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: Vortigaunt - now much friendlier!
//
//=============================================================================
#include "cbase.h"
#include "beam_shared.h"
#include "globalstate.h"
#include "npcevent.h"
#include "Sprite.h"
#include "IEffects.h"
#include "te_effect_dispatch.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "physics_prop_ragdoll.h"
#include "RagdollBoogie.h"
#include "ai_squadslot.h"
#include "npc_antlion.h"
#include "particle_parse.h"
#include "particle_system.h"
#include "ai_senses.h"
#include "npc_vortigaunt_episodic.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define HAND_LEFT 0
#define HAND_RIGHT 1
#define HAND_BOTH 2
class CVortigauntChargeToken;
#define VORTIGAUNT_LIMP_HEALTH 20
#define VORTIGAUNT_SENTENCE_VOLUME (float)0.35 // volume of vortigaunt sentences
#define VORTIGAUNT_VOL 0.35 // volume of vortigaunt sounds
#define VORTIGAUNT_ATTN ATTN_NORM // attenutation of vortigaunt sentences
#define VORTIGAUNT_HEAL_RECHARGE 30.0 // How long to rest between heals
#define VORTIGAUNT_ZAP_GLOWGROW_TIME 0.5 // How long does glow last
#define VORTIGAUNT_HEAL_GLOWGROW_TIME 1.4 // How long does glow last
#define VORTIGAUNT_GLOWFADE_TIME 0.5 // How long does it fade
#define VORTIGAUNT_CURE_LIFESPAN 8.0 // cure tokens only live this long (so they don't get stuck on geometry)
#define VORTIGAUNT_BLUE_FADE_TIME 2.25f // takes this long to fade from green to blue or back
#define VORTIGAUNT_FEAR_ZOMBIE_DIST_SQR Square(60) // back away from zombies inside this radius
#define PLAYER_CRITICAL_HEALTH_PERC 0.15f
#define TLK_SQUISHED_GRUB "TLK_SQUISHED_GRUB" // response rule for vortigaunts when they step on a grub
static const char *VORTIGAUNT_LEFT_CLAW = "leftclaw";
static const char *VORTIGAUNT_RIGHT_CLAW = "rightclaw";
static const char *VORT_CURE = "VORT_CURE";
static const char *VORT_CURESTOP = "VORT_CURESTOP";
static const char *VORT_CURE_INTERRUPT = "VORT_CURE_INTERRUPT";
static const char *VORT_ATTACK = "VORT_ATTACK";
static const char *VORT_MAD = "VORT_MAD";
static const char *VORT_SHOT = "VORT_SHOT";
static const char *VORT_PAIN = "VORT_PAIN";
static const char *VORT_DIE = "VORT_DIE";
static const char *VORT_KILL = "VORT_KILL";
static const char *VORT_LINE_FIRE = "VORT_LINE_FIRE";
static const char *VORT_POK = "VORT_POK";
static const char *VORT_EXTRACT_START = "VORT_EXTRACT_START";
static const char *VORT_EXTRACT_FINISH = "VORT_EXTRACT_FINISH";
// Target must be within this range to heal
#define HEAL_RANGE (40*12) //ft
#define HEAL_SEARCH_RANGE (40*12) //ft
ConVar sk_vortigaunt_armor_charge( "sk_vortigaunt_armor_charge","30");
ConVar sk_vortigaunt_armor_charge_per_token( "sk_vortigaunt_armor_charge_per_token","5");
ConVar sk_vortigaunt_health( "sk_vortigaunt_health","0");
ConVar sk_vortigaunt_dmg_claw( "sk_vortigaunt_dmg_claw","0");
ConVar sk_vortigaunt_dmg_rake( "sk_vortigaunt_dmg_rake","0");
ConVar sk_vortigaunt_dmg_zap( "sk_vortigaunt_dmg_zap","0");
ConVar sk_vortigaunt_zap_range( "sk_vortigaunt_zap_range", "100", FCVAR_NONE, "Range of vortigaunt's ranged attack (feet)" );
ConVar sk_vortigaunt_vital_antlion_worker_dmg("sk_vortigaunt_vital_antlion_worker_dmg", "0.2", FCVAR_NONE, "Vital-ally vortigaunts scale damage taken from antlion workers by this amount." );
ConVar g_debug_vortigaunt_aim( "g_debug_vortigaunt_aim", "0" );
// FIXME: Move to shared code!
#define VORTFX_ZAPBEAM 0 // Beam that damages the target
#define VORTFX_ARMBEAM 1 // Smaller beams from the hands as we charge up
//-----------------------------------------------------------------------------
// Interactions
//-----------------------------------------------------------------------------
int g_interactionVortigauntStomp = 0;
int g_interactionVortigauntStompFail = 0;
int g_interactionVortigauntStompHit = 0;
int g_interactionVortigauntKick = 0;
int g_interactionVortigauntClaw = 0;
//=========================================================
// Vortigaunt activities
//=========================================================
int ACT_VORTIGAUNT_AIM;
int ACT_VORTIGAUNT_START_HEAL;
int ACT_VORTIGAUNT_HEAL_LOOP;
int ACT_VORTIGAUNT_END_HEAL;
int ACT_VORTIGAUNT_TO_ACTION;
int ACT_VORTIGAUNT_TO_IDLE;
int ACT_VORTIGAUNT_HEAL; // Heal gesture
int ACT_VORTIGAUNT_DISPEL;
int ACT_VORTIGAUNT_ANTLION_THROW;
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
int AE_VORTIGAUNT_CLAW_LEFT;
int AE_VORTIGAUNT_CLAW_RIGHT;
int AE_VORTIGAUNT_ZAP_POWERUP;
int AE_VORTIGAUNT_ZAP_SHOOT;
int AE_VORTIGAUNT_ZAP_DONE;
int AE_VORTIGAUNT_HEAL_STARTGLOW;
int AE_VORTIGAUNT_HEAL_STARTBEAMS;
int AE_VORTIGAUNT_HEAL_STARTSOUND;
int AE_VORTIGAUNT_SWING_SOUND;
int AE_VORTIGAUNT_SHOOT_SOUNDSTART;
int AE_VORTIGAUNT_HEAL_PAUSE;
int AE_VORTIGAUNT_START_DISPEL; // Start the warm-up
int AE_VORTIGAUNT_ACCEL_DISPEL; // Indicates we're ramping up
int AE_VORTIGAUNT_DISPEL; // Actual blast
int AE_VORTIGAUNT_START_HURT_GLOW; // Start the hurt handglow: 0=left, 1=right
int AE_VORTIGAUNT_STOP_HURT_GLOW; // Turn off the hurt handglow: 0=left, 1=right
int AE_VORTIGAUNT_START_HEAL_GLOW; // 0 - Left, 1 - Right
int AE_VORTIGAUNT_STOP_HEAL_GLOW; // '
//-----------------------------------------------------------------------------
// Squad slots
//-----------------------------------------------------------------------------
enum SquadSlot_T
{
SQUAD_SLOT_HEAL_PLAYER = LAST_SHARED_SQUADSLOT,
};
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_Vortigaunt )
DEFINE_FIELD( m_eHealState, FIELD_INTEGER ),
DEFINE_FIELD( m_flNextHealTokenTime, FIELD_TIME ),
DEFINE_ARRAY( m_hHandEffect, FIELD_EHANDLE, 2 ),
DEFINE_FIELD( m_flNextHealTime, FIELD_TIME ),
DEFINE_FIELD( m_bPlayerRequestedHeal, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flDispelTestTime, FIELD_TIME ),
DEFINE_FIELD( m_flHealHinderedTime, FIELD_FLOAT ),
DEFINE_FIELD( m_nLightningSprite, FIELD_INTEGER),
DEFINE_FIELD( m_fGlowAge, FIELD_FLOAT),
DEFINE_FIELD( m_fGlowChangeTime, FIELD_TIME),
DEFINE_FIELD( m_bGlowTurningOn, FIELD_BOOLEAN),
DEFINE_FIELD( m_nCurGlowIndex, FIELD_INTEGER),
DEFINE_FIELD( m_flNextHealTime, FIELD_TIME),
DEFINE_FIELD( m_flPainTime, FIELD_TIME),
DEFINE_FIELD( m_nextLineFireTime, FIELD_TIME),
DEFINE_KEYFIELD( m_bArmorRechargeEnabled,FIELD_BOOLEAN, "ArmorRechargeEnabled" ),
DEFINE_FIELD( m_bForceArmorRecharge, FIELD_BOOLEAN),
DEFINE_FIELD( m_bExtractingBugbait, FIELD_BOOLEAN),
DEFINE_FIELD( m_iLeftHandAttachment, FIELD_INTEGER ),
DEFINE_FIELD( m_iRightHandAttachment, FIELD_INTEGER ),
DEFINE_FIELD( m_hHealTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_flBlueEndFadeTime, FIELD_TIME ),
DEFINE_FIELD( m_bIsBlue, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bIsBlack, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flAimDelay, FIELD_TIME ),
DEFINE_FIELD( m_bCarryingNPC, FIELD_BOOLEAN ),
DEFINE_KEYFIELD( m_bRegenerateHealth, FIELD_BOOLEAN, "HealthRegenerateEnabled" ),
// m_AssaultBehavior (auto saved by AI)
// m_LeadBehavior
// DEFINE_FIELD( m_bStopLoopingSounds, FIELD_BOOLEAN ),
// Function Pointers
DEFINE_USEFUNC( Use ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnableArmorRecharge", InputEnableArmorRecharge ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableArmorRecharge", InputDisableArmorRecharge ),
DEFINE_INPUTFUNC( FIELD_STRING, "ChargeTarget", InputChargeTarget ),
DEFINE_INPUTFUNC( FIELD_STRING, "ExtractBugbait", InputExtractBugbait ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnableHealthRegeneration", InputEnableHealthRegeneration ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableHealthRegeneration",InputDisableHealthRegeneration ),
DEFINE_INPUTFUNC( FIELD_VOID, "Dispel", InputDispel ),
DEFINE_INPUTFUNC( FIELD_VOID, "BeginCarryNPC", InputBeginCarryNPC ),
DEFINE_INPUTFUNC( FIELD_VOID, "EndCarryNPC", InputEndCarryNPC ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "TurnBlue", InputTurnBlue ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "TurnBlack", InputTurnBlack ),
// Outputs
DEFINE_OUTPUT(m_OnFinishedExtractingBugbait, "OnFinishedExtractingBugbait"),
DEFINE_OUTPUT(m_OnFinishedChargingTarget, "OnFinishedChargingTarget"),
DEFINE_OUTPUT(m_OnPlayerUse, "OnPlayerUse" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_vortigaunt, CNPC_Vortigaunt );
IMPLEMENT_SERVERCLASS_ST( CNPC_Vortigaunt, DT_NPC_Vortigaunt )
SendPropTime( SENDINFO (m_flBlueEndFadeTime ) ),
SendPropBool( SENDINFO( m_bIsBlue )),
SendPropBool( SENDINFO ( m_bIsBlack ) ),
END_SEND_TABLE()
// for special behavior with rollermines
static bool IsRoller( CBaseEntity *pRoller )
{
return FClassnameIs( pRoller, "npc_rollermine" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CNPC_Vortigaunt::CNPC_Vortigaunt( void ) :
m_bPlayerRequestedHeal( false ),
m_flNextHealTime( 3.0f ), // Let the player settle before we decide to do this
m_nNumTokensToSpawn( 0 ),
m_flAimDelay( 0.0f ),
m_eHealState( HEAL_STATE_NONE )
{
}
//-----------------------------------------------------------------------------
// Purpose: Determines whether or not the player is below a certain percentage
// of their maximum health
// Input : flPerc - Percentage to test against
// Output : Returns true if less than supplied parameter
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::PlayerBelowHealthPercentage( CBasePlayer *pPlayer, float flPerc )
{
if ( pPlayer == NULL )
return false;
if ( pPlayer->ArmorValue() )
return false;
float flMaxHealth = pPlayer->GetMaxHealth();
if ( flMaxHealth == 0.0f )
return false;
float flHealthPerc = (flMaxHealth != 0 ) ? (float) pPlayer->GetHealth() / flMaxHealth : 0.0f;
return ( flHealthPerc <= flPerc );
}
#define VORT_START_EXTRACT_SENTENCE 500
#define VORT_FINISH_EXTRACT_SENTENCE 501
//------------------------------------------------------------------------------
// Purpose: Make the vort speak a line
//------------------------------------------------------------------------------
void CNPC_Vortigaunt::SpeakSentence( int sentenceType )
{
if (sentenceType == VORT_START_EXTRACT_SENTENCE)
{
Speak( VORT_EXTRACT_START );
}
else if (sentenceType == VORT_FINISH_EXTRACT_SENTENCE)
{
Speak( VORT_EXTRACT_FINISH );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::StartTask( const Task_t *pTask )
{
switch ( pTask->iTask)
{
case TASK_ANNOUNCE_ATTACK:
{
// We override this to add our innate weapon
if ( m_AnnounceAttackTimer.Expired() )
{
if ( SpeakIfAllowed( TLK_ATTACKING, "attacking_with_weapon:zap" ) )
{
m_AnnounceAttackTimer.Set( 10, 30 );
}
}
BaseClass::StartTask( pTask );
break;
}
// Sets our target to the entity that we cached earlier.
