You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
725 lines
17 KiB
725 lines
17 KiB
![]()
2 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
#include "cbase.h"
|
||
|
#include "ai_default.h"
|
||
|
#include "ai_task.h"
|
||
|
#include "ai_schedule.h"
|
||
|
#include "ai_node.h"
|
||
|
#include "ai_hull.h"
|
||
|
#include "ai_hint.h"
|
||
|
#include "ai_memory.h"
|
||
|
#include "ai_route.h"
|
||
|
#include "ai_motor.h"
|
||
|
#include "soundent.h"
|
||
|
#include "game.h"
|
||
|
#include "npcevent.h"
|
||
|
#include "entitylist.h"
|
||
|
#include "activitylist.h"
|
||
|
#include "animation.h"
|
||
|
#include "basecombatweapon.h"
|
||
|
#include "IEffects.h"
|
||
|
#include "vstdlib/random.h"
|
||
|
#include "engine/IEngineSound.h"
|
||
|
#include "ammodef.h"
|
||
|
#include "hl1_ai_basenpc.h"
|
||
|
#include "ai_senses.h"
|
||
|
|
||
|
// Animation events
|
||
|
#define LEECH_AE_ATTACK 1
|
||
|
#define LEECH_AE_FLOP 2
|
||
|
|
||
|
//#define DEBUG_BEAMS 0
|
||
|
|
||
|
ConVar sk_leech_health( "sk_leech_health", "2" );
|
||
|
ConVar sk_leech_dmg_bite( "sk_leech_dmg_bite", "2" );
|
||
|
|
||
|
// Movement constants
|
||
|
|
||
|
#define LEECH_ACCELERATE 10
|
||
|
#define LEECH_CHECK_DIST 45
|
||
|
#define LEECH_SWIM_SPEED 50
|
||
|
#define LEECH_SWIM_ACCEL 80
|
||
|
#define LEECH_SWIM_DECEL 10
|
||
|
#define LEECH_TURN_RATE 70
|
||
|
#define LEECH_SIZEX 10
|
||
|
#define LEECH_FRAMETIME 0.1
|
||
|
|
||
|
class CNPC_Leech : public CHL1BaseNPC
|
||
|
{
|
||
|
DECLARE_CLASS( CNPC_Leech, CHL1BaseNPC );
|
||
|
public:
|
||
|
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
void Spawn( void );
|
||
|
void Precache( void );
|
||
|
|
||
|
static const char *pAlertSounds[];
|
||
|
|
||
|
void SwimThink( void );
|
||
|
void DeadThink( void );
|
||
|
|
||
|
void SwitchLeechState( void );
|
||
|
float ObstacleDistance( CBaseEntity *pTarget );
|
||
|
void UpdateMotion( void );
|
||
|
|
||
|
void RecalculateWaterlevel( void );
|
||
|
void Touch( CBaseEntity *pOther );
|
||
|
|
||
|
Disposition_t IRelationType(CBaseEntity *pTarget);
|
||
|
|
||
|
void HandleAnimEvent( animevent_t *pEvent );
|
||
|
|
||
|
void AttackSound( void );
|
||
|
void AlertSound( void );
|
||
|
|
||
|
void Activate( void );
|
||
|
|
||
|
Class_T Classify( void ) { return CLASS_INSECT; };
|
||
|
|
||
|
void Event_Killed( const CTakeDamageInfo &info );
|
||
|
|
||
|
|
||
|
bool ShouldGib( const CTakeDamageInfo &info );
|
||
|
|
||
|
|
||
|
/* // Base entity functions
|
||
|
void Killed( entvars_t *pevAttacker, int iGib );
|
||
|
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
|
||
|
*/
|
||
|
|
||
|
private:
|
||
|
// UNDONE: Remove unused boid vars, do group behavior
|
||
|
float m_flTurning;// is this boid turning?
