mirror of
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980 lines
28 KiB
C++
980 lines
28 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Antlion Grub - cannon fodder
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "gib.h"
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#include "Sprite.h"
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#include "te_effect_dispatch.h"
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#include "npc_antliongrub.h"
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#include "ai_utils.h"
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#include "particle_parse.h"
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#include "items.h"
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#include "item_dynamic_resupply.h"
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#include "npc_vortigaunt_episodic.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar sk_grubnugget_health_small( "sk_grubnugget_health_small", "1" );
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ConVar sk_grubnugget_health_medium( "sk_grubnugget_health_medium", "4" );
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ConVar sk_grubnugget_health_large( "sk_grubnugget_health_large", "6" );
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ConVar sk_grubnugget_enabled( "sk_grubnugget_enabled", "1" );
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#define ANTLIONGRUB_MODEL "models/antlion_grub.mdl"
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#define ANTLIONGRUB_SQUASHED_MODEL "models/antlion_grub_squashed.mdl"
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#define SF_ANTLIONGRUB_NO_AUTO_PLACEMENT (1<<0)
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enum GrubState_e
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{
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GRUB_STATE_IDLE,
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GRUB_STATE_AGITATED,
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};
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enum
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{
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NUGGET_NONE,
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NUGGET_SMALL = 1,
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NUGGET_MEDIUM,
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NUGGET_LARGE
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};
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//
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// Grub nugget
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//
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class CGrubNugget : public CItem
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{
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public:
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DECLARE_CLASS( CGrubNugget, CItem );
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virtual void Spawn( void );
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virtual void Precache( void );
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virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual bool VPhysicsIsFlesh( void );
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bool MyTouch( CBasePlayer *pPlayer );
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void SetDenomination( int nSize ) { Assert( nSize <= NUGGET_LARGE && nSize >= NUGGET_SMALL ); m_nDenomination = nSize; }
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DECLARE_DATADESC();
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private:
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int m_nDenomination; // Denotes size and health amount given
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};
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BEGIN_DATADESC( CGrubNugget )
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DEFINE_FIELD( m_nDenomination, FIELD_INTEGER ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( item_grubnugget, CGrubNugget );
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//
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// Simple grub
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//
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class CAntlionGrub : public CBaseAnimating
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{
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public:
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DECLARE_CLASS( CAntlionGrub, CBaseAnimating );
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virtual void Activate( void );
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virtual void Spawn( void );
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virtual void Precache( void );
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virtual void UpdateOnRemove( void );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
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void InputSquash( inputdata_t &data );
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void IdleThink( void );
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void FlinchThink( void );
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void GrubTouch( CBaseEntity *pOther );
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DECLARE_DATADESC();
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protected:
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inline bool InPVS( void );
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void SetNextThinkByDistance( void );
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int GetNuggetDenomination( void );
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void CreateNugget( void );
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void MakeIdleSounds( void );
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void MakeSquashDecals( const Vector &vecOrigin );
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void AttachToSurface( void );
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void CreateGlow( void );
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void FadeGlow( void );
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void Squash( CBaseEntity *pOther, bool bDealDamage, bool bSpawnBlood );
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void SpawnSquashedGrub( void );
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void InputAgitate( inputdata_t &inputdata );
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inline bool ProbeSurface( const Vector &vecTestPos, const Vector &vecDir, Vector *vecResult, Vector *vecNormal );
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CHandle<CSprite> m_hGlowSprite;
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int m_nGlowSpriteHandle;
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float m_flFlinchTime;
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float m_flNextIdleSoundTime;
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float m_flNextSquealSoundTime;
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bool m_bOutsidePVS;
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GrubState_e m_State;
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COutputEvent m_OnAgitated;
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COutputEvent m_OnDeath;
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COutputEvent m_OnDeathByPlayer;
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};
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BEGIN_DATADESC( CAntlionGrub )
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DEFINE_FIELD( m_hGlowSprite, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flFlinchTime, FIELD_TIME ),
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DEFINE_FIELD( m_flNextIdleSoundTime, FIELD_TIME ),
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DEFINE_FIELD( m_flNextSquealSoundTime, FIELD_TIME ),
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DEFINE_FIELD( m_State, FIELD_INTEGER ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "Agitate", InputAgitate ),
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DEFINE_OUTPUT( m_OnAgitated, "OnAgitated" ),
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DEFINE_OUTPUT( m_OnDeath, "OnDeath" ),
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DEFINE_OUTPUT( m_OnDeathByPlayer, "OnDeathByPlayer" ),
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// Functions
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DEFINE_ENTITYFUNC( GrubTouch ),
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DEFINE_ENTITYFUNC( IdleThink ),
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DEFINE_ENTITYFUNC( FlinchThink ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Squash", InputSquash ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( npc_antlion_grub, CAntlionGrub );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAntlionGrub::CreateGlow( void )
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{
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// Create the glow sprite
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m_hGlowSprite = CSprite::SpriteCreate( "sprites/grubflare1.vmt", GetLocalOrigin(), false );
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Assert( m_hGlowSprite );
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if ( m_hGlowSprite == NULL )
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return;
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m_hGlowSprite->TurnOn();
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m_hGlowSprite->SetTransparency( kRenderWorldGlow, 156, 169, 121, 164, kRenderFxNoDissipation );
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m_hGlowSprite->SetScale( 0.5f );
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m_hGlowSprite->SetGlowProxySize( 16.0f );
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int nAttachment = LookupAttachment( "glow" );
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m_hGlowSprite->SetParent( this, nAttachment );
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m_hGlowSprite->SetLocalOrigin( vec3_origin );
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// Don't uselessly animate, we're a static sprite!
