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3886 lines
112 KiB
3886 lines
112 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base combat character with no AI
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//
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//=============================================================================//
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#include "cbase.h"
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#include "basecombatcharacter.h"
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#include "basecombatweapon.h"
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#include "animation.h"
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#include "gib.h"
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#include "entitylist.h"
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#include "gamerules.h"
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#include "ai_basenpc.h"
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#include "ai_squadslot.h"
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#include "ammodef.h"
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#include "ndebugoverlay.h"
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#include "player.h"
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#include "physics.h"
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#include "engine/IEngineSound.h"
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#include "tier1/strtools.h"
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#include "sendproxy.h"
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#include "EntityFlame.h"
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#include "CRagdollMagnet.h"
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#include "IEffects.h"
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#include "iservervehicle.h"
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#include "igamesystem.h"
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#include "globals.h"
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#include "physics_prop_ragdoll.h"
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#include "physics_impact_damage.h"
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#include "saverestore_utlvector.h"
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#include "eventqueue.h"
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#include "world.h"
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#include "globalstate.h"
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#include "items.h"
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#include "movevars_shared.h"
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#include "RagdollBoogie.h"
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#include "rumble_shared.h"
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#include "saverestoretypes.h"
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#include "nav_mesh.h"
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#ifdef HL2_DLL
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#include "weapon_physcannon.h"
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#include "hl2_gamerules.h"
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#endif
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#ifdef PORTAL
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#include "portal_util_shared.h"
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#include "portal_base2d_shared.h"
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#include "portal_shareddefs.h"
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#include "npc_portal_turret_floor.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#if defined( HL2_DLL )
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extern int g_interactionBarnacleVictimReleased;
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#endif //HL2_DLL
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extern ConVar weapon_showproficiency;
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ConVar ai_show_hull_attacks( "ai_show_hull_attacks", "0" );
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ConVar ai_force_serverside_ragdoll( "ai_force_serverside_ragdoll", "0" );
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#ifndef _RETAIL
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ConVar ai_use_visibility_cache( "ai_use_visibility_cache", "1" );
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#define ShouldUseVisibilityCache() ai_use_visibility_cache.GetBool()
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#else
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#define ShouldUseVisibilityCache() true
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#endif
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BEGIN_DATADESC( CBaseCombatCharacter )
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DEFINE_UTLVECTOR( m_hTriggerFogList, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hLastFogTrigger, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flNextAttack, FIELD_TIME ),
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DEFINE_KEYFIELD( m_eHull, FIELD_INTEGER, "HullType" ),
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DEFINE_KEYFIELD( m_bloodColor, FIELD_INTEGER, "BloodColor" ),
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DEFINE_FIELD( m_iDamageCount, FIELD_INTEGER ),
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DEFINE_FIELD( m_flFieldOfView, FIELD_FLOAT ),
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DEFINE_FIELD( m_HackedGunPos, FIELD_VECTOR ),
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DEFINE_KEYFIELD( m_RelationshipString, FIELD_STRING, "Relationship" ),
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DEFINE_FIELD( m_LastHitGroup, FIELD_INTEGER ),
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DEFINE_FIELD( m_flDamageAccumulator, FIELD_FLOAT ),
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DEFINE_INPUT( m_impactEnergyScale, FIELD_FLOAT, "physdamagescale" ),
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DEFINE_FIELD( m_CurrentWeaponProficiency, FIELD_INTEGER),
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DEFINE_UTLVECTOR( m_Relationship, FIELD_EMBEDDED),
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DEFINE_FIELD( m_nFaction, FIELD_INTEGER ),
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DEFINE_AUTO_ARRAY( m_iAmmo, FIELD_INTEGER ),
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DEFINE_AUTO_ARRAY( m_hMyWeapons, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hActiveWeapon, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flTimeOfLastInjury, FIELD_FLOAT ),
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DEFINE_FIELD( m_nRelativeDirectionOfLastInjury, FIELD_INTEGER ),
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// DEFINE_FIELD( m_uiLastDamageTypeFlags, FIELD_INTEGER ),
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DEFINE_FIELD( m_bForceServerRagdoll, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bPreventWeaponPickup, FIELD_BOOLEAN ),
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DEFINE_INPUTFUNC( FIELD_VOID, "KilledNPC", InputKilledNPC ),
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END_DATADESC()
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BEGIN_SIMPLE_DATADESC( Relationship_t )
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DEFINE_FIELD( entity, FIELD_EHANDLE ),
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DEFINE_FIELD( classType, FIELD_INTEGER ),
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DEFINE_FIELD( faction, FIELD_INTEGER ),
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DEFINE_FIELD( disposition, FIELD_INTEGER ),
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DEFINE_FIELD( priority, FIELD_INTEGER ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Init static variables
