|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "hl1_ai_basenpc.h"
#include "scripted.h"
#include "soundent.h"
#include "animation.h"
#include "entitylist.h"
#include "ai_navigator.h"
#include "ai_motor.h"
#include "player.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "npcevent.h"
#include "effect_dispatch_data.h"
#include "te_effect_dispatch.h"
#include "cplane.h"
#include "ai_squad.h"
#define HUMAN_GIBS 1
#define ALIEN_GIBS 2
//=========================================================
// NoFriendlyFire - checks for possibility of friendly fire
//
// Builds a large box in front of the grunt and checks to see
// if any squad members are in that box.
//=========================================================
bool CHL1BaseNPC::NoFriendlyFire( void ) { if ( !m_pSquad ) { return true; }
CPlane backPlane; CPlane leftPlane; CPlane rightPlane;
Vector vecLeftSide; Vector vecRightSide; Vector v_left;
Vector vForward, vRight, vUp; QAngle vAngleToEnemy;
if ( GetEnemy() != NULL ) { //!!!BUGBUG - to fix this, the planes must be aligned to where the monster will be firing its gun, not the direction it is facing!!!
VectorAngles( ( GetEnemy()->WorldSpaceCenter() - GetAbsOrigin() ), vAngleToEnemy );
AngleVectors ( vAngleToEnemy, &vForward, &vRight, &vUp ); } else { // if there's no enemy, pretend there's a friendly in the way, so the grunt won't shoot.
return false; } vecLeftSide = GetAbsOrigin() - ( vRight * ( WorldAlignSize().x * 1.5 ) ); vecRightSide = GetAbsOrigin() + ( vRight * ( WorldAlignSize().x * 1.5 ) ); v_left = vRight * -1;
leftPlane.InitializePlane ( vRight, vecLeftSide ); rightPlane.InitializePlane ( v_left, vecRightSide ); backPlane.InitializePlane ( vForward, GetAbsOrigin() );
AISquadIter_t iter; for ( CAI_BaseNPC *pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) ) { if ( pSquadMember == NULL ) continue;
if ( pSquadMember == this ) continue;
if ( backPlane.PointInFront ( pSquadMember->GetAbsOrigin() ) && leftPlane.PointInFront ( pSquadMember->GetAbsOrigin() ) && rightPlane.PointInFront ( pSquadMember->GetAbsOrigin()) ) { // this guy is in the check volume! Don't shoot!
return false; } }
return true; }
void CHL1BaseNPC::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) { if ( info.GetDamage() >= 1.0 && !(info.GetDamageType() & DMG_SHOCK ) ) { UTIL_BloodSpray( ptr->endpos, vecDir, BloodColor(), 4, FX_BLOODSPRAY_ALL ); }
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator ); }
bool CHL1BaseNPC::ShouldGib( const CTakeDamageInfo &info ) { if ( info.GetDamageType() & DMG_NEVERGIB ) return false;
if ( ( g_pGameRules->Damage_ShouldGibCorpse( info.GetDamageType() ) && m_iHealth < GIB_HEALTH_VALUE ) || ( info.GetDamageType() & DMG_ALWAYSGIB ) ) return true; return false; }
bool CHL1BaseNPC::HasHumanGibs( void ) { Class_T myClass = Classify();
if ( myClass == CLASS_HUMAN_MILITARY || myClass == CLASS_PLAYER_ALLY || myClass == CLASS_HUMAN_PASSIVE || myClass == CLASS_PLAYER )
return true;
return false; }
bool CHL1BaseNPC::HasAlienGibs( void ) { Class_T myClass = Classify();
if ( myClass == CLASS_ALIEN_MILITARY || myClass == CLASS_ALIEN_MONSTER || myClass == CLASS_INSECT || myClass == CLASS_ALIEN_PREDATOR || myClass == CLASS_ALIEN_PREY )
return true;
return false; }
void CHL1BaseNPC::Precache( void ) { PrecacheModel( "models/gibs/agibs.mdl" ); PrecacheModel( "models/gibs/hgibs.mdl" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CHL1BaseNPC::CorpseGib( const CTakeDamageInfo &info ) { CEffectData data; data.m_vOrigin = WorldSpaceCenter(); data.m_vNormal = data.m_vOrigin - info.GetDamagePosition(); VectorNormalize( data.m_vNormal ); data.m_flScale = RemapVal( m_iHealth, 0, -500, 1, 3 ); data.m_flScale = clamp( data.m_flScale, 1, 3 );
if ( HasAlienGibs() ) data.m_nMaterial = ALIEN_GIBS; else if ( HasHumanGibs() ) data.m_nMaterial = HUMAN_GIBS; data.m_nColor = BloodColor();
DispatchEffect( "HL1Gib", data );
CSoundEnt::InsertSound( SOUND_MEAT, GetAbsOrigin(), 256, 0.5f, this );
/// BaseClass::CorpseGib( info );
return true; }
int CHL1BaseNPC::IRelationPriority( CBaseEntity *pTarget ) { return BaseClass::IRelationPriority( pTarget ); }
void CHL1BaseNPC::EjectShell( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int iType ) { CEffectData data; data.m_vStart = vecVelocity; data.m_vOrigin = vecOrigin; data.m_vAngles = QAngle( 0, rotation, 0 ); data.m_fFlags = iType;
DispatchEffect( "HL1ShellEject", data ); }
// HL1 version - never return Ragdoll as the automatic schedule at the end of a
// scripted sequence
int CHL1BaseNPC::SelectDeadSchedule() { // Alread dead (by animation event maybe?)
// Is it safe to set it to SCHED_NONE?
if ( m_lifeState == LIFE_DEAD ) return SCHED_NONE;
CleanupOnDeath(); return SCHED_DIE; }
|