEnemyDir, crossProduct);
if (random->RandomInt(0,1))
{
vDir = vDir * -1;
}
return (vDir);
}
}
return vec3_origin;
}
//-----------------------------------------------------------------------------
// Purpose: This is a generic function (to be implemented by sub-classes) to
// handle specific interactions between different types of characters
// (For example the barnacle grabbing an NPC)
// Input : Constant for the type of interaction
// Output : true - if sub-class has a response for the interaction
// false - if sub-class has no response
//-----------------------------------------------------------------------------
bool CNPC_CScanner::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* pSourceEnt)
{
// TODO:: - doing this by just an interrupt contition would be a lot better!
if (interactionType == g_interactionScannerSupportEntity)
{
// Only accept help request if I'm not already busy
if (GetEnemy() == NULL && !HaveInspectTarget())
{
// Only accept if target is a reasonable distance away
CBaseEntity* pTarget = (CBaseEntity*)data;
float fTargetDist = (pTarget->GetLocalOrigin() - GetLocalOrigin()).Length();
if (fTargetDist < SCANNER_SQUAD_HELP_DIST)
{
float fInspectTime = (((CNPC_CScanner*)pSourceEnt)->m_fInspectEndTime - gpGlobals->curtime);
SetInspectTargetToEnt(pTarget,fInspectTime);
if (random->RandomInt(0,2)==0)
{
SetSchedule(SCHED_SCANNER_PHOTOGRAPH_HOVER);
}
else
{
SetSchedule(SCHED_SCANNER_SPOTLIGHT_HOVER);
}
return true;
}
}
}
else if (interactionType == g_interactionScannerSupportPosition)
{
// Only accept help request if I'm not already busy
if (GetEnemy() == NULL && !HaveInspectTarget())
{
// Only accept if target is a reasonable distance away
Vector vInspectPos;
vInspectPos.x = ((Vector *)data)->x;
vInspectPos.y = ((Vector *)data)->y;
vInspectPos.z = ((Vector *)data)->z;
float fTargetDist = (vInspectPos - GetLocalOrigin()).Length();
if (fTargetDist < SCANNER_SQUAD_HELP_DIST)
{
float fInspectTime = (((CNPC_CScanner*)pSourceEnt)->m_fInspectEndTime - gpGlobals->curtime);
SetInspectTargetToPos(vInspectPos,fInspectTime);
if (random->RandomInt(0,2)==0)
{
SetSchedule(SCHED_SCANNER_PHOTOGRAPH_HOVER);
}
else
{
SetSchedule(SCHED_SCANNER_SPOTLIGHT_HOVER);
}
return true;
}
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_CScanner::InputDisableSpotlight( inputdata_t &inputdata )
{
m_bNoLight = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_CScanner::DrawDebugTextOverlays(void)
{
int nOffset = BaseClass::DrawDebugTextOverlays();
if ( m_debugOverlays & OVERLAY_TEXT_BIT )
{
Vector vel;
GetVelocity( &vel, NULL );
char tempstr[512];
Q_snprintf( tempstr, sizeof(tempstr), "speed (max): %.2f (%.2f)", vel.Length(), m_flSpeed );
EntityText( nOffset, tempstr, 0 );
nOffset++;
}
return nOffset;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CNPC_CScanner::GetHeadTurnRate( void )
{
if ( GetEnemy() )
return 800.0f;
if ( HaveInspectTarget() )
return 500.0f;
return 350.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
inline CBaseEntity *CNPC_CScanner::EntityToWatch( void )
{
return ( GetTarget() != NULL ) ? GetTarget() : GetEnemy(); // Okay if NULL
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flInterval -
//-----------------------------------------------------------------------------
void CNPC_CScanner::UpdateHead( float flInterval )
{
float yaw = GetPoseParameter( m_nPoseFaceHoriz );
float pitch = GetPoseParameter( m_nPoseFaceVert );