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//-----------------------------------------------------------------------------
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int CBaseCombatCharacter::m_lastInteraction = 0;
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Relationship_t** CBaseCombatCharacter::m_DefaultRelationship = NULL;
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Relationship_t** CBaseCombatCharacter::m_FactionRelationship = NULL;
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CUtlVector< CUtlVector< EHANDLE> > CBaseCombatCharacter::m_aFactions;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CCleanupDefaultRelationShips : public CAutoGameSystem
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{
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public:
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CCleanupDefaultRelationShips( char const *name ) : CAutoGameSystem( name )
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{
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}
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virtual void Shutdown()
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{
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if ( CBaseCombatCharacter::m_DefaultRelationship != NULL )
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{
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int iNumClasses = GameRules() ? GameRules()->NumEntityClasses() : LAST_SHARED_ENTITY_CLASS;
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for ( int i=0; i<iNumClasses; ++i )
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{
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delete[] CBaseCombatCharacter::m_DefaultRelationship[ i ];
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}
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delete[] CBaseCombatCharacter::m_DefaultRelationship;
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CBaseCombatCharacter::m_DefaultRelationship = NULL;
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}
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if ( CBaseCombatCharacter::m_FactionRelationship != NULL )
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{
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for( int i = 0; i < CBaseCombatCharacter::m_aFactions.Count(); i++ )
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{
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delete[] CBaseCombatCharacter::m_FactionRelationship[ i ];
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CBaseCombatCharacter::m_aFactions[ i ].Purge();
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}
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CBaseCombatCharacter::m_aFactions.Purge();
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delete[] CBaseCombatCharacter::m_FactionRelationship;
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CBaseCombatCharacter::m_FactionRelationship = NULL;
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}
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}
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};
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static CCleanupDefaultRelationShips g_CleanupDefaultRelationships( "CCleanupDefaultRelationShips" );
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void *SendProxy_SendBaseCombatCharacterLocalDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
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{
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// Only send to local player if this is a player
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pRecipients->ClearAllRecipients();
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CBaseCombatCharacter *pBCC = ( CBaseCombatCharacter * )pStruct;
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if ( pBCC != NULL)
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{
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if ( pBCC->IsPlayer() )
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{
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pRecipients->SetOnly( pBCC->entindex() - 1 );
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}
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else
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{
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// If it's a vehicle, send to "driver" (e.g., operator of tf2 manned guns)
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IServerVehicle *pVehicle = pBCC->GetServerVehicle();
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if ( pVehicle != NULL )
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{
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CBaseCombatCharacter *pDriver = pVehicle->GetPassenger();
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if ( pDriver != NULL )
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{
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pRecipients->SetOnly( pDriver->entindex() - 1 );
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}
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}
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}
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}
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return ( void * )pVarData;
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}
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REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendBaseCombatCharacterLocalDataTable );
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void *SendProxy_SendBaseCombatCharacterNonLocalDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
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{
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// Send to all players except itself
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CBaseCombatCharacter *pBCC = ( CBaseCombatCharacter * )pStruct;
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if ( pBCC != NULL)
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{
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if ( pBCC->IsPlayer() )
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{
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pRecipients->ExcludeOnly( pBCC->entindex() - 1 );
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}
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}
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return ( void * )pVarData;
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}
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REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendBaseCombatCharacterNonLocalDataTable );
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// Only send active weapon index to local player
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BEGIN_SEND_TABLE_NOBASE( CBaseCombatCharacter, DT_BCCLocalPlayerExclusive )
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SendPropTime( SENDINFO( m_flNextAttack ) ),
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END_SEND_TABLE();
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BEGIN_SEND_TABLE_NOBASE( CBaseCombatCharacter, DT_BCCNonLocalPlayerExclusive )
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END_SEND_TABLE();
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//-----------------------------------------------------------------------------
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// This table encodes the CBaseCombatCharacter
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//-----------------------------------------------------------------------------
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IMPLEMENT_SERVERCLASS_ST(CBaseCombatCharacter, DT_BaseCombatCharacter)
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// Data that only gets sent to the local player.