|
||
|
bool m_fPathBlocked;// TRUE if there is an obstacle ahead
|
||
|
float m_flAccelerate;
|
||
|
float m_obstacle;
|
||
|
float m_top;
|
||
|
float m_bottom;
|
||
|
float m_height;
|
||
|
float m_waterTime;
|
||
|
float m_sideTime; // Timer to randomly check clearance on sides
|
||
|
float m_zTime;
|
||
|
float m_stateTime;
|
||
|
float m_attackSoundTime;
|
||
|
Vector m_oldOrigin;
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( monster_leech, CNPC_Leech );
|
||
|
|
||
|
BEGIN_DATADESC( CNPC_Leech )
|
||
|
DEFINE_FIELD( m_flTurning, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_fPathBlocked, FIELD_BOOLEAN ),
|
||
|
DEFINE_FIELD( m_flAccelerate, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_obstacle, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_top, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_bottom, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_height, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_waterTime, FIELD_TIME ),
|
||
|
DEFINE_FIELD( m_sideTime, FIELD_TIME ),
|
||
|
DEFINE_FIELD( m_zTime, FIELD_TIME ),
|
||
|
DEFINE_FIELD( m_stateTime, FIELD_TIME ),
|
||
|
DEFINE_FIELD( m_attackSoundTime, FIELD_TIME ),
|
||
|
DEFINE_FIELD( m_oldOrigin, FIELD_VECTOR ),
|
||
|
|
||
|
DEFINE_THINKFUNC( SwimThink ),
|
||
|
DEFINE_THINKFUNC( DeadThink ),
|
||
|
END_DATADESC()
|
||
|
|
||
|
|
||
|
bool CNPC_Leech::ShouldGib( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void CNPC_Leech::Spawn( void )
|
||
|
{
|
||
|
Precache();
|
||
|
SetModel( "models/leech.mdl" );
|
||
|
|
||
|
SetHullType(HULL_TINY_CENTERED);
|
||
|
SetHullSizeNormal();
|
||
|
|
||
|
UTIL_SetSize( this, Vector(-1,-1,0), Vector(1,1,2));
|
||
|
|
||
|
Vector vecSurroundingMins(-8,-8,0);
|
||
|
Vector vecSurroundingMaxs(8,8,2);
|
||
|
CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &vecSurroundingMins, &vecSurroundingMaxs );
|
||
|
|
||
|
// Don't push the minz down too much or the water check will fail because this entity is really point-sized
|
||
|
SetSolid( SOLID_BBOX );
|
||
|
AddSolidFlags( FSOLID_NOT_STANDABLE );
|
||
|
SetMoveType( MOVETYPE_FLY );
|
||
|
AddFlag( FL_SWIM );
|
||
|
m_iHealth = sk_leech_health.GetInt();
|
||
|
|
||
|
m_flFieldOfView = -0.5; // 180 degree FOV
|
||
|
SetDistLook( 750 );
|
||
|
NPCInit();
|
||
|
SetThink( &CNPC_Leech::SwimThink );
|
||
|
SetUse( NULL );
|
||
|
SetTouch( NULL );
|
||
|
SetViewOffset( vec3_origin );
|
||
|
|
||
|
m_flTurning = 0;
|
||
|
m_fPathBlocked = FALSE;
|
||
|
SetActivity( ACT_SWIM );
|
||
|
SetState( NPC_STATE_IDLE );
|
||
|
m_stateTime = gpGlobals->curtime + random->RandomFloat( 1, 5 );
|
||
|
|
||
|
SetRenderColor( 255, 255, 255, 255 );
|
||
|
|
||
|
m_bloodColor = DONT_BLEED;
|
||
|
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