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m_hGlowSprite->SetThink( NULL );
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m_hGlowSprite->SetNextThink( TICK_NEVER_THINK );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAntlionGrub::FadeGlow( void )
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{
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if ( m_hGlowSprite )
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{
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m_hGlowSprite->FadeAndDie( 0.25f );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAntlionGrub::UpdateOnRemove( void )
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{
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FadeGlow();
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Find what size of nugget to spawn
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//-----------------------------------------------------------------------------
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int CAntlionGrub::GetNuggetDenomination( void )
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{
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// Find the desired health perc we want to be at
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float flDesiredHealthPerc = DynamicResupply_GetDesiredHealthPercentage();
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CBasePlayer *pPlayer = AI_GetSinglePlayer();
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if ( pPlayer == NULL )
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return -1;
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// Get the player's current health percentage
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float flPlayerHealthPerc = (float) pPlayer->GetHealth() / (float) pPlayer->GetMaxHealth();
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// If we're already maxed out, return the small nugget
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if ( flPlayerHealthPerc >= flDesiredHealthPerc )
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{
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return NUGGET_SMALL;
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}
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// Find where we fall in the desired health's range
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float flPercDelta = flPlayerHealthPerc / flDesiredHealthPerc;
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// The larger to discrepancy, the higher the chance to move quickly to close it
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float flSeed = random->RandomFloat( 0.0f, 1.0f );
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float flRandomPerc = Bias( flSeed, (1.0f-flPercDelta) );
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int nDenomination;
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if ( flRandomPerc < 0.25f )
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{
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nDenomination = NUGGET_SMALL;
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}
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else if ( flRandomPerc < 0.625f )
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{
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nDenomination = NUGGET_MEDIUM;
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}
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else
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{
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nDenomination = NUGGET_LARGE;
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}
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// Msg("Player: %.02f, Desired: %.02f, Seed: %.02f, Perc: %.02f, Result: %d\n", flPlayerHealthPerc, flDesiredHealthPerc, flSeed, flRandomPerc, nDenomination );
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return nDenomination;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAntlionGrub::CreateNugget( void )
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{
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CGrubNugget *pNugget = (CGrubNugget *) CreateEntityByName( "item_grubnugget" );
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if ( pNugget == NULL )
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return;
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Vector vecOrigin;
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Vector vecForward;
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GetAttachment( LookupAttachment( "glow" ), vecOrigin, &vecForward );
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// Find out what size to make this nugget!