CBaseEntity *pTarget = EntityToWatch();
Vector vLookPos;
if ( !HasCondition( COND_IN_PVS ) || GetAttachment( "eyes", vLookPos ) == false )
{
vLookPos = EyePosition();
}
if ( pTarget != NULL )
{
Vector lookDir = pTarget->EyePosition() - vLookPos;
VectorNormalize( lookDir );
if ( DotProduct( lookDir, BodyDirection3D() ) < 0.0f )
{
SetPoseParameter( m_nPoseFaceHoriz, UTIL_Approach( 0, yaw, 10 ) );
SetPoseParameter( m_nPoseFaceVert, UTIL_Approach( 0, pitch, 10 ) );
return;
}
float facingYaw = VecToYaw( BodyDirection3D() );
float yawDiff = VecToYaw( lookDir );
yawDiff = UTIL_AngleDiff( yawDiff, facingYaw + yaw );
float facingPitch = UTIL_VecToPitch( BodyDirection3D() );
float pitchDiff = UTIL_VecToPitch( lookDir );
pitchDiff = UTIL_AngleDiff( pitchDiff, facingPitch + pitch );
SetPoseParameter( m_nPoseFaceHoriz, UTIL_Approach( yaw + yawDiff, yaw, 50 ) );
SetPoseParameter( m_nPoseFaceVert, UTIL_Approach( pitch + pitchDiff, pitch, 50 ) );
}
else
{
SetPoseParameter( m_nPoseFaceHoriz, UTIL_Approach( 0, yaw, 10 ) );
SetPoseParameter( m_nPoseFaceVert, UTIL_Approach( 0, pitch, 10 ) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &linear -
// &angular -
//-----------------------------------------------------------------------------
void CNPC_CScanner::ClampMotorForces( Vector &linear, AngularImpulse &angular )
{
// limit reaction forces
if ( m_nFlyMode != SCANNER_FLY_DIVE )
{
linear.x = clamp( linear.x, -500, 500 );
linear.y = clamp( linear.y, -500, 500 );
linear.z = clamp( linear.z, -500, 500 );
}
// If we're dive bombing, we need to drop faster than normal
if ( m_nFlyMode != SCANNER_FLY_DIVE )
{
// Add in weightlessness
linear.z += 800;
}
angular.z = clamp( angular.z, -GetHeadTurnRate(), GetHeadTurnRate() );
if ( m_nFlyMode == SCANNER_FLY_DIVE )
{
// Disable pitch and roll motors while crashing.
angular.x = 0;
angular.y = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_CScanner::InputSetFollowTarget( inputdata_t &inputdata )
{
InspectTarget( inputdata, SCANNER_FLY_FOLLOW );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_CScanner::InputClearFollowTarget( inputdata_t &inputdata )
{
SetInspectTargetToEnt( NULL, 0 );
m_nFlyMode = SCANNER_FLY_PATROL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_CScanner::InputSetDistanceOverride( inputdata_t &inputdata )
{
m_flGoalOverrideDistance = inputdata.value.Float();
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_cscanner, CNPC_CScanner )
DECLARE_TASK(TASK_SCANNER_SET_FLY_PHOTO)
DECLARE_TASK(TASK_SCANNER_SET_FLY_PATROL)
DECLARE_TASK(TASK_SCANNER_SET_FLY_CHASE)
DECLARE_TASK(TASK_SCANNER_SET_FLY_SPOT)
DECLARE_TASK(TASK_SCANNER_SET_FLY_ATTACK)
DECLARE_TASK(TASK_SCANNER_SET_FLY_DIVE)
DECLARE_TASK(TASK_SCANNER_PHOTOGRAPH)
DECLARE_TASK(TASK_SCANNER_ATTACK_PRE_FLASH)
DECLARE_TASK(TASK_SCANNER_ATTACK_FLASH)
DECLARE_TASK(TASK_SCANNER_SPOT_INSPECT_ON)
DECLARE_TASK(TASK_SCANNER_SPOT_INSPECT_WAIT)
DECLARE_TASK(TASK_SCANNER_SPOT_INSPECT_OFF)
DECLARE_TASK(TASK_SCANNER_CLEAR_INSPECT_TARGET)
DECLARE_TASK(TASK_SCANNER_GET_PATH_TO_INSPECT_TARGET)
DECLARE_CONDITION(COND_SCANNER_FLY_CLEAR)
DECLARE_CONDITION(COND_SCANNER_FLY_BLOCKED)
DECLARE_CONDITION(COND_SCANNER_HAVE_INSPECT_TARGET)
DECLARE_CONDITION(COND_SCANNER_INSPECT_DONE)
DECLARE_CONDITION(COND_SCANNER_CAN_PHOTOGRAPH)
DECLARE_CONDITION(COND_SCANNER_SPOT_ON_TARGET)
DECLARE_CONDITION(COND_SCANNER_RELEASED_FROM_PHYSCANNON)