case TASK_VORTIGAUNT_GET_HEAL_TARGET:
{
if ( m_hHealTarget == NULL )
{
TaskFail( FAIL_NO_TARGET );
}
else
{
SetTarget( m_hHealTarget );
TaskComplete();
}
break;
}
case TASK_VORTIGAUNT_EXTRACT_WARMUP:
{
ResetIdealActivity( (Activity) ACT_VORTIGAUNT_TO_ACTION );
break;
}
case TASK_VORTIGAUNT_EXTRACT:
{
SetActivity( (Activity) ACT_RANGE_ATTACK1 );
break;
}
case TASK_VORTIGAUNT_EXTRACT_COOLDOWN:
{
ResetIdealActivity( (Activity)ACT_VORTIGAUNT_TO_IDLE );
break;
}
case TASK_VORTIGAUNT_FIRE_EXTRACT_OUTPUT:
{
// Cheat, and fire both outputs
m_OnFinishedExtractingBugbait.FireOutput( this, this );
TaskComplete();
break;
}
case TASK_VORTIGAUNT_HEAL:
{
// Start the layer up and give it a higher priority than normal
int nLayer = AddGesture( (Activity) ACT_VORTIGAUNT_HEAL );
SetLayerPriority( nLayer, 1.0f );
m_eHealState = HEAL_STATE_WARMUP;
CBasePlayer *pPlayer = ToBasePlayer( m_hHealTarget );
if ( pPlayer == NULL )
{
TaskFail( "NULL Player in heal schedule!\n" );
return;
}
// Figure out how many tokens to spawn
float flArmorDelta = (float) sk_vortigaunt_armor_charge.GetInt() - pPlayer->ArmorValue();
m_nNumTokensToSpawn = ceil( flArmorDelta / sk_vortigaunt_armor_charge_per_token.GetInt() );
// If we're forced to recharge, then at least send one
if ( m_bForceArmorRecharge && m_nNumTokensToSpawn <= 0 )
m_nNumTokensToSpawn = 1;
TaskComplete();
break;
}
case TASK_VORTIGAUNT_WAIT_FOR_PLAYER:
{
// Wait for the player to get near (before starting the bugbait sequence)
break;
}
case TASK_VORTIGAUNT_DISPEL_ANTLIONS:
{
if ( IsOkToCombatSpeak() )
{
Speak( TLK_VORTIGAUNT_DISPEL );
}
ResetIdealActivity( (Activity) ACT_VORTIGAUNT_DISPEL );
break;
}
default:
{
BaseClass::StartTask( pTask );
break;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::RunTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_RANGE_ATTACK1:
{
// If our enemy is gone, dead or out of sight, pick a new one (only if we're not delaying this behavior)
if ( ( HasCondition( COND_ENEMY_OCCLUDED ) ||
GetEnemy() == NULL ||
GetEnemy()->IsAlive() == false ) &&
m_flAimDelay < gpGlobals->curtime )
{
CBaseEntity *pNewEnemy = BestEnemy();
if ( pNewEnemy != NULL )
{
SetEnemy( pNewEnemy );
SetState( NPC_STATE_COMBAT );
}
}
BaseClass::RunTask( pTask );
break;
}
case TASK_VORTIGAUNT_EXTRACT_WARMUP:
{
if ( IsActivityFinished() )
{
TaskComplete();
}
break;
}
case TASK_VORTIGAUNT_EXTRACT:
{
if ( IsActivityFinished() )
{
TaskComplete();
}
break;
}
case TASK_VORTIGAUNT_EXTRACT_COOLDOWN:
{
if ( IsActivityFinished() )
{
m_bExtractingBugbait = false;
TaskComplete();
}
break;
}
case TASK_VORTIGAUNT_WAIT_FOR_PLAYER:
{
// Wait for the player to get near (before starting the bugbait sequence)
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( pPlayer != NULL )
{
GetMotor()->SetIdealYawToTargetAndUpdate( pPlayer->GetAbsOrigin(), AI_KEEP_YAW_SPEED );
SetTurnActivity();
if ( GetMotor()->DeltaIdealYaw() < 10 )
{
// Wait for the player to get close enough
if ( ( GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr() < Square(32*12) )
{
TaskComplete();
}
}
}
else
{
TaskFail( FAIL_NO_PLAYER );
}
break;
}
case TASK_VORTIGAUNT_DISPEL_ANTLIONS:
{
if ( IsSequenceFinished() )
{
TaskComplete();
}
break;
}
default:
{
BaseClass::RunTask( pTask );
break;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::AlertSound( void )
{
if ( GetEnemy() != NULL && IsOkToCombatSpeak() )
{
Speak( VORT_ATTACK );
}
}
//-----------------------------------------------------------------------------
// Purpose: Allows each sequence to have a different turn rate associated with it.
// Output : float CNPC_Vortigaunt::MaxYawSpeed
//-----------------------------------------------------------------------------
float CNPC_Vortigaunt::MaxYawSpeed ( void )
{
switch ( GetActivity() )
{
case ACT_IDLE:
return 35;
break;
case ACT_WALK:
return 35;
break;
case ACT_RUN:
return 45;
break;
default:
return 35;
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Normal facing position is the eyes, but with the vort eyes on such a
// long swing arm, this causes stability issues when an npc is trying to
// face a vort that's also turning their head
// Output :
//-----------------------------------------------------------------------------
Vector CNPC_Vortigaunt::FacingPosition( void )
{
return WorldSpaceCenter();
}
//-----------------------------------------------------------------------------
// Purpose: Normal body target is the mid-point between the center and the eyes, but
// the vort's eyes are so far offset, that this is usually in the middle of
// empty space
// Output :
//-----------------------------------------------------------------------------
Vector CNPC_Vortigaunt::BodyTarget( const Vector &posSrc, bool bNoisy )
{
Vector low = WorldSpaceCenter() - ( WorldSpaceCenter() - GetAbsOrigin() ) * .25;
Vector high;
int iBone = LookupBone( "ValveBiped.neck1" );
if (iBone >= 0)
{
QAngle angHigh;
GetBonePosition( iBone, high, angHigh );
}
else
{
high = WorldSpaceCenter();
}
Vector delta = high - low;
Vector result;
if ( bNoisy )
{
// bell curve
float rand1 = random->RandomFloat( 0.0, 0.5 );
float rand2 = random->RandomFloat( 0.0, 0.5 );
result = low + delta * rand1 + delta * rand2;
}
else
result = low + delta * 0.5;
return result;
}
//-----------------------------------------------------------------------------
// Purpose: Try a more predictive approach
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
{
// Try and figure out a rough idea of where we'll be after a certain time delta and base our
// conditions on that instead. This is necessary because the vortigaunt takes a long time to
// deliver his attack and looks very strange if he starts to attack when he'd never be able to hit
// due to movement.
const float flTimeDelta = 0.5f;
Vector vecNewOwnerPos;
Vector vecNewTargetPos;
UTIL_PredictedPosition( this, flTimeDelta, &vecNewOwnerPos );
UTIL_PredictedPosition( GetEnemy(), flTimeDelta, &vecNewTargetPos );
Vector vecDelta = vecNewTargetPos - GetEnemy()->GetAbsOrigin();
Vector vecFinalTargetPos = GetEnemy()->BodyTarget( vecNewOwnerPos ) + vecDelta;
// Debug data
/*
NDebugOverlay::Box( GetEnemy()->BodyTarget( vecNewOwnerPos ), -Vector(4,4,4), Vector(4,4,4), 255, 0, 0, 0, 3.0f );
NDebugOverlay::Box( vecFinalTargetPos, -Vector(4,4,4), Vector(4,4,4), 255, 255, 0, 0, 3.0f );
NDebugOverlay::HorzArrow( GetEnemy()->BodyTarget( vecNewOwnerPos ), vecFinalTargetPos, 12.0f, 255, 0, 0, 16.0f, true, 3.0f );
NDebugOverlay::HorzArrow( vecNewOwnerPos, GetEnemy()->BodyTarget( vecNewOwnerPos ), 8.0f, 255, 255, 0, 32.0f, true, 3.0f );
*/
return BaseClass::InnateWeaponLOSCondition( vecNewOwnerPos, vecFinalTargetPos, bSetConditions );
}
//------------------------------------------------------------------------------
// Purpose : For innate range attack
//------------------------------------------------------------------------------
int CNPC_Vortigaunt::RangeAttack1Conditions( float flDot, float flDist )
{
if ( GetEnemy() == NULL )
return COND_NONE;
if ( gpGlobals->curtime < m_flNextAttack )
return COND_NONE;
// Don't do shooting while playing a scene
if ( IsCurSchedule( SCHED_SCENE_GENERIC ) )
return COND_NONE;
// dvs: Allow up-close range attacks for episodic as the vort's melee
// attack is rather ineffective.
#ifndef HL2_EPISODIC
if ( flDist <= 70 )
{
return( COND_TOO_CLOSE_TO_ATTACK );
}
else
#else
if ( flDist < 32.0f )
return COND_TOO_CLOSE_TO_ATTACK;
#endif // HL2_EPISODIC
if ( flDist > InnateRange1MaxRange() )
{
return( COND_TOO_FAR_TO_ATTACK );
}
else if ( flDot < 0.65 )
{
return( COND_NOT_FACING_ATTACK );
}
#ifdef HL2_EPISODIC
// Do an extra check for workers near myself or the player
if ( IsAntlionWorker( GetEnemy() ) )
{
// See if it's too close to me
if ( ( GetAbsOrigin() - GetEnemy()->GetAbsOrigin() ).LengthSqr() < Square( AntlionWorkerBurstRadius() ) )
return COND_TOO_CLOSE_TO_ATTACK;
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( pPlayer && ( pPlayer->GetAbsOrigin() - GetEnemy()->GetAbsOrigin() ).LengthSqr() < Square( AntlionWorkerBurstRadius() ) )
{
// Warn the player to get away!
CFmtStrN<128> modifiers( "antlion_worker:true" );
SpeakIfAllowed( TLK_DANGER, modifiers );
return COND_NONE;
}
}
#endif // HL2_EPISODIC
return COND_CAN_RANGE_ATTACK1;
}
//-----------------------------------------------------------------------------
// Purpose: Test for close-up dispel
//-----------------------------------------------------------------------------
int CNPC_Vortigaunt::MeleeAttack1Conditions( float flDot, float flDist )
{
if ( m_flDispelTestTime > gpGlobals->curtime )
return COND_NONE;
m_flDispelTestTime = gpGlobals->curtime + 1.0f;
if ( GetEnemy() && GetEnemy()->Classify() == CLASS_ANTLION )
{
if ( NumAntlionsInRadius(128) > 3 )
{
m_flDispelTestTime = gpGlobals->curtime + 15.0f;
return COND_VORTIGAUNT_DISPEL_ANTLIONS;
}
}
return COND_NONE;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flRadius -
// Output : int
//-----------------------------------------------------------------------------
int CNPC_Vortigaunt::NumAntlionsInRadius( float flRadius )
{
CBaseEntity *sEnemySearch[16];
int nNumAntlions = 0;
int nNumEnemies = UTIL_EntitiesInBox( sEnemySearch, ARRAYSIZE(sEnemySearch), GetAbsOrigin()-Vector(flRadius,flRadius,flRadius), GetAbsOrigin()+Vector(flRadius,flRadius,flRadius), FL_NPC );
for ( int i = 0; i < nNumEnemies; i++ )
{
// We only care about antlions
if ( sEnemySearch[i] == NULL || sEnemySearch[i]->Classify() != CLASS_ANTLION )
continue;
nNumAntlions++;
}
return nNumAntlions;
}
//-----------------------------------------------------------------------------
// Purpose: Used for a more powerful, concussive blast
//-----------------------------------------------------------------------------
int CNPC_Vortigaunt::RangeAttack2Conditions( float flDot, float flDist )
{
return COND_NONE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::HandleAnimEvent( animevent_t *pEvent )
{
// Start our heal glows (choreo driven)
if ( pEvent->event == AE_VORTIGAUNT_START_HEAL_GLOW )
{
StartHandGlow( VORTIGAUNT_BEAM_HEAL, atoi( pEvent->options ) );
return;
}
// Stop our heal glows (choreo driven)
if ( pEvent->event == AE_VORTIGAUNT_STOP_HEAL_GLOW )
{
EndHandGlow();
return;
}
// Start our hurt glows (choreo driven)
if ( pEvent->event == AE_VORTIGAUNT_START_HURT_GLOW )
{
StartHandGlow( VORTIGAUNT_BEAM_DISPEL, atoi( pEvent->options ) );
return;
}
// Stop our hurt glows (choreo driven)
if ( pEvent->event == AE_VORTIGAUNT_STOP_HURT_GLOW )
{
EndHandGlow();
return;
}
// Start our dispel effect
if ( pEvent->event == AE_VORTIGAUNT_START_DISPEL )
{
StartHandGlow( VORTIGAUNT_BEAM_DISPEL, HAND_LEFT );
StartHandGlow( VORTIGAUNT_BEAM_DISPEL, HAND_RIGHT );
// Boom!
