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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Base combat character with no AI
//
//=============================================================================//
#include "cbase.h"
#include "basecombatcharacter.h"
#include "basecombatweapon.h"
#include "animation.h"
#include "gib.h"
#include "entitylist.h"
#include "gamerules.h"
#include "ai_basenpc.h"
#include "ai_squadslot.h"
#include "ammodef.h"
#include "ndebugoverlay.h"
#include "player.h"
#include "physics.h"
#include "engine/IEngineSound.h"
#include "tier1/strtools.h"
#include "sendproxy.h"
#include "EntityFlame.h"
#include "CRagdollMagnet.h"
#include "IEffects.h"
#include "iservervehicle.h"
#include "igamesystem.h"
#include "globals.h"
#include "physics_prop_ragdoll.h"
#include "physics_impact_damage.h"
#include "saverestore_utlvector.h"
#include "eventqueue.h"
#include "world.h"
#include "globalstate.h"
#include "items.h"
#include "movevars_shared.h"
#include "RagdollBoogie.h"
#include "rumble_shared.h"
#include "saverestoretypes.h"
#include "nav_mesh.h"
#ifdef HL2_DLL
#include "weapon_physcannon.h"
#include "hl2_gamerules.h"
#endif
#ifdef PORTAL
#include "portal_util_shared.h"
#include "portal_base2d_shared.h"
#include "portal_shareddefs.h"
#include "npc_portal_turret_floor.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#if defined( HL2_DLL )
extern int g_interactionBarnacleVictimReleased; #endif //HL2_DLL
extern ConVar weapon_showproficiency;
ConVar ai_show_hull_attacks( "ai_show_hull_attacks", "0" ); ConVar ai_force_serverside_ragdoll( "ai_force_serverside_ragdoll", "0" );
#ifndef _RETAIL
ConVar ai_use_visibility_cache( "ai_use_visibility_cache", "1" ); #define ShouldUseVisibilityCache() ai_use_visibility_cache.GetBool()
#else
#define ShouldUseVisibilityCache() true
#endif
BEGIN_DATADESC( CBaseCombatCharacter ) DEFINE_UTLVECTOR( m_hTriggerFogList, FIELD_EHANDLE ), DEFINE_FIELD( m_hLastFogTrigger, FIELD_EHANDLE ),
DEFINE_FIELD( m_flNextAttack, FIELD_TIME ), DEFINE_KEYFIELD( m_eHull, FIELD_INTEGER, "HullType" ), DEFINE_KEYFIELD( m_bloodColor, FIELD_INTEGER, "BloodColor" ), DEFINE_FIELD( m_iDamageCount, FIELD_INTEGER ), DEFINE_FIELD( m_flFieldOfView, FIELD_FLOAT ), DEFINE_FIELD( m_HackedGunPos, FIELD_VECTOR ), DEFINE_KEYFIELD( m_RelationshipString, FIELD_STRING, "Relationship" ),
DEFINE_FIELD( m_LastHitGroup, FIELD_INTEGER ), DEFINE_FIELD( m_flDamageAccumulator, FIELD_FLOAT ), DEFINE_INPUT( m_impactEnergyScale, FIELD_FLOAT, "physdamagescale" ), DEFINE_FIELD( m_CurrentWeaponProficiency, FIELD_INTEGER),
DEFINE_UTLVECTOR( m_Relationship, FIELD_EMBEDDED), DEFINE_FIELD( m_nFaction, FIELD_INTEGER ),
DEFINE_AUTO_ARRAY( m_iAmmo, FIELD_INTEGER ), DEFINE_AUTO_ARRAY( m_hMyWeapons, FIELD_EHANDLE ), DEFINE_FIELD( m_hActiveWeapon, FIELD_EHANDLE ),
DEFINE_FIELD( m_flTimeOfLastInjury, FIELD_FLOAT ), DEFINE_FIELD( m_nRelativeDirectionOfLastInjury, FIELD_INTEGER ), // DEFINE_FIELD( m_uiLastDamageTypeFlags, FIELD_INTEGER ),
DEFINE_FIELD( m_bForceServerRagdoll, FIELD_BOOLEAN ), DEFINE_FIELD( m_bPreventWeaponPickup, FIELD_BOOLEAN ),
DEFINE_INPUTFUNC( FIELD_VOID, "KilledNPC", InputKilledNPC ),
END_DATADESC()
BEGIN_SIMPLE_DATADESC( Relationship_t ) DEFINE_FIELD( entity, FIELD_EHANDLE ), DEFINE_FIELD( classType, FIELD_INTEGER ), DEFINE_FIELD( faction, FIELD_INTEGER ), DEFINE_FIELD( disposition, FIELD_INTEGER ), DEFINE_FIELD( priority, FIELD_INTEGER ), END_DATADESC()
//-----------------------------------------------------------------------------
// Init static variables
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::m_lastInteraction = 0; Relationship_t** CBaseCombatCharacter::m_DefaultRelationship = NULL; Relationship_t** CBaseCombatCharacter::m_FactionRelationship = NULL; CUtlVector< CUtlVector< EHANDLE> > CBaseCombatCharacter::m_aFactions;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CCleanupDefaultRelationShips : public CAutoGameSystem { public: CCleanupDefaultRelationShips( char const *name ) : CAutoGameSystem( name ) { }
virtual void Shutdown() { if ( CBaseCombatCharacter::m_DefaultRelationship != NULL ) { int iNumClasses = GameRules() ? GameRules()->NumEntityClasses() : LAST_SHARED_ENTITY_CLASS; for ( int i=0; i<iNumClasses; ++i ) { delete[] CBaseCombatCharacter::m_DefaultRelationship[ i ]; }
delete[] CBaseCombatCharacter::m_DefaultRelationship; CBaseCombatCharacter::m_DefaultRelationship = NULL; }
if ( CBaseCombatCharacter::m_FactionRelationship != NULL ) { for( int i = 0; i < CBaseCombatCharacter::m_aFactions.Count(); i++ ) { delete[] CBaseCombatCharacter::m_FactionRelationship[ i ]; CBaseCombatCharacter::m_aFactions[ i ].Purge(); } CBaseCombatCharacter::m_aFactions.Purge(); delete[] CBaseCombatCharacter::m_FactionRelationship; CBaseCombatCharacter::m_FactionRelationship = NULL; } } };
static CCleanupDefaultRelationShips g_CleanupDefaultRelationships( "CCleanupDefaultRelationShips" );
void *SendProxy_SendBaseCombatCharacterLocalDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID ) { // Only send to local player if this is a player
pRecipients->ClearAllRecipients(); CBaseCombatCharacter *pBCC = ( CBaseCombatCharacter * )pStruct; if ( pBCC != NULL) { if ( pBCC->IsPlayer() ) { pRecipients->SetOnly( pBCC->entindex() - 1 ); } else { // If it's a vehicle, send to "driver" (e.g., operator of tf2 manned guns)
IServerVehicle *pVehicle = pBCC->GetServerVehicle(); if ( pVehicle != NULL ) { CBaseCombatCharacter *pDriver = pVehicle->GetPassenger(); if ( pDriver != NULL ) { pRecipients->SetOnly( pDriver->entindex() - 1 ); } } } } return ( void * )pVarData; } REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendBaseCombatCharacterLocalDataTable );
void *SendProxy_SendBaseCombatCharacterNonLocalDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID ) { // Send to all players except itself
CBaseCombatCharacter *pBCC = ( CBaseCombatCharacter * )pStruct; if ( pBCC != NULL) { if ( pBCC->IsPlayer() ) { pRecipients->ExcludeOnly( pBCC->entindex() - 1 ); } } return ( void * )pVarData; } REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendBaseCombatCharacterNonLocalDataTable );
// Only send active weapon index to local player
BEGIN_SEND_TABLE_NOBASE( CBaseCombatCharacter, DT_BCCLocalPlayerExclusive ) SendPropTime( SENDINFO( m_flNextAttack ) ), END_SEND_TABLE();
BEGIN_SEND_TABLE_NOBASE( CBaseCombatCharacter, DT_BCCNonLocalPlayerExclusive ) END_SEND_TABLE();
//-----------------------------------------------------------------------------
// This table encodes the CBaseCombatCharacter
//-----------------------------------------------------------------------------
IMPLEMENT_SERVERCLASS_ST(CBaseCombatCharacter, DT_BaseCombatCharacter) // Data that only gets sent to the local player.
SendPropDataTable( "bcc_localdata", 0, &REFERENCE_SEND_TABLE(DT_BCCLocalPlayerExclusive), SendProxy_SendBaseCombatCharacterLocalDataTable ), SendPropDataTable( "bcc_nonlocaldata", 0, &REFERENCE_SEND_TABLE(DT_BCCNonLocalPlayerExclusive), SendProxy_SendBaseCombatCharacterNonLocalDataTable ),
SendPropInt( SENDINFO( m_LastHitGroup ), 4, SPROP_UNSIGNED ), SendPropEHandle( SENDINFO( m_hActiveWeapon ) ), SendPropTime( SENDINFO( m_flTimeOfLastInjury ) ), SendPropInt( SENDINFO( m_nRelativeDirectionOfLastInjury ), 3, SPROP_UNSIGNED ), // SendPropInt( SENDINFO( m_uiLastDamageTypeFlags ), 0, SPROP_UNSIGNED ),
SendPropArray3( SENDINFO_ARRAY3(m_hMyWeapons), SendPropEHandle( SENDINFO_ARRAY(m_hMyWeapons) ) ), END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Interactions
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::InitInteractionSystem() { // interaction ids continue to go up with every map load, otherwise you get
// collisions if a future map has a different set of NPCs from a current map
}
//-----------------------------------------------------------------------------
// Purpose: Return an interaction ID (so we have no collisions)
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::GetInteractionID(void) { m_lastInteraction++; return (m_lastInteraction); }
// ============================================================================
bool CBaseCombatCharacter::HasHumanGibs( void ) { #if defined( HL2_DLL )
Class_T myClass = Classify(); if ( myClass == CLASS_CITIZEN_PASSIVE || myClass == CLASS_CITIZEN_REBEL || myClass == CLASS_COMBINE || myClass == CLASS_CONSCRIPT || myClass == CLASS_METROPOLICE || myClass == CLASS_PLAYER ) return true;
#elif defined( CSPORT_DLL )
Class_T myClass = Classify(); if ( myClass == CLASS_PLAYER ) { return true; }
#endif
return false; }
bool CBaseCombatCharacter::HasAlienGibs( void ) { #if defined( HL2_DLL )
Class_T myClass = Classify(); if ( myClass == CLASS_BARNACLE || myClass == CLASS_STALKER || myClass == CLASS_ZOMBIE || myClass == CLASS_VORTIGAUNT || myClass == CLASS_HEADCRAB ) { return true; }
#endif
return false; }
void CBaseCombatCharacter::CorpseFade( void ) { StopAnimation(); SetAbsVelocity( vec3_origin ); SetMoveType( MOVETYPE_NONE ); SetLocalAngularVelocity( vec3_angle ); m_flAnimTime = gpGlobals->curtime; AddEffects( EF_NOINTERP ); SUB_StartFadeOut(); }
//-----------------------------------------------------------------------------
// Visibility caching
//-----------------------------------------------------------------------------
struct VisibilityCacheEntry_t { CBaseEntity *pEntity1; CBaseEntity *pEntity2; EHANDLE pBlocker; float time; };
class CVisibilityCacheEntryLess { public: CVisibilityCacheEntryLess( int ) {} bool operator!() const { return false; } bool operator()( const VisibilityCacheEntry_t &lhs, const VisibilityCacheEntry_t &rhs ) const { return ( memcmp( &lhs, &rhs, offsetof( VisibilityCacheEntry_t, pBlocker ) ) < 0 ); } };
static CUtlRBTree<VisibilityCacheEntry_t, unsigned short, CVisibilityCacheEntryLess> g_VisibilityCache; const float VIS_CACHE_ENTRY_LIFE = .090;
bool CBaseCombatCharacter::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker ) { VPROF( "CBaseCombatCharacter::FVisible" );
if ( traceMask != MASK_BLOCKLOS || !ShouldUseVisibilityCache() || pEntity == this #if defined(HL2_DLL)
|| Classify() == CLASS_BULLSEYE || pEntity->Classify() == CLASS_BULLSEYE #endif
) { return BaseClass::FVisible( pEntity, traceMask, ppBlocker ); }
VisibilityCacheEntry_t cacheEntry;
if ( this < pEntity ) { cacheEntry.pEntity1 = this; cacheEntry.pEntity2 = pEntity; } else { cacheEntry.pEntity1 = pEntity; cacheEntry.pEntity2 = this; }
int iCache = g_VisibilityCache.Find( cacheEntry );
if ( iCache != g_VisibilityCache.InvalidIndex() ) { if ( gpGlobals->curtime - g_VisibilityCache[iCache].time < VIS_CACHE_ENTRY_LIFE ) { bool bBlockerValid = g_VisibilityCache[iCache].pBlocker.IsValid(); if ( bBlockerValid ) { if ( ppBlocker ) { *ppBlocker = g_VisibilityCache[iCache].pBlocker; if ( !*ppBlocker ) { *ppBlocker = GetWorldEntity(); } } } else { if ( ppBlocker ) { *ppBlocker = NULL; } }
return !bBlockerValid; } } else { if ( g_VisibilityCache.Count() != g_VisibilityCache.InvalidIndex() ) { iCache = g_VisibilityCache.Insert( cacheEntry ); } else { return BaseClass::FVisible( pEntity, traceMask, ppBlocker ); } }
CBaseEntity *pBlocker = NULL; if ( ppBlocker == NULL ) { ppBlocker = &pBlocker; }
bool bResult = BaseClass::FVisible( pEntity, traceMask, ppBlocker );
if ( !bResult ) { g_VisibilityCache[iCache].pBlocker = *ppBlocker; } else { g_VisibilityCache[iCache].pBlocker = NULL; }
g_VisibilityCache[iCache].time = gpGlobals->curtime;
return bResult; }
void CBaseCombatCharacter::ResetVisibilityCache( CBaseCombatCharacter *pBCC ) { VPROF( "CBaseCombatCharacter::ResetVisibilityCache" ); if ( !pBCC ) { g_VisibilityCache.RemoveAll(); return; }
int i = g_VisibilityCache.FirstInorder(); CUtlVector<unsigned short> removals; while ( i != g_VisibilityCache.InvalidIndex() ) { if ( g_VisibilityCache[i].pEntity1 == pBCC || g_VisibilityCache[i].pEntity2 == pBCC ) { removals.AddToTail( i ); } i = g_VisibilityCache.NextInorder( i ); }
for ( i = 0; i < removals.Count(); i++ ) { g_VisibilityCache.RemoveAt( removals[i] ); } }
#ifdef PORTAL
bool CBaseCombatCharacter::FVisibleThroughPortal( const CPortal_Base2D *pPortal, CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker ) { VPROF( "CBaseCombatCharacter::FVisible" );
if ( pPortal && IsPlayerNearTargetPortal( pPortal->m_hLinkedPortal.Get() ) == false ) return false;
if ( pEntity->GetFlags() & FL_NOTARGET ) return false;
Vector vecLookerOrigin = EyePosition();//look through the caller's 'eyes'
Vector vecTargetOrigin = pEntity->EyePosition();
// Use the custom LOS trace filter
CTraceFilterLOS traceFilter( this, COLLISION_GROUP_NONE, pEntity );
Vector vecTranslatedTargetOrigin; UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecTargetOrigin, vecTranslatedTargetOrigin ); Ray_t ray; ray.Init( vecLookerOrigin, vecTranslatedTargetOrigin );
trace_t tr;
// If we're doing an opaque search, include NPCs.
if ( traceMask == MASK_BLOCKLOS ) { traceMask = MASK_BLOCKLOS_AND_NPCS; }
UTIL_Portal_TraceRay_Bullets( pPortal, ray, traceMask, &traceFilter, &tr );
if (tr.fraction != 1.0 || tr.startsolid ) { // If we hit the entity we're looking for, it's visible
if ( tr.m_pEnt == pEntity ) return true;
// Got line of sight on the vehicle the player is driving!
if ( pEntity && pEntity->IsPlayer() ) { CBasePlayer *pPlayer = assert_cast<CBasePlayer*>( pEntity ); if ( tr.m_pEnt == pPlayer->GetVehicleEntity() ) return true; }
if (ppBlocker) { *ppBlocker = tr.m_pEnt; }
return false;// Line of sight is not established
}
return true;// line of sight is valid.