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SendPropDataTable( "bcc_localdata", 0, &REFERENCE_SEND_TABLE(DT_BCCLocalPlayerExclusive), SendProxy_SendBaseCombatCharacterLocalDataTable ),
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SendPropDataTable( "bcc_nonlocaldata", 0, &REFERENCE_SEND_TABLE(DT_BCCNonLocalPlayerExclusive), SendProxy_SendBaseCombatCharacterNonLocalDataTable ),
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SendPropInt( SENDINFO( m_LastHitGroup ), 4, SPROP_UNSIGNED ),
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SendPropEHandle( SENDINFO( m_hActiveWeapon ) ),
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SendPropTime( SENDINFO( m_flTimeOfLastInjury ) ),
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SendPropInt( SENDINFO( m_nRelativeDirectionOfLastInjury ), 3, SPROP_UNSIGNED ),
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// SendPropInt( SENDINFO( m_uiLastDamageTypeFlags ), 0, SPROP_UNSIGNED ),
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SendPropArray3( SENDINFO_ARRAY3(m_hMyWeapons), SendPropEHandle( SENDINFO_ARRAY(m_hMyWeapons) ) ),
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Interactions
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//-----------------------------------------------------------------------------
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void CBaseCombatCharacter::InitInteractionSystem()
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{
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// interaction ids continue to go up with every map load, otherwise you get
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// collisions if a future map has a different set of NPCs from a current map
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return an interaction ID (so we have no collisions)
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//-----------------------------------------------------------------------------
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int CBaseCombatCharacter::GetInteractionID(void)
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{
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m_lastInteraction++;
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return (m_lastInteraction);
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}
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// ============================================================================
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bool CBaseCombatCharacter::HasHumanGibs( void )
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{
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#if defined( HL2_DLL )
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Class_T myClass = Classify();
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if ( myClass == CLASS_CITIZEN_PASSIVE ||
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myClass == CLASS_CITIZEN_REBEL ||
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myClass == CLASS_COMBINE ||
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myClass == CLASS_CONSCRIPT ||
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myClass == CLASS_METROPOLICE ||
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myClass == CLASS_PLAYER )
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return true;
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#elif defined( CSPORT_DLL )
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Class_T myClass = Classify();
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if ( myClass == CLASS_PLAYER )
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{
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return true;
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}
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#endif
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return false;
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}
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bool CBaseCombatCharacter::HasAlienGibs( void )
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{
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#if defined( HL2_DLL )
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Class_T myClass = Classify();
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if ( myClass == CLASS_BARNACLE ||
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myClass == CLASS_STALKER ||
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myClass == CLASS_ZOMBIE ||
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myClass == CLASS_VORTIGAUNT ||
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myClass == CLASS_HEADCRAB )
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{
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return true;
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}
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#endif
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return false;
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}
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void CBaseCombatCharacter::CorpseFade( void )
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{
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StopAnimation();
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SetAbsVelocity( vec3_origin );
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SetMoveType( MOVETYPE_NONE );
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SetLocalAngularVelocity( vec3_angle );
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m_flAnimTime = gpGlobals->curtime;
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AddEffects( EF_NOINTERP );
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SUB_StartFadeOut();
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}
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//-----------------------------------------------------------------------------
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// Visibility caching
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//-----------------------------------------------------------------------------
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struct VisibilityCacheEntry_t
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{
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CBaseEntity *pEntity1;
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CBaseEntity *pEntity2;
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EHANDLE pBlocker;
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float time;
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};
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class CVisibilityCacheEntryLess
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{
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public:
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CVisibilityCacheEntryLess( int ) {}
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bool operator!() const { return false; }
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bool operator()( const VisibilityCacheEntry_t &lhs, const VisibilityCacheEntry_t &rhs ) const
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{
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return ( memcmp( &lhs, &rhs, offsetof( VisibilityCacheEntry_t, pBlocker ) ) < 0 );
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}
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};
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static CUtlRBTree<VisibilityCacheEntry_t, unsigned short, CVisibilityCacheEntryLess> g_VisibilityCache;
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const float VIS_CACHE_ENTRY_LIFE = .090;
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bool CBaseCombatCharacter::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
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{
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VPROF( "CBaseCombatCharacter::FVisible" );
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if ( traceMask != MASK_BLOCKLOS || !ShouldUseVisibilityCache() || pEntity == this
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#if defined(HL2_DLL)
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|| Classify() == CLASS_BULLSEYE || pEntity->Classify() == CLASS_BULLSEYE
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#endif
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)
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{
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return BaseClass::FVisible( pEntity, traceMask, ppBlocker );
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}
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VisibilityCacheEntry_t cacheEntry;
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if ( this < pEntity )
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{
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cacheEntry.pEntity1 = this;
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cacheEntry.pEntity2 = pEntity;
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}
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else
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{
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cacheEntry.pEntity1 = pEntity;
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cacheEntry.pEntity2 = this;
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}
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int iCache = g_VisibilityCache.Find( cacheEntry );
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if ( iCache != g_VisibilityCache.InvalidIndex() )