//EmitSound( "NPC_Vortigaunt.DispelImpact" );
CSoundParameters params;
if ( GetParametersForSound( "NPC_Vortigaunt.DispelImpact", params, NULL ) )
{
CPASAttenuationFilter filter( this );
EmitSound_t ep( params );
ep.m_nChannel = CHAN_BODY;
EmitSound( filter, entindex(), ep );
}
return;
}
if ( pEvent->event == AE_VORTIGAUNT_ACCEL_DISPEL )
{
// TODO: Increase the size?
return;
}
// Kaboom!
if ( pEvent->event == AE_VORTIGAUNT_DISPEL )
{
DispelAntlions( GetAbsOrigin(), 400.0f );
return;
}
// Start of our heal loop
if ( pEvent->event == AE_VORTIGAUNT_HEAL_PAUSE )
{
StartHealing();
return;
}
if ( pEvent->event == AE_VORTIGAUNT_ZAP_POWERUP )
{
if ( m_fGlowChangeTime > gpGlobals->curtime )
return;
int nHand = 0;
if ( pEvent->options )
{
nHand = atoi( pEvent->options );
}
if ( ( nHand == HAND_LEFT ) || (nHand == HAND_BOTH ) )
{
ArmBeam( VORTIGAUNT_BEAM_ZAP, HAND_LEFT );
}
if ( ( nHand == HAND_RIGHT ) || (nHand == HAND_BOTH ) )
{
ArmBeam( VORTIGAUNT_BEAM_ZAP, HAND_RIGHT );
}
// Make hands glow if not already glowing
if ( m_fGlowAge == 0 )
{
if ( ( nHand == HAND_LEFT ) || (nHand == HAND_BOTH ) )
{
StartHandGlow( VORTIGAUNT_BEAM_ZAP, HAND_LEFT );
}
if ( ( nHand == HAND_RIGHT ) || (nHand == HAND_BOTH ) )
{
StartHandGlow( VORTIGAUNT_BEAM_ZAP, HAND_RIGHT );
}
m_fGlowAge = 1;
}
CPASAttenuationFilter filter( this );
CSoundParameters params;
if ( GetParametersForSound( "NPC_Vortigaunt.ZapPowerup", params, NULL ) )
{
EmitSound_t ep( params );
//ep.m_nPitch = 100 + m_iBeams * 10;
ep.m_nPitch = 150;
EmitSound( filter, entindex(), ep );
m_bStopLoopingSounds = true;
}
return;
}
if ( pEvent->event == AE_VORTIGAUNT_ZAP_SHOOT )
{
ClearBeams();
ClearMultiDamage();
int nHand = 0;
if ( pEvent->options )
{
nHand = atoi( pEvent->options );
}
if ( ( nHand == HAND_LEFT ) || (nHand == HAND_BOTH ) )
{
ZapBeam( HAND_LEFT );
}
if ( ( nHand == HAND_RIGHT ) || (nHand == HAND_BOTH ) )
{
ZapBeam( HAND_RIGHT );
}
EndHandGlow();
EmitSound( "NPC_Vortigaunt.ClawBeam" );
m_bStopLoopingSounds = true;
ApplyMultiDamage();
// Suppress our aiming until we're done with the animation
m_flAimDelay = gpGlobals->curtime + 0.75f;
if ( m_bExtractingBugbait )
{
// Spawn bugbait!
CBaseCombatWeapon *pWeapon = Weapon_Create( "weapon_bugbait" );
if ( pWeapon )
{
// Starting above the body, spawn closer and closer to the vort until it's clear
Vector vecSpawnOrigin = GetTarget()->WorldSpaceCenter() + Vector(0, 0, 32);
int iNumAttempts = 4;
Vector vecToVort = (WorldSpaceCenter() - vecSpawnOrigin);
float flDistance = VectorNormalize( vecToVort ) / (iNumAttempts-1);
int i = 0;
for (; i < iNumAttempts; i++ )
{
trace_t tr;
CTraceFilterSkipTwoEntities traceFilter( GetTarget(), this, COLLISION_GROUP_NONE );
AI_TraceLine( vecSpawnOrigin, vecSpawnOrigin, MASK_SHOT, &traceFilter, &tr );
if ( tr.fraction == 1.0 && !tr.m_pEnt )
{
// Make sure it can fit there
AI_TraceHull( vecSpawnOrigin, vecSpawnOrigin, -Vector(16,16,16), Vector(16,16,48), MASK_SHOT, &traceFilter, &tr );
if ( tr.fraction == 1.0 && !tr.m_pEnt )
break;
}
//NDebugOverlay::Box( vecSpawnOrigin, pWeapon->WorldAlignMins(), pWeapon->WorldAlignMins(), 255,0,0, 64, 100 );
// Move towards the vort
vecSpawnOrigin = vecSpawnOrigin + (vecToVort * flDistance);
}
// HACK: If we've still failed, just spawn it on the player
if ( i == iNumAttempts )
{
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( pPlayer )
{
vecSpawnOrigin = pPlayer->WorldSpaceCenter();
}
}
//NDebugOverlay::Box( vecSpawnOrigin, -Vector(20,20,20), Vector(20,20,20), 0,255,0, 64, 100 );
pWeapon->SetAbsOrigin( vecSpawnOrigin );
pWeapon->Drop( Vector(0,0,1) );
}
CEffectData data;
data.m_vOrigin = GetTarget()->WorldSpaceCenter();
data.m_vNormal = WorldSpaceCenter() - GetTarget()->WorldSpaceCenter();
VectorNormalize( data.m_vNormal );
data.m_flScale = 4;
DispatchEffect( "AntlionGib", data );
}
// Stagger the next time we can attack
m_flNextAttack = gpGlobals->curtime + random->RandomFloat( 2.0f, 3.0f );
return;
}
if ( pEvent->event == AE_VORTIGAUNT_ZAP_DONE )
{
ClearBeams();
return;
}
if ( pEvent->event == AE_VORTIGAUNT_HEAL_STARTGLOW )
{
// Make hands glow
StartHandGlow( VORTIGAUNT_BEAM_HEAL, HAND_RIGHT );
m_eHealState = HEAL_STATE_WARMUP;
return;
}
if ( pEvent->event == AE_VORTIGAUNT_HEAL_STARTSOUND )
{
CPASAttenuationFilter filter( this );
CSoundParameters params;
if ( GetParametersForSound( "NPC_Vortigaunt.StartHealLoop", params, NULL ) )
{
EmitSound_t ep( params );
//ep.m_nPitch = 100 + m_iBeams * 10;
ep.m_nPitch = 150;
EmitSound( filter, entindex(), ep );
m_bStopLoopingSounds = true;
}
return;
}
if ( pEvent->event == AE_VORTIGAUNT_SWING_SOUND )
{
EmitSound( "NPC_Vortigaunt.Swing" );
return;
}
if ( pEvent->event == AE_VORTIGAUNT_SHOOT_SOUNDSTART )
{
if ( m_fGlowChangeTime > gpGlobals->curtime )
return;
CPASAttenuationFilter filter( this );
CSoundParameters params;
if ( GetParametersForSound( "NPC_Vortigaunt.StartShootLoop", params, NULL ) )
{
EmitSound_t ep( params );
//ep.m_nPitch = 100 + m_iBeams * 10;
ep.m_nPitch = 150;
EmitSound( filter, entindex(), ep );
m_bStopLoopingSounds = true;
}
return;
}
if ( pEvent->event == AE_NPC_LEFTFOOT )
{
EmitSound( "NPC_Vortigaunt.FootstepLeft", pEvent->eventtime );
return;
}
if ( pEvent->event == AE_NPC_RIGHTFOOT )
{
EmitSound( "NPC_Vortigaunt.FootstepRight", pEvent->eventtime );
return;
}
BaseClass::HandleAnimEvent( pEvent );
}
//------------------------------------------------------------------------------
// Purpose : Turn blue or green
//------------------------------------------------------------------------------
void CNPC_Vortigaunt::InputTurnBlue( inputdata_t &data )
{
bool goBlue = data.value.Bool();
if (goBlue != m_bIsBlue)
{
m_bIsBlue = goBlue;
m_flBlueEndFadeTime = gpGlobals->curtime + VORTIGAUNT_BLUE_FADE_TIME;
}
}
//------------------------------------------------------------------------------
// Purpose : Turn blue or green
//------------------------------------------------------------------------------
void CNPC_Vortigaunt::InputTurnBlack( inputdata_t &data )
{
bool goBlack = data.value.Bool();
if (goBlack != m_bIsBlack)
{
m_bIsBlack = goBlack;
}
}
//------------------------------------------------------------------------------
// Purpose : Translate some activites for the Vortigaunt
//------------------------------------------------------------------------------
Activity CNPC_Vortigaunt::NPC_TranslateActivity( Activity eNewActivity )
{
// This is a hack solution for the Vort carrying Alyx in Ep2
if ( IsCarryingNPC() )
{
if ( eNewActivity == ACT_IDLE )
return ACT_IDLE_CARRY;
if ( eNewActivity == ACT_WALK || eNewActivity == ACT_WALK_AIM || eNewActivity == ACT_RUN || eNewActivity == ACT_RUN_AIM )
return ACT_WALK_CARRY;
}
// NOTE: This is a stand-in until the readiness system can handle non-weapon holding NPC's
if ( eNewActivity == ACT_IDLE )
{
// More than relaxed means we're stimulated
if ( GetReadinessLevel() >= AIRL_STIMULATED )
return ACT_IDLE_STIMULATED;
}
if ( eNewActivity == ACT_RANGE_ATTACK2 )
return (Activity) ACT_VORTIGAUNT_DISPEL;
return BaseClass::NPC_TranslateActivity( eNewActivity );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::UpdateOnRemove( void)
{
ClearBeams();
ClearHandGlow();
// Chain at end to mimic destructor unwind order
BaseClass::UpdateOnRemove();
}
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CNPC_Vortigaunt::Event_Killed( const CTakeDamageInfo &info )
{
ClearBeams();
ClearHandGlow();
BaseClass::Event_Killed( info );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::Spawn( void )
{
#if !defined( HL2_EPISODIC )
// Disable back-away
AddSpawnFlags( SF_NPC_NO_PLAYER_PUSHAWAY );
#endif // HL2_EPISODIC
// Allow multiple models (for slaves), but default to vortigaunt.mdl
char *szModel = (char *)STRING( GetModelName() );
if (!szModel || !*szModel)
{
szModel = "models/vortigaunt.mdl";
SetModelName( AllocPooledString(szModel) );
}
BaseClass::Spawn();
m_HackedGunPos.x = 0.0f;
m_HackedGunPos.y = 0.0f;
m_HackedGunPos.z = 48.0f;
SetHullType( HULL_WIDE_HUMAN );
SetHullSizeNormal();
m_bloodColor = BLOOD_COLOR_GREEN;
m_iHealth = sk_vortigaunt_health.GetFloat();
SetViewOffset( Vector ( 0, 0, 64 ) );// position of the eyes relative to monster's origin.