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int nDenomination = GetNuggetDenomination();
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pNugget->SetDenomination( nDenomination );
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pNugget->SetAbsOrigin( vecOrigin );
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pNugget->SetAbsAngles( RandomAngle( 0, 360 ) );
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DispatchSpawn( pNugget );
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IPhysicsObject *pPhys = pNugget->VPhysicsGetObject();
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if ( pPhys )
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{
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Vector vecForward;
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GetVectors( &vecForward, NULL, NULL );
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Vector vecVelocity = RandomVector( -35.0f, 35.0f ) + ( vecForward * -RandomFloat( 50.0f, 75.0f ) );
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AngularImpulse vecAngImpulse = RandomAngularImpulse( -100.0f, 100.0f );
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pPhys->AddVelocity( &vecVelocity, &vecAngImpulse );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &info -
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//-----------------------------------------------------------------------------
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void CAntlionGrub::Event_Killed( const CTakeDamageInfo &info )
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{
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// Fire our output only if the player is the one that killed us
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if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() )
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{
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m_OnDeathByPlayer.FireOutput( info.GetAttacker(), info.GetAttacker() );
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}
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m_OnDeath.FireOutput( info.GetAttacker(), info.GetAttacker() );
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SendOnKilledGameEvent( info );
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// Crush and crowbar damage hurt us more than others
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bool bSquashed = ( info.GetDamageType() & (DMG_CRUSH|DMG_CLUB)) ? true : false;
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Squash( info.GetAttacker(), false, bSquashed );
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m_takedamage = DAMAGE_NO;
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if ( sk_grubnugget_enabled.GetBool() )
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{
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CreateNugget();
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}
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// Go away
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SetThink( &CBaseEntity::SUB_Remove );
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SetNextThink( gpGlobals->curtime + 0.1f );
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// we deliberately do not call BaseClass::EventKilled
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &info -
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//-----------------------------------------------------------------------------
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int CAntlionGrub::OnTakeDamage( const CTakeDamageInfo &info )
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{
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// Animate a flinch of pain if we're dying
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bool bSquashed = ( ( GetEffects() & EF_NODRAW ) != 0 );
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if ( bSquashed == false )
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{
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SetSequence( SelectWeightedSequence( ACT_SMALL_FLINCH ) );
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m_flFlinchTime = gpGlobals->curtime + random->RandomFloat( 0.5f, 1.0f );
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SetThink( &CAntlionGrub::FlinchThink );
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SetNextThink( gpGlobals->curtime + 0.05f );
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}
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return BaseClass::OnTakeDamage( info );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Whether or not we're in the PVS
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//-----------------------------------------------------------------------------
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inline bool CAntlionGrub::InPVS( void )
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{
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return ( UTIL_FindClientInPVS( edict() ) != NULL ) || (UTIL_ClientPVSIsExpanded() && UTIL_FindClientInVisibilityPVS( edict() ));
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAntlionGrub::SetNextThinkByDistance( void )
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{
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CBasePlayer *pPlayer = AI_GetSinglePlayer();
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if ( pPlayer == NULL )
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{
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SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.5f, 3.0f ) );
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return;
