|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is the soldier version of the combine, analogous to the HL1 grunt.
//
//=============================================================================//
#include "cbase.h"
#include "ai_hull.h"
#include "ai_motor.h"
#include "npc_combines.h"
#include "bitstring.h"
#include "engine/IEngineSound.h"
#include "soundent.h"
#include "ndebugoverlay.h"
#include "npcevent.h"
#include "hl2/hl2_player.h"
#include "game.h"
#include "ammodef.h"
#include "explode.h"
#include "ai_memory.h"
#include "Sprite.h"
#include "soundenvelope.h"
#include "weapon_physcannon.h"
#include "hl2_gamerules.h"
#include "gameweaponmanager.h"
#include "vehicle_base.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar sk_combine_s_health( "sk_combine_s_health","0"); ConVar sk_combine_s_kick( "sk_combine_s_kick","0");
ConVar sk_combine_guard_health( "sk_combine_guard_health", "0"); ConVar sk_combine_guard_kick( "sk_combine_guard_kick", "0"); // Whether or not the combine guard should spawn health on death
ConVar combine_guard_spawn_health( "combine_guard_spawn_health", "1" );
extern ConVar sk_plr_dmg_buckshot; extern ConVar sk_plr_num_shotgun_pellets;
//Whether or not the combine should spawn health on death
ConVar combine_spawn_health( "combine_spawn_health", "1" );
LINK_ENTITY_TO_CLASS( npc_combine_s, CNPC_CombineS );
#define AE_SOLDIER_BLOCK_PHYSICS 20 // trying to block an incoming physics object
extern Activity ACT_WALK_EASY; extern Activity ACT_WALK_MARCH;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CombineS::Spawn( void ) { Precache(); SetModel( STRING( GetModelName() ) );
if( IsElite() ) { // Stronger, tougher.
SetHealth( sk_combine_guard_health.GetFloat() ); SetMaxHealth( sk_combine_guard_health.GetFloat() ); SetKickDamage( sk_combine_guard_kick.GetFloat() ); } else { SetHealth( sk_combine_s_health.GetFloat() ); SetMaxHealth( sk_combine_s_health.GetFloat() ); SetKickDamage( sk_combine_s_kick.GetFloat() ); }
CapabilitiesAdd( bits_CAP_ANIMATEDFACE ); CapabilitiesAdd( bits_CAP_MOVE_SHOOT ); CapabilitiesAdd( bits_CAP_DOORS_GROUP );
BaseClass::Spawn();
#if HL2_EPISODIC
if (m_iUseMarch && !HasSpawnFlags(SF_NPC_START_EFFICIENT)) { Msg( "Soldier %s is set to use march anim, but is not an efficient AI. The blended march anim can only be used for dead-ahead walks!\n", GetDebugName() ); } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_CombineS::Precache() { const char *pModelName = STRING( GetModelName() );
if( !Q_stricmp( pModelName, "models/combine_super_soldier.mdl" ) ) { m_fIsElite = true; } else { m_fIsElite = false; }
if( !GetModelName() ) { SetModelName( MAKE_STRING( "models/combine_soldier.mdl" ) ); }
PrecacheModel( STRING( GetModelName() ) );
UTIL_PrecacheOther( "item_healthvial" ); UTIL_PrecacheOther( "weapon_frag" ); UTIL_PrecacheOther( "item_ammo_ar2_altfire" );
BaseClass::Precache(); }
void CNPC_CombineS::DeathSound( const CTakeDamageInfo &info ) { // NOTE: The response system deals with this at the moment
if ( GetFlags() & FL_DISSOLVING ) return;
GetSentences()->Speak( "COMBINE_DIE", SENTENCE_PRIORITY_INVALID, SENTENCE_CRITERIA_ALWAYS ); }
//-----------------------------------------------------------------------------
// Purpose: Soldiers use CAN_RANGE_ATTACK2 to indicate whether they can throw
// a grenade. Because they check only every half-second or so, this
// condition must persist until it is updated again by the code
// that determines whether a grenade can be thrown, so prevent the
// base class from clearing it out. (sjb)
//-----------------------------------------------------------------------------
void CNPC_CombineS::ClearAttackConditions( ) { bool fCanRangeAttack2 = HasCondition( COND_CAN_RANGE_ATTACK2 );
// Call the base class.