CapabilitiesAdd( bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK1 );
CapabilitiesRemove( bits_CAP_USE_SHOT_REGULATOR );
m_flEyeIntegRate = 0.6f; // Got a big eyeball so turn it slower
m_bForceArmorRecharge = false;
m_flHealHinderedTime = 0.0f;
m_nCurGlowIndex = 0;
m_bStopLoopingSounds = false;
m_iLeftHandAttachment = LookupAttachment( VORTIGAUNT_LEFT_CLAW );
m_iRightHandAttachment = LookupAttachment( VORTIGAUNT_RIGHT_CLAW );
NPCInit();
SetUse( &CNPC_Vortigaunt::Use );
// Setup our re-fire times when moving and shooting
GetShotRegulator()->SetBurstInterval( 2.0f, 2.0f );
GetShotRegulator()->SetBurstShotCountRange( 1, 1 );
GetShotRegulator()->SetRestInterval( 2.0f, 2.0f );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::Precache()
{
UTIL_PrecacheOther( "vort_charge_token" );
PrecacheModel( STRING( GetModelName() ) );
m_nLightningSprite = PrecacheModel("sprites/lgtning.vmt");
PrecacheModel("sprites/vortring1.vmt");
// HACK: Only precache this for EP2 because reslists cannot be rebuilt - 08/22/07 - jdw
if ( hl2_episodic.GetBool() )
{
char modDir[MAX_PATH];
if ( UTIL_GetModDir( modDir, sizeof(modDir) ) )
{
if ( !Q_stricmp( modDir, "ep2" ) )
{
PrecacheMaterial( "effects/rollerglow" );
}
}
}
PrecacheScriptSound( "NPC_Vortigaunt.SuitOn" );
PrecacheScriptSound( "NPC_Vortigaunt.SuitCharge" );
PrecacheScriptSound( "NPC_Vortigaunt.ZapPowerup" );
PrecacheScriptSound( "NPC_Vortigaunt.ClawBeam" );
PrecacheScriptSound( "NPC_Vortigaunt.StartHealLoop" );
PrecacheScriptSound( "NPC_Vortigaunt.Swing" );
PrecacheScriptSound( "NPC_Vortigaunt.StartShootLoop" );
PrecacheScriptSound( "NPC_Vortigaunt.FootstepLeft" );
PrecacheScriptSound( "NPC_Vortigaunt.FootstepRight" );
PrecacheScriptSound( "NPC_Vortigaunt.DispelStart" );
PrecacheScriptSound( "NPC_Vortigaunt.DispelImpact" );
PrecacheScriptSound( "NPC_Vortigaunt.Explode" );
PrecacheParticleSystem( "vortigaunt_beam" );
PrecacheParticleSystem( "vortigaunt_beam_charge" );
PrecacheParticleSystem( "vortigaunt_hand_glow" );
PrecacheMaterial( "sprites/light_glow02_add" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: Interpret a player +USE'ing us
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
m_OnPlayerUse.FireOutput( pActivator, pCaller );
// Foremost, try and heal a wounded player
if ( HealBehaviorAvailable() )
{
// See if we should heal the player
CBaseEntity *pHealTarget = FindHealTarget();
if ( pHealTarget != NULL )
{
SetCondition( COND_PROVOKED );
SetHealTarget( pHealTarget, true );
return;
}
}
// Next, try to speak the +USE concept
if ( IsOkToSpeakInResponseToPlayer() && m_eHealState == HEAL_STATE_NONE )
{
if ( Speak( TLK_USE ) == false )
{
// If we haven't said hi, say that first
if ( !SpokeConcept( TLK_HELLO ) )
{
Speak( TLK_HELLO );
}
else
{
Speak( TLK_IDLE );
}
}
else
{
// Don't say hi after you've said your +USE speech
SetSpokeConcept( TLK_HELLO, NULL );
}
}
}
//=========================================================
// PainSound
//=========================================================
void CNPC_Vortigaunt::PainSound( const CTakeDamageInfo &info )
{
if ( gpGlobals->curtime < m_flPainTime )
return;
m_flPainTime = gpGlobals->curtime + random->RandomFloat(0.5, 0.75);
Speak( VORT_PAIN );
}
//=========================================================
// DeathSound
//=========================================================
void CNPC_Vortigaunt::DeathSound( const CTakeDamageInfo &info )
{
Speak( VORT_DIE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
CTakeDamageInfo info = inputInfo;
if ( (info.GetDamageType() & DMG_SHOCK) && FClassnameIs( info.GetAttacker(), GetClassname() ) )
{
// mask off damage from other vorts for now
info.SetDamage( 0.01 );
}
switch( ptr->hitgroup)
{
case HITGROUP_CHEST:
case HITGROUP_STOMACH:
if (info.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_BLAST))
{
info.ScaleDamage( 0.5f );
}
break;
case 10:
if (info.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_CLUB))
{
info.SetDamage( info.GetDamage() - 20 );
if (info.GetDamage() <= 0)
{
g_pEffects->Ricochet( ptr->endpos, (vecDir*-1.0f) );
info.SetDamage( 0.01 );
}
}
// always a head shot
ptr->hitgroup = HITGROUP_HEAD;
break;
}
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_Vortigaunt::TranslateSchedule( int scheduleType )
{
switch( scheduleType )
{
case SCHED_ALERT_FACE_BESTSOUND:
return SCHED_VORT_ALERT_FACE_BESTSOUND;
break;
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
// Stand still if we're in the middle of an attack. Failing to do so can make us miss our shot!
if ( IsPlayingGesture( ACT_GESTURE_RANGE_ATTACK1 ) )
return SCHED_COMBAT_FACE;
return SCHED_VORT_FLEE_FROM_BEST_SOUND;
break;
case SCHED_COWER:
case SCHED_PC_COWER:
// Vort doesn't have cower animations
return SCHED_COMBAT_FACE;
break;
case SCHED_RANGE_ATTACK1:
// If we're told to fire when we're already firing, just face our target. If we don't do this, we get a bizarre double-shot
if ( IsPlayingGesture( ACT_GESTURE_RANGE_ATTACK1 ) )
return SCHED_COMBAT_FACE;
// Otherwise we use our own schedule to attack
return SCHED_VORTIGAUNT_RANGE_ATTACK;
break;
/*
case SCHED_CHASE_ENEMY:
case SCHED_ESTABLISH_LINE_OF_FIRE:
case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK:
// Don't go running off after an enemy just because we're in an attack delay! This has to do with
// the base systems assuming that held weapons are driving certain decisions when this creature
// uses an innate ability.
if ( ( GetNextAttack() > gpGlobals->curtime ) && HasCondition( COND_ENEMY_TOO_FAR ) == false )
return SCHED_COMBAT_FACE;
break;
*/
}
return BaseClass::TranslateSchedule( scheduleType );
}
//-----------------------------------------------------------------------------
// Purpose: Sets the heal target for the vort and preps him for completing the action
// Input : *pTarget - Target we're after
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::SetHealTarget( CBaseEntity *pTarget, bool bPlayerRequested )
{
SetCondition( COND_VORTIGAUNT_CAN_HEAL );
OccupyStrategySlot( SQUAD_SLOT_HEAL_PLAYER );
m_hHealTarget = pTarget;
m_bPlayerRequestedHeal = bPlayerRequested;
}
//-----------------------------------------------------------------------------
// Purpose: Finds a player in range that can be healed
// Output : Target that can be healed
//-----------------------------------------------------------------------------
CBaseEntity *CNPC_Vortigaunt::FindHealTarget( void )
{
// Need to be looking at the player to decide to heal them.
//if ( HasCondition( COND_SEE_PLAYER ) == false )
// return false;
// Find a likely target in range
CBaseEntity *pEntity = PlayerInRange( GetAbsOrigin(), HEAL_SEARCH_RANGE );
// Make sure we can heal that target
if ( ShouldHealTarget( pEntity ) == false )
return NULL;
return pEntity;
}
//-----------------------------------------------------------------------------
// Purpose: Whether or not the vort is able to attempt to heal targets
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::HealBehaviorAvailable( void )
{
// Cannot already be healing
if ( m_eHealState != HEAL_STATE_NONE )
return false;
// Must be allowed to do this behavior
if ( m_bArmorRechargeEnabled == false )
return false;
// Don't interrupt a script
if ( IsInAScript() || m_NPCState == NPC_STATE_SCRIPT )
return false;
// Cannot interrupt bugbait extraction
if ( IsCurSchedule( SCHED_VORTIGAUNT_EXTRACT_BUGBAIT ) )
return false;
// Don't bother while we're under attack
if ( GetEnemy() != NULL )
return false;
// Can't heal if we're leading the player
if ( IsLeading() )
return false;
// Must be a valid squad activity to do
if ( IsStrategySlotRangeOccupied( SQUAD_SLOT_HEAL_PLAYER, SQUAD_SLOT_HEAL_PLAYER ) )
return false;
// Heal is valid
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Determines whether or not the
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::ShouldHealTarget( CBaseEntity *pTarget )
{
// Must have a valid target
if ( pTarget == NULL )
return false;
// If we're scripting or waiting to run one, we won't heal a target
if ( IsInAScript() || HasSpawnFlags( SF_NPC_WAIT_FOR_SCRIPT ) )
return false;
// We only heal players
CBasePlayer *pPlayer = ToBasePlayer( pTarget );
if ( pPlayer == NULL )
return false;
// Make sure the player's got a suit
if ( pPlayer->IsSuitEquipped() == false )
return false;
// Don't heal a target we can't see..?
if ( pPlayer->GetFlags() & FL_NOTARGET )
return false;
// See if the player needs armor
if ( pPlayer->ArmorValue() >= (sk_vortigaunt_armor_charge.GetFloat()*0.66f) )
return false;
// Must be alive!
if ( pPlayer->IsAlive() == false )
return false;
// Only consider things in here if the player is NOT at critical health or the heal is a passive one (not requested)
if ( PlayerBelowHealthPercentage( pPlayer, PLAYER_CRITICAL_HEALTH_PERC ) == false || m_bPlayerRequestedHeal )
{
// Don't heal when fighting
if ( m_NPCState == NPC_STATE_COMBAT )
return false;
// No enemies
if ( GetEnemy() )
return false;
// No recent damage
if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
return false;
}
// Allow the heal
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CNPC_Vortigaunt::SelectHealSchedule( void )
{
// If our lead behavior has a goal, don't wait around to heal anyone
if ( m_LeadBehavior.HasGoal() )
return SCHED_NONE;
// Break out of healing if a script has started
if ( IsInAScript() && m_bForceArmorRecharge == false )
{
if ( m_eHealState != HEAL_STATE_NONE )
{
StopHealing( true );
}
return SCHED_NONE;
}
// Cannot already be healing the player
if ( m_hHealTarget != NULL )
{
// For now, just grab the global, single player
CBasePlayer *pPlayer = ToBasePlayer( m_hHealTarget );
// Check for an interruption occurring
if ( PlayerBelowHealthPercentage( pPlayer, PLAYER_CRITICAL_HEALTH_PERC ) == false && HasCondition( COND_HEAVY_DAMAGE ) )
{
StopHealing( true );
return SCHED_NONE;
}
// See if we're in an ideal position to heal
if ( m_eHealState != HEAL_STATE_HEALING && m_eHealState != HEAL_STATE_WARMUP && HasCondition( COND_VORTIGAUNT_HEAL_VALID ) )
return SCHED_VORTIGAUNT_HEAL;
// If the player is too far away or blocked, give chase
if ( HasCondition( COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR ) ||
HasCondition( COND_VORTIGAUNT_HEAL_TARGET_BLOCKED ) )
return SCHED_VORTIGAUNT_RUN_TO_PLAYER;
// Stand and face the player
if ( HasCondition( COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US ) || HasCondition( COND_VORTIGAUNT_HEAL_VALID ) )
return SCHED_VORTIGAUNT_FACE_PLAYER;
}
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
// Purpose: Watch this function path for a route around our normal schedule changing callbacks
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::ClearSchedule( const char *szReason )
{
MaintainGlows();
BaseClass::ClearSchedule( szReason );
}
//-----------------------------------------------------------------------------
// Purpose: Watch our glows and turn them off appropriately
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::OnScheduleChange( void )
{
BaseClass::OnScheduleChange();
// If we're in the middle of healing, don't bother doing this
if ( m_eHealState != HEAL_STATE_NONE )
return;
// If we're changing sequences, always clear
EndHandGlow( VORTIGAUNT_BEAM_ALL );
m_fGlowChangeTime = gpGlobals->curtime + 0.1f; // No more glows for this amount of time!
}
//------------------------------------------------------------------------------
// Purpose: Select a schedule
//------------------------------------------------------------------------------
int CNPC_Vortigaunt::SelectSchedule( void )
{
// Always recharge in this case
if ( m_bForceArmorRecharge )
{
m_flNextHealTime = 0;
int nSchedule = SelectHealSchedule();
return nSchedule;
}
#ifndef HL2_EPISODIC
if ( BehaviorSelectSchedule() )
return BaseClass::SelectSchedule();
#else
if ( IsInAScript() )
return BaseClass::SelectSchedule();
#endif
// If we're currently supposed to be doing something scripted, do it immediately.
if ( m_bExtractingBugbait )
return SCHED_VORTIGAUNT_EXTRACT_BUGBAIT;
int schedule = SelectHealSchedule();
if ( schedule != SCHED_NONE )
return schedule;
if ( HasCondition(COND_VORTIGAUNT_DISPEL_ANTLIONS ) )
{
ClearCondition( COND_VORTIGAUNT_DISPEL_ANTLIONS );
return SCHED_VORTIGAUNT_DISPEL_ANTLIONS;
}
// Heal a player if they can be
if ( HasCondition( COND_VORTIGAUNT_CAN_HEAL ) )
return SCHED_VORTIGAUNT_HEAL;
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
int CNPC_Vortigaunt::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
{
if ( failedSchedule == SCHED_BACK_AWAY_FROM_ENEMY )
{
if ( GetEnemy() && GetSenses()->CanSeeEntity( GetEnemy() ) )
{
return SCHED_RANGE_ATTACK1;
}
}
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::DeclineFollowing( void )
{
Speak( VORT_POK );
}
//-----------------------------------------------------------------------------
// Purpose: Return true if you're willing to be idly talked to by other friends.
