Beispiel #1
0
bool Silo::Update()
{    
//#ifdef _DEBUG
    //if( g_keys[KEY_U] )
    //{
    //    static bool doneIt = false;
    //    //if( !doneIt )
    //    {
    //        // Pretend sync error
    //        Fixed addMe( 10 );
    //        m_longitude = m_longitude + addMe;
    //        doneIt=true;
    //    }
    //}
//#endif

    if( m_stateTimer <= 0 )
    {
        if( m_retargetTimer <= 0 )
        {
            m_retargetTimer = 10;
            AirDefense();
        }
        if( m_targetObjectId != -1  )
        {
            WorldObject *targetObject = g_app->GetWorld()->GetWorldObject(m_targetObjectId);
            if( targetObject )
            {
                if( targetObject->m_visible[m_teamId] &&                     
                    g_app->GetWorld()->GetAttackOdds( m_type, targetObject->m_type ) > 0 &&
                    g_app->GetWorld()->GetDistance( m_longitude, m_latitude, targetObject->m_longitude, targetObject->m_latitude) <= GetActionRange() )
                {
                    FireGun( GetActionRange() );
                    m_stateTimer = m_states[1]->m_timeToReload;
                }
                else
                {
                    m_targetObjectId = -1;
                }
            }
            else
            {
                m_targetObjectId = -1;
            }
        }
    }

    if( m_currentState == 0 &&
        m_states[0]->m_numTimesPermitted == 0 )
    {
        SetState(1);
    }

    return WorldObject::Update();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPropAirboat::DriveVehicle( CBasePlayer *pPlayer, CUserCmd *ucmd )
{
	//Lose control when the player dies
	if ( pPlayer->IsAlive() == false )
		return;

	// Fire gun.
	if ( ucmd->buttons & IN_ATTACK )
	{
		FireGun();
	}

	m_VehiclePhysics.UpdateDriverControls( ucmd->buttons, ucmd->frametime );

	// Create splashes.
	UpdateSplashEffects();

	// Save this data.
	m_nSpeed = m_VehiclePhysics.GetSpeed();
	m_nRPM = m_VehiclePhysics.GetRPM();	
}
//------------------------------------------------------------------------------
// Fire weapons
//------------------------------------------------------------------------------
void CBaseHelicopter::FireWeapons()
{
	// ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->curtime, m_flLastSeen, m_flPrevSeen );
	if (m_fHelicopterFlags & BITS_HELICOPTER_GUN_ON)
	{
		//if ( (m_flLastSeen + 1 > gpGlobals->curtime) && (m_flPrevSeen + 2 < gpGlobals->curtime) )
		{
			if (FireGun( ))
			{
				// slow down if we're firing
				if (m_flGoalSpeed > GetMaxSpeedFiring() )
				{
					m_flGoalSpeed = GetMaxSpeedFiring();
				}
			}
		}
	}

	if (m_fHelicopterFlags & BITS_HELICOPTER_MISSILE_ON)
	{
		AimRocketGun();
	}
}
void CApache :: HuntThink( void )
{
	StudioFrameAdvance( );
	SetNextThink( 0.1 );

	ShowDamage( );

	if ( m_pGoalEnt == NULL && !FStringNull(pev->target) )// this monster has a target
	{
		m_pGoalEnt = UTIL_FindEntityByTargetname( NULL, STRING( pev->target ) );
		if (m_pGoalEnt)
		{
			m_posDesired = m_pGoalEnt->pev->origin;
			UTIL_MakeAimVectors( m_pGoalEnt->pev->angles );
			m_vecGoal = gpGlobals->v_forward;
		}
	}

	// if (m_hEnemy == NULL)
	{
		Look( 4092 );
		m_hEnemy = BestVisibleEnemy( );
	}

	// generic speed up
	if (m_flGoalSpeed < 800)
		m_flGoalSpeed += 5;

	if (m_hEnemy != NULL)
	{
		// ALERT( at_console, "%s\n", STRING( m_hEnemy->pev->classname ) );
		if (FVisible( m_hEnemy ))
		{
			if (m_flLastSeen < gpGlobals->time - 5)
				m_flPrevSeen = gpGlobals->time;
			m_flLastSeen = gpGlobals->time;
			m_posTarget = m_hEnemy->Center( );
		}
		else
		{
			m_hEnemy = NULL;
		}
	}

	m_vecTarget = (m_posTarget - pev->origin).Normalize();

	float flLength = (pev->origin - m_posDesired).Length();

	if (m_pGoalEnt)
	{
		// ALERT( at_console, "%.0f\n", flLength );

		if (flLength < 128)
		{
			m_pGoalEnt = UTIL_FindEntityByTargetname( NULL, STRING( m_pGoalEnt->pev->target ) );
			if (m_pGoalEnt)
			{
				m_posDesired = m_pGoalEnt->pev->origin;
				UTIL_MakeAimVectors( m_pGoalEnt->pev->angles );
				m_vecGoal = gpGlobals->v_forward;
				flLength = (pev->origin - m_posDesired).Length();
			}
		}
	}
	else
	{
		m_posDesired = pev->origin;
	}

	if (flLength > 250) // 500
	{
		// float flLength2 = (m_posTarget - pev->origin).Length() * (1.5 - DotProduct((m_posTarget - pev->origin).Normalize(), pev->velocity.Normalize() ));
		// if (flLength2 < flLength)
		if (m_flLastSeen + 90 > gpGlobals->time && DotProduct( (m_posTarget - pev->origin).Normalize(), (m_posDesired - pev->origin).Normalize( )) > 0.25)
		{
			m_vecDesired = (m_posTarget - pev->origin).Normalize( );
		}
		else
		{
			m_vecDesired = (m_posDesired - pev->origin).Normalize( );
		}
	}
	else
	{
		m_vecDesired = m_vecGoal;
	}