BaseClass::ClearAttackConditions();
if( fCanRangeAttack2 ) { // We don't allow the base class to clear this condition because we
// don't sense for it every frame.
SetCondition( COND_CAN_RANGE_ATTACK2 ); } }
void CNPC_CombineS::PrescheduleThink( void ) { /*//FIXME: This doesn't need to be in here, it's all debug info
if( HasCondition( COND_HEAR_PHYSICS_DANGER ) ) { // Don't react unless we see the item!!
CSound *pSound = NULL;
pSound = GetLoudestSoundOfType( SOUND_PHYSICS_DANGER );
if( pSound ) { if( FInViewCone( pSound->GetSoundReactOrigin() ) ) { DevMsg( "OH CRAP!\n" ); NDebugOverlay::Line( EyePosition(), pSound->GetSoundReactOrigin(), 0, 0, 255, false, 2.0f ); } } } */
BaseClass::PrescheduleThink(); }
//-----------------------------------------------------------------------------
// Purpose: Allows for modification of the interrupt mask for the current schedule.
// In the most cases the base implementation should be called first.
//-----------------------------------------------------------------------------
void CNPC_CombineS::BuildScheduleTestBits( void ) { //Interrupt any schedule with physics danger (as long as I'm not moving or already trying to block)
if ( m_flGroundSpeed == 0.0 && !IsCurSchedule( SCHED_FLINCH_PHYSICS ) ) { SetCustomInterruptCondition( COND_HEAR_PHYSICS_DANGER ); }
BaseClass::BuildScheduleTestBits(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CNPC_CombineS::SelectSchedule ( void ) { return BaseClass::SelectSchedule(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CNPC_CombineS::GetHitgroupDamageMultiplier( int iHitGroup, const CTakeDamageInfo &info ) { switch( iHitGroup ) { case HITGROUP_HEAD: { // Soldiers take double headshot damage
return 2.0f; } }
return BaseClass::GetHitgroupDamageMultiplier( iHitGroup, info ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_CombineS::HandleAnimEvent( animevent_t *pEvent ) { switch( pEvent->event ) { case AE_SOLDIER_BLOCK_PHYSICS: DevMsg( "BLOCKING!\n" ); m_fIsBlocking = true; break;
default: BaseClass::HandleAnimEvent( pEvent ); break; } }
void CNPC_CombineS::OnChangeActivity( Activity eNewActivity ) { // Any new sequence stops us blocking.
m_fIsBlocking = false;
BaseClass::OnChangeActivity( eNewActivity );
#if HL2_EPISODIC
// Give each trooper a varied look for his march. Done here because if you do it earlier (eg Spawn, StartTask), the
// pose param gets overwritten.
if (m_iUseMarch) { SetPoseParameter("casual", RandomFloat()); } #endif
}
void CNPC_CombineS::OnListened() { BaseClass::OnListened();
if ( HasCondition( COND_HEAR_DANGER ) && HasCondition( COND_HEAR_PHYSICS_DANGER ) ) { if ( HasInterruptCondition( COND_HEAR_DANGER ) ) { ClearCondition( COND_HEAR_PHYSICS_DANGER ); } }
// debugging to find missed schedules
#if 0
if ( HasCondition( COND_HEAR_DANGER ) && !HasInterruptCondition( COND_HEAR_DANGER ) ) { DevMsg("Ignore danger in %s\n", GetCurSchedule()->GetName() ); } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void CNPC_CombineS::Event_Killed( const CTakeDamageInfo &info ) { // Don't bother if we've been told not to, or the player has a megaphyscannon
if ( combine_spawn_health.GetBool() == false || PlayerHasMegaPhysCannon() ) { BaseClass::Event_Killed( info ); return; }
CBasePlayer *pPlayer = ToBasePlayer( info.GetAttacker() );
if ( !pPlayer ) { CPropVehicleDriveable *pVehicle = dynamic_cast<CPropVehicleDriveable *>( info.GetAttacker() ) ; if ( pVehicle && pVehicle->GetDriver() && pVehicle->GetDriver()->IsPlayer() ) { pPlayer = assert_cast<CBasePlayer *>( pVehicle->GetDriver() ); } }
if ( pPlayer != NULL ) { // Elites drop alt-fire ammo, so long as they weren't killed by dissolving.
