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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements the headcrab, a tiny, jumpy alien parasite.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "game.h"
#include "ai_default.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "ai_route.h"
#include "ai_motor.h"
#include "npcevent.h"
#include "hl1_npc_headcrab.h"
#include "gib.h"
//#include "AI_Interactions.h"
#include "ndebugoverlay.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "movevars_shared.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
extern void ClearMultiDamage(void); extern void ApplyMultiDamage( void );
ConVar sk_headcrab_health( "sk_headcrab_health","20"); ConVar sk_headcrab_dmg_bite( "sk_headcrab_dmg_bite","10");
#define CRAB_ATTN_IDLE (float)1.5
#define HEADCRAB_GUTS_GIB_COUNT 1
#define HEADCRAB_LEGS_GIB_COUNT 3
#define HEADCRAB_ALL_GIB_COUNT 5
#define HEADCRAB_MAX_JUMP_DIST 256
#define HEADCRAB_RUNMODE_ACCELERATE 1
#define HEADCRAB_RUNMODE_IDLE 2
#define HEADCRAB_RUNMODE_DECELERATE 3
#define HEADCRAB_RUNMODE_FULLSPEED 4
#define HEADCRAB_RUNMODE_PAUSE 5
#define HEADCRAB_RUN_MINSPEED 0.5
#define HEADCRAB_RUN_MAXSPEED 1.0
#define HC_AE_JUMPATTACK ( 2 )
BEGIN_DATADESC( CNPC_Headcrab ) // m_nGibCount - don't save
// Function Pointers
DEFINE_ENTITYFUNC( LeapTouch ), DEFINE_FIELD( m_vecJumpVel, FIELD_VECTOR ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( monster_headcrab, CNPC_Headcrab );
enum { SCHED_HEADCRAB_RANGE_ATTACK1 = LAST_SHARED_SCHEDULE, SCHED_FAST_HEADCRAB_RANGE_ATTACK1, };
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Headcrab::Spawn( void ) { Precache();
SetRenderColor( 255, 255, 255, 255 );
SetModel( "models/headcrab.mdl" ); m_iHealth = sk_headcrab_health.GetFloat();
SetHullType(HULL_TINY); SetHullSizeNormal();
SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); SetViewOffset( Vector(6, 0, 11) ); // Position of the eyes relative to NPC's origin.
m_bloodColor = BLOOD_COLOR_GREEN; m_flFieldOfView = 0.5; m_NPCState = NPC_STATE_NONE; m_nGibCount = HEADCRAB_ALL_GIB_COUNT; CapabilitiesClear(); CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 );
NPCInit(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Headcrab::Precache( void ) { PrecacheModel( "models/headcrab.mdl" ); // PrecacheModel( "models/hc_squashed01.mdl" );
// PrecacheModel( "models/gibs/hc_gibs.mdl" );
PrecacheScriptSound( "Headcrab.Bite" ); PrecacheScriptSound( "Headcrab.Attack" ); PrecacheScriptSound( "Headcrab.Idle" ); PrecacheScriptSound( "Headcrab.Die" ); PrecacheScriptSound( "Headcrab.Alert" ); PrecacheScriptSound( "Headcrab.Pain" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Headcrab::IdleSound() { HeadCrabSound( "Headcrab.Idle" ); }
void CNPC_Headcrab::AlertSound() { HeadCrabSound( "Headcrab.Alert" ); }
void CNPC_Headcrab::PainSound( const CTakeDamageInfo &info ) { HeadCrabSound( "Headcrab.Pain" ); }
void CNPC_Headcrab::DeathSound( const CTakeDamageInfo &info ) { HeadCrabSound( "Headcrab.Die" ); }
void CNPC_Headcrab::HeadCrabSound( const char *pchSound ) { CPASAttenuationFilter filter( this, ATTN_IDLE );
CSoundParameters params; if ( GetParametersForSound( pchSound, params, NULL ) ) { EmitSound_t ep( params );
ep.m_flVolume = GetSoundVolume(); ep.m_nPitch = GetVoicePitch();
EmitSound( filter, entindex(), ep ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pTask -
//-----------------------------------------------------------------------------
void CNPC_Headcrab::StartTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_RANGE_ATTACK1: { SetIdealActivity( ACT_RANGE_ATTACK1 ); SetTouch( &CNPC_Headcrab::LeapTouch ); break; }
default: { BaseClass::StartTask( pTask ); } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTask -
//-----------------------------------------------------------------------------
void CNPC_Headcrab::RunTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_RANGE_ATTACK1: case TASK_RANGE_ATTACK2: { if ( IsSequenceFinished() ) { TaskComplete(); SetTouch( NULL ); SetIdealActivity( ACT_IDLE ); } break; }
default: { CAI_BaseNPC::RunTask( pTask ); } } }
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
int CNPC_Headcrab::SelectSchedule( void ) { switch ( m_NPCState ) { case NPC_STATE_ALERT: { if (HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE )) { if ( fabs( GetMotor()->DeltaIdealYaw() ) < ( 1.0 - m_flFieldOfView) * 60 ) // roughly in the correct direction
{ return SCHED_TAKE_COVER_FROM_ORIGIN; } else if ( SelectWeightedSequence( ACT_SMALL_FLINCH ) != -1 ) { return SCHED_SMALL_FLINCH; } } else if (HasCondition( COND_HEAR_DANGER ) || HasCondition( COND_HEAR_PLAYER ) || HasCondition( COND_HEAR_WORLD ) || HasCondition( COND_HEAR_COMBAT )) { return SCHED_ALERT_FACE_BESTSOUND; } else { return SCHED_PATROL_WALK; } break; } }
// no special cases here, call the base class
return BaseClass::SelectSchedule(); }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_Headcrab::Touch( CBaseEntity *pOther ) { // If someone has smacked me into a wall then gib!
/* if (m_NPCState == NPC_STATE_DEAD)
{ if (GetAbsVelocity().Length() > 250) { trace_t tr; Vector vecDir = GetAbsVelocity(); VectorNormalize(vecDir); UTIL_TraceLine(GetAbsOrigin(), GetAbsOrigin() + vecDir * 100, MASK_SOLID_BRUSHONLY, pev, COLLISION_GROUP_NONE, &tr); float dotPr = DotProduct(vecDir,tr.plane.normal); if ((tr.fraction != 1.0) && (dotPr < -0.8) ) { Event_Gibbed(); // Throw headcrab guts
CGib::SpawnSpecificGibs( this, HEADCRAB_GUTS_GIB_COUNT, 300, 400, "models/gibs/hc_gibs.mdl"); } } }*/ BaseClass::Touch(pOther); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pevInflictor -
// pevAttacker -
// flDamage -
// bitsDamageType -
// Output :
//-----------------------------------------------------------------------------
int CNPC_Headcrab::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo ) { CTakeDamageInfo info = inputInfo;
//
// Don't take any acid damage.
//
if ( info.GetDamageType() & DMG_ACID ) { return 0; }
return BaseClass::OnTakeDamage_Alive( info ); }
float CNPC_Headcrab::GetDamageAmount( void ) { return sk_headcrab_dmg_bite.GetFloat(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : Type -
// Output : CAI_Schedule *
//-----------------------------------------------------------------------------
int CNPC_Headcrab::TranslateSchedule( int scheduleType ) { switch( scheduleType ) { case SCHED_RANGE_ATTACK1: return SCHED_HEADCRAB_RANGE_ATTACK1;
case SCHED_FAIL_TAKE_COVER: return SCHED_ALERT_FACE; }
return BaseClass::TranslateSchedule( scheduleType ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Headcrab::PrescheduleThink( void ) { BaseClass::PrescheduleThink(); //
// Make the crab coo a little bit in combat state.
//
if (( m_NPCState == NPC_STATE_COMBAT ) && ( random->RandomFloat( 0, 5 ) < 0.1 )) { IdleSound(); } }
//-----------------------------------------------------------------------------
// Purpose: For innate melee attack
// Input :
// Output :
//-----------------------------------------------------------------------------
int CNPC_Headcrab::RangeAttack1Conditions ( float flDot, float flDist ) { if ( gpGlobals->curtime < m_flNextAttack ) { return( 0 ); }
if ( !(GetFlags() & FL_ONGROUND) ) { return( 0 ); }
if ( flDist > 256 ) { return( COND_TOO_FAR_TO_ATTACK ); } else if ( flDot < 0.65 ) { return( COND_NOT_FACING_ATTACK ); }
return( COND_CAN_RANGE_ATTACK1 ); }
//-----------------------------------------------------------------------------
// Purpose: Indicates this monster's place in the relationship table.
