Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "hl1_ai_basenpc.h"
#include "scripted.h"
#include "soundent.h"
#include "animation.h"
#include "entitylist.h"
#include "ai_navigator.h"
#include "ai_motor.h"
#include "player.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "npcevent.h"
#include "effect_dispatch_data.h"
#include "te_effect_dispatch.h"
#include "cplane.h"
#include "ai_squad.h"
#define HUMAN_GIBS 1
#define ALIEN_GIBS 2
//=========================================================
// NoFriendlyFire - checks for possibility of friendly fire
//
// Builds a large box in front of the grunt and checks to see
// if any squad members are in that box.
//=========================================================
bool CHL1BaseNPC::NoFriendlyFire( void )
{
if ( !m_pSquad )
{
return true;
}
CPlane backPlane;
CPlane leftPlane;
CPlane rightPlane;
Vector vecLeftSide;
Vector vecRightSide;
Vector v_left;
Vector vForward, vRight, vUp;
QAngle vAngleToEnemy;
if ( GetEnemy() != NULL )
{
//!!!BUGBUG - to fix this, the planes must be aligned to where the monster will be firing its gun, not the direction it is facing!!!
VectorAngles( ( GetEnemy()->WorldSpaceCenter() - GetAbsOrigin() ), vAngleToEnemy );
AngleVectors ( vAngleToEnemy, &vForward, &vRight, &vUp );
}
else
{
// if there's no enemy, pretend there's a friendly in the way, so the grunt won't shoot.
return false;
}
vecLeftSide = GetAbsOrigin() - ( vRight * ( WorldAlignSize().x * 1.5 ) );
vecRightSide = GetAbsOrigin() + ( vRight * ( WorldAlignSize().x * 1.5 ) );
v_left = vRight * -1;
leftPlane.InitializePlane ( vRight, vecLeftSide );
rightPlane.InitializePlane ( v_left, vecRightSide );
backPlane.InitializePlane ( vForward, GetAbsOrigin() );
AISquadIter_t iter;
for ( CAI_BaseNPC *pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) )
{
if ( pSquadMember == NULL )
continue;
if ( pSquadMember == this )
continue;
if ( backPlane.PointInFront ( pSquadMember->GetAbsOrigin() ) &&
leftPlane.PointInFront ( pSquadMember->GetAbsOrigin() ) &&
rightPlane.PointInFront ( pSquadMember->GetAbsOrigin()) )
{
// this guy is in the check volume! Don't shoot!
return false;
}
}
return true;
}
void CHL1BaseNPC::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
if ( info.GetDamage() >= 1.0 && !(info.GetDamageType() & DMG_SHOCK ) )
{
UTIL_BloodSpray( ptr->endpos, vecDir, BloodColor(), 4, FX_BLOODSPRAY_ALL );
}
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
}
bool CHL1BaseNPC::ShouldGib( const CTakeDamageInfo &info )
{
if ( info.GetDamageType() & DMG_NEVERGIB )
return false;
if ( ( g_pGameRules->Damage_ShouldGibCorpse( info.GetDamageType() ) && m_iHealth < GIB_HEALTH_VALUE ) || ( info.GetDamageType() & DMG_ALWAYSGIB ) )
return true;
return false;
}
bool CHL1BaseNPC::HasHumanGibs( void )
{
Class_T myClass = Classify();
if ( myClass == CLASS_HUMAN_MILITARY ||
myClass == CLASS_PLAYER_ALLY ||
myClass == CLASS_HUMAN_PASSIVE ||
myClass == CLASS_PLAYER )
return true;
return false;
}
bool CHL1BaseNPC::HasAlienGibs( void )
{
Class_T myClass = Classify();
if ( myClass == CLASS_ALIEN_MILITARY ||
myClass == CLASS_ALIEN_MONSTER ||
myClass == CLASS_INSECT ||
myClass == CLASS_ALIEN_PREDATOR ||
myClass == CLASS_ALIEN_PREY )
return true;
return false;
}
void CHL1BaseNPC::Precache( void )
{
PrecacheModel( "models/gibs/agibs.mdl" );
PrecacheModel( "models/gibs/hgibs.mdl" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CHL1BaseNPC::CorpseGib( const CTakeDamageInfo &info )
{
CEffectData data;
data.m_vOrigin = WorldSpaceCenter();
data.m_vNormal = data.m_vOrigin - info.GetDamagePosition();
VectorNormalize( data.m_vNormal );
data.m_flScale = RemapVal( m_iHealth, 0, -500, 1, 3 );
data.m_flScale = clamp( data.m_flScale, 1, 3 );
if ( HasAlienGibs() )
data.m_nMaterial = ALIEN_GIBS;
else if ( HasHumanGibs() )
data.m_nMaterial = HUMAN_GIBS;
data.m_nColor = BloodColor();
DispatchEffect( "HL1Gib", data );
CSoundEnt::InsertSound( SOUND_MEAT, GetAbsOrigin(), 256, 0.5f, this );
BaseClass::CorpseGib( info );
return true;
}
int CHL1BaseNPC::IRelationPriority( CBaseEntity *pTarget )
{
return BaseClass::IRelationPriority( pTarget );
}
void CHL1BaseNPC::EjectShell( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int iType )
{
CEffectData data;
data.m_vStart = vecVelocity;
data.m_vOrigin = vecOrigin;
data.m_vAngles = QAngle( 0, rotation, 0 );
data.m_fFlags = iType;
DispatchEffect( "HL1ShellEject", data );
}
// HL1 version - never return Ragdoll as the automatic schedule at the end of a
// scripted sequence
int CHL1BaseNPC::SelectDeadSchedule()
{
// Alread dead (by animation event maybe?)
// Is it safe to set it to SCHED_NONE?
if ( m_lifeState == LIFE_DEAD )
return SCHED_NONE;
CleanupOnDeath();
return SCHED_DIE;
}