} #endif
//-----------------------------------------------------------------------------
//=========================================================
// FInViewCone - returns true is the passed ent is in
// the caller's forward view cone. The dot product is performed
// in 2d, making the view cone infinitely tall.
//=========================================================
bool CBaseCombatCharacter::FInViewCone( CBaseEntity *pEntity ) { return FInViewCone( pEntity->WorldSpaceCenter() ); }
//=========================================================
// FInViewCone - returns true is the passed Vector is in
// the caller's forward view cone. The dot product is performed
// in 2d, making the view cone infinitely tall.
//=========================================================
bool CBaseCombatCharacter::FInViewCone( const Vector &vecSpot ) { Vector eyepos = EyePosition(); // do this in 2D
eyepos.z = vecSpot.z;
return PointWithinViewAngle( eyepos, vecSpot, EyeDirection2D(), m_flFieldOfView ); }
#ifdef PORTAL
//=========================================================
// FInViewCone - returns true is the passed ent is in
// the caller's forward view cone. The dot product is performed
// in 2d, making the view cone infinitely tall.
//=========================================================
CPortal_Base2D* CBaseCombatCharacter::FInViewConeThroughPortal( CBaseEntity *pEntity ) { return FInViewConeThroughPortal( pEntity->WorldSpaceCenter() ); }
//=========================================================
// FInViewCone - returns true is the passed Vector is in
// the caller's forward view cone. The dot product is performed
// in 2d, making the view cone infinitely tall.
//=========================================================
CPortal_Base2D* CBaseCombatCharacter::FInViewConeThroughPortal( const Vector &vecSpot ) { int iPortalCount = CPortal_Base2D_Shared::AllPortals.Count(); if( iPortalCount == 0 ) return NULL;
const Vector ptEyePosition = EyePosition();
float fDistToBeat = 1e20; //arbitrarily high number
CPortal_Base2D *pBestPortal = NULL;
CPortal_Base2D **pPortals = CPortal_Base2D_Shared::AllPortals.Base();
// Check through both portals
for ( int iPortal = 0; iPortal < iPortalCount; ++iPortal ) { CPortal_Base2D *pPortal = pPortals[iPortal];
// Check if this portal is active, linked, and in the view cone
if( pPortal->IsActivedAndLinked() && FInViewCone( pPortal ) ) { // The facing direction is the eye to the portal to set up a proper FOV through the relatively small portal hole
Vector facingDir = pPortal->GetAbsOrigin() - ptEyePosition;
// If the portal isn't facing the eye, bail
if ( facingDir.Dot( pPortal->m_plane_Origin.normal ) > 0.0f ) continue;
// If the point is behind the linked portal, bail
if ( ( vecSpot - pPortal->m_hLinkedPortal->GetAbsOrigin() ).Dot( pPortal->m_hLinkedPortal->m_plane_Origin.normal ) < 0.0f ) continue;
// Remove height from the equation
facingDir.z = 0.0f; float fPortalDist = VectorNormalize( facingDir );
// Translate the target spot across the portal
Vector vTranslatedVecSpot; UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecSpot, vTranslatedVecSpot );
// do this in 2D
Vector los = ( vTranslatedVecSpot - ptEyePosition ); los.z = 0.0f; float fSpotDist = VectorNormalize( los );
if( fSpotDist > fDistToBeat ) continue; //no point in going further, we already have a better portal
// If the target point is closer than the portal (banana juice), bail
// HACK: Extra 32 is a fix for the player who's origin can be on one side of a portal while his center mirrored across is closer than the portal.
if ( fPortalDist > fSpotDist + 32.0f ) continue;
// Get the worst case FOV from the portal's corners
float fFOVThroughPortal = 1.0f;
for ( int i = 0; i < 4; ++i ) { //Vector vPortalCorner = pPortal->GetAbsOrigin() + vPortalRight * PORTAL_HALF_WIDTH * ( ( i / 2 == 0 ) ? ( 1.0f ) : ( -1.0f ) ) +
// vPortalUp * PORTAL_HALF_HEIGHT * ( ( i % 2 == 0 ) ? ( 1.0f ) : ( -1.0f ) );
Vector vEyeToCorner = pPortal->m_vPortalCorners[i] - ptEyePosition; vEyeToCorner.z = 0.0f; VectorNormalize( vEyeToCorner );
float flCornerDot = DotProduct( vEyeToCorner, facingDir );
if ( flCornerDot < fFOVThroughPortal ) fFOVThroughPortal = flCornerDot; }
float flDot = DotProduct( los, facingDir );
// Use the tougher FOV of either the standard FOV or FOV clipped to the portal hole
if ( flDot > MAX( fFOVThroughPortal, m_flFieldOfView ) ) { float fActualDist = ptEyePosition.DistToSqr( vTranslatedVecSpot ); if( fActualDist < fDistToBeat ) { fDistToBeat = fActualDist; pBestPortal = pPortal; } } } }
return pBestPortal; } #endif
//=========================================================
// FInAimCone - returns true is the passed ent is in
// the caller's forward aim cone. The dot product is performed
// in 2d, making the aim cone infinitely tall.
//=========================================================
bool CBaseCombatCharacter::FInAimCone( CBaseEntity *pEntity ) { return FInAimCone( pEntity->BodyTarget( EyePosition() ) ); }
//=========================================================
// FInAimCone - returns true is the passed Vector is in
// the caller's forward aim cone. The dot product is performed
// in 2d, making the view cone infinitely tall. By default, the
// callers aim cone is assumed to be very narrow
//=========================================================
bool CBaseCombatCharacter::FInAimCone( const Vector &vecSpot ) { Vector los = ( vecSpot - GetAbsOrigin() );
// do this in 2D
los.z = 0; VectorNormalize( los );
Vector facingDir = BodyDirection2D( );
float flDot = DotProduct( los, facingDir );
if ( flDot > 0.994 )//!!!BUGBUG - magic number same as FacingIdeal(), what is this?
return true;
return false; }
//-----------------------------------------------------------------------------
// Purpose: This is a generic function (to be implemented by sub-classes) to
// handle specific interactions between different types of characters
// (For example the barnacle grabbing an NPC)
// Input : The type of interaction, extra info pointer, and who started it
// Output : true - if sub-class has a response for the interaction
// false - if sub-class has no response
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt ) { #if defined( HL2_DLL )
if ( interactionType == g_interactionBarnacleVictimReleased ) { // For now, throw away the NPC and leave the ragdoll.
UTIL_Remove( this ); return true; } #endif // HL2_DLL
return false; }
//-----------------------------------------------------------------------------
// Purpose: Constructor : Initialize some fields
//-----------------------------------------------------------------------------
CBaseCombatCharacter::CBaseCombatCharacter( void ) { #ifdef _DEBUG
// necessary since in debug, we initialize vectors to NAN for debugging
m_HackedGunPos.Init(); #endif
// Zero the damage accumulator.
m_flDamageAccumulator = 0.0f;
// Init weapon and Ammo data
m_hActiveWeapon = NULL; m_uiLastDamageTypeFlags = 0;
// Init faction
m_nFaction = FACTION_NONE;
// reset all ammo values to 0
RemoveAllAmmo(); // not alive yet
m_aliveTimer.Invalidate(); m_hasBeenInjured = 0;
for( int t=0; t<MAX_DAMAGE_TEAMS; ++t ) { m_damageHistory[t].team = TEAM_INVALID; }
m_flTimeOfLastInjury = 0.0f;
// not standing on a nav area yet
m_lastNavArea = NULL; m_registeredNavTeam = TEAM_INVALID;
m_LastHitGroup = HITGROUP_GENERIC;
for (int i = 0; i < MAX_WEAPONS; i++) { m_hMyWeapons.Set( i, INVALID_EHANDLE ); }
V_memset( m_weaponIDToIndex, 0, sizeof(m_weaponIDToIndex) ); // Default so that spawned entities have this set
m_impactEnergyScale = 1.0f;
m_bForceServerRagdoll = ai_force_serverside_ragdoll.GetBool(); }
//------------------------------------------------------------------------------
// Purpose : Destructor
// Input :
// Output :
//------------------------------------------------------------------------------
CBaseCombatCharacter::~CBaseCombatCharacter( void ) { if ( ( m_nFaction != FACTION_NONE ) && ( m_aFactions.Count() != 0 ) ) { m_aFactions[ m_nFaction ].FindAndFastRemove( this ); } ResetVisibilityCache( this ); ClearLastKnownArea(); }
//-----------------------------------------------------------------------------
// Purpose: Put the combat character into the environment
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Spawn( void ) { BaseClass::Spawn(); SetBlocksLOS( false ); m_aliveTimer.Start(); m_hasBeenInjured = 0;
for( int t=0; t<MAX_DAMAGE_TEAMS; ++t ) { m_damageHistory[t].team = TEAM_INVALID; }
m_flTimeOfLastInjury = 0.0f; m_LastHitGroup = HITGROUP_GENERIC;
// not standing on a nav area yet
ClearLastKnownArea();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Precache() { VPROF( "CBaseCombatCharacter::Precache" );
BaseClass::Precache();
PrecacheScriptSound( "BaseCombatCharacter.CorpseGib" ); PrecacheScriptSound( "BaseCombatCharacter.StopWeaponSounds" ); PrecacheScriptSound( "BaseCombatCharacter.AmmoPickup" );
for ( int i = m_Relationship.Count() - 1; i >= 0 ; i--) { if ( !m_Relationship[i].entity && m_Relationship[i].classType == CLASS_NONE ) { DevMsg( 2, "Removing relationship for lost entity\n" ); m_Relationship.FastRemove( i ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::Restore( IRestore &restore ) { int status = BaseClass::Restore(restore); if ( !status ) return 0;
// restore faction information
ChangeFaction( m_nFaction );
if ( gpGlobals->eLoadType == MapLoad_Transition ) { DevMsg( 2, "%s (%s) removing class relationships due to level transition\n", STRING( GetEntityName() ), GetClassname() );
for ( int i = m_Relationship.Count() - 1; i >= 0; --i ) { if ( !m_Relationship[i].entity && m_Relationship[i].classType != CLASS_NONE ) { m_Relationship.FastRemove( i ); } } } return status; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::UpdateOnRemove( void ) { int i; // Make sure any weapons I didn't drop get removed.
for (i=0;i<MAX_WEAPONS;i++) { if (m_hMyWeapons[i]) { UTIL_Remove( m_hMyWeapons[i] ); } }
V_memset( m_weaponIDToIndex, 0, sizeof(m_weaponIDToIndex) ); // tell owner ( if any ) that we're dead.This is mostly for NPCMaker functionality.
CBaseEntity *pOwner = GetOwnerEntity(); if ( pOwner ) { pOwner->DeathNotice( this ); SetOwnerEntity( NULL ); }
RemoveAllWearables();
// Chain at end to mimic destructor unwind order
BaseClass::UpdateOnRemove(); }
//=========================================================
// CorpseGib - create some gore and get rid of a character's
// model.
//=========================================================
bool CBaseCombatCharacter::CorpseGib( const CTakeDamageInfo &info ) { trace_t tr; bool gibbed = false;
EmitSound( "BaseCombatCharacter.CorpseGib" );
// only humans throw skulls !!!UNDONE - eventually NPCs will have their own sets of gibs
if ( HasHumanGibs() ) { CGib::SpawnHeadGib( this ); CGib::SpawnRandomGibs( this, 4, GIB_HUMAN ); // throw some human gibs.
gibbed = true; } else if ( HasAlienGibs() ) { CGib::SpawnRandomGibs( this, 4, GIB_ALIEN ); // Throw alien gibs
gibbed = true; }
return gibbed; }
//=========================================================
// GetDeathActivity - determines the best type of death
// anim to play.
//=========================================================
Activity CBaseCombatCharacter::GetDeathActivity ( void ) { Activity deathActivity; bool fTriedDirection; float flDot; trace_t tr; Vector vecSrc;
if (IsPlayer()) { // die in an interesting way
switch( random->RandomInt(0,7) ) { case 0: return ACT_DIESIMPLE; case 1: return ACT_DIEBACKWARD; case 2: return ACT_DIEFORWARD; case 3: return ACT_DIEVIOLENT; case 4: return ACT_DIE_HEADSHOT; case 5: return ACT_DIE_CHESTSHOT; case 6: return ACT_DIE_GUTSHOT; case 7: return ACT_DIE_BACKSHOT; } }
vecSrc = WorldSpaceCenter();
fTriedDirection = false; deathActivity = ACT_DIESIMPLE;// in case we can't find any special deaths to do.