// Output :
//-----------------------------------------------------------------------------
Class_T CNPC_Headcrab::Classify( void ) { return CLASS_ALIEN_PREY; }
//-----------------------------------------------------------------------------
// Purpose: Returns the real center of the monster. The bounding box is much larger
// than the actual creature so this is needed for targetting.
// Output : Vector
//-----------------------------------------------------------------------------
Vector CNPC_Headcrab::Center( void ) { return Vector( GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z + 6 ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &posSrc -
// Output : Vector
//-----------------------------------------------------------------------------
Vector CNPC_Headcrab::BodyTarget( const Vector &posSrc, bool bNoisy ) { return( Center() ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
float CNPC_Headcrab::MaxYawSpeed ( void ) { switch ( GetActivity() ) { case ACT_IDLE: return 30; break;
case ACT_RUN: case ACT_WALK: return 20; break;
case ACT_TURN_LEFT: case ACT_TURN_RIGHT: return 15; break;
case ACT_RANGE_ATTACK1: return 30; break;
default: return 30; break; }
return BaseClass::MaxYawSpeed(); }
//-----------------------------------------------------------------------------
// Purpose: LeapTouch - this is the headcrab's touch function when it is in the air.
// Input : *pOther -
//-----------------------------------------------------------------------------
void CNPC_Headcrab::LeapTouch( CBaseEntity *pOther ) { if ( pOther->Classify() == Classify() ) { return; }
// Don't hit if back on ground
if ( !(GetFlags() & FL_ONGROUND) && ( pOther->IsNPC() || pOther->IsPlayer() ) ) { BiteSound(); TouchDamage( pOther ); }
SetTouch( NULL ); }
//-----------------------------------------------------------------------------
// Purpose: Make the sound of this headcrab chomping a target.
// Input :
//-----------------------------------------------------------------------------
void CNPC_Headcrab::BiteSound( void ) { HeadCrabSound( "Headcrab.Bite" ); }
//-----------------------------------------------------------------------------
// Purpose: Deal the damage from the headcrab's touch attack.
//-----------------------------------------------------------------------------
void CNPC_Headcrab::TouchDamage( CBaseEntity *pOther ) { CTakeDamageInfo info( this, this, GetDamageAmount(), DMG_SLASH ); CalculateMeleeDamageForce( &info, GetAbsVelocity(), GetAbsOrigin() ); pOther->TakeDamage( info ); }
//-----------------------------------------------------------------------------
// Purpose: Catches the monster-specific messages that occur when tagged
// animation frames are played.
// Input : *pEvent -
//-----------------------------------------------------------------------------
void CNPC_Headcrab::HandleAnimEvent( animevent_t *pEvent ) { switch ( pEvent->event ) { case HC_AE_JUMPATTACK: { SetGroundEntity( NULL );
//
// Take him off ground so engine doesn't instantly reset FL_ONGROUND.
//
UTIL_SetOrigin( this, GetAbsOrigin() + Vector( 0 , 0 , 1 ));
Vector vecJumpDir; CBaseEntity *pEnemy = GetEnemy(); if ( pEnemy ) { Vector vecEnemyEyePos = pEnemy->EyePosition();
float gravity = GetCurrentGravity(); if ( gravity <= 1 ) { gravity = 1; }
//
// How fast does the headcrab need to travel to reach my enemy's eyes given gravity?
//
float height = ( vecEnemyEyePos.z - GetAbsOrigin().z ); if ( height < 16 ) { height = 16; } else if ( height > 120 ) { height = 120; } float speed = sqrt( 2 * gravity * height ); float time = speed / gravity;
//
// Scale the sideways velocity to get there at the right time
//
vecJumpDir = vecEnemyEyePos - GetAbsOrigin(); vecJumpDir = vecJumpDir / time;
//
// Speed to offset gravity at the desired height.