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}
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float flDistToPlayerSqr = ( GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr();
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float scale = RemapValClamped( flDistToPlayerSqr, Square( 400 ), Square( 5000 ), 1.0f, 5.0f );
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float time = random->RandomFloat( 1.0f, 3.0f );
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SetNextThink( gpGlobals->curtime + ( time * scale ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAntlionGrub::Spawn( void )
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{
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Precache();
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BaseClass::Spawn();
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SetModel( ANTLIONGRUB_MODEL );
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// FIXME: This is a big perf hit with the number of grubs we're using! - jdw
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CreateGlow();
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SetSolid( SOLID_BBOX );
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SetSolidFlags( FSOLID_TRIGGER );
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SetMoveType( MOVETYPE_NONE );
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SetCollisionGroup( COLLISION_GROUP_NONE );
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AddEffects( EF_NOSHADOW );
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CollisionProp()->UseTriggerBounds(true,1);
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SetTouch( &CAntlionGrub::GrubTouch );
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SetHealth( 1 );
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m_takedamage = DAMAGE_YES;
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// Stick to the nearest surface
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if ( HasSpawnFlags( SF_ANTLIONGRUB_NO_AUTO_PLACEMENT ) == false )
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{
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AttachToSurface();
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}
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// At this point, alter our bounds to make sure we're within them
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Vector vecMins, vecMaxs;
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RotateAABB( EntityToWorldTransform(), CollisionProp()->OBBMins(), CollisionProp()->OBBMaxs(), vecMins, vecMaxs );
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UTIL_SetSize( this, vecMins, vecMaxs );
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// Start our idle activity
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SetSequence( SelectWeightedSequence( ACT_IDLE ) );
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SetCycle( random->RandomFloat( 0.0f, 1.0f ) );
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ResetSequenceInfo();
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m_State = GRUB_STATE_IDLE;
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// Reset
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m_flFlinchTime = 0.0f;
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m_flNextIdleSoundTime = gpGlobals->curtime + random->RandomFloat( 4.0f, 8.0f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAntlionGrub::Activate( void )
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{
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BaseClass::Activate();
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// Idly think
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SetThink( &CAntlionGrub::IdleThink );
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SetNextThinkByDistance();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &vecTestPos -
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// *vecResult -
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// *flDist -
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// Output : inline bool
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//-----------------------------------------------------------------------------
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||
|
inline bool CAntlionGrub::ProbeSurface( const Vector &vecTestPos, const Vector &vecDir, Vector *vecResult, Vector *vecNormal )
|
||
|
{
|
||
|
// Trace down to find a surface
|
||
|
trace_t tr;
|
||
|
UTIL_TraceLine( vecTestPos, vecTestPos + (vecDir*256.0f), MASK_NPCSOLID&(~CONTENTS_MONSTER), this, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
if ( vecResult )
|
||
|
{
|
||
|
*vecResult = tr.endpos;
|
||
|
}
|
||
|
|
||
|
if ( vecNormal )
|
||
|
{
|
||
|
*vecNormal = tr.plane.normal;
|
||
|
}
|
||
|
|
||
|
return ( tr.fraction < 1.0f );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Attaches the grub to the surface underneath its abdomen
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAntlionGrub::AttachToSurface( void )
|
||
|
{
|
||
|
// Get our downward direction
|
||
|
Vector vecForward, vecRight, vecDown;
|
||
|
GetVectors( &vecForward, &vecRight, &vecDown );
|
||
|
vecDown.Negate();
|
||
|
|
||
|
Vector vecOffset = ( vecDown * -8.0f );
|
||
|
|
||
|
// Middle
|
||
|
Vector vecMid, vecMidNormal;
|
||
|
if ( ProbeSurface( WorldSpaceCenter() + vecOffset, vecDown, &vecMid, &vecMidNormal ) == false )
|
||
|
{
|
||
|
// A grub was left hanging in the air, it must not be near any valid surfaces!
|
||
|
Warning("Antlion grub stranded in space at (%.02f, %.02f, %.02f) : REMOVED\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
|
||
|