Vector forward; AngleVectors( GetLocalAngles(), &forward ); flDot = -DotProduct( forward, g_vecAttackDir );
switch ( m_LastHitGroup ) { // try to pick a region-specific death.
case HITGROUP_HEAD: deathActivity = ACT_DIE_HEADSHOT; break;
case HITGROUP_STOMACH: deathActivity = ACT_DIE_GUTSHOT; break;
case HITGROUP_GENERIC: // try to pick a death based on attack direction
fTriedDirection = true;
if ( flDot > 0.3 ) { deathActivity = ACT_DIEFORWARD; } else if ( flDot <= -0.3 ) { deathActivity = ACT_DIEBACKWARD; } break;
default: // try to pick a death based on attack direction
fTriedDirection = true;
if ( flDot > 0.3 ) { deathActivity = ACT_DIEFORWARD; } else if ( flDot <= -0.3 ) { deathActivity = ACT_DIEBACKWARD; } break; }
// can we perform the prescribed death?
if ( SelectWeightedSequence ( deathActivity ) == ACTIVITY_NOT_AVAILABLE ) { // no! did we fail to perform a directional death?
if ( fTriedDirection ) { // if yes, we're out of options. Go simple.
deathActivity = ACT_DIESIMPLE; } else { // cannot perform the ideal region-specific death, so try a direction.
if ( flDot > 0.3 ) { deathActivity = ACT_DIEFORWARD; } else if ( flDot <= -0.3 ) { deathActivity = ACT_DIEBACKWARD; } } }
if ( SelectWeightedSequence ( deathActivity ) == ACTIVITY_NOT_AVAILABLE ) { // if we're still invalid, simple is our only option.
deathActivity = ACT_DIESIMPLE;
if ( SelectWeightedSequence ( deathActivity ) == ACTIVITY_NOT_AVAILABLE ) { Msg( "ERROR! %s missing ACT_DIESIMPLE\n", STRING(GetModelName()) ); } }
if ( deathActivity == ACT_DIEFORWARD ) { // make sure there's room to fall forward
UTIL_TraceHull ( vecSrc, vecSrc + forward * 64, Vector(-16,-16,-18), Vector(16,16,18), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 ) { deathActivity = ACT_DIESIMPLE; } }
if ( deathActivity == ACT_DIEBACKWARD ) { // make sure there's room to fall backward
UTIL_TraceHull ( vecSrc, vecSrc - forward * 64, Vector(-16,-16,-18), Vector(16,16,18), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 ) { deathActivity = ACT_DIESIMPLE; } }
return deathActivity; }
// UNDONE: Should these operate on a list of weapon/items
Activity CBaseCombatCharacter::Weapon_TranslateActivity( Activity baseAct, bool *pRequired ) { Activity translated = baseAct;
if ( m_hActiveWeapon ) { translated = m_hActiveWeapon->ActivityOverride( baseAct, pRequired ); } else if (pRequired) { *pRequired = false; }
return translated; }
//-----------------------------------------------------------------------------
// Purpose: NPCs should override this function to translate activities
// such as ACT_WALK, etc.
// Input :
// Output :
//-----------------------------------------------------------------------------
Activity CBaseCombatCharacter::NPC_TranslateActivity( Activity baseAct ) { return baseAct; }
void CBaseCombatCharacter::Weapon_SetActivity( Activity newActivity, float duration ) { if ( m_hActiveWeapon ) { m_hActiveWeapon->SetActivity( newActivity, duration ); } }
void CBaseCombatCharacter::Weapon_FrameUpdate( void ) { if ( m_hActiveWeapon ) { m_hActiveWeapon->Operator_FrameUpdate( this ); } }
//------------------------------------------------------------------------------
// Purpose : expects a length to trace, amount
// of damage to do, and damage type. Returns a pointer to
// the damaged entity in case the NPC wishes to do
// other stuff to the victim (punchangle, etc)
//
// Used for many contact-range melee attacks. Bites, claws, etc.
// Input :
// Output :
//------------------------------------------------------------------------------
CBaseEntity *CBaseCombatCharacter::CheckTraceHullAttack( float flDist, const Vector &mins, const Vector &maxs, float flDamage, int iDmgType, float forceScale, bool bDamageAnyNPC ) { // If only a length is given assume we want to trace in our facing direction
Vector forward; AngleVectors( GetAbsAngles(), &forward ); Vector vStart = GetAbsOrigin();
// The ideal place to start the trace is in the center of the attacker's bounding box.
// however, we need to make sure there's enough clearance. Some of the smaller monsters aren't
// as big as the hull we try to trace with. (SJB)
float flVerticalOffset = WorldAlignSize().z * 0.5;
if( flVerticalOffset < maxs.z ) { // There isn't enough room to trace this hull, it's going to drag the ground.
// so make the vertical offset just enough to clear the ground.
flVerticalOffset = maxs.z + 1.0; }
vStart.z += flVerticalOffset; Vector vEnd = vStart + (forward * flDist ); return CheckTraceHullAttack( vStart, vEnd, mins, maxs, flDamage, iDmgType, forceScale, bDamageAnyNPC ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pHandleEntity -
// contentsMask -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CTraceFilterMelee::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { if ( !StandardFilterRules( pHandleEntity, contentsMask ) ) return false;
if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt ) ) return false;
// Don't test if the game code tells us we should ignore this collision...
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity ); if ( pEntity ) { if ( !pEntity->ShouldCollide( m_collisionGroup, contentsMask ) ) return false; if ( !g_pGameRules->ShouldCollide( m_collisionGroup, pEntity->GetCollisionGroup() ) ) return false;
if ( pEntity->m_takedamage == DAMAGE_NO ) return false;
// FIXME: Do not translate this to the driver because the driver only accepts damage from the vehicle
// Translate the vehicle into its driver for damage
/*
if ( pEntity->GetServerVehicle() != NULL ) { CBaseEntity *pDriver = pEntity->GetServerVehicle()->GetPassenger();
if ( pDriver != NULL ) { pEntity = pDriver; } } */
Vector attackDir = pEntity->WorldSpaceCenter() - m_dmgInfo->GetAttacker()->WorldSpaceCenter(); VectorNormalize( attackDir );
CTakeDamageInfo info = (*m_dmgInfo); CalculateMeleeDamageForce( &info, attackDir, info.GetAttacker()->WorldSpaceCenter(), m_flForceScale );
CBaseCombatCharacter *pBCC = info.GetAttacker()->MyCombatCharacterPointer(); CBaseCombatCharacter *pVictimBCC = pEntity->MyCombatCharacterPointer();
// Only do these comparisons between NPCs
if ( pBCC && pVictimBCC ) { // Can only damage other NPCs that we hate
if ( m_bDamageAnyNPC || pBCC->IRelationType( pEntity ) == D_HT ) { if ( info.GetDamage() ) { pEntity->TakeDamage( info ); } // Put a combat sound in
CSoundEnt::InsertSound( SOUND_COMBAT, info.GetDamagePosition(), 200, 0.2f, info.GetAttacker() );
m_pHit = pEntity; return true; } } else { m_pHit = pEntity;
// Make sure if the player is holding this, he drops it
Pickup_ForcePlayerToDropThisObject( pEntity );
// Otherwise just damage passive objects in our way
if ( info.GetDamage() ) { pEntity->TakeDamage( info ); } } }
return false; }
//------------------------------------------------------------------------------
// Purpose : start and end trace position, amount
// of damage to do, and damage type. Returns a pointer to
// the damaged entity in case the NPC wishes to do
// other stuff to the victim (punchangle, etc)
//
// Used for many contact-range melee attacks. Bites, claws, etc.
// Input :
// Output :
//------------------------------------------------------------------------------
CBaseEntity *CBaseCombatCharacter::CheckTraceHullAttack( const Vector &vStart, const Vector &vEnd, const Vector &mins, const Vector &maxs, float flDamage, int iDmgType, float flForceScale, bool bDamageAnyNPC ) { // Handy debuging tool to visualize HullAttack trace
if ( ai_show_hull_attacks.GetBool() ) { float length = (vEnd - vStart ).Length(); Vector direction = (vEnd - vStart ); VectorNormalize( direction ); Vector hullMaxs = maxs; hullMaxs.x = length + hullMaxs.x; NDebugOverlay::BoxDirection(vStart, mins, hullMaxs, direction, 100,255,255,20,1.0); NDebugOverlay::BoxDirection(vStart, mins, maxs, direction, 255,0,0,20,1.0); }
#if 1
CTakeDamageInfo dmgInfo( this, this, flDamage, iDmgType ); // COLLISION_GROUP_PROJECTILE does some handy filtering that's very appropriate for this type of attack, as well. (sjb) 7/25/2007
CTraceFilterMelee traceFilter( this, COLLISION_GROUP_PROJECTILE, &dmgInfo, flForceScale, bDamageAnyNPC );
Ray_t ray; ray.Init( vStart, vEnd, mins, maxs );
trace_t tr; enginetrace->TraceRay( ray, MASK_SHOT_HULL, &traceFilter, &tr );
CBaseEntity *pEntity = traceFilter.m_pHit; if ( pEntity == NULL ) { // See if perhaps I'm trying to claw/bash someone who is standing on my head.
Vector vecTopCenter; Vector vecEnd; Vector vecMins, vecMaxs;
// Do a tracehull from the top center of my bounding box.
vecTopCenter = GetAbsOrigin(); CollisionProp()->WorldSpaceAABB( &vecMins, &vecMaxs ); vecTopCenter.z = vecMaxs.z + 1.0f; vecEnd = vecTopCenter; vecEnd.z += 2.0f; ray.Init( vecTopCenter, vEnd, mins, maxs ); enginetrace->TraceRay( ray, MASK_SHOT_HULL, &traceFilter, &tr );
pEntity = traceFilter.m_pHit; }
if( pEntity && !pEntity->CanBeHitByMeleeAttack(this) ) { // If we touched something, but it shouldn't be hit, return nothing.
pEntity = NULL; }
return pEntity;
#else
trace_t tr; UTIL_TraceHull( vStart, vEnd, mins, maxs, MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr );
CBaseEntity *pEntity = tr.m_pEnt;
if ( !pEntity ) { // See if perhaps I'm trying to claw/bash someone who is standing on my head.
Vector vecTopCenter; Vector vecEnd; Vector vecMins, vecMaxs;
// Do a tracehull from the top center of my bounding box.
vecTopCenter = GetAbsOrigin(); CollisionProp()->WorldSpaceAABB( &vecMins, &vecMaxs ); vecTopCenter.z = vecMaxs.z + 1.0f; vecEnd = vecTopCenter; vecEnd.z += 2.0f; UTIL_TraceHull( vecTopCenter, vecEnd, mins, maxs, MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr ); pEntity = tr.m_pEnt; }
if ( !pEntity || !pEntity->m_takedamage || !pEntity->IsAlive() ) return NULL;
// Translate the vehicle into its driver for damage
if ( pEntity->GetServerVehicle() != NULL ) { CBaseEntity *pDriver = pEntity->GetServerVehicle()->GetPassenger();
if ( pDriver != NULL ) { pEntity = pDriver; //FIXME: Hook for damage scale in car here
} }
// Must hate the hit entity
if ( IRelationType( pEntity ) == D_HT ) { if ( iDamage > 0 ) { CTakeDamageInfo info( this, this, flDamage, iDmgType ); CalculateMeleeDamageForce( &info, (vEnd - vStart), vStart, forceScale ); pEntity->TakeDamage( info ); } } return pEntity;
#endif
}
bool CBaseCombatCharacter::Event_Gibbed( const CTakeDamageInfo &info ) { bool fade = false;
if ( HasHumanGibs() ) { ConVarRef violence_hgibs( "violence_hgibs" ); if ( violence_hgibs.IsValid() && violence_hgibs.GetInt() == 0 ) { fade = true; } } else if ( HasAlienGibs() ) { ConVarRef violence_agibs( "violence_agibs" ); if ( violence_agibs.IsValid() && violence_agibs.GetInt() == 0 ) { fade = true; } }
m_takedamage = DAMAGE_NO; AddSolidFlags( FSOLID_NOT_SOLID ); m_lifeState = LIFE_DEAD;
if ( fade ) { CorpseFade(); return false; } else { AddEffects( EF_NODRAW ); // make the model invisible.
return CorpseGib( info ); } }
Vector CBaseCombatCharacter::CalcDeathForceVector( const CTakeDamageInfo &info ) { // Already have a damage force in the data, use that.
bool bNoPhysicsForceDamage = g_pGameRules->Damage_NoPhysicsForce( info.GetDamageType() ); if ( info.GetDamageForce() != vec3_origin || bNoPhysicsForceDamage ) { if( info.GetDamageType() & DMG_BLAST ) { // Fudge blast forces a little bit, so that each
// victim gets a slightly different trajectory.