||
|
}
|
||
|
|
||
|
void CNPC_Leech::Activate( void )
|
||
|
{
|
||
|
RecalculateWaterlevel();
|
||
|
|
||
|
BaseClass::Activate();
|
||
|
}
|
||
|
|
||
|
void CNPC_Leech::DeadThink( void )
|
||
|
{
|
||
|
if ( IsSequenceFinished() )
|
||
|
{
|
||
|
if ( GetActivity() == ACT_DIEFORWARD )
|
||
|
{
|
||
|
SetThink( NULL );
|
||
|
StopAnimation();
|
||
|
return;
|
||
|
}
|
||
|
else if ( GetFlags() & FL_ONGROUND )
|
||
|
{
|
||
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
||
|
SetActivity( ACT_DIEFORWARD );
|
||
|
}
|
||
|
}
|
||
|
StudioFrameAdvance();
|
||
|
SetNextThink( gpGlobals->curtime + 0.1 );
|
||
|
|
||
|
// Apply damage velocity, but keep out of the walls
|
||
|
if ( GetAbsVelocity().x != 0 || GetAbsVelocity().y != 0 )
|
||
|
{
|
||
|
trace_t tr;
|
||
|
|
||
|
// Look 0.5 seconds ahead
|
||
|
UTIL_TraceLine( GetLocalOrigin(), GetLocalOrigin() + GetAbsVelocity() * 0.5, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
|
||
|
if (tr.fraction != 1.0)
|
||
|
{
|
||
|
Vector vVelocity = GetAbsVelocity();
|
||
|
|
||
|
vVelocity.x = 0;
|
||
|
vVelocity.y = 0;
|
||
|
|
||
|
SetAbsVelocity( vVelocity );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
Disposition_t CNPC_Leech::IRelationType( CBaseEntity *pTarget )
|
||
|
{
|
||
|
if ( pTarget->IsPlayer() )
|
||
|
return D_HT;
|
||
|
|
||
|
return BaseClass::IRelationType( pTarget );
|
||
|
}
|
||
|
|
||
|
void CNPC_Leech::Touch( CBaseEntity *pOther )
|
||
|
{
|
||
|
if ( !pOther->IsPlayer() )
|
||
|
return;
|
||
|
|
||
|
if ( pOther == GetTouchTrace().m_pEnt )
|
||
|
{
|
||
|
if ( pOther->GetAbsVelocity() == vec3_origin )
|
||
|
return;
|
||
|
|
||
|
SetBaseVelocity( pOther->GetAbsVelocity() );
|
||
|
AddFlag( FL_BASEVELOCITY );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CNPC_Leech::HandleAnimEvent( animevent_t *pEvent )
|
||
|
{
|
||
|
CBaseEntity *pEnemy = GetEnemy();
|
||
|
|
||
|
switch( pEvent->event )
|
||
|
{
|
||
|
case LEECH_AE_FLOP:
|
||
|
// Play flop sound
|
||
|
break;
|
||
|
|
||
|
case LEECH_AE_ATTACK:
|
||
|
AttackSound();
|
||
|
|
||
|
if ( pEnemy != NULL )
|
||
|
{
|
||
|
Vector dir, face;
|
||
|
|
||
|
AngleVectors( GetAbsAngles(), &face );
|
||
|
|
||
|
face.z = 0;
|
||
|
dir = (pEnemy->GetLocalOrigin() - GetLocalOrigin() );
|
||
|
dir.z = 0;
|
||
|
|
||
|
VectorNormalize( dir );
|
||
|
VectorNormalize( face );
|
||
|
|
||
|
if ( DotProduct(dir, face) > 0.9 ) // Only take damage if the leech is facing the prey
|
||
|
{
|
||
|
CTakeDamageInfo info( this, this, sk_leech_dmg_bite.GetInt(), DMG_SLASH );
|
||
|
CalculateMeleeDamageForce( &info, dir, pEnemy->GetAbsOrigin() );
|
||
|
pEnemy->TakeDamage( info );
|
||
|
}
|
||
|
}
|
||
|
m_stateTime -= 2;
|
||
|
break;
|
||
|
|
||
|
|
||
|
|
||
|
default:
|
||
|