UTIL_Remove( this );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Sit at the mid-point
|
||
|
UTIL_SetOrigin( this, vecMid );
|
||
|
|
||
|
Vector vecPivot;
|
||
|
Vector vecPivotNormal;
|
||
|
|
||
|
bool bNegate = true;
|
||
|
|
||
|
// First test our tail (more crucial that it doesn't interpenetrate with the world)
|
||
|
if ( ProbeSurface( WorldSpaceCenter() - ( vecForward * 12.0f ) + vecOffset, vecDown, &vecPivot, &vecPivotNormal ) == false )
|
||
|
{
|
||
|
// If that didn't find a surface, try the head
|
||
|
if ( ProbeSurface( WorldSpaceCenter() + ( vecForward * 12.0f ) + vecOffset, vecDown, &vecPivot, &vecPivotNormal ) == false )
|
||
|
{
|
||
|
// Worst case, just site at the middle
|
||
|
UTIL_SetOrigin( this, vecMid );
|
||
|
|
||
|
QAngle vecAngles;
|
||
|
VectorAngles( vecForward, vecMidNormal, vecAngles );
|
||
|
SetAbsAngles( vecAngles );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
bNegate = false;
|
||
|
}
|
||
|
|
||
|
// Find the line we'll lay on if these two points are connected by a line
|
||
|
Vector vecLieDir = ( vecPivot - vecMid );
|
||
|
VectorNormalize( vecLieDir );
|
||
|
if ( bNegate )
|
||
|
{
|
||
|
// We need to try and maintain our facing
|
||
|
vecLieDir.Negate();
|
||
|
}
|
||
|
|
||
|
// Use the average of the surface normals to be our "up" direction
|
||
|
Vector vecPseudoUp = ( vecMidNormal + vecPivotNormal ) * 0.5f;
|
||
|
|
||
|
QAngle vecAngles;
|
||
|
VectorAngles( vecLieDir, vecPseudoUp, vecAngles );
|
||
|
|
||
|
SetAbsAngles( vecAngles );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAntlionGrub::MakeIdleSounds( void )
|
||
|
{
|
||
|
if ( m_State == GRUB_STATE_AGITATED )
|
||
|
{
|
||
|
if ( m_flNextSquealSoundTime < gpGlobals->curtime )
|
||
|
{
|
||
|
EmitSound( "NPC_Antlion_Grub.Stimulated" );
|
||
|
m_flNextSquealSoundTime = gpGlobals->curtime + random->RandomFloat( 1.5f, 3.0f );
|
||
|
m_flNextIdleSoundTime = gpGlobals->curtime + random->RandomFloat( 4.0f, 8.0f );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( m_flNextIdleSoundTime < gpGlobals->curtime )
|
||
|
{
|
||
|
EmitSound( "NPC_Antlion_Grub.Idle" );
|
||
|
m_flNextIdleSoundTime = gpGlobals->curtime + random->RandomFloat( 8.0f, 12.0f );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#define DEBUG_GRUB_THINK_TIMES 0
|
||
|
|
||
|
#if DEBUG_GRUB_THINK_TIMES
|
||
|
int nFrame = 0;
|
||
|
int nNumThinks = 0;
|
||
|
#endif // DEBUG_GRUB_THINK_TIMES
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Advance our thinks
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAntlionGrub::IdleThink( void )
|
||
|
{
|
||
|
#if DEBUG_GRUB_THINK_TIMES
|
||
|
// Test for a new frame
|
||
|
if ( gpGlobals->framecount != nFrame )
|
||
|
{
|
||
|
if ( nNumThinks > 10 )
|
||
|
{
|
||
|
Msg("%d npc_antlion_grubs thinking per frame!\n", nNumThinks );
|
||
|
}
|
||
|
|
||
|
nFrame = gpGlobals->framecount;
|
||
|
nNumThinks = 0;
|
||
|
}
|
||
|
|
||
|
nNumThinks++;
|
||
|
#endif // DEBUG_GRUB_THINK_TIMES
|
||
|
|
||
|
// Check the PVS status
|
||
|
if ( InPVS() == false )
|
||
|
{
|
||
|
// Push out into the future until they're in our PVS
|
||
|
SetNextThinkByDistance();
|
||
|
m_bOutsidePVS = true;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Stagger our sounds if we've just re-entered the PVS
|
||
|
if ( m_bOutsidePVS )
|
||
|
{
|
||
|
m_flNextIdleSoundTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 4.0f );
|
||
|
m_bOutsidePVS = false;
|
||
|
}
|
||
|
|
||
|
// See how close the player is
|
||
|
CBasePlayer *pPlayerEnt = AI_GetSinglePlayer();
|
||
|
float flDistToPlayerSqr = ( GetAbsOrigin() - pPlayerEnt->GetAbsOrigin() ).LengthSqr();
|
||
|
|
||
|
bool bFlinching = ( m_flFlinchTime > gpGlobals->curtime );
|
||
|
|
||
|
// If they're far enough away, just wait to think again
|
||
|
if ( flDistToPlayerSqr > Square( 40*12 ) && bFlinching == false )
|
||
|
{
|
||
|
SetNextThinkByDistance();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// At this range, the player agitates us with his presence
|
||
|
bool bPlayerWithinAgitationRange = ( flDistToPlayerSqr <= Square( (6*12) ) );
|
||
|
bool bAgitated = (bPlayerWithinAgitationRange || bFlinching );
|
||
|
|
||
|
// If we're idle and the player has come close enough, get agry
|
||
|
if ( ( m_State == GRUB_STATE_IDLE ) && bAgitated )
|
||
|
{
|
||
|
SetSequence( SelectWeightedSequence( ACT_SMALL_FLINCH ) );
|
||
|
m_State = GRUB_STATE_AGITATED;
|
||
|
}
|
||
|
else if ( IsSequenceFinished() )
|
||
|
{
|
||
|
// See if it's time to choose a new sequence
|
||
|
ResetSequenceInfo();
|
||
|
SetCycle( 0.0f );
|
||
|
|
||
|
// If we're near enough, we want to play an "alert" animation
|
||
|
if ( bAgitated )
|
||
|
{
|
||
|
SetSequence( SelectWeightedSequence( ACT_SMALL_FLINCH ) );
|
||
|
m_State = GRUB_STATE_AGITATED;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Just idle
|
||
|
SetSequence( SelectWeightedSequence( ACT_IDLE ) );
|
||
|
m_State = GRUB_STATE_IDLE;
|
||
|
}
|
||
|
|
||
|
// Add some variation because we're often in large bunches
|
||
|
SetPlaybackRate( random->RandomFloat( 0.8f, 1.2f ) );
|
||
|
}
|
||
|
|
||
|
// Idle normally
|
||
|
StudioFrameAdvance();
|
||
|
MakeIdleSounds();
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAntlionGrub::FlinchThink( void )
|
||
|
{
|
||
|
StudioFrameAdvance();
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
|
||
|
// See if we're done
|
||
|
if ( m_flFlinchTime < gpGlobals->curtime )
|
||
|
{
|
||
|
SetSequence( SelectWeightedSequence( ACT_IDLE ) );
|
||
|
SetThink( &CAntlionGrub::IdleThink );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAntlionGrub::GrubTouch( CBaseEntity *pOther )
|
||
|
{
|
||
|
// We can be squished by the player, Vort, or flying heavy things.