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{
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if ( gpGlobals->curtime - g_VisibilityCache[iCache].time < VIS_CACHE_ENTRY_LIFE )
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{
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bool bBlockerValid = g_VisibilityCache[iCache].pBlocker.IsValid();
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if ( bBlockerValid )
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{
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if ( ppBlocker )
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{
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*ppBlocker = g_VisibilityCache[iCache].pBlocker;
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if ( !*ppBlocker )
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{
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*ppBlocker = GetWorldEntity();
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}
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}
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}
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else
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{
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if ( ppBlocker )
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{
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*ppBlocker = NULL;
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}
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}
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return !bBlockerValid;
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}
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}
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else
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{
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if ( g_VisibilityCache.Count() != g_VisibilityCache.InvalidIndex() )
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{
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iCache = g_VisibilityCache.Insert( cacheEntry );
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}
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else
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{
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return BaseClass::FVisible( pEntity, traceMask, ppBlocker );
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}
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}
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CBaseEntity *pBlocker = NULL;
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if ( ppBlocker == NULL )
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{
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ppBlocker = &pBlocker;
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}
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bool bResult = BaseClass::FVisible( pEntity, traceMask, ppBlocker );
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if ( !bResult )
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{
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g_VisibilityCache[iCache].pBlocker = *ppBlocker;
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}
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else
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{
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g_VisibilityCache[iCache].pBlocker = NULL;
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}
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g_VisibilityCache[iCache].time = gpGlobals->curtime;
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return bResult;
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}
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void CBaseCombatCharacter::ResetVisibilityCache( CBaseCombatCharacter *pBCC )
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{
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VPROF( "CBaseCombatCharacter::ResetVisibilityCache" );
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if ( !pBCC )
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{
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g_VisibilityCache.RemoveAll();
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return;
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}
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int i = g_VisibilityCache.FirstInorder();
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CUtlVector<unsigned short> removals;
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while ( i != g_VisibilityCache.InvalidIndex() )
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{
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if ( g_VisibilityCache[i].pEntity1 == pBCC || g_VisibilityCache[i].pEntity2 == pBCC )
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{
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removals.AddToTail( i );
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}
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i = g_VisibilityCache.NextInorder( i );
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}
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for ( i = 0; i < removals.Count(); i++ )
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{
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g_VisibilityCache.RemoveAt( removals[i] );
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}
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}
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#ifdef PORTAL
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bool CBaseCombatCharacter::FVisibleThroughPortal( const CPortal_Base2D *pPortal, CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
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{
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VPROF( "CBaseCombatCharacter::FVisible" );
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if ( pPortal && IsPlayerNearTargetPortal( pPortal->m_hLinkedPortal.Get() ) == false )
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return false;
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if ( pEntity->GetFlags() & FL_NOTARGET )
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return false;
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Vector vecLookerOrigin = EyePosition();//look through the caller's 'eyes'
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Vector vecTargetOrigin = pEntity->EyePosition();
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// Use the custom LOS trace filter
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CTraceFilterLOS traceFilter( this, COLLISION_GROUP_NONE, pEntity );
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Vector vecTranslatedTargetOrigin;
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UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecTargetOrigin, vecTranslatedTargetOrigin );
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Ray_t ray;
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ray.Init( vecLookerOrigin, vecTranslatedTargetOrigin );
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trace_t tr;
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// If we're doing an opaque search, include NPCs.
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if ( traceMask == MASK_BLOCKLOS )
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{
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traceMask = MASK_BLOCKLOS_AND_NPCS;
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}
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UTIL_Portal_TraceRay_Bullets( pPortal, ray, traceMask, &traceFilter, &tr );
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if (tr.fraction != 1.0 || tr.startsolid )
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{
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// If we hit the entity we're looking for, it's visible
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if ( tr.m_pEnt == pEntity )
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return true;
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// Got line of sight on the vehicle the player is driving!
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if ( pEntity && pEntity->IsPlayer() )
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{
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CBasePlayer *pPlayer = assert_cast<CBasePlayer*>( pEntity );
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if ( tr.m_pEnt == pPlayer->GetVehicleEntity() )
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return true;
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}
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if (ppBlocker)
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{
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*ppBlocker = tr.m_pEnt;
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}
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return false;// Line of sight is not established
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}
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return true;// line of sight is valid.
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}
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#endif
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//-----------------------------------------------------------------------------
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//=========================================================
|
|
// 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;
|
|
}
|
|
|