BaseClass::HandleAnimEvent( pEvent );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CNPC_Leech::Precache( void )
|
||
|
{
|
||
|
PrecacheModel("models/leech.mdl");
|
||
|
|
||
|
PrecacheScriptSound( "Leech.Attack" );
|
||
|
PrecacheScriptSound( "Leech.Alert" );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CNPC_Leech::AttackSound( void )
|
||
|
{
|
||
|
if ( gpGlobals->curtime > m_attackSoundTime )
|
||
|
{
|
||
|
CPASAttenuationFilter filter( this );
|
||
|
|
||
|
EmitSound(filter, entindex(), "Leech.Attack" );
|
||
|
m_attackSoundTime = gpGlobals->curtime + 0.5;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CNPC_Leech::AlertSound( void )
|
||
|
{
|
||
|
CPASAttenuationFilter filter( this );
|
||
|
EmitSound(filter, entindex(), "Leech.Alert" );
|
||
|
}
|
||
|
|
||
|
void CNPC_Leech::SwitchLeechState( void )
|
||
|
{
|
||
|
m_stateTime = gpGlobals->curtime + random->RandomFloat( 3, 6 );
|
||
|
if ( m_NPCState == NPC_STATE_COMBAT )
|
||
|
{
|
||
|
SetEnemy ( NULL );
|
||
|
SetState( NPC_STATE_IDLE );
|
||
|
// We may be up against the player, so redo the side checks
|
||
|
m_sideTime = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
GetSenses()->Look( GetSenses()->GetDistLook() );
|
||
|
CBaseEntity *pEnemy = BestEnemy();
|
||
|
if ( pEnemy && pEnemy->GetWaterLevel() != 0 )
|
||
|
{
|
||
|
SetEnemy ( pEnemy );
|
||
|
SetState( NPC_STATE_COMBAT );
|
||
|
m_stateTime = gpGlobals->curtime + random->RandomFloat( 18, 25 );
|
||
|
AlertSound();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CNPC_Leech::RecalculateWaterlevel( void )
|
||
|
{
|
||
|
// Calculate boundaries
|
||
|
Vector vecTest = GetLocalOrigin() - Vector(0,0,400);
|
||
|
|
||
|
trace_t tr;
|
||
|
|
||
|
UTIL_TraceLine( GetLocalOrigin(), vecTest, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
|
||
|
|
||
|
if ( tr.fraction != 1.0 )
|
||
|
m_bottom = tr.endpos.z + 1;
|
||
|
else
|
||
|
m_bottom = vecTest.z;
|
||
|
|
||
|
m_top = UTIL_WaterLevel( GetLocalOrigin(), GetLocalOrigin().z, GetLocalOrigin().z + 400 ) - 1;
|
||
|
|
||
|
#if DEBUG_BEAMS
|
||
|
NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin() + Vector( 0, 0, m_bottom ), 0, 255, 0, false, 0.1f );
|
||
|
NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin() + Vector( 0, 0, m_top ), 0, 255, 255, false, 0.1f );
|
||
|
#endif
|
||
|
|
||
|
// Chop off 20% of the outside range
|
||
|
float newBottom = m_bottom * 0.8 + m_top * 0.2;
|
||
|
m_top = m_bottom * 0.2 + m_top * 0.8;
|
||
|
m_bottom = newBottom;
|
||
|
m_height = random->RandomFloat( m_bottom, m_top );
|
||
|
m_waterTime = gpGlobals->curtime + random->RandomFloat( 5, 7 );
|
||
|
}
|
||
|
|
||
|
void CNPC_Leech::SwimThink( void )
|
||
|
{
|
||
|
trace_t tr;
|
||
|
float flLeftSide;
|
||
|
float flRightSide;