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::CanBeUsedAsAFriend( void )
{
// We don't want to be used if we're busy
if ( IsCurSchedule( SCHED_VORTIGAUNT_HEAL ) )
return false;
if ( IsCurSchedule( SCHED_VORTIGAUNT_EXTRACT_BUGBAIT ) )
return false;
return BaseClass::CanBeUsedAsAFriend();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define VORT_360_VIEW_DIST_SQR ((60*12)*(60*12))
bool CNPC_Vortigaunt::FInViewCone( CBaseEntity *pEntity )
{
// Vort can see 360 degrees but only at limited distance
if( ( pEntity->IsNPC() || pEntity->IsPlayer() ) && pEntity->GetAbsOrigin().DistToSqr(GetAbsOrigin()) <= VORT_360_VIEW_DIST_SQR )
return true;
return BaseClass::FInViewCone( pEntity );
}
//-----------------------------------------------------------------------------
// Purpose: Start our heal loop
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::StartHealing( void )
{
// Find the layer and stop it from moving forward in the cycle
int nLayer = FindGestureLayer( (Activity) ACT_VORTIGAUNT_HEAL );
SetLayerPlaybackRate( nLayer, 0.0f );
// We're now in the healing loop
m_eHealState = HEAL_STATE_HEALING;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::StopHealing( bool bInterrupt )
{
// Clear out our healing states
m_eHealState = HEAL_STATE_NONE;
m_bForceArmorRecharge = false;
m_hHealTarget = NULL;
EndHandGlow( VORTIGAUNT_BEAM_HEAL );
VacateStrategySlot();
// See if we're completely interrupting the heal or just ending normally
if ( bInterrupt )
{
RemoveGesture( (Activity) ACT_VORTIGAUNT_HEAL );
m_flNextHealTime = gpGlobals->curtime + 2.0f;
}
else
{
// Start our animation back up again
int nLayer = FindGestureLayer( (Activity) ACT_VORTIGAUNT_HEAL );
SetLayerPlaybackRate( nLayer, 1.0f );
m_flNextHealTime = gpGlobals->curtime + VORTIGAUNT_HEAL_RECHARGE;
m_OnFinishedChargingTarget.FireOutput( this, this );
}
// Give us time to stop our animation before we start attacking (otherwise we get weird collisions)
SetNextAttack( gpGlobals->curtime + 2.0f );
}
//-----------------------------------------------------------------------------
// Purpose: Update our heal schedule and gestures if we're currently healing
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::MaintainHealSchedule( void )
{
// Need to be healing
if ( m_eHealState == HEAL_STATE_NONE )
return;
// For now, we only heal the player
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( pPlayer == NULL )
return;
// FIXME: How can this happen?
if ( m_AssaultBehavior.GetOuter() != NULL )
{
// Interrupt us on an urgent assault
if ( m_AssaultBehavior.IsRunning() && ( m_AssaultBehavior.IsUrgent() || m_AssaultBehavior.OnStrictAssault() ) )
{
StopHealing( true );
return;
}
}
// Don't let us shoot while we're healing
GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + 0.5f );
// If we're in the healing phase, heal our target (if able)
if ( m_eHealState == HEAL_STATE_HEALING )
{
// FIXME: We need to have better logic controlling this
if ( HasCondition( COND_VORTIGAUNT_HEAL_VALID ) )
{
if ( m_flNextHealTokenTime < gpGlobals->curtime )
{
CBasePlayer *pPlayer = ToBasePlayer( m_hHealTarget );
// We're done, so stop playing the animation
if ( m_nNumTokensToSpawn <= 0 || ( m_bForceArmorRecharge == false && ( pPlayer && pPlayer->ArmorValue() >= sk_vortigaunt_armor_charge.GetInt() ) ) )
{
m_flHealHinderedTime = 0.0f;
m_nNumTokensToSpawn = 0;
SpeakIfAllowed( VORT_CURESTOP );
StopHealing( false );
return;
}
// Create a charge token
Vector vecHandPos;
QAngle vecHandAngles;
GetAttachment( m_iRightHandAttachment, vecHandPos, vecHandAngles );
CVortigauntChargeToken::CreateChargeToken( vecHandPos, this, m_hHealTarget );
m_flNextHealTokenTime = gpGlobals->curtime + random->RandomFloat( 0.5f, 1.0f );
m_nNumTokensToSpawn--;
// If we're stopping, delay our animation a bit so it's not so robotic
if ( m_nNumTokensToSpawn <= 0 )
{
m_nNumTokensToSpawn = 0;
m_flNextHealTokenTime = gpGlobals->curtime + 1.0f;
}
}
}
else
{
/*
// NOTENOTE: It's better if the vort give up than ignore things around him to try and continue -- jdw
// Increment a counter to let us know how long we've failed
m_flHealHinderedTime += gpGlobals->curtime - GetLastThink();
if ( m_flHealHinderedTime > 2.0f )
{
// If too long, stop trying
StopHealing();
}
*/
bool bInterrupt = false;
if ( HasCondition( COND_NEW_ENEMY ) )
{
bInterrupt = true;
}
StopHealing( true );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
inline bool CNPC_Vortigaunt::InAttackSequence( void )
{
if ( m_MoveAndShootOverlay.IsMovingAndShooting() )
return true;
if ( GetActivity() == ACT_RANGE_ATTACK1 )
return true;
if ( GetActivity() == ACT_VORTIGAUNT_DISPEL )
return true;
if ( IsPlayingGesture( ACT_GESTURE_RANGE_ATTACK1 ) )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Watch our beams and make sure we don't leave them on mistakenly
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::MaintainGlows( void )
{
// Verify that if we're not in an attack gesture, that we're not doing an attack glow
if ( InAttackSequence() == false && m_eHealState == HEAL_STATE_NONE )
{
EndHandGlow( VORTIGAUNT_BEAM_ALL );
}
}
//-----------------------------------------------------------------------------
// Purpose: Squelch looping sounds and glows after a restore.
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::OnRestore( void )
{
BaseClass::OnRestore();
m_bStopLoopingSounds = true;
}
//-----------------------------------------------------------------------------
// Purpose: Do various non-schedule specific maintainence
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::PrescheduleThink( void )
{
// Update our healing (if active)
MaintainHealSchedule();
// Let the base class have a go
BaseClass::PrescheduleThink();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &move -
// flInterval -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval )
{
// If we're in our aiming gesture, then always face our target as we run
Activity nActivity = NPC_TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 );
if ( IsPlayingGesture( nActivity ) ||
IsCurSchedule( SCHED_PC_MOVE_TOWARDS_COVER_FROM_BEST_SOUND ) ||
IsCurSchedule( SCHED_VORT_FLEE_FROM_BEST_SOUND ) ||
IsCurSchedule( SCHED_TAKE_COVER_FROM_BEST_SOUND ) )
{
Vector vecEnemyLKP = GetEnemyLKP();
AddFacingTarget( GetEnemy(), vecEnemyLKP, 1.0, 0.2 );
}
return BaseClass::OverrideMoveFacing( move, flInterval );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::BuildScheduleTestBits( void )
{
// Call to base
BaseClass::BuildScheduleTestBits();
// Allow healing to interrupt us if we're standing around
if ( IsCurSchedule( SCHED_IDLE_STAND ) ||
IsCurSchedule( SCHED_ALERT_STAND ) )
{
if ( m_eHealState == HEAL_STATE_NONE )
{
SetCustomInterruptCondition( COND_VORTIGAUNT_CAN_HEAL );
SetCustomInterruptCondition( COND_VORTIGAUNT_DISPEL_ANTLIONS );
}
}
// Always interrupt when healing
if ( m_eHealState != HEAL_STATE_NONE )
{
// Interrupt if we're not already adjusting
if ( IsCurSchedule( SCHED_VORTIGAUNT_RUN_TO_PLAYER ) == false )
{
SetCustomInterruptCondition( COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR );
SetCustomInterruptCondition( COND_VORTIGAUNT_HEAL_TARGET_BLOCKED );
// Interrupt if we're not already turning
if ( IsCurSchedule( SCHED_VORTIGAUNT_FACE_PLAYER ) == false )
{
SetCustomInterruptCondition( COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US );
}
}
}
if ( IsCurSchedule( SCHED_COMBAT_STAND ) )
{
SetCustomInterruptCondition( COND_VORTIGAUNT_DISPEL_ANTLIONS );
}
}
//-----------------------------------------------------------------------------
// Purpose: Small beam from arm to nearby geometry
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::ArmBeam( int beamType, int nHand )
{
trace_t tr;
float flDist = 1.0;
int side = ( nHand == HAND_LEFT ) ? -1 : 1;
Vector forward, right, up;
AngleVectors( GetLocalAngles(), &forward, &right, &up );
Vector vecSrc = GetLocalOrigin() + up * 36 + right * side * 16 + forward * 32;
for (int i = 0; i < 3; i++)
{
Vector vecAim = forward * random->RandomFloat( -1, 1 ) + right * side * random->RandomFloat( 0, 1 ) + up * random->RandomFloat( -1, 1 );
trace_t tr1;
AI_TraceLine ( vecSrc, vecSrc + vecAim * (10*12), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr1);
// Don't hit the sky
if ( tr1.surface.flags & SURF_SKY )
continue;
// Choose a farther distance if we have one
if ( flDist > tr1.fraction )
{
tr = tr1;
flDist = tr.fraction;
}
}
// Couldn't find anything close enough
if ( flDist == 1.0 )
return;
// Tell the client to start an arm beam
unsigned char uchAttachment = (nHand==HAND_LEFT) ? m_iLeftHandAttachment : m_iRightHandAttachment;
EntityMessageBegin( this, true );
WRITE_BYTE( VORTFX_ARMBEAM );
WRITE_LONG( entindex() );
WRITE_BYTE( uchAttachment );
WRITE_VEC3COORD( tr.endpos );
WRITE_VEC3NORMAL( tr.plane.normal );
MessageEnd();
}
//------------------------------------------------------------------------------
// Purpose : Put glowing sprites on hands
//------------------------------------------------------------------------------
void CNPC_Vortigaunt::StartHandGlow( int beamType, int nHand )
{
// We need this because there's a rare case where a scene can interrupt and turn off our hand glows, but are then
// turned back on in the same frame due to how animations are applied and anim events are executed after the AI frame.
if ( m_fGlowChangeTime > gpGlobals->curtime )
return;
switch( beamType )
{
case VORTIGAUNT_BEAM_DISPEL:
case VORTIGAUNT_BEAM_HEAL:
case VORTIGAUNT_BEAM_ZAP:
{
// Validate the hand's range
if ( nHand >= ARRAYSIZE( m_hHandEffect ) )
return;
// Start up
if ( m_hHandEffect[nHand] == NULL )
{
// Create the token if it doesn't already exist
m_hHandEffect[nHand] = CVortigauntEffectDispel::CreateEffectDispel( GetAbsOrigin(), this, NULL );
if ( m_hHandEffect[nHand] == NULL )
return;
}
// Stomp our settings
m_hHandEffect[nHand]->SetParent( this, (nHand==HAND_LEFT) ? m_iLeftHandAttachment : m_iRightHandAttachment );
m_hHandEffect[nHand]->SetMoveType( MOVETYPE_NONE );
m_hHandEffect[nHand]->SetLocalOrigin( Vector( 8.0f, 4.0f, 0.0f ) );
}
break;
case VORTIGAUNT_BEAM_ALL:
Assert( 0 );
break;
}
}
//------------------------------------------------------------------------------
// Purpose: Fade glow from hands.
//------------------------------------------------------------------------------
void CNPC_Vortigaunt::EndHandGlow( int beamType /*= VORTIGAUNT_BEAM_ALL*/ )
{
if ( m_hHandEffect[0] )
{
m_hHandEffect[0]->FadeAndDie();
m_hHandEffect[0] = NULL;
}
if ( m_hHandEffect[1] )
{
m_hHandEffect[1]->FadeAndDie();
m_hHandEffect[1] = NULL;
}
// Zap
if ( beamType == VORTIGAUNT_BEAM_ZAP || beamType == VORTIGAUNT_BEAM_ALL )
{
m_fGlowAge = 0;
// Stop our smaller beams as well
ClearBeams();
}
}
extern int ACT_ANTLION_ZAP_FLIP;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::IsValidEnemy( CBaseEntity *pEnemy )
{
if ( IsRoller( pEnemy ) )
{
CAI_BaseNPC *pNPC = pEnemy->MyNPCPointer();
if ( pNPC && pNPC->GetEnemy() != NULL )
return true;
return false;
}
// Wait until our animation is finished
if ( GetEnemy() == NULL && m_flAimDelay > gpGlobals->curtime )
return false;
return BaseClass::IsValidEnemy( pEnemy );
}
//-----------------------------------------------------------------------------
// Purpose: Creates a blast where the beam has struck a target
// Input : &vecOrigin - position to eminate from
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::CreateBeamBlast( const Vector &vecOrigin )
{
CSprite *pBlastSprite = CSprite::SpriteCreate( "sprites/vortring1.vmt", vecOrigin, true );
if ( pBlastSprite != NULL )
{
pBlastSprite->SetTransparency( kRenderTransAddFrameBlend, 255, 255, 255, 255, kRenderFxNone );
pBlastSprite->SetBrightness( 255 );
pBlastSprite->SetScale( random->RandomFloat( 1.0f, 1.5f ) );
pBlastSprite->AnimateAndDie( 45.0f );
pBlastSprite->EmitSound( "NPC_Vortigaunt.Explode" );
}
CPVSFilter filter( vecOrigin );
te->GaussExplosion( filter, 0.0f, vecOrigin, Vector( 0, 0, 1 ), 0 );
}
#define COS_30 0.866025404f // sqrt(3) / 2
#define COS_60 0.5 // sqrt(1) / 2
//-----------------------------------------------------------------------------
// Purpose: Heavy damage directly forward
// Input : nHand - Handedness of the beam
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::ZapBeam( int nHand )
{
Vector forward;
GetVectors( &forward, NULL, NULL );
Vector vecSrc = GetAbsOrigin() + GetViewOffset();
Vector vecAim = GetShootEnemyDir( vecSrc, false ); // We want a clear shot to their core
if ( GetEnemy() )
{
Vector vecTarget = GetEnemy()->BodyTarget( vecSrc, false );
if ( g_debug_vortigaunt_aim.GetBool() )
{
NDebugOverlay::Cross3D( vecTarget, 4.0f, 255, 0, 0, true, 10.0f );
CBaseAnimating *pAnim = GetEnemy()->GetBaseAnimating();
if ( pAnim )
{
pAnim->DrawServerHitboxes( 10.0f );
}
}
}
// If we're too far off our center, the shot must miss!