DECLARE_CONDITION(COND_SCANNER_GRABBED_BY_PHYSCANNON)
DECLARE_ACTIVITY(ACT_SCANNER_SMALL_FLINCH_ALERT)
DECLARE_ACTIVITY(ACT_SCANNER_SMALL_FLINCH_COMBAT)
DECLARE_ACTIVITY(ACT_SCANNER_INSPECT)
DECLARE_ACTIVITY(ACT_SCANNER_WALK_ALERT)
DECLARE_ACTIVITY(ACT_SCANNER_WALK_COMBAT)
DECLARE_ACTIVITY(ACT_SCANNER_FLARE)
DECLARE_ACTIVITY(ACT_SCANNER_RETRACT)
DECLARE_ACTIVITY(ACT_SCANNER_FLARE_PRONGS)
DECLARE_ACTIVITY(ACT_SCANNER_RETRACT_PRONGS)
DECLARE_ACTIVITY(ACT_SCANNER_FLARE_START)
DECLARE_ANIMEVENT( AE_SCANNER_CLOSED )
DECLARE_INTERACTION(g_interactionScannerInspect)
DECLARE_INTERACTION(g_interactionScannerInspectBegin)
DECLARE_INTERACTION(g_interactionScannerInspectDone)
DECLARE_INTERACTION(g_interactionScannerInspectHandsUp)
DECLARE_INTERACTION(g_interactionScannerInspectShowArmband)
DECLARE_INTERACTION(g_interactionScannerSupportEntity)
DECLARE_INTERACTION(g_interactionScannerSupportPosition)
//=========================================================
// > SCHED_SCANNER_PATROL
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCANNER_PATROL,
" Tasks"
" TASK_SCANNER_CLEAR_INSPECT_TARGET 0"
" TASK_SCANNER_SET_FLY_PATROL 0"
" TASK_SET_TOLERANCE_DISTANCE 32"
" TASK_SET_ROUTE_SEARCH_TIME 5" // Spend 5 seconds trying to build a path if stuck
" TASK_GET_PATH_TO_RANDOM_NODE 2000"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
""
" Interrupts"
" COND_GIVE_WAY"
" COND_NEW_ENEMY"
" COND_SEE_ENEMY"
" COND_SEE_FEAR"
" COND_HEAR_COMBAT"
" COND_HEAR_DANGER"
" COND_HEAR_PLAYER"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_PROVOKED"
" COND_SCANNER_HAVE_INSPECT_TARGET"
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
)
//=========================================================
// > SCHED_SCANNER_SPOTLIGHT_HOVER
//
// Hover above target entity, trying to get spotlight
// on my target
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCANNER_SPOTLIGHT_HOVER,
" Tasks"
" TASK_SCANNER_SET_FLY_SPOT 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_WALK "
" TASK_WAIT 1"
""
" Interrupts"
" COND_SCANNER_SPOT_ON_TARGET"
" COND_SCANNER_INSPECT_DONE"
" COND_SCANNER_FLY_BLOCKED"
" COND_NEW_ENEMY"
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
)
//=========================================================
// > SCHED_SCANNER_SPOTLIGHT_INSPECT_POS
//
// Inspect a position once spotlight is on it
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCANNER_SPOTLIGHT_INSPECT_POS,
" Tasks"
" TASK_SCANNER_SET_FLY_SPOT 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_SCANNER_INSPECT"
" TASK_SPEAK_SENTENCE 3" // Curious sound
" TASK_WAIT 5"
" TASK_SCANNER_CLEAR_INSPECT_TARGET 0"
""
" Interrupts"
" COND_SCANNER_INSPECT_DONE"
" COND_HEAR_DANGER"
" COND_HEAR_COMBAT"
" COND_NEW_ENEMY"
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
)
//=========================================================
// > SCHED_SCANNER_SPOTLIGHT_INSPECT_CIT
//
// Inspect a citizen once spotlight is on it
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCANNER_SPOTLIGHT_INSPECT_CIT,
" Tasks"
" TASK_SCANNER_SET_FLY_SPOT 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_SCANNER_INSPECT"
" TASK_SPEAK_SENTENCE 0" // Stop!
" TASK_WAIT 1"
" TASK_SCANNER_SPOT_INSPECT_ON 0"
" TASK_WAIT 2"
" TASK_SPEAK_SENTENCE 1" // Hands on head or Show Armband!
" TASK_WAIT 1"
" TASK_SCANNER_SPOT_INSPECT_WAIT 0"
" TASK_WAIT 5"
" TASK_SPEAK_SENTENCE 2" // Free to go!
