📄 hl1_ai_basenpc.cpp
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/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#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;
VectorAngles( ( GetEnemy()->WorldSpaceCenter() - GetAbsOrigin() ), vAngleToEnemy );
//!!!BUGBUG - to fix this, the planes must be aligned to where the monster will be firing its gun, not the direction it is facing!!!
if ( GetEnemy() != NULL )
{
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 )
{
if ( info.GetDamage() >= 1.0 && !(info.GetDamageType() & DMG_SHOCK ) )
{
UTIL_BloodSpray( ptr->endpos, vecDir, BloodColor(), 4, FX_BLOODSPRAY_ALL );
}
BaseClass::TraceAttack( info, vecDir, ptr );
}
bool CHL1BaseNPC::ShouldGib( const CTakeDamageInfo &info )
{
if ( info.GetDamageType() & DMG_NEVERGIB )
return false;
if ( ( info.GetDamageType() & DMG_GIB_CORPSE && 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 )
{
engine->PrecacheModel( "models/agibs.mdl" );
engine->PrecacheModel( "models/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 );
}
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