if ( DotProduct( vecAim, forward ) < COS_60 )
{
// Missed, so just shoot forward
vecAim = forward;
}
trace_t tr;
if ( m_bExtractingBugbait == true )
{
CRagdollProp *pTest = dynamic_cast< CRagdollProp *>( GetTarget() );
if ( pTest )
{
ragdoll_t *m_ragdoll = pTest->GetRagdoll();
if ( m_ragdoll )
{
Vector vOrigin;
m_ragdoll->list[0].pObject->GetPosition( &vOrigin, 0 );
AI_TraceLine( vecSrc, vOrigin, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
}
CRagdollBoogie::Create( pTest, 200, gpGlobals->curtime, 1.0f );
}
}
else
{
AI_TraceLine( vecSrc, vecSrc + ( vecAim * InnateRange1MaxRange() ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
}
if ( g_debug_vortigaunt_aim.GetBool() )
{
NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, true, 10.0f );
}
// Send a message to the client to create a "zap" beam
unsigned char uchAttachment = (nHand==HAND_LEFT) ? m_iLeftHandAttachment : m_iRightHandAttachment;
EntityMessageBegin( this, true );
WRITE_BYTE( VORTFX_ZAPBEAM );
WRITE_BYTE( uchAttachment );
WRITE_VEC3COORD( tr.endpos );
MessageEnd();
CBaseEntity *pEntity = tr.m_pEnt;
if ( pEntity != NULL && m_takedamage )
{
if ( g_debug_vortigaunt_aim.GetBool() )
{
NDebugOverlay::Box( tr.endpos, -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, 8, 10.0f );
}
CTakeDamageInfo dmgInfo( this, this, sk_vortigaunt_dmg_zap.GetFloat(), DMG_SHOCK );
dmgInfo.SetDamagePosition( tr.endpos );
VectorNormalize( vecAim );// not a unit vec yet
// hit like a 5kg object flying 100 ft/s
dmgInfo.SetDamageForce( 5 * 100 * 12 * vecAim );
// Our zaps do special things to antlions
if ( FClassnameIs( pEntity, "npc_antlion" ) )
{
// Make a worker flip instead of explode
if ( IsAntlionWorker( pEntity ) )
{
CNPC_Antlion *pAntlion = static_cast<CNPC_Antlion *>(pEntity);
pAntlion->Flip();
}
else
{
// Always gib the antlion hit!
dmgInfo.ScaleDamage( 4.0f );
}
// Look in a ring and flip other antlions nearby
DispelAntlions( tr.endpos, 200.0f, false );
}
// Send the damage to the recipient
pEntity->DispatchTraceAttack( dmgInfo, vecAim, &tr );
}
// Create a cover for the end of the beam
CreateBeamBlast( tr.endpos );
}
//------------------------------------------------------------------------------
// Purpose: Clear glow from hands immediately
//------------------------------------------------------------------------------
void CNPC_Vortigaunt::ClearHandGlow( void )
{
if ( m_hHandEffect[0] != NULL )
{
UTIL_Remove( m_hHandEffect[0] );
m_hHandEffect[0] = NULL;
}
if ( m_hHandEffect[1] != NULL )
{
UTIL_Remove( m_hHandEffect[1] );
m_hHandEffect[1] = NULL;
}
m_fGlowAge = 0;
}
//------------------------------------------------------------------------------
// Purpose: remove all beams
//------------------------------------------------------------------------------
void CNPC_Vortigaunt::ClearBeams( void )
{
// Stop looping suit charge sound.
if ( m_bStopLoopingSounds )
{
StopSound( "NPC_Vortigaunt.StartHealLoop" );
StopSound( "NPC_Vortigaunt.StartShootLoop" );
StopSound( "NPC_Vortigaunt.SuitCharge" );
StopSound( "NPC_Vortigaunt.ZapPowerup" );
m_bStopLoopingSounds = false;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::InputEnableArmorRecharge( inputdata_t &data )
{
m_bArmorRechargeEnabled = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::InputDisableArmorRecharge( inputdata_t &data )
{
m_bArmorRechargeEnabled = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::InputChargeTarget( inputdata_t &data )
{
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, data.value.String(), NULL, data.pActivator, data.pCaller );
// Must be valid
if ( pTarget == NULL )
{
DevMsg( 1, "Unable to charge from unknown entity: %s!\n", data.value.String() );
return;
}
int playerArmor = (pTarget->IsPlayer()) ? ((CBasePlayer *)pTarget)->ArmorValue() : 0;
if ( playerArmor >= 100 || ( pTarget->GetFlags() & FL_NOTARGET ) )
{
m_OnFinishedChargingTarget.FireOutput( this, this );
return;
}
m_hHealTarget = pTarget;
m_bForceArmorRecharge = true;
SetCondition( COND_PROVOKED );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::InputExtractBugbait( inputdata_t &data )
{
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, data.value.String(), NULL, data.pActivator, data.pCaller );
// Must be valid
if ( pTarget == NULL )
{
DevMsg( 1, "Unable to extract bugbait from unknown entity %s!\n", data.value.String() );
return;
}
// Keep this as our target
SetTarget( pTarget );
// Start to extract
m_bExtractingBugbait = true;
SetSchedule( SCHED_VORTIGAUNT_EXTRACT_BUGBAIT );
}
//-----------------------------------------------------------------------------
// Purpose: Allows the vortigaunt to use health regeneration
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::InputEnableHealthRegeneration( inputdata_t &data )
{
m_bRegenerateHealth = true;
}
//-----------------------------------------------------------------------------
// Purpose: Stops the vortigaunt from using health regeneration (default)
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::InputDisableHealthRegeneration( inputdata_t &data )
{
m_bRegenerateHealth = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_Vortigaunt::IRelationPriority( CBaseEntity *pTarget )
{
int priority = BaseClass::IRelationPriority( pTarget );
if ( pTarget == NULL )
return priority;
CBaseEntity *pEnemy = GetEnemy();
// Handle antlion cases
if ( pEnemy != NULL && pEnemy != pTarget )
{
// I have an enemy that is not this thing. If that enemy is near, I shouldn't become distracted.
if ( GetAbsOrigin().DistToSqr( pEnemy->GetAbsOrigin()) < Square(15*12) )
return priority;
}
// Targets near our follow target have a higher priority to us
if ( m_FollowBehavior.GetFollowTarget() &&
m_FollowBehavior.GetFollowTarget()->GetAbsOrigin().DistToSqr( pTarget->GetAbsOrigin() ) < Square(25*12) )
{
priority++;
}
// Flipped antlions are of lower priority
CAI_BaseNPC *pNPC = pTarget->MyNPCPointer();
if ( pNPC && pNPC->Classify() == CLASS_ANTLION && pNPC->GetActivity() == ACT_ANTLION_ZAP_FLIP )
priority--;
return priority;
}
//-----------------------------------------------------------------------------
// Purpose: back away from overly close zombies
//-----------------------------------------------------------------------------
Disposition_t CNPC_Vortigaunt::IRelationType( CBaseEntity *pTarget )
{
if ( pTarget == NULL )
return D_NU;
Disposition_t disposition = BaseClass::IRelationType( pTarget );
if ( pTarget->Classify() == CLASS_ZOMBIE && disposition == D_HT )
{
if( GetAbsOrigin().DistToSqr(pTarget->GetAbsOrigin()) < VORTIGAUNT_FEAR_ZOMBIE_DIST_SQR )
{
// Be afraid of a zombie that's near if I'm not allowed to dodge. This will make Alyx back away.
return D_FR;
}
}
return disposition;
}
//-----------------------------------------------------------------------------
// Purpose: Determines whether the heal gesture can successfully reach the player
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::HealGestureHasLOS( void )
{
//For now the player is always our target
CBaseEntity *pTargetEnt = AI_GetSinglePlayer();
if ( pTargetEnt == NULL )
return false;
// Find our left hand as the starting point
Vector vecHandPos;
QAngle vecHandAngle;
GetAttachment( m_iRightHandAttachment, vecHandPos, vecHandAngle );
// Trace to our target, skipping ourselves and the target
trace_t tr;
CTraceFilterSkipTwoEntities filter( this, pTargetEnt, COLLISION_GROUP_NONE );
UTIL_TraceLine( vecHandPos, pTargetEnt->WorldSpaceCenter(), MASK_SHOT, &filter, &tr );
// Must be clear
if ( tr.fraction < 1.0f || tr.startsolid || tr.allsolid )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Gather conditions for our healing behavior
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::GatherHealConditions( void )
{
ClearCondition( COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR );
ClearCondition( COND_VORTIGAUNT_HEAL_TARGET_BLOCKED );
ClearCondition( COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US );
// We stop if there are enemies around
if ( m_bArmorRechargeEnabled == false ||
HasCondition( COND_NEW_ENEMY ) ||
HasCondition( COND_HEAR_DANGER ) ||
HasCondition( COND_HEAVY_DAMAGE ) )
{
ClearCondition( COND_VORTIGAUNT_HEAL_VALID );
return;
}
// Start by assuming that we'll succeed
SetCondition( COND_VORTIGAUNT_HEAL_VALID );
// Just assume we should
if ( m_bForceArmorRecharge )
return;
// For now we only act on the player
CBasePlayer *pPlayer = ToBasePlayer( m_hHealTarget );
if ( pPlayer != NULL )
{
Vector vecToPlayer = ( pPlayer->WorldSpaceCenter() - WorldSpaceCenter() );
// Make sure he's still within heal range
if ( vecToPlayer.LengthSqr() > (HEAL_RANGE*HEAL_RANGE) )
{
SetCondition( COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR );
// NOTE: We allow him to send tokens over large distances
//ClearCondition( COND_VORTIGAUNT_HEAL_VALID );
}
vecToPlayer.z = 0.0f;
VectorNormalize( vecToPlayer );
Vector facingDir = BodyDirection2D();
// Check our direction towards the player
if ( DotProduct( vecToPlayer, facingDir ) < VIEW_FIELD_NARROW )
{
SetCondition( COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US );
ClearCondition( COND_VORTIGAUNT_HEAL_VALID );
}
// Now ensure he's not blocked
if ( HealGestureHasLOS() == false )
{
SetCondition( COND_VORTIGAUNT_HEAL_TARGET_BLOCKED );
ClearCondition( COND_VORTIGAUNT_HEAL_VALID );
}
}
else
{
ClearCondition( COND_VORTIGAUNT_HEAL_VALID );
}
}
//-----------------------------------------------------------------------------
// Purpose: Gather conditions specific to this NPC
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::GatherConditions( void )
{
// Call our base
BaseClass::GatherConditions();
// See if we're able to heal now
if ( HealBehaviorAvailable() && ( m_flNextHealTime < gpGlobals->curtime ) )
{
// See if we should heal the player
CBaseEntity *pHealTarget = FindHealTarget();
if ( pHealTarget != NULL )
{
SetHealTarget( pHealTarget, false );
}
// Don't try again for a period of time
m_flNextHealTime = gpGlobals->curtime + 2.0f;
}
// Get our state for healing
GatherHealConditions();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::DispelAntlions( const Vector &vecOrigin, float flRadius, bool bDispel /*= true*/ )
{
// More effects
if ( bDispel )
{
UTIL_ScreenShake( vecOrigin, 20.0f, 150.0, 1.0, 1250.0f, SHAKE_START );
CBroadcastRecipientFilter filter2;
te->BeamRingPoint( filter2, 0, vecOrigin, //origin
64, //start radius
800, //end radius
m_nLightningSprite, //texture
0, //halo index
0, //start frame
2, //framerate
0.1f, //life
128, //width
0, //spread
0, //amplitude
255, //r
255, //g
225, //b
32, //a
0, //speed
FBEAM_FADEOUT
);
//Shockring
te->BeamRingPoint( filter2, 0, vecOrigin + Vector( 0, 0, 16 ), //origin
64, //start radius
800, //end radius
m_nLightningSprite, //texture
0, //halo index
0, //start frame
2, //framerate
0.2f, //life
64, //width
0, //spread
0, //amplitude
255, //r
255, //g
225, //b
200, //a
0, //speed
FBEAM_FADEOUT
);
// Ground effects
CEffectData data;
data.m_vOrigin = vecOrigin;
DispatchEffect( "VortDispel", data );
}
// Make antlions flip all around us!
