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. ============//
// headless_hatman.cpp
// An NPC that spawns in the Halloween map and wreaks havok
// Michael Booth, October 2010
#include "cbase.h"
#include "tf_player.h"
#include "tf_gamerules.h"
#include "tf_team.h"
#include "nav_mesh/tf_nav_area.h"
#include "headless_hatman.h"
#include "NextBot/Path/NextBotChasePath.h"
#include "econ_wearable.h"
#include "team_control_point_master.h"
#include "particle_parse.h"
#include "ghost/ghost.h"
#include "halloween_behavior/headless_hatman_emerge.h"
#include "halloween_behavior/headless_hatman_dying.h"
ConVar tf_halloween_bot_health_base( "tf_halloween_bot_health_base", "3000", FCVAR_CHEAT );
ConVar tf_halloween_bot_health_per_player( "tf_halloween_bot_health_per_player", "200", FCVAR_CHEAT );
ConVar tf_halloween_bot_min_player_count( "tf_halloween_bot_min_player_count", "10", FCVAR_CHEAT );
ConVar tf_halloween_bot_speed( "tf_halloween_bot_speed", "400", FCVAR_CHEAT );
ConVar tf_halloween_bot_attack_range( "tf_halloween_bot_attack_range", "200", FCVAR_CHEAT );
ConVar tf_halloween_bot_speed_recovery_rate( "tf_halloween_bot_speed_recovery_rate", "100", FCVAR_CHEAT, "Movement units/second" );
ConVar tf_halloween_bot_chase_duration( "tf_halloween_bot_chase_duration", "30", FCVAR_CHEAT );
ConVar tf_halloween_bot_terrify_radius( "tf_halloween_bot_terrify_radius", "500", FCVAR_CHEAT );
ConVar tf_halloween_bot_chase_range( "tf_halloween_bot_chase_range", "1500", FCVAR_CHEAT );
ConVar tf_halloween_bot_quit_range( "tf_halloween_bot_quit_range", "2000", FCVAR_CHEAT );
//-----------------------------------------------------------------------------------------------------
// The Horseless Headless Horseman
//-----------------------------------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( headless_hatman, CHeadlessHatman );
IMPLEMENT_SERVERCLASS_ST( CHeadlessHatman, DT_HeadlessHatman )
END_SEND_TABLE()
//-----------------------------------------------------------------------------------------------------
CHeadlessHatman::CHeadlessHatman()
{
m_intention = new CHeadlessHatmanIntention( this );
m_locomotor = new CHeadlessHatmanLocomotion( this );
m_body = new CHeadlessHatmanBody( this );
}
//-----------------------------------------------------------------------------------------------------
CHeadlessHatman::~CHeadlessHatman()
{
if ( m_intention )
delete m_intention;
if ( m_locomotor )
delete m_locomotor;
if ( m_body )
delete m_body;
}
void CHeadlessHatman::PrecacheHeadlessHatman()
{
int model = PrecacheModel( "models/bots/headless_hatman.mdl" );
PrecacheGibsForModel( model );
if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
{
PrecacheModel( "models/weapons/c_models/c_big_mallet/c_big_mallet.mdl" );
PrecacheParticleSystem( "hammer_impact_button" );
PrecacheScriptSound( "Halloween.HammerImpact" );
}
else
{
PrecacheModel( "models/weapons/c_models/c_bigaxe/c_bigaxe.mdl" );
}
PrecacheScriptSound( "Halloween.HeadlessBossSpawn" );
PrecacheScriptSound( "Halloween.HeadlessBossSpawnRumble" );
PrecacheScriptSound( "Halloween.HeadlessBossAttack" );
PrecacheScriptSound( "Halloween.HeadlessBossAlert" );
PrecacheScriptSound( "Halloween.HeadlessBossBoo" );
PrecacheScriptSound( "Halloween.HeadlessBossPain" );
PrecacheScriptSound( "Halloween.HeadlessBossLaugh" );
PrecacheScriptSound( "Halloween.HeadlessBossDying" );
PrecacheScriptSound( "Halloween.HeadlessBossDeath" );
PrecacheScriptSound( "Halloween.HeadlessBossAxeHitFlesh" );
PrecacheScriptSound( "Halloween.HeadlessBossAxeHitWorld" );
PrecacheScriptSound( "Halloween.HeadlessBossFootfalls" );
PrecacheScriptSound( "Player.IsNowIt" );
PrecacheScriptSound( "Player.YouAreIt" );
PrecacheScriptSound( "Player.TaggedOtherIt" );
PrecacheParticleSystem( "halloween_boss_summon" );
PrecacheParticleSystem( "halloween_boss_axe_hit_world" );
PrecacheParticleSystem( "halloween_boss_injured" );
PrecacheParticleSystem( "halloween_boss_death" );
PrecacheParticleSystem( "halloween_boss_foot_impact" );
PrecacheParticleSystem( "halloween_boss_eye_glow" );
}
//-----------------------------------------------------------------------------------------------------
void CHeadlessHatman::Precache()
{
BaseClass::Precache();
// always allow late precaching, so we don't pay the cost of the
// Halloween Boss for the entire year
bool bAllowPrecache = CBaseEntity::IsPrecacheAllowed();
CBaseEntity::SetAllowPrecache( true );
PrecacheHeadlessHatman();
CBaseEntity::SetAllowPrecache( bAllowPrecache );
}
//-----------------------------------------------------------------------------------------------------
void CHeadlessHatman::Spawn( void )
{
Precache();
BaseClass::Spawn();
SetModel( "models/bots/headless_hatman.mdl" );
m_axe = (CBaseAnimating *)CreateEntityByName( "prop_dynamic" );
if ( m_axe )
{
m_axe->SetModel( GetWeaponModel() );
// bonemerge the axe into our model
m_axe->FollowEntity( this, true );
}
// scale the boss' health with the player count
int totalPlayers = GetGlobalTFTeam( TF_TEAM_BLUE )->GetNumPlayers() + GetGlobalTFTeam( TF_TEAM_RED )->GetNumPlayers();