|
||
|
float targetSpeed;
|
||
|
float targetYaw = 0;
|
||
|
CBaseEntity *pTarget;
|
||
|
|
||
|
/*if ( !UTIL_FindClientInPVS( edict() ) )
|
||
|
{
|
||
|
m_flNextThink = gpGlobals->curtime + random->RandomFloat( 1.0f, 1.5f );
|
||
|
SetAbsVelocity( vec3_origin );
|
||
|
return;
|
||
|
}
|
||
|
else*/
|
||
|
SetNextThink( gpGlobals->curtime + 0.1 );
|
||
|
|
||
|
targetSpeed = LEECH_SWIM_SPEED;
|
||
|
|
||
|
if ( m_waterTime < gpGlobals->curtime )
|
||
|
RecalculateWaterlevel();
|
||
|
|
||
|
if ( m_stateTime < gpGlobals->curtime )
|
||
|
SwitchLeechState();
|
||
|
|
||
|
ClearCondition( COND_CAN_MELEE_ATTACK1 );
|
||
|
|
||
|
switch( m_NPCState )
|
||
|
{
|
||
|
case NPC_STATE_COMBAT:
|
||
|
pTarget = GetEnemy();
|
||
|
if ( !pTarget )
|
||
|
SwitchLeechState();
|
||
|
else
|
||
|
{
|
||
|
// Chase the enemy's eyes
|
||
|
m_height = pTarget->GetLocalOrigin().z + pTarget->GetViewOffset().z - 5;
|
||
|
// Clip to viable water area
|
||
|
if ( m_height < m_bottom )
|
||
|
m_height = m_bottom;
|
||
|
else if ( m_height > m_top )
|
||
|
m_height = m_top;
|
||
|
Vector location = pTarget->GetLocalOrigin() - GetLocalOrigin();
|
||
|
location.z += (pTarget->GetViewOffset().z);
|
||
|
if ( location.Length() < 80 )
|
||
|
SetCondition( COND_CAN_MELEE_ATTACK1 );
|
||
|
// Turn towards target ent
|
||
|
targetYaw = UTIL_VecToYaw( location );
|
||
|
|
||
|
QAngle vTestAngle = GetAbsAngles();
|
||
|
|
||
|
targetYaw = UTIL_AngleDiff( targetYaw, UTIL_AngleMod( GetAbsAngles().y ) );
|
||
|
|
||
|
if ( targetYaw < (-LEECH_TURN_RATE) )
|
||
|
targetYaw = (-LEECH_TURN_RATE);
|
||
|
else if ( targetYaw > (LEECH_TURN_RATE) )
|
||
|
targetYaw = (LEECH_TURN_RATE);
|
||
|
else
|
||
|
targetSpeed *= 2;
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
if ( m_zTime < gpGlobals->curtime )
|
||
|
{
|
||
|
float newHeight = random->RandomFloat( m_bottom, m_top );
|
||
|
m_height = 0.5 * m_height + 0.5 * newHeight;
|
||
|
m_zTime = gpGlobals->curtime + random->RandomFloat( 1, 4 );
|
||
|
}
|
||
|
if ( random->RandomInt( 0, 100 ) < 10 )
|
||
|
targetYaw = random->RandomInt( -30, 30 );
|
||
|
pTarget = NULL;
|
||
|
// oldorigin test
|
||
|
if ( ( GetLocalOrigin() - m_oldOrigin ).Length() < 1 )
|
||
|
{
|
||
|
// If leech didn't move, there must be something blocking it, so try to turn
|
||
|
m_sideTime = 0;
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
m_obstacle = ObstacleDistance( pTarget );
|
||
|
m_oldOrigin = GetLocalOrigin();
|
||
|
if ( m_obstacle < 0.1 )
|
||
|
m_obstacle = 0.1;
|
||
|
|
||
|
Vector vForward, vRight;
|
||
|
|
||
|
AngleVectors( GetAbsAngles(), &vForward, &vRight, NULL );
|
||
|
|
||
|
// is the way ahead clear?
|
||
|
if ( m_obstacle == 1.0 )
|
||
|
{
|
||
|
// if the leech is turning, stop the trend.
