mirror of
https://github.com/nillerusr/source-engine.git
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216 lines
5.3 KiB
C++
216 lines
5.3 KiB
C++
//========= 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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