trace_t tr;
CBaseEntity *pEnemySearch[32];
int nNumEnemies = UTIL_EntitiesInBox( pEnemySearch, ARRAYSIZE(pEnemySearch), vecOrigin-Vector(flRadius,flRadius,flRadius), vecOrigin+Vector(flRadius,flRadius,flRadius), FL_NPC );
for ( int i = 0; i < nNumEnemies; i++ )
{
// We only care about antlions
if ( IsAntlion( pEnemySearch[i] ) == false )
continue;
CNPC_Antlion *pAntlion = static_cast<CNPC_Antlion *>(pEnemySearch[i]);
if ( pAntlion->IsWorker() == false )
{
// Attempt to trace a line to hit the target
UTIL_TraceLine( vecOrigin, pAntlion->BodyTarget( vecOrigin ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0f && tr.m_pEnt != pAntlion )
continue;
Vector vecDir = ( pAntlion->GetAbsOrigin() - vecOrigin );
vecDir[2] = 0.0f;
float flDist = VectorNormalize( vecDir );
float flFalloff = RemapValClamped( flDist, 0, flRadius*0.75f, 1.0f, 0.1f );
vecDir *= ( flRadius * 1.5f * flFalloff );
vecDir[2] += ( flRadius * 0.5f * flFalloff );
pAntlion->ApplyAbsVelocityImpulse( vecDir );
// gib nearby antlions, knock over distant ones.
if ( flDist < 128 && bDispel )
{
// splat!
vecDir[2] += 400.0f * flFalloff;
CTakeDamageInfo dmgInfo( this, this, vecDir, pAntlion->GetAbsOrigin() , 100, DMG_SHOCK );
pAntlion->TakeDamage( dmgInfo );
}
else
{
// Turn them over
pAntlion->Flip( true );
// Display an effect between us and the flipped creature
// Tell the client to start an arm beam
/*
unsigned char uchAttachment = pAntlion->LookupAttachment( "mouth" );
EntityMessageBegin( this, true );
WRITE_BYTE( VORTFX_ARMBEAM );
WRITE_LONG( pAntlion->entindex() );
WRITE_BYTE( uchAttachment );
WRITE_VEC3COORD( vecOrigin );
WRITE_VEC3NORMAL( Vector( 0, 0, 1 ) );
MessageEnd();
*/
}
}
}
// Stop our effects
if ( bDispel )
{
EndHandGlow( VORTIGAUNT_BEAM_ALL );
}
}
//-----------------------------------------------------------------------------
// Purpose: Simply tell us to dispel
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::InputDispel( inputdata_t &data )
{
SetCondition( COND_VORTIGAUNT_DISPEL_ANTLIONS );
}
//-----------------------------------------------------------------------------
// Purpose: Decide when we're allowed to interact with other NPCs
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::CanRunAScriptedNPCInteraction( bool bForced /*= false*/ )
{
// Never interrupt a range attack!
if ( InAttackSequence() )
return false;
// Can't do them while we're trying to heal the player
if ( m_eHealState != HEAL_STATE_NONE )
return false;
return BaseClass::CanRunAScriptedNPCInteraction( bForced );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : interrupt -
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::SetScriptedScheduleIgnoreConditions( Interruptability_t interrupt )
{
// First add our base conditions to ignore
BaseClass::SetScriptedScheduleIgnoreConditions( interrupt );
static int g_VortConditions[] =
{
COND_VORTIGAUNT_CAN_HEAL,
COND_VORTIGAUNT_DISPEL_ANTLIONS,
COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR,
COND_VORTIGAUNT_HEAL_TARGET_BLOCKED,
COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US,
COND_VORTIGAUNT_HEAL_VALID
};
ClearIgnoreConditions( g_VortConditions, ARRAYSIZE(g_VortConditions) );
// Ignore these if we're damage only
if ( interrupt > GENERAL_INTERRUPTABILITY )
SetIgnoreConditions( g_VortConditions, ARRAYSIZE(g_VortConditions) );
}
//-----------------------------------------------------------------------------
// !!!HACKHACK - EP2 - Stop vortigaunt taking all physics damage to prevent it dying
// in freak accidents resembling spontaneous stress damage death (which are now impossible)
// Also stop it taking damage from flames: Fixes it being burnt to death from entity flames
// attached to random debris chunks while inside scripted sequences.
//-----------------------------------------------------------------------------
int CNPC_Vortigaunt::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
if( info.GetDamageType() & (DMG_CRUSH | DMG_BURN) )
return 0;
// vital vortigaunts (eg the vortigoth in ep2) take less damage from explosions
// so that zombines don't blow them up disappointingly. They take less damage
// still from antlion workers.
if ( Classify() == CLASS_PLAYER_ALLY_VITAL )
{
// half damage
CTakeDamageInfo subInfo = info;
// take less damage from antlion worker acid/poison
if ( info.GetAttacker()->Classify() == CLASS_ANTLION &&
(info.GetDamageType() & ( DMG_ACID | DMG_POISON ))!=0
)
{
subInfo.ScaleDamage( sk_vortigaunt_vital_antlion_worker_dmg.GetFloat() );
}
else if ( info.GetDamageType() & DMG_BLAST )
{
subInfo.ScaleDamage( 0.5f );
}
return BaseClass::OnTakeDamage_Alive( subInfo );
}
return BaseClass::OnTakeDamage_Alive( info );
}
//-----------------------------------------------------------------------------
// Purpose: Override move and shoot if we're following someone
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::ShouldMoveAndShoot( void )
{
if ( m_FollowBehavior.IsActive() )
return true;
return BaseClass::ShouldMoveAndShoot();
}
//-----------------------------------------------------------------------------
// Purpose: notification from a grub that I squished it. This special case
// function is necessary because what you would think to be the ordinary
// channels are in fact missing: Event_KilledOther doesn't actually do anything
// and KilledNPC expects a BaseCombatCharacter, and always uses the same Speak
// line.
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::OnSquishedGrub( const CBaseEntity *pGrub )
{
Speak(TLK_SQUISHED_GRUB);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::AimGun( void )
{
// If our aim lock is on, don't bother
if ( m_flAimDelay >= gpGlobals->curtime )
return;
// Aim at our target
if ( GetEnemy() )
{
Vector vecShootOrigin;
vecShootOrigin = Weapon_ShootPosition();
Vector vecShootDir;
// Aim where it is
vecShootDir = GetShootEnemyDir( vecShootOrigin, false );
if ( g_debug_vortigaunt_aim.GetBool() )
{
NDebugOverlay::Line( WorldSpaceCenter(), WorldSpaceCenter() + vecShootDir * 256.0f, 255, 0, 0, true, 0.1f );
}
SetAim( vecShootDir );
}
else
{
RelaxAim();
}
}
//-----------------------------------------------------------------------------
// Purpose: A scripted sequence has interrupted us
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::OnStartScene( void )
{
// Watch our hand state
EndHandGlow( VORTIGAUNT_BEAM_ALL );
m_fGlowChangeTime = gpGlobals->curtime + 0.1f; // No more glows for this amount of time!
BaseClass::OnStartScene();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::IsInterruptable( void )
{
// Don't interrupt my attack schedule!
if ( InAttackSequence() )
return false;
return BaseClass::IsInterruptable();
}
//-----------------------------------------------------------------------------
// Purpose: Start overriding our animations to "carry" an NPC
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::InputBeginCarryNPC( inputdata_t &indputdata )
{
m_bCarryingNPC = true;
}
//-----------------------------------------------------------------------------
// Purpose: Stop overriding our animations for carrying an NPC
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::InputEndCarryNPC( inputdata_t &indputdata )
{
m_bCarryingNPC = false;
}
//-----------------------------------------------------------------------------
// Purpose: Turn off flinching under certain circumstances
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::CanFlinch( void )
{
if ( IsActiveDynamicInteraction() )
return false;
if ( IsPlayingGesture( ACT_GESTURE_RANGE_ATTACK1 ) )
return false;
if ( IsCurSchedule( SCHED_VORTIGAUNT_DISPEL_ANTLIONS ) || IsCurSchedule( SCHED_RANGE_ATTACK1 ) )
return false;
return BaseClass::CanFlinch();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::OnUpdateShotRegulator( void )
{
// Do nothing, we're not really running this code in a normal manner
GetShotRegulator()->SetBurstInterval( 2.0f, 2.0f );
GetShotRegulator()->SetBurstShotCountRange( 1, 1 );
GetShotRegulator()->SetRestInterval( 2.0f, 2.0f );
}
/*
IMPLEMENT_SERVERCLASS_ST( CVortigauntChargeToken, DT_VortigauntChargeToken )
SendPropFloat( SENDINFO(m_flFadeOutTime), 0, SPROP_NOSCALE),
SendPropBool( SENDINFO(m_bFadeOut) ),
SendPropFloat( SENDINFO(m_flScale), 0, SPROP_NOSCALE),
END_SEND_TABLE()
*/
//------------------------------------------------------------------------------
//
// Schedules
//
//------------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_vortigaunt, CNPC_Vortigaunt )
DECLARE_USES_SCHEDULE_PROVIDER( CAI_LeadBehavior )
DECLARE_TASK(TASK_VORTIGAUNT_HEAL)
DECLARE_TASK(TASK_VORTIGAUNT_EXTRACT)
DECLARE_TASK(TASK_VORTIGAUNT_FIRE_EXTRACT_OUTPUT)
DECLARE_TASK(TASK_VORTIGAUNT_WAIT_FOR_PLAYER)
DECLARE_TASK( TASK_VORTIGAUNT_EXTRACT_WARMUP )
DECLARE_TASK( TASK_VORTIGAUNT_EXTRACT_COOLDOWN )
DECLARE_TASK( TASK_VORTIGAUNT_GET_HEAL_TARGET )
DECLARE_TASK( TASK_VORTIGAUNT_DISPEL_ANTLIONS )
DECLARE_ACTIVITY( ACT_VORTIGAUNT_AIM)
DECLARE_ACTIVITY( ACT_VORTIGAUNT_START_HEAL )
DECLARE_ACTIVITY( ACT_VORTIGAUNT_HEAL_LOOP )
DECLARE_ACTIVITY( ACT_VORTIGAUNT_END_HEAL )
DECLARE_ACTIVITY( ACT_VORTIGAUNT_TO_ACTION )
DECLARE_ACTIVITY( ACT_VORTIGAUNT_TO_IDLE )
DECLARE_ACTIVITY( ACT_VORTIGAUNT_HEAL )
DECLARE_ACTIVITY( ACT_VORTIGAUNT_DISPEL )
DECLARE_ACTIVITY( ACT_VORTIGAUNT_ANTLION_THROW )
DECLARE_CONDITION( COND_VORTIGAUNT_CAN_HEAL )
DECLARE_CONDITION( COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR )
DECLARE_CONDITION( COND_VORTIGAUNT_HEAL_TARGET_BLOCKED )
DECLARE_CONDITION( COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US )
DECLARE_CONDITION( COND_VORTIGAUNT_HEAL_VALID )
DECLARE_CONDITION( COND_VORTIGAUNT_DISPEL_ANTLIONS )
DECLARE_SQUADSLOT( SQUAD_SLOT_HEAL_PLAYER )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_CLAW_LEFT )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_CLAW_RIGHT )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_ZAP_POWERUP )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_ZAP_SHOOT )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_ZAP_DONE )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_HEAL_STARTGLOW )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_HEAL_STARTBEAMS )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_HEAL_STARTSOUND )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_SWING_SOUND )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_SHOOT_SOUNDSTART )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_HEAL_PAUSE )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_START_DISPEL )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_ACCEL_DISPEL )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_DISPEL )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_START_HURT_GLOW )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_STOP_HURT_GLOW )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_START_HEAL_GLOW )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_STOP_HEAL_GLOW )
//=========================================================
// > SCHED_VORTIGAUNT_RANGE_ATTACK
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORTIGAUNT_RANGE_ATTACK,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_IDEAL 0"
" TASK_ANNOUNCE_ATTACK 0"
" TASK_RANGE_ATTACK1 0"
" TASK_WAIT 0.2" // Wait a sec before killing beams
""
" Interrupts"
" COND_NO_CUSTOM_INTERRUPTS"
);
//=========================================================
// > SCHED_VORTIGAUNT_HEAL
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORTIGAUNT_HEAL,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_VORTIGAUNT_STAND"
" TASK_STOP_MOVING 0"
" TASK_VORTIGAUNT_GET_HEAL_TARGET 0"
" TASK_GET_PATH_TO_TARGET 0"
" TASK_MOVE_TO_TARGET_RANGE 350"
" TASK_STOP_MOVING 0"
" TASK_FACE_PLAYER 0"
" TASK_VORTIGAUNT_HEAL 0"
""
" Interrupts"
" COND_HEAVY_DAMAGE"
);
//=========================================================
// > SCHED_VORTIGAUNT_STAND
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORTIGAUNT_STAND,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 2" // repick IDLESTAND every two seconds."