|
||
|
if ( m_flTurning != 0 )
|
||
|
{
|
||
|
m_flTurning = 0;
|
||
|
}
|
||
|
|
||
|
m_fPathBlocked = FALSE;
|
||
|
m_flSpeed = UTIL_Approach( targetSpeed, m_flSpeed, LEECH_SWIM_ACCEL * LEECH_FRAMETIME );
|
||
|
SetAbsVelocity( vForward * m_flSpeed );
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_obstacle = 1.0 / m_obstacle;
|
||
|
// IF we get this far in the function, the leader's path is blocked!
|
||
|
m_fPathBlocked = TRUE;
|
||
|
|
||
|
if ( m_flTurning == 0 )// something in the way and leech is not already turning to avoid
|
||
|
{
|
||
|
Vector vecTest;
|
||
|
// measure clearance on left and right to pick the best dir to turn
|
||
|
vecTest = GetLocalOrigin() + ( vRight * LEECH_SIZEX) + ( vForward * LEECH_CHECK_DIST);
|
||
|
UTIL_TraceLine( GetLocalOrigin(), vecTest, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
|
||
|
flRightSide = tr.fraction;
|
||
|
|
||
|
vecTest = GetLocalOrigin() + ( vRight * -LEECH_SIZEX) + ( vForward * LEECH_CHECK_DIST);
|
||
|
UTIL_TraceLine( GetLocalOrigin(), vecTest, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
|
||
|
|
||
|
flLeftSide = tr.fraction;
|
||
|
|
||
|
// turn left, right or random depending on clearance ratio
|
||
|
float delta = (flRightSide - flLeftSide);
|
||
|
if ( delta > 0.1 || (delta > -0.1 && random->RandomInt( 0,100 ) < 50 ) )
|
||
|
m_flTurning = -LEECH_TURN_RATE;
|
||
|
else
|
||
|
m_flTurning = LEECH_TURN_RATE;
|
||
|
}
|
||
|
|
||
|
m_flSpeed = UTIL_Approach( -(LEECH_SWIM_SPEED*0.5), m_flSpeed, LEECH_SWIM_DECEL * LEECH_FRAMETIME * m_obstacle );
|
||
|
SetAbsVelocity( vForward * m_flSpeed );
|
||
|
}
|
||
|
|
||
|
GetMotor()->SetIdealYaw( m_flTurning + targetYaw );
|
||
|
UpdateMotion();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// ObstacleDistance - returns normalized distance to obstacle
|
||
|
//
|
||
|
float CNPC_Leech::ObstacleDistance( CBaseEntity *pTarget )
|
||
|
{
|
||
|
trace_t tr;
|
||
|
Vector vecTest;
|
||
|
Vector vForward, vRight;
|
||
|
|
||
|
// use VELOCITY, not angles, not all boids point the direction they are flying
|
||
|
//Vector vecDir = UTIL_VecToAngles( pev->velocity );
|
||
|
QAngle tmp = GetAbsAngles();
|
||
|
tmp.x = -tmp.x;
|
||
|
AngleVectors ( tmp, &vForward, &vRight, NULL );
|
||
|
|
||
|
// check for obstacle ahead
|
||
|
vecTest = GetLocalOrigin() + vForward * LEECH_CHECK_DIST;
|
||
|
UTIL_TraceLine( GetLocalOrigin(), vecTest, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
|
||
|
|
||
|
if ( tr.startsolid )
|
||
|
{
|
||
|
m_flSpeed = -LEECH_SWIM_SPEED * 0.5;
|
||
|
}
|
||
|
|
||
|
if ( tr.fraction != 1.0 )
|
||
|
{
|
||
|
if ( (pTarget == NULL || tr.m_pEnt != pTarget ) )
|
||
|
{
|
||
|