// This simulates features that usually vary from
// person-to-person variables such as bodyweight,
// which are all indentical for characters using the same model.
float scale = random->RandomFloat( 0.85, 1.15 ); Vector force = info.GetDamageForce(); force.x *= scale; force.y *= scale; // Try to always exaggerate the upward force because we've got pretty harsh gravity
force.z *= (force.z > 0) ? 1.15 : scale; return force; }
return info.GetDamageForce(); }
CBaseEntity *pForce = info.GetInflictor(); if ( !pForce ) { pForce = info.GetAttacker(); }
if ( pForce ) { // Calculate an impulse large enough to push a 75kg man 4 in/sec per point of damage
float forceScale = info.GetDamage() * 75 * 4;
Vector forceVector; // If the damage is a blast, point the force vector higher than usual, this gives
// the ragdolls a bodacious "really got blowed up" look.
if( info.GetDamageType() & DMG_BLAST ) { // exaggerate the force from explosions a little (37.5%)
forceVector = (GetLocalOrigin() + Vector(0, 0, WorldAlignSize().z) ) - pForce->GetLocalOrigin(); VectorNormalize(forceVector); forceVector *= 1.375f; } else { // taking damage from self? Take a little random force, but still try to collapse on the spot.
if ( this == pForce ) { forceVector.x = random->RandomFloat( -1.0f, 1.0f ); forceVector.y = random->RandomFloat( -1.0f, 1.0f ); forceVector.z = 0.0; forceScale = random->RandomFloat( 1000.0f, 2000.0f ); } else { // UNDONE: Collision forces are baked in to CTakeDamageInfo now
// UNDONE: Is this MOVETYPE_VPHYSICS code still necessary?
if ( pForce->GetMoveType() == MOVETYPE_VPHYSICS ) { // killed by a physics object
IPhysicsObject *pPhysics = VPhysicsGetObject(); if ( !pPhysics ) { pPhysics = pForce->VPhysicsGetObject(); } pPhysics->GetVelocity( &forceVector, NULL ); forceScale = pPhysics->GetMass(); } else { forceVector = GetLocalOrigin() - pForce->GetLocalOrigin(); VectorNormalize(forceVector); } } } return forceVector * forceScale; } return vec3_origin; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::FixupBurningServerRagdoll( CBaseEntity *pRagdoll ) { if ( !IsOnFire() ) return;
// Move the fire effects entity to the ragdoll
CEntityFlame *pFireChild = dynamic_cast<CEntityFlame *>( GetEffectEntity() ); if ( pFireChild ) { SetEffectEntity( NULL ); pRagdoll->AddFlag( FL_ONFIRE ); pFireChild->SetAbsOrigin( pRagdoll->GetAbsOrigin() ); pFireChild->AttachToEntity( pRagdoll ); pFireChild->AddEFlags( EFL_FORCE_CHECK_TRANSMIT ); pRagdoll->SetEffectEntity( pFireChild );
color24 color = GetRenderColor(); pRagdoll->SetRenderColor( color.r, color.g, color.b ); } }
bool CBaseCombatCharacter::BecomeRagdollBoogie( CBaseEntity *pKiller, const Vector &forceVector, float duration, int flags ) { Assert( CanBecomeRagdoll() );
CTakeDamageInfo info( pKiller, pKiller, 1.0f, DMG_GENERIC );
info.SetDamageForce( forceVector );
CBaseEntity *pRagdoll = CreateServerRagdoll( this, 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS, true );
pRagdoll->SetCollisionBounds( CollisionProp()->OBBMins(), CollisionProp()->OBBMaxs() );
CRagdollBoogie::Create( pRagdoll, 200, gpGlobals->curtime, duration, flags );
CTakeDamageInfo ragdollInfo( pKiller, pKiller, 10000.0, DMG_GENERIC | DMG_REMOVENORAGDOLL ); ragdollInfo.SetDamagePosition(WorldSpaceCenter()); ragdollInfo.SetDamageForce( Vector( 0, 0, 1) ); TakeDamage( ragdollInfo );
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector ) { if ( (info.GetDamageType() & DMG_VEHICLE) && !g_pGameRules->IsMultiplayer() ) { CTakeDamageInfo info2 = info; info2.SetDamageForce( forceVector ); Vector pos = info2.GetDamagePosition(); float flAbsMinsZ = GetAbsOrigin().z + WorldAlignMins().z; if ( (pos.z - flAbsMinsZ) < 24 ) { // HACKHACK: Make sure the vehicle impact is at least 2ft off the ground
pos.z = flAbsMinsZ + 24; info2.SetDamagePosition( pos ); }
// in single player create ragdolls on the server when the player hits someone
// with their vehicle - for more dramatic death/collisions
CBaseEntity *pRagdoll = CreateServerRagdoll( this, m_nForceBone, info2, COLLISION_GROUP_INTERACTIVE_DEBRIS, true ); FixupBurningServerRagdoll( pRagdoll ); RemoveDeferred(); return true; }
//Fix up the force applied to server side ragdolls. This fixes magnets not affecting them.
CTakeDamageInfo newinfo = info; newinfo.SetDamageForce( forceVector );
#ifdef HL2_EPISODIC
// Burning corpses are server-side in episodic, if we're in darkness mode
if ( IsOnFire() && HL2GameRules()->IsAlyxInDarknessMode() ) { CBaseEntity *pRagdoll = CreateServerRagdoll( this, m_nForceBone, newinfo, COLLISION_GROUP_DEBRIS ); FixupBurningServerRagdoll( pRagdoll ); RemoveDeferred(); return true; } #endif
#if defined( HL2_DLL )
// Mega physgun requires everything to be a server-side ragdoll
if ( m_bForceServerRagdoll == true || ( HL2GameRules()->MegaPhyscannonActive() == true ) && !IsPlayer() && Classify() != CLASS_PLAYER_ALLY_VITAL && Classify() != CLASS_PLAYER_ALLY ) { if ( CanBecomeServerRagdoll() == false ) return false;
//FIXME: This is fairly leafy to be here, but time is short!
CBaseEntity *pRagdoll = CreateServerRagdoll( this, m_nForceBone, newinfo, COLLISION_GROUP_INTERACTIVE_DEBRIS, true ); FixupBurningServerRagdoll( pRagdoll ); PhysSetEntityGameFlags( pRagdoll, FVPHYSICS_NO_SELF_COLLISIONS ); RemoveDeferred();
return true; }
if( hl2_episodic.GetBool() && Classify() == CLASS_PLAYER_ALLY_VITAL ) { CreateServerRagdoll( this, m_nForceBone, newinfo, COLLISION_GROUP_INTERACTIVE_DEBRIS, true ); RemoveDeferred(); return true; } #endif //HL2_DLL
return BecomeRagdollOnClient( forceVector ); }
/*
============ Killed ============ */ void CBaseCombatCharacter::Event_Killed( const CTakeDamageInfo &info ) { extern ConVar npc_vphysics;
// Advance life state to dying
m_lifeState = LIFE_DYING;
// Calculate death force
Vector forceVector = CalcDeathForceVector( info );
// See if there's a ragdoll magnet that should influence our force.
CRagdollMagnet *pMagnet = CRagdollMagnet::FindBestMagnet( this ); if( pMagnet ) { forceVector += pMagnet->GetForceVector( this ); }
CBaseCombatWeapon *pDroppedWeapon = NULL;
if ( ShouldDropActiveWeaponWhenKilled() ) { pDroppedWeapon = m_hActiveWeapon.Get();
// Drop any weapon that I own
if ( VPhysicsGetObject() ) { Vector weaponForce = forceVector * VPhysicsGetObject()->GetInvMass(); Weapon_Drop( m_hActiveWeapon, NULL, &weaponForce ); } else { Weapon_Drop( m_hActiveWeapon ); } } // if flagged to drop a health kit
if (HasSpawnFlags(SF_NPC_DROP_HEALTHKIT)) { CBaseEntity::Create( "item_healthvial", GetAbsOrigin(), GetAbsAngles() ); } // clear the deceased's sound channels.(may have been firing or reloading when killed)
EmitSound( "BaseCombatCharacter.StopWeaponSounds" );
// Tell my killer that he got me!
if( info.GetAttacker() ) { info.GetAttacker()->Event_KilledOther(this, info); g_EventQueue.AddEvent( info.GetAttacker(), "KilledNPC", 0.3, this, this ); } SendOnKilledGameEvent( info );
// Ragdoll unless we've gibbed
if ( ShouldGib( info ) == false ) { bool bRagdollCreated = false; if ( (info.GetDamageType() & DMG_DISSOLVE) && CanBecomeRagdoll() ) { int nDissolveType = ENTITY_DISSOLVE_NORMAL; if ( info.GetDamageType() & DMG_SHOCK ) { nDissolveType = ENTITY_DISSOLVE_ELECTRICAL; }
bRagdollCreated = Dissolve( NULL, gpGlobals->curtime, false, nDissolveType );
// Also dissolve any weapons we dropped
if ( pDroppedWeapon ) { pDroppedWeapon->Dissolve( NULL, gpGlobals->curtime, false, nDissolveType ); } } #ifdef HL2_DLL
else if ( PlayerHasMegaPhysCannon() ) { if ( pDroppedWeapon ) { pDroppedWeapon->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL ); } } #endif
if ( !bRagdollCreated && ( info.GetDamageType() & DMG_REMOVENORAGDOLL ) == 0 ) { BecomeRagdoll( info, forceVector ); } } // no longer standing on a nav area
ClearLastKnownArea(); }
void CBaseCombatCharacter::Event_Dying( void ) { }
// ===========================================================================
// > Weapons
// ===========================================================================
bool CBaseCombatCharacter::Weapon_Detach( CBaseCombatWeapon *pWeapon ) { for ( int i = 0; i < MAX_WEAPONS; i++ ) { if ( pWeapon == m_hMyWeapons[i] ) { m_hMyWeapons.Set( i, INVALID_EHANDLE );
int slotID = (i+1); for (int j = 0; j < ARRAYSIZE(m_weaponIDToIndex); j++ ) { if ( m_weaponIDToIndex[j] == slotID ) { m_weaponIDToIndex[j] = 0; break; } } pWeapon->SetOwner( NULL );
if ( pWeapon == m_hActiveWeapon ) ClearActiveWeapon(); return true; } }
return false; }
//-----------------------------------------------------------------------------
// For weapon strip
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::ThrowDirForWeaponStrip( CBaseCombatWeapon *pWeapon, const Vector &vecForward, Vector *pVecThrowDir ) { // HACK! Always throw the physcannon directly in front of the player
// This is necessary for the physgun upgrade scene.
if ( FClassnameIs( pWeapon, "weapon_physcannon" ) ) { if( hl2_episodic.GetBool() ) { // It has been discovered that it's possible to throw the physcannon out of the world this way.
// So try to find a direction to throw the physcannon that's legal.
Vector vecOrigin = EyePosition(); Vector vecRight;
CrossProduct( vecForward, Vector( 0, 0, 1), vecRight );
Vector vecTest[ 4 ]; vecTest[0] = vecForward; vecTest[1] = -vecForward; vecTest[2] = vecRight; vecTest[3] = -vecRight;
trace_t tr; int i; for( i = 0 ; i < 4 ; i++ ) { UTIL_TraceLine( vecOrigin, vecOrigin + vecTest[ i ] * 48.0f, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( !tr.startsolid && tr.fraction == 1.0f ) { *pVecThrowDir = vecTest[ i ]; return; } } }
// Well, fall through to what we did before we tried to make this a bit more robust.
*pVecThrowDir = vecForward; } else { // Nowhere in particular; just drop it.
VMatrix zRot; MatrixBuildRotateZ( zRot, random->RandomFloat( -60.0f, 60.0f ) );
Vector vecThrow; Vector3DMultiply( zRot, vecForward, *pVecThrowDir );
pVecThrowDir->z = random->RandomFloat( -0.5f, 0.5f ); VectorNormalize( *pVecThrowDir ); } }
//-----------------------------------------------------------------------------
// For weapon strip
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::DropWeaponForWeaponStrip( CBaseCombatWeapon *pWeapon, const Vector &vecForward, const QAngle &vecAngles, float flDiameter ) { Vector vecOrigin; CollisionProp()->RandomPointInBounds( Vector( 0.5f, 0.5f, 0.5f ), Vector( 0.5f, 0.5f, 1.0f ), &vecOrigin );
// Nowhere in particular; just drop it.
Vector vecThrow; ThrowDirForWeaponStrip( pWeapon, vecForward, &vecThrow );
Vector vecOffsetOrigin; VectorMA( vecOrigin, flDiameter, vecThrow, vecOffsetOrigin );
trace_t tr; UTIL_TraceLine( vecOrigin, vecOffsetOrigin, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); if ( tr.startsolid || tr.allsolid || ( tr.fraction < 1.0f && tr.m_pEnt != pWeapon ) ) { //FIXME: Throw towards a known safe spot?
vecThrow.Negate(); VectorMA( vecOrigin, flDiameter, vecThrow, vecOffsetOrigin ); }
vecThrow *= random->RandomFloat( 400.0f, 600.0f );
pWeapon->SetAbsOrigin( vecOrigin ); pWeapon->SetAbsAngles( vecAngles ); pWeapon->Drop( vecThrow ); pWeapon->SetRemoveable( false ); Weapon_Detach( pWeapon ); }
//-----------------------------------------------------------------------------
// For weapon strip
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Weapon_DropAll( bool bDisallowWeaponPickup ) { if ( GetFlags() & FL_NPC ) { for (int i=0; i<MAX_WEAPONS; ++i) { CBaseCombatWeapon *pWeapon = m_hMyWeapons[i]; if (!pWeapon) continue;
Weapon_Drop( pWeapon ); } return; }
QAngle gunAngles; VectorAngles( BodyDirection2D(), gunAngles );
Vector vecForward; AngleVectors( gunAngles, &vecForward, NULL, NULL );
float flDiameter = sqrt( CollisionProp()->OBBSize().x * CollisionProp()->OBBSize().x + CollisionProp()->OBBSize().y * CollisionProp()->OBBSize().y );
CBaseCombatWeapon *pActiveWeapon = GetActiveWeapon(); for (int i=0; i<MAX_WEAPONS; ++i) { CBaseCombatWeapon *pWeapon = m_hMyWeapons[i]; if (!pWeapon) continue;
// Have to drop this after we've dropped everything else, so autoswitch doesn't happen
if ( pWeapon == pActiveWeapon ) continue;
DropWeaponForWeaponStrip( pWeapon, vecForward, gunAngles, flDiameter );
// HACK: This hack is required to allow weapons to be disintegrated
// in the citadel weapon-strip scene
// Make them not pick-uppable again. This also has the effect of allowing weapons
// to collide with triggers.
if ( bDisallowWeaponPickup ) { pWeapon->RemoveSolidFlags( FSOLID_TRIGGER ); IPhysicsObject *pObj = pWeapon->VPhysicsGetObject(); if ( pObj != NULL ) { pObj->SetGameFlags( FVPHYSICS_NO_PLAYER_PICKUP ); } } }
// Drop the active weapon normally...
if ( pActiveWeapon ) { // Nowhere in particular; just drop it.
Vector vecThrow; ThrowDirForWeaponStrip( pActiveWeapon, vecForward, &vecThrow );
// Throw a little more vigorously; it starts closer to the player
vecThrow *= random->RandomFloat( 800.0f, 1000.0f );
Weapon_Drop( pActiveWeapon, NULL, &vecThrow ); pActiveWeapon->SetRemoveable( false );
// HACK: This hack is required to allow weapons to be disintegrated
// in the citadel weapon-strip scene
// Make them not pick-uppable again. This also has the effect of allowing weapons
// to collide with triggers.
if ( bDisallowWeaponPickup ) { pActiveWeapon->RemoveSolidFlags( FSOLID_TRIGGER ); } } }
//-----------------------------------------------------------------------------
// Purpose: Drop the active weapon, optionally throwing it at the given target position.
