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