return tr.fraction;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( fabs( m_height - GetLocalOrigin().z ) > 10 )
|
||
|
return tr.fraction;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( m_sideTime < gpGlobals->curtime )
|
||
|
{
|
||
|
// extra wide checks
|
||
|
vecTest = GetLocalOrigin() + vRight * LEECH_SIZEX * 2 + vForward * LEECH_CHECK_DIST;
|
||
|
UTIL_TraceLine( GetLocalOrigin(), vecTest, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
|
||
|
|
||
|
if (tr.fraction != 1.0)
|
||
|
return tr.fraction;
|
||
|
|
||
|
vecTest = GetLocalOrigin() - vRight * LEECH_SIZEX * 2 + vForward * LEECH_CHECK_DIST;
|
||
|
UTIL_TraceLine( GetLocalOrigin(), vecTest, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
|
||
|
if (tr.fraction != 1.0)
|
||
|
return tr.fraction;
|
||
|
|
||
|
// Didn't hit either side, so stop testing for another 0.5 - 1 seconds
|
||
|
m_sideTime = gpGlobals->curtime + random->RandomFloat(0.5,1);
|
||
|
}
|
||
|
|
||
|
return 1.0;
|
||
|
}
|
||
|
|
||
|
void CNPC_Leech::UpdateMotion( void )
|
||
|
{
|
||
|
float flapspeed = ( m_flSpeed - m_flAccelerate) / LEECH_ACCELERATE;
|
||
|
m_flAccelerate = m_flAccelerate * 0.8 + m_flSpeed * 0.2;
|
||
|
|
||
|
if (flapspeed < 0)
|
||
|
flapspeed = -flapspeed;
|
||
|
flapspeed += 1.0;
|
||
|
if (flapspeed < 0.5)
|
||
|
flapspeed = 0.5;
|
||
|
if (flapspeed > 1.9)
|
||
|
flapspeed = 1.9;
|
||
|
|
||
|
m_flPlaybackRate = flapspeed;
|
||
|
|
||
|
QAngle vAngularVelocity = GetLocalAngularVelocity();
|
||
|
QAngle vAngles = GetLocalAngles();
|
||
|
|
||
|
if ( !m_fPathBlocked )
|
||
|
vAngularVelocity.y = GetMotor()->GetIdealYaw();
|
||
|
else
|
||
|
vAngularVelocity.y = GetMotor()->GetIdealYaw() * m_obstacle;
|
||
|
|
||
|
if ( vAngularVelocity.y > 150 )
|
||
|
SetIdealActivity( ACT_TURN_LEFT );
|
||
|
else if ( vAngularVelocity.y < -150 )
|
||
|
SetIdealActivity( ACT_TURN_RIGHT );
|
||
|
else
|
||
|
SetIdealActivity( ACT_SWIM );
|
||
|
|
||
|
// lean
|
||
|
float targetPitch, delta;
|
||
|
delta = m_height - GetLocalOrigin().z;
|
||
|
|
||
|
/* if ( delta < -10 )
|
||
|
targetPitch = -30;
|
||
|
else if ( delta > 10 )
|
||
|
targetPitch = 30;
|
||
|
else*/
|
||
|
targetPitch = 0;
|
||
|
|
||
|
vAngles.x = UTIL_Approach( targetPitch, vAngles.x, 60 * LEECH_FRAMETIME );
|
||
|
|
||
|
// bank
|
||
|
vAngularVelocity.z = - ( vAngles.z + (vAngularVelocity.y * 0.25));
|
||
|
|
||
|
if ( m_NPCState == NPC_STATE_COMBAT && HasCondition( COND_CAN_MELEE_ATTACK1 ) )
|
||
|
SetIdealActivity( ACT_MELEE_ATTACK1 );
|
||
|
|
||
|
// Out of water check
|
||
|
if ( !GetWaterLevel() )
|
||
|
{
|
||
|
SetMoveType( MOVETYPE_FLYGRAVITY );
|
||
|
SetIdealActivity( ACT_HOP );
|
||
|
SetAbsVelocity( vec3_origin );
|
||
|
|
||
|
// Animation will intersect the floor if either of these is non-zero