// Input : pWeapon - Weapon to drop/throw.
// pvecTarget - Position to throw it at, NULL for none.
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget /* = NULL */, const Vector *pVelocity /* = NULL */ ) { if ( !pWeapon ) return;
// If I'm an NPC, fill the weapon with ammo before I drop it.
if ( GetFlags() & FL_NPC ) { if ( pWeapon->UsesClipsForAmmo1() ) { pWeapon->m_iClip1 = pWeapon->GetDefaultClip1();
if( FClassnameIs( pWeapon, "weapon_smg1" ) ) { if ( CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 ) ) { // Drop enough ammo to kill 2 of me.
// Figure out how much damage one piece of this type of ammo does to this type of enemy.
float flAmmoDamage = g_pGameRules->GetAmmoDamage( UTIL_PlayerByIndex(1), this, pWeapon->GetPrimaryAmmoType() ); pWeapon->m_iClip1 = (GetMaxHealth() / flAmmoDamage) * 2; } else { pWeapon->m_iClip1 = pWeapon->GetMaxClip1(); } } } if ( pWeapon->UsesClipsForAmmo2() ) { pWeapon->m_iClip2 = pWeapon->GetDefaultClip2(); }
}
if ( IsPlayer() ) { Vector vThrowPos = Weapon_ShootPosition() - Vector(0,0,12);
if( UTIL_PointContents(vThrowPos, CONTENTS_SOLID) & CONTENTS_SOLID ) { Msg("Weapon spawning in solid!\n"); }
pWeapon->SetAbsOrigin( vThrowPos );
QAngle gunAngles; VectorAngles( BodyDirection2D(), gunAngles ); pWeapon->SetAbsAngles( gunAngles ); } else { int iBIndex = -1; int iWeaponBoneIndex = -1;
CStudioHdr *hdr = pWeapon->GetModelPtr(); // If I have a hand, set the weapon position to my hand bone position.
if ( hdr && hdr->numbones() > 0 ) { // Assume bone zero is the root
for ( iWeaponBoneIndex = 0; iWeaponBoneIndex < hdr->numbones(); ++iWeaponBoneIndex ) { iBIndex = LookupBone( hdr->pBone( iWeaponBoneIndex )->pszName() ); // Found one!
if ( iBIndex != -1 ) { break; } }
if ( iBIndex == -1 ) { iBIndex = LookupBone( "ValveBiped.weapon_bone" ); } } else { iBIndex = LookupBone( "ValveBiped.weapon_bone" ); }
if ( iBIndex != -1) { Vector origin; QAngle angles; matrix3x4_t transform;
// Get the transform for the weapon bonetoworldspace in the NPC
GetBoneTransform( iBIndex, transform );
// find offset of root bone from origin in local space
// Make sure we're detached from hierarchy before doing this!!!
pWeapon->StopFollowingEntity(); pWeapon->SetAbsOrigin( Vector( 0, 0, 0 ) ); pWeapon->SetAbsAngles( QAngle( 0, 0, 0 ) ); pWeapon->InvalidateBoneCache(); matrix3x4_t rootLocal; pWeapon->GetBoneTransform( iWeaponBoneIndex, rootLocal );
// invert it
matrix3x4_t rootInvLocal; MatrixInvert( rootLocal, rootInvLocal );
matrix3x4_t weaponMatrix; ConcatTransforms( transform, rootInvLocal, weaponMatrix ); MatrixAngles( weaponMatrix, angles, origin ); pWeapon->Teleport( &origin, &angles, NULL ); } // Otherwise just set in front of me.
else { Vector vFacingDir = BodyDirection2D(); vFacingDir = vFacingDir * 10.0; pWeapon->SetAbsOrigin( Weapon_ShootPosition() + vFacingDir ); } }
Vector vecThrow; if (pvecTarget) { // I've been told to throw it somewhere specific.
vecThrow = VecCheckToss( this, pWeapon->GetAbsOrigin(), *pvecTarget, 0.2, 1.0, false ); } else { if ( pVelocity ) { vecThrow = *pVelocity; float flLen = vecThrow.Length(); if (flLen > 400) { VectorNormalize(vecThrow); vecThrow *= 400; } } else { // Nowhere in particular; just drop it.
float throwForce = ( IsPlayer() ) ? 400.0f : random->RandomInt( 64, 128 ); vecThrow = BodyDirection3D() * throwForce; } }
pWeapon->Drop( vecThrow ); Weapon_Detach( pWeapon );
if ( HasSpawnFlags( SF_NPC_NO_WEAPON_DROP ) ) { // Don't drop weapons when the super physgun is happening.
UTIL_Remove( pWeapon ); } }
//-----------------------------------------------------------------------------
// Lighting origin
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::SetLightingOriginRelative( CBaseEntity *pLightingOrigin ) { BaseClass::SetLightingOriginRelative( pLightingOrigin ); if ( GetActiveWeapon() ) { GetActiveWeapon()->SetLightingOriginRelative( pLightingOrigin ); } }
//-----------------------------------------------------------------------------
// Purpose: Add new weapon to the character
// Input : New weapon
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Weapon_Equip( CBaseCombatWeapon *pWeapon ) { // Add the weapon to my weapon inventory
for (int i=0;i<MAX_WEAPONS;i++) { if (!m_hMyWeapons[i]) { m_hMyWeapons.Set( i, pWeapon ); m_weaponIDToIndex[pWeapon->GetWeaponID()] = (i+1); break; } }
// Weapon is now on my team
pWeapon->ChangeTeam( GetTeamNumber() );
// ----------------------
// Give Primary Ammo
// ----------------------
// If gun doesn't use clips, just give ammo
if ( !pWeapon->UsesClipsForAmmo1() ) { #ifdef HL2_DLL
if( FStrEq(STRING(gpGlobals->mapname), "d3_c17_09") && FClassnameIs(pWeapon, "weapon_rpg") && pWeapon->NameMatches("player_spawn_items") ) { // !!!HACK - Don't give any ammo with the spawn equipment RPG in d3_c17_09. This is a chapter
// start and the map is way to easy if you start with 3 RPG rounds. It's fine if a player conserves
// them and uses them here, but it's not OK to start with enough ammo to bypass the snipers completely.
GiveAmmo( 0, pWeapon->m_iPrimaryAmmoType); } else #endif // HL2_DLL
{ // non-clip, exhaustible ammo ( such as grenades ) is still held on player.
CBaseCombatCharacter * pOwner = NULL;
if ( pWeapon->GetWpnData().iFlags & ITEM_FLAG_EXHAUSTIBLE ) { pOwner = this; pWeapon->SetReserveAmmoCount( AMMO_POSITION_PRIMARY, pWeapon->GetDefaultClip1(), ShouldPickupItemSilently( this ), pOwner ); } } } // If default ammo given is greater than clip
// size, fill clips and give extra ammo
// else if (pWeapon->GetDefaultClip1() > pWeapon->GetMaxClip1() )
// {
// pWeapon->m_iClip1 = pWeapon->GetMaxClip1();
// pWeapon->SetReserveAmmoCount( AMMO_POSITION_PRIMARY, (pWeapon->GetDefaultClip1() - pWeapon->GetMaxClip1()));
// }
// ----------------------
// Give Secondary Ammo
// ----------------------
// If gun doesn't use clips, just give ammo
if ( !pWeapon->UsesClipsForAmmo2() ) { // non-clip, exhaustible ammo ( such as grenades ) is still held on player.
CBaseCombatCharacter * pOwner = NULL;
if ( pWeapon->GetWpnData().iFlags & ITEM_FLAG_EXHAUSTIBLE ) { pOwner = this; pWeapon->SetReserveAmmoCount( AMMO_POSITION_SECONDARY, pWeapon->GetDefaultClip2(), ShouldPickupItemSilently( this ), pOwner ); } } // If default ammo given is greater than clip
// size, fill clips and give extra ammo
// else if ( pWeapon->GetDefaultClip2() > pWeapon->GetMaxClip2() )
// {
// pWeapon->m_iClip2 = pWeapon->GetMaxClip2();
// pWeapon->SetReserveAmmoCount( AMMO_POSITION_SECONDARY, ( pWeapon->GetDefaultClip2() - pWeapon->GetMaxClip2() ) );
// }
pWeapon->Equip( this );
// Players don't automatically holster their current weapon
if ( IsPlayer() == false ) { if ( m_hActiveWeapon ) { m_hActiveWeapon->Holster(); // FIXME: isn't this handeled by the weapon?
m_hActiveWeapon->AddEffects( EF_NODRAW ); } SetActiveWeapon( pWeapon ); m_hActiveWeapon->RemoveEffects( EF_NODRAW );
} // Gotta do this *after* Equip because it may whack maxRange
if ( IsPlayer() == false ) { // If SF_NPC_LONG_RANGE spawn flags is set let weapon work from any distance
if ( HasSpawnFlags(SF_NPC_LONG_RANGE) ) { m_hActiveWeapon->m_fMaxRange1 = 999999999; m_hActiveWeapon->m_fMaxRange2 = 999999999; } }
WeaponProficiency_t proficiency; proficiency = CalcWeaponProficiency( pWeapon ); if( weapon_showproficiency.GetBool() != 0 ) { Msg("%s equipped with %s, proficiency is %s\n", GetClassname(), pWeapon->GetClassname(), GetWeaponProficiencyName( proficiency ) ); }
SetCurrentWeaponProficiency( proficiency );
// Pass the lighting origin over to the weapon if we have one
pWeapon->SetLightingOriginRelative( GetLightingOriginRelative() ); }
//-----------------------------------------------------------------------------
// Purpose: Leaves weapon, giving only ammo to the character
// Input : Weapon
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::Weapon_EquipAmmoOnly( CBaseCombatWeapon *pWeapon ) { // Check for duplicates
for (int i=0;i<MAX_WEAPONS;i++) { if ( m_hMyWeapons[i].Get() && FClassnameIs(m_hMyWeapons[i], pWeapon->GetClassname()) ) { // Just give the ammo from the clip
int primaryGiven = (pWeapon->UsesClipsForAmmo1()) ? pWeapon->m_iClip1 : pWeapon->GetPrimaryAmmoCount(); int secondaryGiven = (pWeapon->UsesClipsForAmmo2()) ? pWeapon->m_iClip2 : pWeapon->GetSecondaryAmmoCount();
bool bSuppressSound = false; #if defined (CSTRIKE15)
bSuppressSound = ShouldPickupItemSilently( this ); #endif
CBaseCombatCharacter * pOwner = NULL;
if ( pWeapon->GetWpnData().iFlags & ITEM_FLAG_EXHAUSTIBLE ) pOwner = this;
int takenPrimary = pWeapon->GiveReserveAmmo( AMMO_POSITION_PRIMARY, primaryGiven, bSuppressSound, pOwner ); int takenSecondary = pWeapon->GiveReserveAmmo( AMMO_POSITION_SECONDARY, secondaryGiven, bSuppressSound, pOwner ); if( pWeapon->UsesClipsForAmmo1() ) { pWeapon->m_iClip1 -= takenPrimary; } else { pWeapon->SetPrimaryAmmoCount( pWeapon->GetPrimaryAmmoCount() - takenPrimary ); }
if( pWeapon->UsesClipsForAmmo2() ) { pWeapon->m_iClip2 -= takenSecondary; } else { pWeapon->SetSecondaryAmmoCount( pWeapon->GetSecondaryAmmoCount() - takenSecondary ); } //Only succeed if we've taken ammo from the weapon
if ( takenPrimary > 0 || takenSecondary > 0 ) { #if defined (CSTRIKE15)
IGameEvent * event = gameeventmanager->CreateEvent( "ammo_pickup" ); if( event ) { const char *weaponName = pWeapon->GetClassname(); if ( IsWeaponClassname( weaponName ) ) { weaponName += WEAPON_CLASSNAME_PREFIX_LENGTH; } event->SetInt( "userid", engine->GetPlayerUserId( edict() ) ); event->SetString( "item", weaponName ); event->SetInt( "index", m_hMyWeapons[i].Get()->entindex() ); gameeventmanager->FireEvent( event ); } #endif
return true; } return false; } }
return false; }
//-----------------------------------------------------------------------------
// Purpose: Returns whether the weapon passed in would occupy a slot already occupied by the carrier
// Input : *pWeapon - weapon to test for
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::Weapon_SlotOccupied( CBaseCombatWeapon *pWeapon ) { if ( pWeapon == NULL ) return false;
//Check to see if there's a resident weapon already in this slot
if ( Weapon_GetSlot( pWeapon->GetSlot() ) == NULL ) return false;
return true; }
//-----------------------------------------------------------------------------
// Purpose: Get a pointer to a weapon this character has that uses the specified ammo
//-----------------------------------------------------------------------------
CBaseCombatWeapon *CBaseCombatCharacter::Weapon_GetWpnForAmmo( int iAmmoIndex ) { for ( int i = 0; i < MAX_WEAPONS; i++ ) { CBaseCombatWeapon *weapon = GetWeapon( i ); if ( !weapon ) continue;
if ( weapon->GetPrimaryAmmoType() == iAmmoIndex ) return weapon; if ( weapon->GetSecondaryAmmoType() == iAmmoIndex ) return weapon; }
return NULL; }
//-----------------------------------------------------------------------------
// Purpose: Can this character operate this weapon?
