示例#1
0
// make the harvester look at his enemy
bool CASW_Harvester::OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval )
{
  	Vector		vecFacePosition = vec3_origin;
	CBaseEntity	*pFaceTarget = NULL;
	bool		bFaceTarget = false;

	if ( GetEnemy() && GetNavigator()->GetMovementActivity() == ACT_RUN )
  	{
		Vector vecEnemyLKP = GetEnemyLKP();
		
		// Only start facing when we're close enough
		if ( ( UTIL_DistApprox( vecEnemyLKP, GetAbsOrigin() ) < 1500 ) )
		{
			vecFacePosition = vecEnemyLKP;
			pFaceTarget = GetEnemy();
			bFaceTarget = true;
		}
	}

	// Face
	if ( bFaceTarget )
	{
		AddFacingTarget( pFaceTarget, vecFacePosition, 1.0, 0.2 );
	}

	return BaseClass::OverrideMoveFacing( move, flInterval );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Roller::MarcoSound( void )
{
	if( gpGlobals->curtime < m_flTimeMarcoSound )
	{
		return;
	}

	EmitSound( "NPC_Roller.Marco" );


	// Look for all the other rollers in the effective radius and tell them to polo me.
	CBaseEntity *pEntity = gEntList.FindEntityByClassname(  NULL, "npc_roller" );
	while( pEntity )
	{
		if( UTIL_DistApprox( GetAbsOrigin(), pEntity->GetAbsOrigin() ) <= ROLLER_MARCOPOLO_DIST )
		{
			CNPC_Roller *pRoller;

			pRoller = dynamic_cast<CNPC_Roller *>(pEntity);

			if( pRoller && pRoller != this )
			{
				// Don't interfere with a roller that's 
				// supposed to be replying to someone else.
				if( pRoller->m_flTimePoloSound == TIME_NEVER )
				{
					// Tell this Roller to polo in a couple seconds.
					pRoller->m_flTimePoloSound = gpGlobals->curtime + 1 + random->RandomFloat( 0, 2 );

					// Tell him also not to marco for quite some time.
					pRoller->m_flTimeMarcoSound = gpGlobals->curtime + ROLLER_MARCO_FREQUENCY * 2;
				}
			}
		}

		pEntity = gEntList.FindEntityByClassname( pEntity, "npc_roller" );
	}
	
	
	
	m_flTimeMarcoSound = gpGlobals->curtime + ROLLER_MARCO_FREQUENCY;
}
//-----------------------------------------------------------------------------
// Purpose: 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehaviorZombie::CanJumpToAttachToVehicle( void )
{
	// FIXME: Probably move this up one level and out of this function
	if ( m_flNextLeapTime > gpGlobals->curtime )
		return false;

	// Predict an attachment jump
	CBaseEntity *pEnemy = GetOuter()->GetEnemy();

	Vector	vecPredictedPosition;
	UTIL_PredictedPosition( pEnemy, 1.0f, &vecPredictedPosition );

	float flDist = UTIL_DistApprox( vecPredictedPosition, GetOuter()->GetAbsOrigin() );

	// If we're facing them enough, allow the jump
	if ( ( flDist < JUMP_ATTACH_DIST_THRESHOLD ) && UTIL_IsFacingWithinTolerance( GetOuter(), pEnemy, JUMP_ATTACH_FACING_THRESHOLD ) )
		return true;

	return false;
}
示例#4
0
//---------------------------------------------------------
// Count of all the weapons in the world of my type and
// see if we have a surplus. If there is a surplus, try
// to find suitable candidates for removal.
//
// Right now we just remove the first weapons we find that
// are behind the player, or are out of the player's PVS. 
// Later, we may want to score the results so that we
// removed the farthest gun that's not in the player's 
// viewcone, etc.
//
// Some notes and thoughts:
//
// This code is designed NOT to remove weapons that are 
// hand-placed by level designers. It should only clean
// up weapons dropped by dead NPCs, which is useful in
// situations where enemies are spawned in for a sustained
// period of time.
//
// Right now we PREFER to remove weapons that are not in the
// player's PVS, but this could be opposite of what we 
// really want. We may only want to conduct the cleanup on
// weapons that are IN the player's PVS.
//---------------------------------------------------------
void CGameWeaponManager::Think()
{
	int i;

	// Don't have to think all that often. 
	SetNextThink( gpGlobals->curtime + 2.0 );

	const char *pszWeaponName = STRING( m_iszWeaponName );