//
vecJumpDir.z = speed;
//
// Don't jump too far/fast.
//
float distance = vecJumpDir.Length(); if ( distance > 650 ) { vecJumpDir = vecJumpDir * ( 650.0 / distance ); } } else { //
// Jump hop, don't care where.
//
Vector forward, up; AngleVectors( GetAbsAngles(), &forward, NULL, &up ); vecJumpDir = Vector( forward.x, forward.y, up.z ) * 350; }
int iSound = random->RandomInt( 0 , 2 ); if ( iSound != 0 ) { AttackSound(); }
SetAbsVelocity( vecJumpDir ); m_flNextAttack = gpGlobals->curtime + 2; break; }
default: { CAI_BaseNPC::HandleAnimEvent( pEvent ); break; } } }
void CNPC_Headcrab::AttackSound( void ) { HeadCrabSound( "Headcrab.Attack" ); }
//------------------------------------------------------------------------------
//
// Schedules
//
//------------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( monster_headcrab, CNPC_Headcrab )
//=========================================================
// > SCHED_HEADCRAB_RANGE_ATTACK1
//=========================================================
DEFINE_SCHEDULE ( SCHED_HEADCRAB_RANGE_ATTACK1, " Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_IDEAL 0" " TASK_RANGE_ATTACK1 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_FACE_IDEAL 0" " TASK_WAIT_RANDOM 0.5" " " " Interrupts" " COND_ENEMY_OCCLUDED" " COND_NO_PRIMARY_AMMO" ) //=========================================================
// > SCHED_FAST_HEADCRAB_RANGE_ATTACK1
//=========================================================
DEFINE_SCHEDULE ( SCHED_FAST_HEADCRAB_RANGE_ATTACK1, " Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_IDEAL 0" " TASK_RANGE_ATTACK1 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " " " Interrupts" " COND_ENEMY_OCCLUDED" " COND_NO_PRIMARY_AMMO" )
AI_END_CUSTOM_NPC()
class CNPC_BabyCrab : public CNPC_Headcrab { DECLARE_CLASS( CNPC_BabyCrab, CNPC_Headcrab ); public: void Spawn( void ); void Precache( void ); unsigned int PhysicsSolidMaskForEntity( void ) const;
int RangeAttack1Conditions ( float flDot, float flDist ); float MaxYawSpeed( void ){ return 120.0f; } float GetDamageAmount( void );
virtual int GetVoicePitch( void ) { return PITCH_NORM + random->RandomInt( 40,50 ); } virtual float GetSoundVolume( void ) { return 0.8; } }; LINK_ENTITY_TO_CLASS( monster_babycrab, CNPC_BabyCrab );
unsigned int CNPC_BabyCrab::PhysicsSolidMaskForEntity( void ) const { unsigned int iMask = BaseClass::PhysicsSolidMaskForEntity();
iMask &= ~CONTENTS_MONSTERCLIP;
return iMask; }
void CNPC_BabyCrab::Spawn( void ) { CNPC_Headcrab::Spawn(); SetModel( "models/baby_headcrab.mdl" ); m_nRenderMode = kRenderTransTexture;
SetRenderColor( 255, 255, 255, 192 );
UTIL_SetSize(this, Vector(-12, -12, 0), Vector(12, 12, 24)); m_iHealth = sk_headcrab_health.GetFloat() * 0.25; // less health than full grown
}
void CNPC_BabyCrab::Precache( void ) { PrecacheModel( "models/baby_headcrab.mdl" ); CNPC_Headcrab::Precache(); }
int CNPC_BabyCrab::RangeAttack1Conditions( float flDot, float flDist ) { if ( GetFlags() & FL_ONGROUND ) { if ( GetGroundEntity() && ( GetGroundEntity()->GetFlags() & ( FL_CLIENT | FL_NPC ) ) ) return COND_CAN_RANGE_ATTACK1;
// A little less accurate, but jump from closer
if ( flDist <= 180 && flDot >= 0.55 ) return COND_CAN_RANGE_ATTACK1; }
return COND_NONE; }
float CNPC_BabyCrab::GetDamageAmount( void ) { return sk_headcrab_dmg_bite.GetFloat() * 0.3; }
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