// Input : A weapon
// Output : true or false
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::Weapon_CanUse( CBaseCombatWeapon *pWeapon ) { acttable_t *pTable = pWeapon->ActivityList(); int actCount = pWeapon->ActivityListCount();
if( actCount < 1 ) { // If the weapon has no activity table, it definitely cannot be used.
return false; }
for ( int i = 0; i < actCount; i++, pTable++ ) { if ( pTable->required ) { // The NPC might translate the weapon activity into another activity
Activity translatedActivity = NPC_TranslateActivity( (Activity)(pTable->weaponAct) );
if ( SelectWeightedSequence(translatedActivity) == ACTIVITY_NOT_AVAILABLE ) { return false; } } }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
CBaseCombatWeapon *CBaseCombatCharacter::Weapon_Create( const char *pWeaponName ) { CBaseCombatWeapon *pWeapon = static_cast<CBaseCombatWeapon *>( Create( pWeaponName, GetLocalOrigin(), GetLocalAngles(), this ) );
return pWeapon; }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Weapon_HandleAnimEvent( animevent_t *pEvent ) { // UNDONE: Some check to make sure that pEvent->pSource is a weapon I'm holding?
if ( m_hActiveWeapon ) { // UNDONE: Pass to pEvent->pSource instead?
m_hActiveWeapon->Operator_HandleAnimEvent( pEvent, this ); } }
void CBaseCombatCharacter::RemoveAllWeapons() { ClearActiveWeapon(); for (int i = 0; i < MAX_WEAPONS; i++) { if ( m_hMyWeapons[i] ) { m_hMyWeapons[i]->Delete( ); m_hMyWeapons.Set( i, INVALID_EHANDLE ); } } V_memset( m_weaponIDToIndex, 0, sizeof(m_weaponIDToIndex) ); }
void CBaseCombatCharacter::RemoveAllWearables( void ) { }
void CBaseCombatCharacter::RemoveWeaponOnPlayer( CBaseCombatWeapon *pWeapon ) { ClearActiveWeapon(); for (int i = 0; i < MAX_WEAPONS; i++) { if ( m_hMyWeapons[i].Get() == pWeapon ) { m_hMyWeapons[i]->Delete( ); m_hMyWeapons.Set( i, INVALID_EHANDLE ); } } V_memset( m_weaponIDToIndex, 0, sizeof(m_weaponIDToIndex) ); }
// take health
int CBaseCombatCharacter::TakeHealth (float flHealth, int bitsDamageType) { if (!m_takedamage) return 0; return BaseClass::TakeHealth(flHealth, bitsDamageType); }
/*
============ OnTakeDamage
The damage is coming from inflictor, but get mad at attacker This should be the only function that ever reduces health. bitsDamageType indicates the type of damage sustained, ie: DMG_SHOCK
Time-based damage: only occurs while the NPC is within the trigger_hurt. When a NPC is poisoned via an arrow etc it takes all the poison damage at once.
GLOBALS ASSUMED SET: g_iSkillLevel ============ */ int CBaseCombatCharacter::OnTakeDamage( const CTakeDamageInfo &info ) { int retVal = 0;
if (!m_takedamage) return 0;
if( IsPlayer() ) { CBasePlayer *pPlayer = assert_cast<CBasePlayer *>(this); pPlayer->RumbleEffect( RUMBLE_DMG_LOW, 0, RUMBLE_FLAG_RESTART ); }
m_iDamageCount++;
m_uiLastDamageTypeFlags = info.GetDamageType();
if ( info.GetDamageType() & DMG_SHOCK ) { g_pEffects->Sparks( info.GetDamagePosition(), 2, 2 ); UTIL_Smoke( info.GetDamagePosition(), random->RandomInt( 10, 15 ), 10 ); }
// track damage history
if ( info.GetAttacker() ) { int attackerTeam = info.GetAttacker()->GetTeamNumber();
m_hasBeenInjured |= ( 1 << attackerTeam );
for( int i=0; i<MAX_DAMAGE_TEAMS; ++i ) { if ( m_damageHistory[i].team == attackerTeam ) { // restart the injury timer
m_damageHistory[i].interval.Start(); break; }
if ( m_damageHistory[i].team == TEAM_INVALID ) { // team not registered yet
m_damageHistory[i].team = attackerTeam; m_damageHistory[i].interval.Start(); break; } }
m_flTimeOfLastInjury = gpGlobals->curtime;
// Figure out what relative direction it hit from
Vector vDamageDirection = info.GetDamageForce(); VectorNormalize( vDamageDirection );
Vector vForward, vRight; if( IsPlayer() ) { AngleVectors( EyeAngles(), &vForward, &vRight, NULL ); } else { GetVectors( &vForward, &vRight, NULL ); }
// Try front and back
float flDamageDirectionDot = vForward.Dot( vDamageDirection );
if ( flDamageDirectionDot <= -0.5f ) { m_nRelativeDirectionOfLastInjury = DAMAGED_DIR_FRONT; } else if ( flDamageDirectionDot >= 0.5f ) { m_nRelativeDirectionOfLastInjury = DAMAGED_DIR_BACK; } else { // Try left and right sides
float flDamageDirectionDot = vRight.Dot( vDamageDirection );
if ( flDamageDirectionDot <= -0.5f ) { m_nRelativeDirectionOfLastInjury = DAMAGED_DIR_RIGHT; } else if ( flDamageDirectionDot >= 0.5f ) { m_nRelativeDirectionOfLastInjury = DAMAGED_DIR_LEFT; } else { m_nRelativeDirectionOfLastInjury = DAMAGED_DIR_NONE; } } }
switch( m_lifeState ) { case LIFE_ALIVE: retVal = OnTakeDamage_Alive( info ); if ( m_iHealth <= 0 ) { IPhysicsObject *pPhysics = VPhysicsGetObject(); if ( pPhysics ) { pPhysics->EnableCollisions( false ); } bool bGibbed = false;
Event_Killed( info );
// Only classes that specifically request it are gibbed
if ( ShouldGib( info ) ) { bGibbed = Event_Gibbed( info ); } if ( bGibbed == false ) { Event_Dying(); } } return retVal; break;
case LIFE_DYING: return OnTakeDamage_Dying( info ); default: case LIFE_DEAD: retVal = OnTakeDamage_Dead( info ); if ( m_iHealth <= 0 && g_pGameRules->Damage_ShouldGibCorpse( info.GetDamageType() ) && ShouldGib( info ) ) { Event_Gibbed( info ); retVal = 0; } return retVal; } }
int CBaseCombatCharacter::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { if ( GetFlags() & FL_GODMODE ) return 0;
// grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit).
Vector vecDir = vec3_origin; if (info.GetInflictor()) { vecDir = info.GetInflictor()->WorldSpaceCenter() - Vector ( 0, 0, 10 ) - WorldSpaceCenter(); VectorNormalize(vecDir); } g_vecAttackDir = vecDir;
//!!!LATER - make armor consideration here!
// do the damage
if ( m_takedamage != DAMAGE_EVENTS_ONLY ) { // Separate the fractional amount of damage from the whole
float flFractionalDamage = info.GetDamage() - floor( info.GetDamage() ); float flIntegerDamage = info.GetDamage() - flFractionalDamage;
// Add fractional damage to the accumulator
m_flDamageAccumulator += flFractionalDamage;
// If the accumulator is holding a full point of damage, move that point
// of damage into the damage we're about to inflict.
if( m_flDamageAccumulator >= 1.0 ) { flIntegerDamage += 1.0; m_flDamageAccumulator -= 1.0; }
if ( flIntegerDamage <= 0 ) return 0;
SetHealth( m_iHealth - flIntegerDamage ); }
return 1; }
int CBaseCombatCharacter::OnTakeDamage_Dying( const CTakeDamageInfo &info ) { return 1; }
int CBaseCombatCharacter::OnTakeDamage_Dead( const CTakeDamageInfo &info ) { // do the damage
if ( m_takedamage != DAMAGE_EVENTS_ONLY ) { m_iHealth -= info.GetDamage(); }
if( IsPlayer() ) { CBasePlayer *pPlayer = assert_cast<CBasePlayer *>(this); pPlayer->RumbleEffect( RUMBLE_DMG_HIGH, 0, RUMBLE_FLAG_RESTART ); }
return 1; }
//-----------------------------------------------------------------------------
// Purpose: Sets vBodyDir to the body direction (2D) of the combat character.
// Used as NPC's and players extract facing direction differently
// Input :
// Output :
//-----------------------------------------------------------------------------
QAngle CBaseCombatCharacter::BodyAngles() { return GetAbsAngles(); }
Vector CBaseCombatCharacter::BodyDirection2D( void ) { Vector vBodyDir = BodyDirection3D( ); vBodyDir.z = 0; vBodyDir.AsVector2D().NormalizeInPlace(); return vBodyDir; }
Vector CBaseCombatCharacter::BodyDirection3D( void ) { QAngle angles = BodyAngles();
// FIXME: cache this
Vector vBodyDir; AngleVectors( angles, &vBodyDir ); return vBodyDir; }
void CBaseCombatCharacter::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways ) { // Skip this work if we're already marked for transmission.
if ( pInfo->m_pTransmitEdict->Get( entindex() ) ) return;
BaseClass::SetTransmit( pInfo, bAlways );
bool bLocalPlayer = ( pInfo->m_pClientEnt == edict() ); if ( IsPlayer() && !bLocalPlayer ) { if ( ToBasePlayer( this )->IsSplitScreenUserOnEdict( pInfo->m_pClientEnt ) ) bLocalPlayer = true; }
if ( bLocalPlayer ) { for ( int i=0; i < MAX_WEAPONS; i++ ) { CBaseCombatWeapon *pWeapon = m_hMyWeapons[i]; if ( !pWeapon ) continue;
// The local player is sent all of his weapons.
pWeapon->SetTransmit( pInfo, bAlways ); } } else { // The check for EF_NODRAW is useless because the weapon will be networked anyway. In CBaseCombatWeapon::
// UpdateTransmitState all weapons with owners will transmit to clients in the PVS.
if ( m_hActiveWeapon && !m_hActiveWeapon->IsEffectActive( EF_NODRAW ) ) m_hActiveWeapon->SetTransmit( pInfo, bAlways ); } }
//-----------------------------------------------------------------------------
// Purpose: Fetch the default team relationship
// Input :
// Output :
//-----------------------------------------------------------------------------
Disposition_t CBaseCombatCharacter::GetFactionRelationshipDisposition( int nFaction ) { Assert( m_FactionRelationship != NULL );
return m_FactionRelationship[ GetFaction() ][ nFaction ].disposition; }
//-----------------------------------------------------------------------------
// Purpose: Add or Change a class relationship for this entity
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::AddClassRelationship ( Class_T class_type, Disposition_t disposition, int priority ) { // First check to see if a relationship has already been declared for this class
// If so, update it with the new relationship
for (int i=m_Relationship.Count()-1;i >= 0;i--) { if (m_Relationship[i].classType == class_type) { m_Relationship[i].disposition = disposition; if ( priority != DEF_RELATIONSHIP_PRIORITY ) m_Relationship[i].priority = priority; return; } }
int index = m_Relationship.AddToTail(); // Add the new class relationship to our relationship table
m_Relationship[index].classType = class_type; m_Relationship[index].entity = NULL; m_Relationship[index].faction = FACTION_NONE; m_Relationship[index].disposition = disposition; m_Relationship[index].priority = ( priority != DEF_RELATIONSHIP_PRIORITY ) ? priority : 0; }
//-----------------------------------------------------------------------------
// Purpose: Add or Change a entity relationship for this entity
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::AddEntityRelationship ( CBaseEntity* pEntity, Disposition_t disposition, int priority ) { // First check to see if a relationship has already been declared for this entity
// If so, update it with the new relationship
for (int i=m_Relationship.Count()-1;i >= 0;i--) { if (m_Relationship[i].entity == pEntity) { m_Relationship[i].disposition = disposition; if ( priority != DEF_RELATIONSHIP_PRIORITY ) m_Relationship[i].priority = priority; return; } }
int index = m_Relationship.AddToTail(); // Add the new class relationship to our relationship table
m_Relationship[index].classType = CLASS_NONE; m_Relationship[index].entity = pEntity; m_Relationship[index].faction = FACTION_NONE; m_Relationship[index].disposition = disposition; m_Relationship[index].priority = ( priority != DEF_RELATIONSHIP_PRIORITY ) ? priority : 0; }
//-----------------------------------------------------------------------------
// Purpose: Removes an entity relationship from our list
// Input : *pEntity - Entity with whom the relationship should be ended
// Output : True is entity was removed, false if it was not found
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::RemoveEntityRelationship( CBaseEntity *pEntity ) { // Find the entity in our list, if it exists
for ( int i = m_Relationship.Count()-1; i >= 0; i-- ) { if ( m_Relationship[i].entity == pEntity ) { // Done, remove it
m_Relationship.Remove( i ); return true; } }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::AddFactionRelationship(int nFaction, Disposition_t disposition, int priority ) { // First check to see if a relationship has already been declared for this faction
// If so, update it with the new relationship
for (int i=m_Relationship.Count()-1;i >= 0;i--) { if (m_Relationship[i].faction == nFaction) { m_Relationship[i].disposition = disposition; if ( priority != DEF_RELATIONSHIP_PRIORITY ) m_Relationship[i].priority = priority; return; } }
int index = m_Relationship.AddToTail(); // Add the new class relationship to our relationship table
m_Relationship[index].classType = CLASS_NONE; m_Relationship[index].entity = NULL; m_Relationship[index].faction = nFaction; m_Relationship[index].disposition = disposition; m_Relationship[index].priority = ( priority != DEF_RELATIONSHIP_PRIORITY ) ? priority : 0; }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::ChangeFaction( int nNewFaction ) { int nOldFaction = m_nFaction;
if ( ( m_nFaction != FACTION_NONE ) && ( m_aFactions.Count() != 0 ) ) { m_aFactions[ m_nFaction ].FindAndFastRemove( this ); }
m_nFaction = nNewFaction;
if ( m_nFaction != FACTION_NONE ) { if ( !m_aFactions.Count() ) { AllocateDefaultFactionRelationships(); }
m_aFactions[ m_nFaction ].AddToTail( this ); }
// remove any relationship to entities where the relationship may change due to the faction change
if ( ( m_FactionRelationship ) && ( m_nFaction != FACTION_NONE ) ) { for(int i = 0; i < m_Relationship.Count(); i++ ) { if ( (CBaseEntity *)m_Relationship[ i ].entity && ( (CBaseEntity *)m_Relationship[ i ].entity )->IsNPC() ) { int nFaction = ( (CBaseEntity *)m_Relationship[ i ].entity )->MyNPCPointer()->GetFaction(); if ( m_FactionRelationship[ m_nFaction ][ nFaction ].disposition != m_FactionRelationship[ nOldFaction ][ nFaction ].disposition ) { m_Relationship.FastRemove( i ); i--; continue; } } } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::GetNumFactions( void ) { if ( !m_aFactions.Count() ) { AllocateDefaultFactionRelationships(); }
return m_aFactions.Count(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
CUtlVector<EHANDLE> *CBaseCombatCharacter::GetEntitiesInFaction( int nFaction ) { if ( !m_aFactions.Count() ) { return NULL; }
return &m_aFactions[ nFaction ]; }
//-----------------------------------------------------------------------------
// Allocates default relationships
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::AllocateDefaultRelationships( ) { if (!m_DefaultRelationship) { int iNumClasses = GameRules() ? GameRules()->NumEntityClasses() : LAST_SHARED_ENTITY_CLASS; m_DefaultRelationship = new Relationship_t*[iNumClasses];
for (int i=0; i<iNumClasses; ++i) { // Be default all relationships are neutral of priority zero
m_DefaultRelationship[i] = new Relationship_t[iNumClasses]; } } }
//-----------------------------------------------------------------------------
// Allocates default faction relationships
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::AllocateDefaultFactionRelationships( ) { if (!m_FactionRelationship) { int nNumFactions = GameRules() ? GameRules()->NumFactions() : NUM_SHARED_FACTIONS; m_aFactions.SetCount( nNumFactions ); m_FactionRelationship = new Relationship_t*[nNumFactions];
for (int i=0; i<nNumFactions; ++i) { // Be default all relationships are neutral of priority zero
m_FactionRelationship[i] = new Relationship_t[nNumFactions]; } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::SetDefaultRelationship(Class_T nClass, Class_T nClassTarget, Disposition_t nDisposition, int nPriority) { if (m_DefaultRelationship) { m_DefaultRelationship[nClass][nClassTarget].disposition = nDisposition; m_DefaultRelationship[nClass][nClassTarget].priority = nPriority; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::SetDefaultFactionRelationship(int nFaction, int nFactionTarget, Disposition_t nDisposition, int nPriority) { if (!m_FactionRelationship) { AllocateDefaultFactionRelationships(); }
m_FactionRelationship[nFaction][nFactionTarget].disposition = nDisposition; m_FactionRelationship[nFaction][nFactionTarget].priority = nPriority; }
//-----------------------------------------------------------------------------
// Purpose: Fetch the default (ignore ai_relationship changes) relationship
// Input :
// Output :
//-----------------------------------------------------------------------------
Disposition_t CBaseCombatCharacter::GetDefaultRelationshipDisposition( Class_T nClassTarget ) { Assert( m_DefaultRelationship != NULL );
return m_DefaultRelationship[Classify()][nClassTarget].disposition; }
//-----------------------------------------------------------------------------
// Purpose: describes the relationship between two types of NPC.