|
||
|
IPhysicsObject *pPhysOther = pOther->VPhysicsGetObject(); // bool bThrown = ( pTarget->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_WAS_THROWN ) != 0;
|
||
|
if ( pOther->IsPlayer() || FClassnameIs(pOther,"npc_vortigaunt") || ( pPhysOther && (pPhysOther->GetGameFlags() & FVPHYSICS_WAS_THROWN )) )
|
||
|
{
|
||
|
m_OnAgitated.FireOutput( pOther, pOther );
|
||
|
Squash( pOther, true, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAntlionGrub::Precache( void )
|
||
|
{
|
||
|
PrecacheModel( ANTLIONGRUB_MODEL );
|
||
|
PrecacheModel( ANTLIONGRUB_SQUASHED_MODEL );
|
||
|
|
||
|
m_nGlowSpriteHandle = PrecacheModel("sprites/grubflare1.vmt");
|
||
|
|
||
|
PrecacheScriptSound( "NPC_Antlion_Grub.Idle" );
|
||
|
PrecacheScriptSound( "NPC_Antlion_Grub.Alert" );
|
||
|
PrecacheScriptSound( "NPC_Antlion_Grub.Stimulated" );
|
||
|
PrecacheScriptSound( "NPC_Antlion_Grub.Die" );
|
||
|
PrecacheScriptSound( "NPC_Antlion_Grub.Squish" );
|
||
|
|
||
|
PrecacheParticleSystem( "GrubSquashBlood" );
|
||
|
PrecacheParticleSystem( "GrubBlood" );
|
||
|
|
||
|
UTIL_PrecacheOther( "item_grubnugget" );
|
||
|
|
||
|
BaseClass::Precache();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Squish the grub!
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAntlionGrub::InputSquash( inputdata_t &data )
|
||
|
{
|
||
|
Squash( data.pActivator, true, true );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAntlionGrub::SpawnSquashedGrub( void )
|
||
|
{
|
||
|
// If we're already invisible, we're done
|
||
|
if ( GetEffects() & EF_NODRAW )
|
||
|
return;
|
||
|
|
||
|
Vector vecUp;
|
||
|
GetVectors( NULL, NULL, &vecUp );
|
||
|
CBaseEntity *pGib = CreateRagGib( ANTLIONGRUB_SQUASHED_MODEL, GetAbsOrigin(), GetAbsAngles(), vecUp * 16.0f );
|
||
|
if ( pGib )
|
||
|
{
|
||
|
pGib->AddEffects( EF_NOSHADOW );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAntlionGrub::MakeSquashDecals( const Vector &vecOrigin )
|
||
|
{
|
||
|
trace_t tr;
|
||
|
Vector vecStart;
|
||
|
Vector vecTraceDir;
|
||
|
|
||
|
GetVectors( NULL, NULL, &vecTraceDir );
|
||
|
vecTraceDir.Negate();
|
||
|
|
||
|
for ( int i = 0 ; i < 8; i++ )
|
||
|
{
|
||
|
vecStart.x = vecOrigin.x + random->RandomFloat( -16.0f, 16.0f );
|
||
|
vecStart.y = vecOrigin.y + random->RandomFloat( -16.0f, 16.0f );
|
||
|
vecStart.z = vecOrigin.z + 4;
|
||
|
|
||
|
UTIL_TraceLine( vecStart, vecStart + ( vecTraceDir * (5*12) ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
if ( tr.fraction != 1.0 )
|
||
|
{
|
||
|
UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_YELLOW );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAntlionGrub::Squash( CBaseEntity *pOther, bool bDealDamage, bool bSpawnBlood )
|
||
|
{
|
||
|
// If we're already squashed, then don't bother doing it again!