	CUtlVector<CBaseEntity *> candidates( 0, 64 );

	if ( m_bExpectingWeapon )
	{
		CBaseCombatWeapon *pWeapon = NULL;
		// Firstly, count the total number of weapons of this type in the world.
		// Also count how many of those can potentially be removed.
		pWeapon = assert_cast<CBaseCombatWeapon *>(gEntList.FindEntityByClassname( pWeapon, pszWeaponName ));

		while( pWeapon )
		{
			if( !pWeapon->IsEffectActive( EF_NODRAW ) && pWeapon->IsRemoveable() )
			{
				candidates.AddToTail( pWeapon );
			}

			pWeapon = assert_cast<CBaseCombatWeapon *>(gEntList.FindEntityByClassname( pWeapon, pszWeaponName ));
		}
	}
	else
	{
		for ( i = 0; i < m_ManagedNonWeapons.Count(); i++)
		{
			CBaseEntity *pEntity = m_ManagedNonWeapons[i];
			if ( pEntity )
			{
				Assert( pEntity->m_iClassname == m_iszWeaponName );
				if ( !pEntity->IsEffectActive( EF_NODRAW ) )
				{
					candidates.AddToTail( pEntity );
				}
			}
			else
			{
				m_ManagedNonWeapons.FastRemove( i-- );
			}
		}
	}

	// Calculate the surplus.
	int surplus = candidates.Count() - m_iMaxPieces;

	// Based on what the player can see, try to clean up the world by removing weapons that
	// the player cannot see right at the moment.
	CBaseEntity *pCandidate;
	for ( i = 0; i < candidates.Count() && surplus > 0; i++ )
	{
		bool fRemovedOne = false;

		pCandidate = candidates[i];
		Assert( !pCandidate->IsEffectActive( EF_NODRAW ) );

//		if ( gpGlobals->maxClients == 1 )
		{
			CBasePlayer *pPlayer = UTIL_GetNearestVisiblePlayer(pCandidate);
			// Nodraw serves as a flag that this weapon is already being removed since
			// all we're really doing inside this loop is marking them for removal by
			// the entity system. We don't want to count the same weapon as removed
			// more than once.
			if( !UTIL_FindClientInPVS( pCandidate->edict() ) )
			{
				fRemovedOne = true;
			}
			else if( !pPlayer->FInViewCone( pCandidate ) )
			{
				fRemovedOne = true;
			}
			else if ( UTIL_DistApprox( pPlayer->GetAbsOrigin(), pCandidate->GetAbsOrigin() ) > (30*12) )
			{
				fRemovedOne = true;
			}
		}
//		else
//		{
//			fRemovedOne = true;
//		}

		if( fRemovedOne )
		{
			pCandidate->AddEffects( EF_NODRAW );
			UTIL_Remove( pCandidate );

			DevMsg( 2, "Surplus %s removed\n", pszWeaponName);
			surplus--;
		}
	}
}
示例#5
0
//-----------------------------------------------------------------------------
// Purpose: Activate any nearby bugbait targets
//			Returns true if the bugbait target wants to suppress the call.
//-----------------------------------------------------------------------------
bool CGrenadeBugBait::ActivateBugbaitTargets( CBaseEntity *pOwner, Vector vecOrigin, bool bSqueezed )
{
	//Attempt to activate any spawners in a radius around the bugbait
	CBaseEntity*	pList[100];
	Vector			delta( bugbait_grenade_radius.GetFloat(), bugbait_grenade_radius.GetFloat(), bugbait_grenade_radius.GetFloat() );
	bool			suppressCall = false;

	int count = UTIL_EntitiesInBox( pList, 100, vecOrigin - delta, vecOrigin + delta, 0 );
	
	// If the bugbait's been thrown, look for nearby targets to affect
	if ( !bSqueezed )
	{
		for ( int i = 0; i < count; i++ )
		{
			// If close enough, make combine soldiers freak out when hit
			if ( UTIL_DistApprox( pList[i]->WorldSpaceCenter(), vecOrigin ) < bugbait_grenade_radius.GetFloat() )
			{
				// Must be a soldier
				if ( FClassnameIs( pList[i], "npc_combine_s") )
				{
					CAI_BaseNPC *pCombine = pList[i]->MyNPCPointer();

					if ( pCombine != NULL )
					{
						trace_t tr;
						UTIL_TraceLine( vecOrigin, pCombine->EyePosition(), MASK_ALL, pOwner, COLLISION_GROUP_NONE, &tr);