|
||
|
vAngles.z = 0;
|
||
|
vAngles.x = 0;
|
||
|
|
||
|
m_flPlaybackRate = random->RandomFloat( 0.8, 1.2 );
|
||
|
}
|
||
|
else if ( GetMoveType() == MOVETYPE_FLYGRAVITY )
|
||
|
{
|
||
|
SetMoveType( MOVETYPE_FLY );
|
||
|
SetGroundEntity( NULL );
|
||
|
|
||
|
// TODO
|
||
|
RecalculateWaterlevel();
|
||
|
m_waterTime = gpGlobals->curtime + 2; // Recalc again soon, water may be rising
|
||
|
}
|
||
|
|
||
|
if ( GetActivity() != GetIdealActivity() )
|
||
|
{
|
||
|
SetActivity ( GetIdealActivity() );
|
||
|
}
|
||
|
StudioFrameAdvance();
|
||
|
|
||
|
DispatchAnimEvents ( this );
|
||
|
|
||
|
SetLocalAngles( vAngles );
|
||
|
SetLocalAngularVelocity( vAngularVelocity );
|
||
|
|
||
|
Vector vForward, vRight;
|
||
|
|
||
|
AngleVectors( vAngles, &vForward, &vRight, NULL );
|
||
|
|
||
|
#if DEBUG_BEAMS
|
||
|
if ( m_fPathBlocked )
|
||
|
{
|
||
|
float color = m_obstacle * 30;
|
||
|
if ( m_obstacle == 1.0 )
|
||
|
color = 0;
|
||
|
if ( color > 255 )
|
||
|
color = 255;
|
||
|
NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin() + vForward * LEECH_CHECK_DIST, 255, color, color, false, 0.1f );
|
||
|
}
|
||
|
else
|
||
|
NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin() + vForward * LEECH_CHECK_DIST, 255, 255, 0, false, 0.1f );
|
||
|
|
||
|
NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin() + vRight * (vAngularVelocity.y*0.25), 0, 0, 255, false, 0.1f );
|
||
|
#endif
|
||
|
|
||
|
}
|
||
|
|
||
|
void CNPC_Leech::Event_Killed( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
Vector vecSplatDir;
|
||
|
trace_t tr;
|
||
|
|
||
|
//ALERT(at_aiconsole, "Leech: killed\n");
|
||
|
// tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality.
|
||
|
CBaseEntity *pOwner = GetOwnerEntity();
|
||
|
if (pOwner)
|
||
|
pOwner->DeathNotice( this );
|
||
|
|
||
|
// When we hit the ground, play the "death_end" activity
|
||
|
if ( GetWaterLevel() )
|
||
|
{
|
||
|
QAngle qAngles = GetAbsAngles();
|
||
|
QAngle qAngularVel = GetLocalAngularVelocity();
|
||
|
Vector vOrigin = GetLocalOrigin();
|
||
|
|
||
|
qAngles.z = 0;
|
||
|
qAngles.x = 0;
|
||
|
|
||
|
vOrigin.z += 1;
|
||
|
|
||
|
SetAbsVelocity( vec3_origin );
|
||
|
|
||
|
if ( random->RandomInt( 0, 99 ) < 70 )
|
||
|
qAngularVel.y = random->RandomInt( -720, 720 );
|
||
|
|
||
|
SetAbsAngles( qAngles );
|
||
|
SetLocalAngularVelocity( qAngularVel );
|
||
|
SetAbsOrigin( vOrigin );
|
||
|
|
||
|
|
||
|
SetGravity ( 0.02 );
|
||
|
SetGroundEntity( NULL );
|
||
|
SetActivity( ACT_DIESIMPLE );
|
||
|
}
|
||
|
else
|
||
|
SetActivity( ACT_DIEFORWARD );
|
||
|
|
||
|
SetMoveType( MOVETYPE_FLYGRAVITY );
|
||
|
m_takedamage = DAMAGE_NO;
|
||
|
|
||
|
SetThink( &CNPC_Leech::DeadThink );
|
||
|
}
|