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_SMELL"
" COND_PROVOKED"
" COND_HEAR_COMBAT"
" COND_HEAR_DANGER"
" COND_VORTIGAUNT_DISPEL_ANTLIONS"
" COND_VORTIGAUNT_CAN_HEAL"
);
//=========================================================
// > SCHED_VORTIGAUNT_EXTRACT_BUGBAIT
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORTIGAUNT_EXTRACT_BUGBAIT,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_VORTIGAUNT_STAND"
" TASK_STOP_MOVING 0"
" TASK_GET_PATH_TO_TARGET 0"
" TASK_MOVE_TO_TARGET_RANGE 128" // Move within 128 of target ent (client)
" TASK_STOP_MOVING 0"
" TASK_VORTIGAUNT_WAIT_FOR_PLAYER 0"
" TASK_SPEAK_SENTENCE 500" // Start extracting sentence
" TASK_WAIT_FOR_SPEAK_FINISH 1"
" TASK_FACE_TARGET 0"
" TASK_WAIT_FOR_SPEAK_FINISH 1"
" TASK_VORTIGAUNT_EXTRACT_WARMUP 0"
" TASK_VORTIGAUNT_EXTRACT 0"
" TASK_VORTIGAUNT_EXTRACT_COOLDOWN 0"
" TASK_VORTIGAUNT_FIRE_EXTRACT_OUTPUT 0"
" TASK_SPEAK_SENTENCE 501" // Finish extracting sentence
" TASK_WAIT_FOR_SPEAK_FINISH 1"
" TASK_WAIT 2"
""
" Interrupts"
)
//=========================================================
// > SCHED_VORTIGAUNT_FACE_PLAYER
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORTIGAUNT_FACE_PLAYER,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_TARGET_PLAYER 0"
" TASK_FACE_PLAYER 0"
" TASK_WAIT 3"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_VORTIGAUNT_DISPEL_ANTLIONS"
" COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR"
" COND_VORTIGAUNT_HEAL_TARGET_BLOCKED"
" COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US"
);
//=========================================================
// > SCHED_VORTIGAUNT_RUN_TO_PLAYER
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORTIGAUNT_RUN_TO_PLAYER,
" Tasks"
" TASK_TARGET_PLAYER 0"
" TASK_GET_PATH_TO_TARGET 0"
" TASK_MOVE_TO_TARGET_RANGE 350"
""
" Interrupts"
" COND_HEAVY_DAMAGE"
);
//=========================================================
// > SCHED_VORTIGAUNT_DISPEL_ANTLIONS
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORTIGAUNT_DISPEL_ANTLIONS,
" Tasks"
" TASK_VORTIGAUNT_DISPEL_ANTLIONS 0"
""
" Interrupts"
" COND_NO_CUSTOM_INTERRUPTS"
);
//=========================================================
//
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORT_FLEE_FROM_BEST_SOUND,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COWER"
" TASK_GET_PATH_AWAY_FROM_BEST_SOUND 600"
" TASK_RUN_PATH_TIMED 1.5"
" TASK_STOP_MOVING 0"
""
" Interrupts"
)
//=========================================================
// > AlertFace best sound
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORT_ALERT_FACE_BESTSOUND,
" Tasks"
" TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION 0"
" TASK_STOP_MOVING 0"
" TASK_FACE_SAVEPOSITION 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_FEAR"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_PROVOKED"
" COND_HEAR_DANGER"
);
AI_END_CUSTOM_NPC()
//=============================================================================
//
// Charge Token
//
//=============================================================================
LINK_ENTITY_TO_CLASS( vort_charge_token, CVortigauntChargeToken );
BEGIN_DATADESC( CVortigauntChargeToken )
DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_flLifetime, FIELD_TIME ),
DEFINE_FIELD( m_bFadeOut, FIELD_BOOLEAN ),
DEFINE_ENTITYFUNC( SeekThink ),
DEFINE_ENTITYFUNC( SeekTouch ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CVortigauntChargeToken, DT_VortigauntChargeToken )
SendPropBool( SENDINFO(m_bFadeOut) ),
END_SEND_TABLE()
CVortigauntChargeToken::CVortigauntChargeToken( void ) :
m_hTarget( NULL )
{
m_bFadeOut = false;
}
//-----------------------------------------------------------------------------
// Purpose: Create a charge token for the player to collect
// Input : &vecOrigin - Where we start
// *pOwner - Who created us
// *pTarget - Who we're seeking towards
//-----------------------------------------------------------------------------
CVortigauntChargeToken *CVortigauntChargeToken::CreateChargeToken( const Vector &vecOrigin, CBaseEntity *pOwner, CBaseEntity *pTarget )
{
CVortigauntChargeToken *pToken = (CVortigauntChargeToken *) CreateEntityByName( "vort_charge_token" );
if ( pToken == NULL )
return NULL;
// Set up our internal data
UTIL_SetOrigin( pToken, vecOrigin );
pToken->SetOwnerEntity( pOwner );
pToken->SetTargetEntity( pTarget );
pToken->SetThink( &CVortigauntChargeToken::SeekThink );
pToken->SetTouch( &CVortigauntChargeToken::SeekTouch );
pToken->Spawn();
// Start out at the same velocity as our owner
Vector vecInitialVelocity;
CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating *>(pOwner);
if ( pAnimating != NULL )
{
vecInitialVelocity = pAnimating->GetGroundSpeedVelocity();
}
else
{
vecInitialVelocity = pTarget->GetSmoothedVelocity();
}
// Start out at that speed
pToken->SetAbsVelocity( vecInitialVelocity );
return pToken;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVortigauntChargeToken::Precache( void )
{
PrecacheParticleSystem( "vortigaunt_charge_token" );
}
//-----------------------------------------------------------------------------
// Purpose: We want to move through grates!
//-----------------------------------------------------------------------------
unsigned int CVortigauntChargeToken::PhysicsSolidMaskForEntity( void ) const
{
return MASK_SHOT;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVortigauntChargeToken::Spawn( void )
{
Precache();
// Point-sized
UTIL_SetSize( this, -Vector(1,1,1), Vector(1,1,1) );
SetMoveType( MOVETYPE_FLY );
SetSolid( SOLID_BBOX );
SetSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
SetGravity( 0.0f );
// No model but we still need to force this!
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
SetNextThink( gpGlobals->curtime + 0.05f );
m_flLifetime = gpGlobals->curtime + VORTIGAUNT_CURE_LIFESPAN;
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose: Creates an influence vector which causes the token to move away from obstructions
//-----------------------------------------------------------------------------
Vector CVortigauntChargeToken::GetSteerVector( const Vector &vecForward )
{
Vector vecSteer = vec3_origin;
Vector vecRight, vecUp;
VectorVectors( vecForward, vecRight, vecUp );
// Use two probes fanned out a head of us
Vector vecProbe;
float flSpeed = GetAbsVelocity().Length();
// Try right
vecProbe = vecForward + vecRight;
vecProbe *= flSpeed;
// We ignore multiple targets
CTraceFilterSimpleList filterSkip( COLLISION_GROUP_NONE );
filterSkip.AddEntityToIgnore( this );
filterSkip.AddEntityToIgnore( GetOwnerEntity() );
filterSkip.AddEntityToIgnore( m_hTarget );
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vecProbe, MASK_SHOT, &filterSkip, &tr );
vecSteer -= vecRight * 100.0f * ( 1.0f - tr.fraction );
// Try left
vecProbe = vecForward - vecRight;
vecProbe *= flSpeed;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vecProbe, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
vecSteer += vecRight * 100.0f * ( 1.0f - tr.fraction );
return vecSteer;
}
#define VTOKEN_MAX_SPEED 320.0f // U/sec
#define VTOKEN_ACCEL_SPEED 320.0f // '
//-----------------------------------------------------------------------------
// Purpose: Move towards our target entity with accel/decel parameters
//-----------------------------------------------------------------------------
void CVortigauntChargeToken::SeekThink( void )
{
// Move away from the creator and towards the target
if ( m_hTarget == NULL || m_flLifetime < gpGlobals->curtime )
{
// TODO: Play an extinguish sound and fade out
FadeAndDie();
return;
}
// Find the direction towards our goal and start to go there
Vector vecDir = ( m_hTarget->WorldSpaceCenter() - GetAbsOrigin() );
VectorNormalize( vecDir );
float flSpeed = GetAbsVelocity().Length();
float flDelta = gpGlobals->curtime - GetLastThink();
if ( flSpeed < VTOKEN_MAX_SPEED )
{
// Accelerate by the desired amount
flSpeed += ( VTOKEN_ACCEL_SPEED * flDelta );
if ( flSpeed > VTOKEN_MAX_SPEED )
{
flSpeed = VTOKEN_MAX_SPEED;
}
}
// Steer!
Vector vecRight, vecUp;
VectorVectors( vecDir, vecRight, vecUp );
Vector vecOffset = vec3_origin;
vecOffset += vecUp * cos( gpGlobals->curtime * 20.0f ) * 200.0f * gpGlobals->frametime;
vecOffset += vecRight * sin( gpGlobals->curtime * 15.0f ) * 200.0f * gpGlobals->frametime;
vecOffset += GetSteerVector( vecDir );
SetAbsVelocity( ( vecDir * flSpeed ) + vecOffset );
SetNextThink( gpGlobals->curtime + 0.05f );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVortigauntChargeToken::SeekTouch( CBaseEntity *pOther )
{
// Make sure this is a player
CBasePlayer *pPlayer = ToBasePlayer( pOther );
if ( pPlayer == NULL )
return;
// FIXME: This probably isn't that interesting for single player missions
if ( pPlayer != m_hTarget )
return;
// TODO: Play a special noise for this event!
EmitSound( "NPC_Vortigaunt.SuitOn" );
// Charge the suit's armor
if ( pPlayer->ArmorValue() < sk_vortigaunt_armor_charge.GetInt() )
{
pPlayer->IncrementArmorValue( sk_vortigaunt_armor_charge_per_token.GetInt()+random->RandomInt( -1, 1 ), sk_vortigaunt_armor_charge.GetInt() );
}
// Stay attached to the thing we hit as we fade away
SetSolidFlags( FSOLID_NOT_SOLID );
SetMoveType( MOVETYPE_NONE );
SetParent( pOther );
// TODO: Play a "poof!" effect here?
FadeAndDie();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flTime -
//-----------------------------------------------------------------------------
void CVortigauntChargeToken::FadeAndDie( void )
{
SetTouch( NULL );
SetAbsVelocity( vec3_origin );
m_bFadeOut = true;
SetThink( &CBaseEntity::SUB_Remove );
SetNextThink( gpGlobals->curtime + 2.0f );
}
//=============================================================================
//
// Dispel Effect
//
//=============================================================================
LINK_ENTITY_TO_CLASS( vort_effect_dispel, CVortigauntEffectDispel );
BEGIN_DATADESC( CVortigauntEffectDispel )
DEFINE_FIELD( m_bFadeOut, FIELD_BOOLEAN ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CVortigauntEffectDispel, DT_VortigauntEffectDispel )
SendPropBool( SENDINFO(m_bFadeOut) ),
END_SEND_TABLE()
CVortigauntEffectDispel::CVortigauntEffectDispel( void )
{
m_bFadeOut = false;
}
//-----------------------------------------------------------------------------
// Purpose: Create a charge token for the player to collect
// Input : &vecOrigin - Where we start
// *pOwner - Who created us
// *pTarget - Who we're seeking towards
//-----------------------------------------------------------------------------
CVortigauntEffectDispel *CVortigauntEffectDispel::CreateEffectDispel( const Vector &vecOrigin, CBaseEntity *pOwner, CBaseEntity *pTarget )
{
CVortigauntEffectDispel *pToken = (CVortigauntEffectDispel *) CreateEntityByName( "vort_effect_dispel" );
if ( pToken == NULL )
return NULL;
// Set up our internal data
UTIL_SetOrigin( pToken, vecOrigin );
pToken->SetOwnerEntity( pOwner );
pToken->Spawn();
return pToken;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVortigauntEffectDispel::Spawn( void )
{
Precache();
UTIL_SetSize( this, Vector( -8, -8, -8 ), Vector( 8, 8, 8 ) );
SetSolid( SOLID_BBOX );
SetSolidFlags( FSOLID_NOT_SOLID );
// No model but we still need to force this!
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flTime -
//-----------------------------------------------------------------------------
void CVortigauntEffectDispel::FadeAndDie( void )
{
m_bFadeOut = true;
SetThink( &CBaseEntity::SUB_Remove );
SetNextThink( gpGlobals->curtime + 2.0f );
}
//=============================================================================
//
// Flesh effect target (used for orchestrating the "Invisible Alyx" moment
//
//=============================================================================
#ifdef HL2_EPISODIC
class CFleshEffectTarget : public CPointEntity
{
DECLARE_CLASS( CFleshEffectTarget, CPointEntity );
public:
void InputSetRadius( inputdata_t &inputData );
virtual void Spawn( void )
{
BaseClass::Spawn();
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
}
private:
CNetworkVar( float, m_flRadius );
CNetworkVar( float, m_flScaleTime );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
};
LINK_ENTITY_TO_CLASS( point_flesh_effect_target, CFleshEffectTarget );
BEGIN_DATADESC( CFleshEffectTarget )
DEFINE_FIELD( m_flScaleTime, FIELD_TIME ),
DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ),
DEFINE_INPUTFUNC( FIELD_VECTOR, "SetRadius", InputSetRadius ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CFleshEffectTarget, DT_FleshEffectTarget )
SendPropFloat( SENDINFO(m_flRadius), 0, SPROP_NOSCALE),
SendPropFloat( SENDINFO(m_flScaleTime), 0, SPROP_NOSCALE),
END_SEND_TABLE()
void CFleshEffectTarget::InputSetRadius( inputdata_t &inputData )
{
Vector vecRadius;
inputData.value.Vector3D( vecRadius );
m_flRadius = vecRadius.x;
m_flScaleTime = vecRadius.y;
}
#endif // HL2_EPISODIC