// Input :
// Output :
//-----------------------------------------------------------------------------
Relationship_t *CBaseCombatCharacter::FindEntityRelationship( CBaseEntity *pTarget ) { if ( !pTarget ) { static Relationship_t dummy; return &dummy; }
// First check for specific relationship with this edict
int i; for (i=0;i<m_Relationship.Count();i++) { if (pTarget == (CBaseEntity *)m_Relationship[i].entity) { return &m_Relationship[i]; } }
if (pTarget->Classify() != CLASS_NONE) { // Then check for relationship with this edict's class
for (i=0;i<m_Relationship.Count();i++) { if (pTarget->Classify() == m_Relationship[i].classType) { return &m_Relationship[i]; } } } CBaseCombatCharacter *pBaseCombatCharacter = ToBaseCombatCharacter( pTarget ); if (pBaseCombatCharacter) { int nFaction = pBaseCombatCharacter->GetFaction(); if ( nFaction != FACTION_NONE ) { // Then check for relationship with this edict's faction
for (i=0;i<m_Relationship.Count();i++) { if (nFaction == m_Relationship[i].faction) { return &m_Relationship[i]; } }
if ( ( m_FactionRelationship ) && ( GetFaction() != FACTION_NONE ) ) { return &m_FactionRelationship[ GetFaction() ][ nFaction ]; } } }
AllocateDefaultRelationships(); // If none found return the default
return &m_DefaultRelationship[ Classify() ][ pTarget->Classify() ]; }
Disposition_t CBaseCombatCharacter::IRelationType ( CBaseEntity *pTarget ) { if ( pTarget ) return FindEntityRelationship( pTarget )->disposition; return D_NU; }
//-----------------------------------------------------------------------------
// Purpose: describes the relationship between two types of NPC.
// Input :
// Output :
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::IRelationPriority( CBaseEntity *pTarget ) { if ( pTarget ) return FindEntityRelationship( pTarget )->priority; return 0; }
//-----------------------------------------------------------------------------
// Purpose: Get shoot position of BCC at current position/orientation
// Input :
// Output :
//-----------------------------------------------------------------------------
Vector CBaseCombatCharacter::Weapon_ShootPosition( ) { Vector forward, right, up;
AngleVectors( GetAbsAngles(), &forward, &right, &up );
Vector vecSrc = GetAbsOrigin() + forward * m_HackedGunPos.y + right * m_HackedGunPos.x + up * m_HackedGunPos.z;
return vecSrc; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CBaseEntity *CBaseCombatCharacter::FindHealthItem( const Vector &vecPosition, const Vector &range ) { CBaseEntity *list[1024]; int count = UTIL_EntitiesInBox( list, 1024, vecPosition - range, vecPosition + range, 0 );
for ( int i = 0; i < count; i++ ) { CItem *pItem = dynamic_cast<CItem *>(list[ i ]);
if( pItem ) { // Healthkits and healthvials
if( pItem->ClassMatches( "item_health*" ) && FVisible( pItem ) ) { return pItem; } } }
return NULL; }
//-----------------------------------------------------------------------------
// Compares the weapon's center with this character's current origin, so it
// will not give reliable results for weapons that are visible to the NPC
// but are upstairs/downstairs, etc.
//
// A weapon is said to be on the ground if it is no more than 12 inches above
// or below the caller's feet.
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::Weapon_IsOnGround( CBaseCombatWeapon *pWeapon ) { if( pWeapon->IsConstrained() ) { // Constrained to a rack.
return false; }
if( fabs(pWeapon->WorldSpaceCenter().z - GetAbsOrigin().z) >= 12.0f ) { return false; }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &range -
// Output : CBaseEntity
//-----------------------------------------------------------------------------
CBaseEntity *CBaseCombatCharacter::Weapon_FindUsable( const Vector &range ) { bool bConservative = false;
#ifdef HL2_DLL
if( hl2_episodic.GetBool() && !GetActiveWeapon() ) { // Unarmed citizens are conservative in their weapon finding
if ( Classify() != CLASS_PLAYER_ALLY_VITAL ) { bConservative = true; } } #endif
CBaseCombatWeapon *weaponList[64]; CBaseCombatWeapon *pBestWeapon = NULL;
Vector mins = GetAbsOrigin() - range; Vector maxs = GetAbsOrigin() + range; int listCount = CBaseCombatWeapon::GetAvailableWeaponsInBox( weaponList, ARRAYSIZE(weaponList), mins, maxs );
float fBestDist = 1e6;
for ( int i = 0; i < listCount; i++ ) { // Make sure not moving (ie flying through the air)
Vector velocity;
CBaseCombatWeapon *pWeapon = weaponList[i]; Assert(pWeapon); pWeapon->GetVelocity( &velocity, NULL );
if ( pWeapon->CanBePickedUpByNPCs() == false ) continue;
if ( velocity.LengthSqr() > 1 || !Weapon_CanUse(pWeapon) ) continue;
if ( pWeapon->IsLocked(this) ) continue;
if ( GetActiveWeapon() ) { // Already armed. Would picking up this weapon improve my situation?
if( GetActiveWeapon()->m_iClassname == pWeapon->m_iClassname ) { // No, I'm already using this type of weapon.
continue; }
if( FClassnameIs( pWeapon, "weapon_pistol" ) ) { // No, it's a pistol.
continue; } }
float fCurDist = (pWeapon->GetLocalOrigin() - GetLocalOrigin()).Length();
// Give any reserved weapon a bonus
if( pWeapon->HasSpawnFlags( SF_WEAPON_NO_PLAYER_PICKUP ) ) { fCurDist *= 0.5f; }
if ( pBestWeapon ) { // UNDONE: Better heuristic needed here
// Need to pick by power of weapons
// Don't want to pick a weapon right next to a NPC!
// Give the AR2 a bonus to be selected by making it seem closer.
if( FClassnameIs( pWeapon, "weapon_ar2" ) ) { fCurDist *= 0.5; }
// choose the last range attack weapon you find or the first available other weapon
if ( ! (pWeapon->CapabilitiesGet() & bits_CAP_RANGE_ATTACK_GROUP) ) { continue; } else if (fCurDist > fBestDist ) { continue; } }
if( Weapon_IsOnGround(pWeapon) ) { // Weapon appears to be lying on the ground. Make sure this weapon is reachable
// by tracing out a human sized hull just above the weapon. If not, reject
trace_t tr;
Vector vAboveWeapon = pWeapon->GetAbsOrigin(); UTIL_TraceEntity( this, vAboveWeapon, vAboveWeapon + Vector( 0, 0, 1 ), MASK_SOLID, pWeapon, COLLISION_GROUP_NONE, &tr );
if ( tr.startsolid || (tr.fraction < 1.0) ) continue; } else if( bConservative ) { // Skip it.
continue; }
if( FVisible(pWeapon) ) { fBestDist = fCurDist; pBestWeapon = pWeapon; } }
if( pBestWeapon ) { // Lock this weapon for my exclusive use. Lock it for just a couple of seconds because my AI
// might not actually be able to go pick it up right now.
pBestWeapon->Lock( 2.0, this ); }
return pBestWeapon; }
//-----------------------------------------------------------------------------
// Purpose: Give the player some ammo.
// Input : iCount - Amount of ammo to give.
// iAmmoIndex - Index of the ammo into the AmmoInfoArray
// iMax - Max carrying capability of the player
// Output : Amount of ammo actually given
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::GiveAmmo( int iCount, int iAmmoIndex, bool bSuppressSound) { if (iCount <= 0) return 0;
if ( !g_pGameRules->CanHaveAmmo( this, iAmmoIndex ) ) { // game rules say I can't have any more of this ammo type.
return 0; }
if ( iAmmoIndex < 0 || iAmmoIndex >= MAX_AMMO_SLOTS ) return 0;
int iMax = GetAmmoDef()->MaxCarry(iAmmoIndex, this); int iAdd = MIN( iCount, iMax - m_iAmmo[iAmmoIndex] ); if ( iAdd < 1 ) return 0;
// Ammo pickup sound
if ( !bSuppressSound ) { EmitSound( "BaseCombatCharacter.AmmoPickup" ); }
m_iAmmo.Set( iAmmoIndex, m_iAmmo[iAmmoIndex] + iAdd );
return iAdd; }
//-----------------------------------------------------------------------------
// Purpose: Give the player some ammo.
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::GiveAmmo( int iCount, const char *szName, bool bSuppressSound ) { int iAmmoType = GetAmmoDef()->Index(szName); if (iAmmoType == -1) { Msg("ERROR: Attempting to give unknown ammo type (%s)\n",szName); return 0; } return GiveAmmo( iCount, iAmmoType, bSuppressSound ); }
ConVar phys_stressbodyweights( "phys_stressbodyweights", "5.0" ); // disabled stress damage to save CPU, none of the NPCs really use it and the player has a different codepath
#if !defined( PORTAL2 )
void CBaseCombatCharacter::VPhysicsUpdate( IPhysicsObject *pPhysics ) { ApplyStressDamage( pPhysics, false ); BaseClass::VPhysicsUpdate( pPhysics ); } #endif
float CBaseCombatCharacter::CalculatePhysicsStressDamage( vphysics_objectstress_t *pStressOut, IPhysicsObject *pPhysics ) { // stress damage hack.
float mass = pPhysics->GetMass(); CalculateObjectStress( pPhysics, this, pStressOut ); float stress = (pStressOut->receivedStress * m_impactEnergyScale) / mass;
// Make sure the stress isn't from being stuck inside some static object.
// how many times your own weight can you hold up?
if ( pStressOut->hasNonStaticStress && stress > phys_stressbodyweights.GetFloat() ) { // if stuck, don't do this!
if ( !(pPhysics->GetGameFlags() & FVPHYSICS_PENETRATING) ) return 200; }
return 0; }
void CBaseCombatCharacter::ApplyStressDamage( IPhysicsObject *pPhysics, bool bRequireLargeObject ) { #ifdef HL2_DLL
if( Classify() == CLASS_PLAYER_ALLY || Classify() == CLASS_PLAYER_ALLY_VITAL ) { // Bypass stress completely for allies and vitals.
if( hl2_episodic.GetBool() ) return; } #endif//HL2_DLL
vphysics_objectstress_t stressOut; float damage = CalculatePhysicsStressDamage( &stressOut, pPhysics ); if ( damage > 0 ) { if ( bRequireLargeObject && !stressOut.hasLargeObjectContact ) return;
//Msg("Stress! %.2f / %.2f\n", stressOut.exertedStress, stressOut.receivedStress );
CTakeDamageInfo dmgInfo( GetWorldEntity(), GetWorldEntity(), vec3_origin, vec3_origin, damage, DMG_CRUSH ); dmgInfo.SetDamageForce( Vector( 0, 0, -stressOut.receivedStress * sv_gravity.GetFloat() * gpGlobals->frametime ) ); dmgInfo.SetDamagePosition( GetAbsOrigin() ); TakeDamage( dmgInfo ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : const impactdamagetable_t
//-----------------------------------------------------------------------------
const impactdamagetable_t &CBaseCombatCharacter::GetPhysicsImpactDamageTable( void ) { return gDefaultNPCImpactDamageTable; }
// how much to amplify impact forces
// This is to account for the ragdolls responding differently than
// the shadow objects. Also this makes the impacts more dramatic.
ConVar phys_impactforcescale( "phys_impactforcescale", "1.0" ); ConVar phys_upimpactforcescale( "phys_upimpactforcescale", "0.375" );
void CBaseCombatCharacter::VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent ) { int otherIndex = !index; CBaseEntity *pOther = pEvent->pEntities[otherIndex]; IPhysicsObject *pOtherPhysics = pEvent->pObjects[otherIndex]; if ( !pOther ) return;
// Ragdolls are marked as dying.
if ( pOther->m_lifeState == LIFE_DYING ) return;
if ( pOther->GetMoveType() != MOVETYPE_VPHYSICS ) return; if ( !pOtherPhysics->IsMoveable() ) return; if ( pOther == GetGroundEntity() ) return;
// Player can't damage himself if he's was physics attacker *on this frame*
// which can occur owing to ordering issues it appears.
float flOtherAttackerTime = 0.0f;
#if defined( HL2_DLL )
if ( HL2GameRules()->MegaPhyscannonActive() == true ) { flOtherAttackerTime = 1.0f; } #endif
if ( this == pOther->HasPhysicsAttacker( flOtherAttackerTime ) ) return;
int damageType = 0; float damage = 0;
damage = CalculatePhysicsImpactDamage( index, pEvent, GetPhysicsImpactDamageTable(), m_impactEnergyScale, false, damageType ); if ( damage <= 0 ) return; // NOTE: We really need some rotational motion for some of these collisions.