|
||
|
if ( GetEffects() & EF_NODRAW )
|
||
|
return;
|
||
|
|
||
|
SpawnSquashedGrub();
|
||
|
|
||
|
AddEffects( EF_NODRAW );
|
||
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
||
|
|
||
|
// Stop being attached to us
|
||
|
if ( m_hGlowSprite )
|
||
|
{
|
||
|
FadeGlow();
|
||
|
m_hGlowSprite->SetParent( NULL );
|
||
|
}
|
||
|
|
||
|
EmitSound( "NPC_Antlion_Grub.Die" );
|
||
|
EmitSound( "NPC_Antlion_Grub.Squish" );
|
||
|
|
||
|
// if vort stepped on me, maybe he wants to say something
|
||
|
if ( pOther && FClassnameIs( pOther, "npc_vortigaunt" ) )
|
||
|
{
|
||
|
Assert(dynamic_cast<CNPC_Vortigaunt *>(pOther));
|
||
|
static_cast<CNPC_Vortigaunt *>(pOther)->OnSquishedGrub(this);
|
||
|
}
|
||
|
|
||
|
SetTouch( NULL );
|
||
|
|
||
|
//if ( bSpawnBlood )
|
||
|
{
|
||
|
// Temp squash effect
|
||
|
Vector vecForward, vecUp;
|
||
|
AngleVectors( GetAbsAngles(), &vecForward, NULL, &vecUp );
|
||
|
|
||
|
// Start effects at either end of the grub
|
||
|
Vector vecSplortPos = GetAbsOrigin() + vecForward * 14.0f;
|
||
|
DispatchParticleEffect( "GrubSquashBlood", vecSplortPos, GetAbsAngles() );
|
||
|
|
||
|
vecSplortPos = GetAbsOrigin() - vecForward * 16.0f;
|
||
|
Vector vecDir = -vecForward;
|
||
|
QAngle vecAngles;
|
||
|
VectorAngles( vecDir, vecAngles );
|
||
|
DispatchParticleEffect( "GrubSquashBlood", vecSplortPos, vecAngles );
|
||
|
|
||
|
MakeSquashDecals( GetAbsOrigin() + vecForward * 32.0f );
|
||
|
MakeSquashDecals( GetAbsOrigin() - vecForward * 32.0f );
|
||
|
}
|
||
|
|
||
|
// Deal deadly damage to ourself
|
||
|
if ( bDealDamage )
|
||
|
{
|
||
|
CTakeDamageInfo info( pOther, pOther, Vector( 0, 0, -1 ), GetAbsOrigin(), GetHealth()+1, DMG_CRUSH );
|
||
|
TakeDamage( info );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &info -
|
||
|
// &vecDir -
|
||
|
// *ptr -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAntlionGrub::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
|
||
|
{
|
||
|
QAngle vecAngles;
|
||
|
VectorAngles( -vecDir, vecAngles );
|
||
|
DispatchParticleEffect( "GrubBlood", ptr->endpos, vecAngles );
|
||
|
|
||
|
BaseClass::TraceAttack( info, vecDir, ptr );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Make the grub angry!
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAntlionGrub::InputAgitate( inputdata_t &inputdata )
|
||
|
{
|
||
|
SetSequence( SelectWeightedSequence( ACT_SMALL_FLINCH ) );
|
||
|
m_State = GRUB_STATE_AGITATED;
|
||
|
m_flNextSquealSoundTime = gpGlobals->curtime;
|
||
|
|
||
|
m_flFlinchTime = gpGlobals->curtime + inputdata.value.Float();
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime );
|
||
|
}
|
||
|
|
||
|
// =====================================================================
|
||
|
//
|
||
|
// Tasty grub nugget!
