Team Fortress 2 Source Code as on 22/4/2020
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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;
}