if( IsElite() ) { #ifdef HL2_EPISODIC
if ( HasSpawnFlags( SF_COMBINE_NO_AR2DROP ) == false ) #endif
{ CBaseEntity *pItem = DropItem( "item_ammo_ar2_altfire", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
if ( pItem ) { IPhysicsObject *pObj = pItem->VPhysicsGetObject();
if ( pObj ) { Vector vel = RandomVector( -64.0f, 64.0f ); AngularImpulse angImp = RandomAngularImpulse( -300.0f, 300.0f );
vel[2] = 0.0f; pObj->AddVelocity( &vel, &angImp ); }
if( info.GetDamageType() & DMG_DISSOLVE ) { CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating*>(pItem);
if( pAnimating ) { pAnimating->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL ); } } else { WeaponManager_AddManaged( pItem ); } } } }
CHalfLife2 *pHL2GameRules = static_cast<CHalfLife2 *>(g_pGameRules);
// Attempt to drop health
if ( pHL2GameRules->NPC_ShouldDropHealth( pPlayer ) ) { DropItem( "item_healthvial", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) ); pHL2GameRules->NPC_DroppedHealth(); } if ( HasSpawnFlags( SF_COMBINE_NO_GRENADEDROP ) == false ) { // Attempt to drop a grenade
if ( pHL2GameRules->NPC_ShouldDropGrenade( pPlayer ) ) { DropItem( "weapon_frag", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) ); pHL2GameRules->NPC_DroppedGrenade(); } } }
BaseClass::Event_Killed( info ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_CombineS::IsLightDamage( const CTakeDamageInfo &info ) { return BaseClass::IsLightDamage( info ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_CombineS::IsHeavyDamage( const CTakeDamageInfo &info ) { // Combine considers AR2 fire to be heavy damage
if ( info.GetAmmoType() == GetAmmoDef()->Index("AR2") ) return true;
// 357 rounds are heavy damage
if ( info.GetAmmoType() == GetAmmoDef()->Index("357") ) return true;
// Shotgun blasts where at least half the pellets hit me are heavy damage
if ( info.GetDamageType() & DMG_BUCKSHOT ) { int iHalfMax = sk_plr_dmg_buckshot.GetFloat() * sk_plr_num_shotgun_pellets.GetInt() * 0.5; if ( info.GetDamage() >= iHalfMax ) return true; }
// Rollermine shocks
if( (info.GetDamageType() & DMG_SHOCK) && hl2_episodic.GetBool() ) { return true; }
return BaseClass::IsHeavyDamage( info ); }
#if HL2_EPISODIC
//-----------------------------------------------------------------------------
// Purpose: Translate base class activities into combot activites
//-----------------------------------------------------------------------------
Activity CNPC_CombineS::NPC_TranslateActivity( Activity eNewActivity ) { // If the special ep2_outland_05 "use march" flag is set, use the more casual marching anim.
if ( m_iUseMarch && eNewActivity == ACT_WALK ) { eNewActivity = ACT_WALK_MARCH; }
return BaseClass::NPC_TranslateActivity( eNewActivity ); }
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_CombineS )
DEFINE_KEYFIELD( m_iUseMarch, FIELD_INTEGER, "usemarch" ),
END_DATADESC() #endif
|