|
||
|
//
|
||
|
// =====================================================================
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CGrubNugget::Spawn( void )
|
||
|
{
|
||
|
Precache();
|
||
|
|
||
|
if ( m_nDenomination == NUGGET_LARGE )
|
||
|
{
|
||
|
SetModel( "models/grub_nugget_large.mdl" );
|
||
|
}
|
||
|
else if ( m_nDenomination == NUGGET_MEDIUM )
|
||
|
{
|
||
|
SetModel( "models/grub_nugget_medium.mdl" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetModel( "models/grub_nugget_small.mdl" );
|
||
|
}
|
||
|
|
||
|
// We're self-illuminating, so we don't take or give shadows
|
||
|
AddEffects( EF_NOSHADOW|EF_NORECEIVESHADOW );
|
||
|
|
||
|
m_iHealth = 1;
|
||
|
|
||
|
BaseClass::Spawn();
|
||
|
|
||
|
m_takedamage = DAMAGE_YES;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CGrubNugget::Precache( void )
|
||
|
{
|
||
|
PrecacheModel("models/grub_nugget_small.mdl");
|
||
|
PrecacheModel("models/grub_nugget_medium.mdl");
|
||
|
PrecacheModel("models/grub_nugget_large.mdl");
|
||
|
|
||
|
PrecacheScriptSound( "GrubNugget.Touch" );
|
||
|
PrecacheScriptSound( "NPC_Antlion_Grub.Explode" );
|
||
|
|
||
|
PrecacheParticleSystem( "antlion_spit_player" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Let us be picked up by the gravity gun, regardless of our material
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CGrubNugget::VPhysicsIsFlesh( void )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pPlayer -
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CGrubNugget::MyTouch( CBasePlayer *pPlayer )
|
||
|
{
|
||
|
//int nHealthToGive = sk_grubnugget_health.GetFloat() * m_nDenomination;
|
||
|
int nHealthToGive;
|
||
|
switch (m_nDenomination)
|
||
|
{
|
||
|
case NUGGET_SMALL:
|
||
|
nHealthToGive = sk_grubnugget_health_small.GetInt();
|
||
|
break;
|
||
|
case NUGGET_LARGE:
|
||
|
nHealthToGive = sk_grubnugget_health_large.GetInt();
|
||
|
break;
|
||
|
default:
|
||
|
nHealthToGive = sk_grubnugget_health_medium.GetInt();
|
||
|
}
|
||
|
|
||
|
// Attempt to give the player health
|
||
|
if ( pPlayer->TakeHealth( nHealthToGive, DMG_GENERIC ) == 0 )
|
||
|
return false;
|
||
|
|
||
|
CSingleUserRecipientFilter user( pPlayer );
|
||
|
user.MakeReliable();
|
||
|
|
||
|
UserMessageBegin( user, "ItemPickup" );
|
||
|
WRITE_STRING( GetClassname() );
|
||
|
MessageEnd();
|
||
|
|
||
|
CPASAttenuationFilter filter( pPlayer, "GrubNugget.Touch" );
|
||
|
EmitSound( filter, pPlayer->entindex(), "GrubNugget.Touch" );
|
||
|
|
||
|
UTIL_Remove( this );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : index -
|
||
|
// *pEvent -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CGrubNugget::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
|
||
|
{
|
||
|
int damageType;
|
||
|
float damage = CalculateDefaultPhysicsDamage( index, pEvent, 1.0f, true, damageType );
|
||
|
if ( damage > 5.0f )
|
||
|
{
|
||
|
CBaseEntity *pHitEntity = pEvent->pEntities[!index];
|
||
|
if ( pHitEntity == NULL )
|
||
|
{
|
||
|
// hit world
|
||
|
pHitEntity = GetContainingEntity( INDEXENT(0) );
|
||
|
}
|
||
|
|
||
|
Vector damagePos;
|
||
|
pEvent->pInternalData->GetContactPoint( damagePos );
|
||
|
Vector damageForce = pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass();
|
||
|
if ( damageForce == vec3_origin )
|
||
|
{
|
||
|
// This can happen if this entity is motion disabled, and can't move.
|
||
|
// Use the velocity of the entity that hit us instead.
|
||
|
damageForce = pEvent->postVelocity[!index] * pEvent->pObjects[!index]->GetMass();
|
||
|
}
|
||
|
|
||
|
// FIXME: this doesn't pass in who is responsible if some other entity "caused" this collision
|
||
|
PhysCallbackDamage( this, CTakeDamageInfo( pHitEntity, pHitEntity, damageForce, damagePos, damage, damageType ), *pEvent, index );
|
||
|
}
|
||
|
|
||
|
BaseClass::VPhysicsCollision( index, pEvent );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &info -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CGrubNugget::Event_Killed( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
AddEffects( EF_NODRAW );
|
||
|
DispatchParticleEffect( "antlion_spit_player", GetAbsOrigin(), QAngle( -90, 0, 0 ) );
|
||
|
EmitSound( "NPC_Antlion_Grub.Explode" );
|
||
|
|
||
|
BaseClass::Event_Killed( info );
|
||
|
}
|