" TASK_WAIT 1"
" TASK_SCANNER_SPOT_INSPECT_OFF 0"
" TASK_SCANNER_CLEAR_INSPECT_TARGET 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
)
//=========================================================
// > SCHED_SCANNER_PHOTOGRAPH_HOVER
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCANNER_PHOTOGRAPH_HOVER,
" Tasks"
" TASK_SCANNER_SET_FLY_PHOTO 0"
" TASK_WAIT 2"
""
" Interrupts"
" COND_SCANNER_INSPECT_DONE"
" COND_SCANNER_CAN_PHOTOGRAPH"
" COND_SCANNER_FLY_BLOCKED"
" COND_NEW_ENEMY"
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
)
//=========================================================
// > SCHED_SCANNER_ATTACK_HOVER
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCANNER_ATTACK_HOVER,
" Tasks"
" TASK_SCANNER_SET_FLY_ATTACK 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 0.1"
""
" Interrupts"
" COND_TOO_FAR_TO_ATTACK"
" COND_SCANNER_FLY_BLOCKED"
" COND_NEW_ENEMY"
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
)
//=========================================================
// > SCHED_SCANNER_PHOTOGRAPH
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCANNER_PHOTOGRAPH,
" Tasks"
" TASK_SCANNER_SET_FLY_PHOTO 0"
" TASK_SCANNER_PHOTOGRAPH 0"
""
" Interrupts"
" COND_SCANNER_INSPECT_DONE"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
)
//=========================================================
// > SCHED_SCANNER_ATTACK_FLASH
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCANNER_ATTACK_FLASH,
" Tasks"
" TASK_SCANNER_SET_FLY_ATTACK 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_SCANNER_ATTACK_PRE_FLASH 0 "
" TASK_SCANNER_ATTACK_FLASH 0"
" TASK_WAIT 0.5"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
)
//=========================================================
// > SCHED_SCANNER_ATTACK_DIVEBOMB
//
// Only done when scanner is dead
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCANNER_ATTACK_DIVEBOMB,
" Tasks"
" TASK_SCANNER_SET_FLY_DIVE 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 10"
""
" Interrupts"
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
)
//=========================================================
// > SCHED_SCANNER_CHASE_ENEMY
//
// Different interrupts than normal chase enemy.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCANNER_CHASE_ENEMY,
" Tasks"
" TASK_SCANNER_SET_FLY_CHASE 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_SCANNER_PATROL"
" TASK_SET_TOLERANCE_DISTANCE 120"
" TASK_GET_PATH_TO_ENEMY 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
""
""
" Interrupts"
" COND_SCANNER_FLY_CLEAR"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_LOST_ENEMY"
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
)
//=========================================================
// > SCHED_SCANNER_CHASE_TARGET
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCANNER_CHASE_TARGET,
" Tasks"
" TASK_SCANNER_SET_FLY_CHASE 0"
" TASK_SET_TOLERANCE_DISTANCE 64"
" TASK_GET_PATH_TO_TARGET 0" //FIXME: This is wrong!
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
""
" Interrupts"
" COND_SCANNER_FLY_CLEAR"
" COND_NEW_ENEMY"
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
)
//=========================================================
// > SCHED_SCANNER_MOVE_TO_INSPECT
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCANNER_MOVE_TO_INSPECT,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_SCANNER_PATROL"
" TASK_SET_TOLERANCE_DISTANCE 128"
" TASK_SCANNER_GET_PATH_TO_INSPECT_TARGET 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
""
" Interrupts"
" COND_SCANNER_FLY_CLEAR"
" COND_NEW_ENEMY"
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
)
//=========================================================
// > SCHED_SCANNER_FOLLOW_HOVER
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCANNER_FOLLOW_HOVER,
" Tasks"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 0.1"
""
" Interrupts"
" COND_SCANNER_FLY_BLOCKED"
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
)
//=========================================================
// > SCHED_SCANNER_HELD_BY_PHYSCANNON
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCANNER_HELD_BY_PHYSCANNON,
" Tasks"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 5.0"
""
" Interrupts"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_SCANNER_RELEASED_FROM_PHYSCANNON"
)
AI_END_CUSTOM_NPC()
//-----------------------------------------------------------------------------
// Claw Scanner
//
// Scanner that always spawns as a claw scanner
//-----------------------------------------------------------------------------
class CNPC_ClawScanner : public CNPC_CScanner
{
DECLARE_CLASS( CNPC_ClawScanner, CNPC_CScanner );
public:
CNPC_ClawScanner();
DECLARE_DATADESC();
};
BEGIN_DATADESC( CNPC_ClawScanner )
END_DATADESC()
LINK_ENTITY_TO_CLASS(npc_clawscanner, CNPC_ClawScanner);
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CNPC_ClawScanner::CNPC_ClawScanner()
{
// override our superclass's setting
BecomeClawScanner();
}