int health = tf_halloween_bot_health_base.GetInt();
if ( totalPlayers > tf_halloween_bot_min_player_count.GetInt() )
{
health += ( totalPlayers - tf_halloween_bot_min_player_count.GetInt() ) * tf_halloween_bot_health_per_player.GetInt();
}
SetHealth( health );
SetMaxHealth( health );
m_homePos = GetAbsOrigin();
m_damagePoseParameter = -1;
SetBloodColor( DONT_BLEED );
}
//-----------------------------------------------------------------------------------------------------
int CHeadlessHatman::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
DispatchParticleEffect( "halloween_boss_injured", info.GetDamagePosition(), GetAbsAngles() );
return BaseClass::OnTakeDamage_Alive( info );
}
//---------------------------------------------------------------------------------------------
void CHeadlessHatman::Update( void )
{
BaseClass::Update();
if ( m_damagePoseParameter < 0 )
{
m_damagePoseParameter = LookupPoseParameter( "damage" );
}
if ( m_damagePoseParameter >= 0 )
{
SetPoseParameter( m_damagePoseParameter, 1.0f - ( (float)GetHealth() / (float)GetMaxHealth() ) );
}
}
//---------------------------------------------------------------------------------------------
const char *CHeadlessHatman::GetWeaponModel() const
{
if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
{
return "models/weapons/c_models/c_big_mallet/c_big_mallet.mdl";
}
else
{
return "models/weapons/c_models/c_bigaxe/c_bigaxe.mdl";
}
}
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
class CHeadlessHatmanBehavior : public Action< CHeadlessHatman >
{
public:
virtual Action< CHeadlessHatman > *InitialContainedAction( CHeadlessHatman *me )
{
return new CHeadlessHatmanEmerge;
}
virtual ActionResult< CHeadlessHatman > Update( CHeadlessHatman *me, float interval )
{
if ( !me->IsAlive() )
{
if ( !me->WasSpawnedByCheats() )
{
// award achievement to everyone who injured me within the last few seconds
const float deathTime = 5.0f;
const CUtlVector< CHeadlessHatman::AttackerInfo > &attackerVector = me->GetAttackerVector();
for( int i=0; i<attackerVector.Count(); ++i )
{
if ( attackerVector[i].m_attacker != NULL &&
gpGlobals->curtime - attackerVector[i].m_timestamp < deathTime )
{
CReliableBroadcastRecipientFilter filter;
UTIL_SayText2Filter( filter, attackerVector[i].m_attacker, false, "#TF_Halloween_Boss_Killers", attackerVector[i].m_attacker->GetPlayerName() );
if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_MANN_MANOR ) )
{
// killing the boss with a melee weapon is a separate achievement
if ( attackerVector[i].m_wasLastHitFromMeleeWeapon )
{
attackerVector[i].m_attacker->AwardAchievement( ACHIEVEMENT_TF_HALLOWEEN_BOSS_KILL_MELEE );
}
attackerVector[i].m_attacker->AwardAchievement( ACHIEVEMENT_TF_HALLOWEEN_BOSS_KILL );
}
}
}
}
// nobody is IT any longer
TFGameRules()->SetIT( NULL );
return ChangeTo( new CHeadlessHatmanDying, "I am dead!" );
}
return Continue();
}
virtual const char *GetName( void ) const { return "Attack"; } // return name of this action
};
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
CHeadlessHatmanIntention::CHeadlessHatmanIntention( CHeadlessHatman *me ) : IIntention( me )
{
m_behavior = new Behavior< CHeadlessHatman >( new CHeadlessHatmanBehavior );
}
CHeadlessHatmanIntention::~CHeadlessHatmanIntention()
{
delete m_behavior;
}
void CHeadlessHatmanIntention::Reset( void )
{
delete m_behavior;
m_behavior = new Behavior< CHeadlessHatman >( new CHeadlessHatmanBehavior );
}
void CHeadlessHatmanIntention::Update( void )
{
m_behavior->Update( static_cast< CHeadlessHatman * >( GetBot() ), GetUpdateInterval() );
}
// is this a place we can be?
QueryResultType CHeadlessHatmanIntention::IsPositionAllowed( const INextBot *meBot, const Vector &pos ) const
{
return ANSWER_YES;
}
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
float CHeadlessHatmanLocomotion::GetRunSpeed( void ) const
{
return tf_halloween_bot_speed.GetFloat();
}
//---------------------------------------------------------------------------------------------
// if delta Z is greater than this, we have to jump to get up
float CHeadlessHatmanLocomotion::GetStepHeight( void ) const
{
return 18.0f;
}
//---------------------------------------------------------------------------------------------
// return maximum height of a jump
float CHeadlessHatmanLocomotion::GetMaxJumpHeight( void ) const
{
return 18.0f;
}
//---------------------------------------------------------------------------------------------
// Return max rate of yaw rotation
float CHeadlessHatmanLocomotion::GetMaxYawRate( void ) const
{
return 200.0f;
}
//---------------------------------------------------------------------------------------------
// Should we collide with this entity?
bool CHeadlessHatmanLocomotion::ShouldCollideWith( const CBaseEntity *object ) const
{
// don't collide with player in doomsday event
if ( TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) && object->IsPlayer() )
{
return false;
}
return BaseClass::ShouldCollideWith( object );
}