	Flight( );

	// ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->time, m_flLastSeen, m_flPrevSeen );
	if ((m_flLastSeen + 1 > gpGlobals->time) && (m_flPrevSeen + 2 < gpGlobals->time))
	{
		if (FireGun( ))
		{
			// slow down if we're fireing
			if (m_flGoalSpeed > 400)
				m_flGoalSpeed = 400;
		}

		// don't fire rockets and gun on easy mode
		if (g_iSkillLevel == SKILL_EASY)
			m_flNextRocket = gpGlobals->time + 10.0;
	}

	UTIL_MakeAimVectors( pev->angles );
	Vector vecEst = (gpGlobals->v_forward * 800 + pev->velocity).Normalize( );
	// ALERT( at_console, "%d %d %d %4.2f\n", pev->angles.x < 0, DotProduct( pev->velocity, gpGlobals->v_forward ) > -100, m_flNextRocket < gpGlobals->time, DotProduct( m_vecTarget, vecEst ) );

	if ((m_iRockets % 2) == 1)
	{
		FireRocket( );
		m_flNextRocket = gpGlobals->time + 0.5;
		if (m_iRockets <= 0)
		{
			m_flNextRocket = gpGlobals->time + 10;
			m_iRockets = 10;
		}
	}
	else if (pev->angles.x < 0 && DotProduct( pev->velocity, gpGlobals->v_forward ) > -100 && m_flNextRocket < gpGlobals->time)
	{
		if (m_flLastSeen + 60 > gpGlobals->time)
		{
			if (m_hEnemy != NULL)
			{
				// make sure it's a good shot
				if (DotProduct( m_vecTarget, vecEst) > .965)
				{
					TraceResult tr;
					
					UTIL_TraceLine( pev->origin, pev->origin + vecEst * 4096, ignore_monsters, edict(), &tr );
					if ((tr.vecEndPos - m_posTarget).Length() < 512)
						FireRocket( );
				}
			}
			else
			{
				TraceResult tr;
				
				UTIL_TraceLine( pev->origin, pev->origin + vecEst * 4096, dont_ignore_monsters, edict(), &tr );
				// just fire when close
				if ((tr.vecEndPos - m_posTarget).Length() < 512)
					FireRocket( );
			}
		}
	}
}
//------------------------------------------------------------------------------
// Purpose :
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CBaseHelicopter::Hunt( void )
{
	UpdateTrackNavigation( );

	if( HasCondition( COND_ENEMY_DEAD ) )
	{
		SetEnemy( NULL );
	}

	// Look for my best enemy. If I change enemies, 
	// be sure and change my prevseen/lastseen timers.
	if( m_lifeState == LIFE_ALIVE )
	{
		GetSenses()->Look( 4092 );

		GetEnemies()->RefreshMemories();
		ChooseEnemy();

		if( HasEnemy() )
		{
			GatherEnemyConditions( GetEnemy() );

			if (FVisible( GetEnemy() ))
			{
				if (m_flLastSeen < gpGlobals->curtime - 2)
				{
					m_flPrevSeen = gpGlobals->curtime;
				}

				m_flLastSeen = gpGlobals->curtime;
				m_vecTargetPosition = GetEnemy()->WorldSpaceCenter();
			}
		}
		else
		{
			// look at where we're going instead
			m_vecTargetPosition = GetDesiredPosition();
		}
	}
	else
	{
		// If we're dead or dying, forget our enemy and don't look for new ones(sjb)
		SetEnemy( NULL );
	}

	if ( 1 )
	{
		Vector targetDir = m_vecTargetPosition - GetAbsOrigin();
		Vector desiredDir = GetDesiredPosition() - GetAbsOrigin();

		VectorNormalize( targetDir ); 
		VectorNormalize( desiredDir ); 

		if ( !IsCrashing() && m_flLastSeen + 5 > gpGlobals->curtime ) //&& DotProduct( targetDir, desiredDir) > 0.25)
		{
			// If we've seen the target recently, face the target.
			//Msg( "Facing Target \n" );
			m_vecDesiredFaceDir = targetDir;
		}
		else
		{
			// Face our desired position.
			// Msg( "Facing Position\n" );
			m_vecDesiredFaceDir = desiredDir;
		}
	}
	else
	{
		// Face the way the path corner tells us to.
		//Msg( "Facing my path corner\n" );
		m_vecDesiredFaceDir = GetGoalOrientation();
	}

	Flight();

	UpdatePlayerDopplerShift( );

	// ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->curtime, m_flLastSeen, m_flPrevSeen );
	if (m_fHelicopterFlags & BITS_HELICOPTER_GUN_ON)
	{
		//if ( (m_flLastSeen + 1 > gpGlobals->curtime) && (m_flPrevSeen + 2 < gpGlobals->curtime) )
		{
			if (FireGun( ))
			{
				// slow down if we're firing
				if (m_flGoalSpeed > m_flMaxSpeedFiring )
				{
					m_flGoalSpeed = m_flMaxSpeedFiring;
				}
			}
		}
	}

	if (m_fHelicopterFlags & BITS_HELICOPTER_MISSILE_ON)
	{
		AimRocketGun();
	}

	// Finally, forget dead enemies.
	if( GetEnemy() != NULL && (!GetEnemy()->IsAlive() || GetEnemy()->GetFlags() & FL_NOTARGET) )
	{
		SetEnemy( NULL );
	}
}