// REVISIT: Maybe resolve this collision on death with a different (not approximately infinite like AABB tensor)
// inertia tensor to get torque?
Vector damageForce = pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass() * phys_impactforcescale.GetFloat(); IServerVehicle *vehicleOther = pOther->GetServerVehicle(); if ( vehicleOther ) { CBaseCombatCharacter *pPassenger = vehicleOther->GetPassenger(); if ( pPassenger != NULL ) { // flag as vehicle damage
damageType |= DMG_VEHICLE; // if hit by vehicle driven by player, add some upward velocity to force
float len = damageForce.Length(); damageForce.z += len*phys_upimpactforcescale.GetFloat(); //Msg("Force %.1f / %.1f\n", damageForce.Length(), damageForce.z );
if ( pPassenger->IsPlayer() ) { CBasePlayer *pPlayer = assert_cast<CBasePlayer *>(pPassenger); if( damage >= GetMaxHealth() ) { pPlayer->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAG_RESTART ); } else { pPlayer->RumbleEffect( RUMBLE_PISTOL, 0, RUMBLE_FLAG_RESTART ); } } } }
Vector damagePos; pEvent->pInternalData->GetContactPoint( damagePos ); CTakeDamageInfo dmgInfo( pOther, pOther, damageForce, damagePos, damage, damageType );
// FIXME: is there a better way for physics objects to keep track of what root entity responsible for them moving?
CBasePlayer *pPlayer = pOther->HasPhysicsAttacker( 1.0 ); if (pPlayer) { dmgInfo.SetAttacker( pPlayer ); }
// UNDONE: Find one near damagePos?
m_nForceBone = 0; PhysCallbackDamage( this, dmgInfo, *pEvent, index ); }
//-----------------------------------------------------------------------------
// Purpose: this entity is exploding, or otherwise needs to inflict damage upon
// entities within a certain range. only damage ents that can clearly
// be seen by the explosion!
// Input :
// Output :
//-----------------------------------------------------------------------------
void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore ) { // NOTE: I did this this way so I wouldn't have to change a whole bunch of
// code unnecessarily. We need TF2 specific rules for RadiusDamage, so I moved
// the implementation of radius damage into gamerules. All existing code calls
// this method, which calls the game rules method
g_pGameRules->RadiusDamage( info, vecSrc, flRadius, iClassIgnore, pEntityIgnore );
// Let the world know if this was an explosion.
if( info.GetDamageType() & DMG_BLAST ) { // Even the tiniest explosion gets attention. Don't let the radius
// be less than 128 units.
float soundRadius = MAX( 128.0f, flRadius * 1.5 );
CSoundEnt::InsertSound( SOUND_COMBAT | SOUND_CONTEXT_EXPLOSION, vecSrc, soundRadius, 0.25, info.GetInflictor() ); } }
//-----------------------------------------------------------------------------
// Purpose: Change active weapon and notify derived classes
//
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::SetActiveWeapon( CBaseCombatWeapon *pNewWeapon ) { CBaseCombatWeapon *pOldWeapon = m_hActiveWeapon; if ( pNewWeapon != pOldWeapon ) { m_hActiveWeapon = pNewWeapon; OnChangeActiveWeapon( pOldWeapon, pNewWeapon ); } }
//-----------------------------------------------------------------------------
// Consider the weapon's built-in accuracy, this character's proficiency with
// the weapon, and the status of the target. Use this information to determine
// how accurately to shoot at the target.
//-----------------------------------------------------------------------------
Vector CBaseCombatCharacter::GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget ) { if ( pWeapon ) return pWeapon->GetBulletSpread(GetCurrentWeaponProficiency()); return VECTOR_CONE_15DEGREES; }
//-----------------------------------------------------------------------------
float CBaseCombatCharacter::GetSpreadBias( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget ) { if ( pWeapon ) return pWeapon->GetSpreadBias(GetCurrentWeaponProficiency()); return 1.0; }
//-----------------------------------------------------------------------------
// Assume everyone is average with every weapon. Override this to make exceptions.
//-----------------------------------------------------------------------------
WeaponProficiency_t CBaseCombatCharacter::CalcWeaponProficiency( CBaseCombatWeapon *pWeapon ) { return WEAPON_PROFICIENCY_AVERAGE; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#define MAX_MISS_CANDIDATES 16
CBaseEntity *CBaseCombatCharacter::FindMissTarget( void ) { CBaseEntity *pMissCandidates[ MAX_MISS_CANDIDATES ]; int numMissCandidates = 0;
CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); CBaseEntity *pEnts[256]; Vector radius( 100, 100, 100); Vector vecSource = GetAbsOrigin();
int numEnts = UTIL_EntitiesInBox( pEnts, 256, vecSource-radius, vecSource+radius, 0 );
for ( int i = 0; i < numEnts; i++ ) { if ( pEnts[i] == NULL ) continue;
// New rule for this system. Don't shoot what the player won't see.
if ( pPlayer && !pPlayer->FInViewCone( pEnts[ i ] ) ) continue;
if ( numMissCandidates >= MAX_MISS_CANDIDATES ) break;
//See if it's a good target candidate
if ( FClassnameIs( pEnts[i], "prop_dynamic" ) || FClassnameIs( pEnts[i], "prop_physics" ) || FClassnameIs( pEnts[i], "physics_prop" ) ) { pMissCandidates[numMissCandidates++] = pEnts[i]; continue; } }
if( numMissCandidates == 0 ) return NULL;
return pMissCandidates[ random->RandomInt( 0, numMissCandidates - 1 ) ]; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::ShouldShootMissTarget( CBaseCombatCharacter *pAttacker ) { // Don't shoot at NPC's right now.
return false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::InputKilledNPC( inputdata_t &inputdata ) { OnKilledNPC( inputdata.pActivator ? inputdata.pActivator->MyCombatCharacterPointer() : NULL ); }
//-----------------------------------------------------------------------------
// Purpose: Overload our muzzle flash and send it to any actively held weapon
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::DoMuzzleFlash() { // Our weapon takes our muzzle flash command
CBaseCombatWeapon *pWeapon = GetActiveWeapon(); if ( pWeapon ) { pWeapon->DoMuzzleFlash(); //NOTENOTE: We do not chain to the base here
} else { BaseClass::DoMuzzleFlash(); } }
//-----------------------------------------------------------------------------
// Purpose: track the last trigger_fog touched by this character
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::OnFogTriggerStartTouch( CBaseEntity *fogTrigger ) { m_hTriggerFogList.AddToHead( fogTrigger ); }
//-----------------------------------------------------------------------------
// Purpose: track the last trigger_fog touched by this character
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::OnFogTriggerEndTouch( CBaseEntity *fogTrigger ) { m_hTriggerFogList.FindAndRemove( fogTrigger ); }
//-----------------------------------------------------------------------------
// Purpose: track the last trigger_fog touched by this character
//-----------------------------------------------------------------------------
CBaseEntity *CBaseCombatCharacter::GetFogTrigger( void ) { float bestDist = 999999.0f; CBaseEntity *bestTrigger = NULL;
for ( int i=0; i<m_hTriggerFogList.Count(); ++i ) { CBaseEntity *fogTrigger = m_hTriggerFogList[i]; if ( fogTrigger != NULL ) { float dist = WorldSpaceCenter().DistTo( fogTrigger->WorldSpaceCenter() ); if ( dist < bestDist ) { bestDist = dist; bestTrigger = fogTrigger; } } }
if ( bestTrigger ) { m_hLastFogTrigger = bestTrigger; }
return m_hLastFogTrigger; }
//-----------------------------------------------------------------------------
// Purpose: return true if given target cant be seen because of fog
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::IsHiddenByFog( const Vector &target ) const { float range = EyePosition().DistTo( target ); return IsHiddenByFog( range ); }
//-----------------------------------------------------------------------------
// Purpose: return true if given target cant be seen because of fog
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::IsHiddenByFog( CBaseEntity *target ) const { if ( !target ) return false;
float range = EyePosition().DistTo( target->WorldSpaceCenter() ); return IsHiddenByFog( range ); }
//-----------------------------------------------------------------------------
// Purpose: return true if given target cant be seen because of fog
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::IsHiddenByFog( float range ) const { if ( GetFogObscuredRatio( range ) >= 1.0f ) return true;
return false; }
//-----------------------------------------------------------------------------
// Purpose: return 0-1 ratio where zero is not obscured, and 1 is completely obscured
//-----------------------------------------------------------------------------
float CBaseCombatCharacter::GetFogObscuredRatio( const Vector &target ) const { float range = EyePosition().DistTo( target ); return GetFogObscuredRatio( range ); }
//-----------------------------------------------------------------------------
// Purpose: return 0-1 ratio where zero is not obscured, and 1 is completely obscured
//-----------------------------------------------------------------------------
float CBaseCombatCharacter::GetFogObscuredRatio( CBaseEntity *target ) const { if ( !target ) return false;
float range = EyePosition().DistTo( target->WorldSpaceCenter() ); return GetFogObscuredRatio( range ); }
//-----------------------------------------------------------------------------
// Purpose: return 0-1 ratio where zero is not obscured, and 1 is completely obscured
//-----------------------------------------------------------------------------
float CBaseCombatCharacter::GetFogObscuredRatio( float range ) const { fogparams_t fog; GetFogParams( &fog );
if ( !fog.enable ) return 0.0f;
if ( range <= fog.start ) return 0.0f;
if ( range >= fog.end ) return 1.0f;
float ratio = (range - fog.start) / (fog.end - fog.start); ratio = Min( ratio, fog.maxdensity.Get() ); return ratio; }
//-----------------------------------------------------------------------------
// Purpose: return the current fog parameters
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::GetFogParams( fogparams_t *fog ) const { if ( !fog ) return false;
return GetWorldFogParams( const_cast< CBaseCombatCharacter * >( this ), *fog ); }
//-----------------------------------------------------------------------------
// Purpose: Invoke this to update our last known nav area
// (since there is no think method chained to CBaseCombatCharacter)
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::UpdateLastKnownArea( void ) { #if !defined(CSTRIKE_DLL)
VPROF_BUDGET( "CBaseCombatCharacter::UpdateLastKnownArea", "NextBot" );
if ( TheNavMesh->IsGenerating() ) { ClearLastKnownArea(); return; }
/*
if ( z_last_area_update_tolerance.GetFloat() > 0.0f ) { // skip this test if we're not standing on the world (ie: elevators that move us)
if ( GetGroundEntity() == NULL || GetGroundEntity()->IsWorld() ) { if ( m_lastNavArea && m_NavAreaUpdateMonitor.IsMarkSet() && !m_NavAreaUpdateMonitor.TargetMoved( this ) ) return;
m_NavAreaUpdateMonitor.SetMark( this, z_last_area_update_tolerance.GetFloat() ); } } */
// find the area we are directly standing in
CNavArea *area = TheNavMesh->GetNearestNavArea( this, GETNAVAREA_CHECK_GROUND | GETNAVAREA_CHECK_LOS, 50.0f ); if ( !area ) return;
// make sure we can actually use this area - if not, consider ourselves off the mesh
if ( !IsAreaTraversable( area ) ) return;
if ( area != m_lastNavArea ) { // player entered a new nav area
if ( m_lastNavArea && m_registeredNavTeam != TEAM_INVALID ) { m_lastNavArea->DecrementPlayerCount( m_registeredNavTeam, entindex() ); m_lastNavArea->OnExit( this, area ); }
m_registeredNavTeam = GetTeamNumber(); if ( m_registeredNavTeam != TEAM_INVALID ) { area->IncrementPlayerCount( m_registeredNavTeam, entindex() ); area->OnEnter( this, m_lastNavArea ); }
OnNavAreaChanged( area, m_lastNavArea );
m_lastNavArea = area; } #endif
}
//-----------------------------------------------------------------------------
// Purpose: Return true if we can use (walk through) the given area
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::IsAreaTraversable( const CNavArea *area ) const { return area ? !area->IsBlocked( GetTeamNumber() ) : false; }
//-----------------------------------------------------------------------------
// Purpose: Leaving the nav mesh
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::ClearLastKnownArea( void ) { OnNavAreaChanged( NULL, m_lastNavArea );
if ( m_lastNavArea ) { if ( m_registeredNavTeam != TEAM_INVALID ) { m_lastNavArea->DecrementPlayerCount( m_registeredNavTeam, entindex() ); m_lastNavArea->OnExit( this, NULL ); m_registeredNavTeam = TEAM_INVALID; } m_lastNavArea = NULL; } }
//-----------------------------------------------------------------------------
// Purpose: Handling editor removing the area we're standing upon
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::OnNavAreaRemoved( CNavArea *removedArea ) { if ( m_lastNavArea == removedArea ) { ClearLastKnownArea(); } }
//-----------------------------------------------------------------------------
// Purpose: Changing team, maintain associated data
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::ChangeTeam( int iTeamNum ) { // old team member no longer in the nav mesh
ClearLastKnownArea();
BaseClass::ChangeTeam( iTeamNum ); }
//-----------------------------------------------------------------------------
// Return true if we have ever been injured by a member of the given team
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::HasEverBeenInjured( int team /*= TEAM_ANY */ ) const { if ( team == TEAM_ANY ) { return ( m_hasBeenInjured == 0 ) ? false : true; }
int teamMask = 1 << team;
if ( m_hasBeenInjured & teamMask ) { return true; }
return false; }
//-----------------------------------------------------------------------------
// Return time since we were hurt by a member of the given team
//-----------------------------------------------------------------------------
float CBaseCombatCharacter::GetTimeSinceLastInjury( int team /*= TEAM_ANY */ ) const { const float never = 999999999999.9f;
if ( team == TEAM_ANY ) { float time = never;
// find most recent injury time
for( int i=0; i<MAX_DAMAGE_TEAMS; ++i ) { if ( m_damageHistory[i].team != TEAM_INVALID ) { if ( m_damageHistory[i].interval.GetElapsedTime() < time ) { time = m_damageHistory[i].interval.GetElapsedTime(); } } }
return time; } else { for( int i=0; i<MAX_DAMAGE_TEAMS; ++i ) { if ( m_damageHistory[i].team == team ) { return m_damageHistory[i].interval.GetElapsedTime(); } } }
return never; }
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