						if ( tr.fraction == 1.0 || tr.m_pEnt == pCombine )
						{
							// Randomize the start time a little so multiple combine hit by 
							// the same bugbait don't all dance in synch.
							g_EventQueue.AddEvent( pCombine, "HitByBugbait", RandomFloat(0, 0.5), pOwner, pOwner );
						}
					}
				}
			}
		}
	}
	// Iterate over all sensors to see if they detected this impact
	for ( CBugBaitSensor *pSensor = GetBugBaitSensorList(); pSensor != NULL; pSensor = pSensor->m_pNext )
	{
		if ( pSensor == NULL )
			continue;

		if ( pSensor->IsDisabled() )
			continue;

		if ( bSqueezed && pSensor->DetectsSqueeze() == false )
			continue;

		if ( !bSqueezed && pSensor->DetectsThrown() == false )
			continue;

		//Make sure we're within range of the sensor
		if ( pSensor->GetRadius() > ( pSensor->GetAbsOrigin() - vecOrigin ).Length() )
		{
			//Tell the sensor it's been hit
			if ( pSensor->Baited( pOwner ) )
			{
				//If we're suppressing the call to antlions, then don't make a bugbait sound
				if ( pSensor->SuppressCall() )
				{
					suppressCall = true;
				}
			}
		}
	}

	return suppressCall;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CNPC_Bullsquid::HandleAnimEvent( animevent_t *pEvent )
{
	switch( pEvent->event )
	{
		case BSQUID_AE_SPIT:
		{
			Vector vSpitPos;
			GetAttachment("mouth", vSpitPos);
			vSpitPos.z += 40.0f;
			Vector	vTarget;

			// If our enemy is looking at us and far enough away, lead him
			if (HasCondition(COND_ENEMY_FACING_ME) && UTIL_DistApprox(GetAbsOrigin(), GetEnemy()->GetAbsOrigin()) > (40 * 12))
			{
				UTIL_PredictedPosition(GetEnemy(), 0.5f, &vTarget);
				vTarget.z = GetEnemy()->GetAbsOrigin().z;
			}
			else
			{
				// Otherwise he can't see us and he won't be able to dodge
				vTarget = GetEnemy()->BodyTarget(vSpitPos, true);
			}

			vTarget[2] += random->RandomFloat(0.0f, 32.0f);

			// Try and spit at our target
			Vector vecToss;
			if (GetSpitVector(vSpitPos, vTarget, &vecToss) == false)
			{
				DevMsg("GetSpitVector( vSpitPos, vTarget, &vecToss ) == false\n");
				// Now try where they were
				if (GetSpitVector(vSpitPos, m_vSavePosition, &vecToss) == false)
				{
					DevMsg("GetSpitVector( vSpitPos, m_vSavePosition, &vecToss ) == false\n");
					// Failing that, just shoot with the old velocity we calculated initially!
					vecToss = m_vecSaveSpitVelocity;
				}
			}

			// Find what our vertical theta is to estimate the time we'll impact the ground
			Vector vecToTarget = (vTarget - vSpitPos);
			VectorNormalize(vecToTarget);
			float flVelocity = VectorNormalize(vecToss);
			float flCosTheta = DotProduct(vecToTarget, vecToss);
			float flTime = (vSpitPos - vTarget).Length2D() / (flVelocity * flCosTheta);

			// Emit a sound where this is going to hit so that targets get a chance to act correctly
			CSoundEnt::InsertSound(SOUND_DANGER, vTarget, (15 * 12), flTime, this);

			// Don't fire again until this volley would have hit the ground (with some lag behind it)
			SetNextAttack(gpGlobals->curtime + flTime + random->RandomFloat(0.5f, 2.0f));

			for (int i = 0; i < 6; i++)
			{
				CGrenadeSpit *pGrenade = (CGrenadeSpit*)CreateEntityByName("grenade_spit");
				pGrenade->SetAbsOrigin(vSpitPos);
				pGrenade->SetAbsAngles(vec3_angle);
				DispatchSpawn(pGrenade);
				pGrenade->SetThrower(this);
				pGrenade->SetOwnerEntity(this);

				if (i == 0)
				{
					pGrenade->SetSpitSize(SPIT_LARGE);
					pGrenade->SetAbsVelocity(vecToss * flVelocity);
				}
				else
				{
					pGrenade->SetAbsVelocity((vecToss + RandomVector(-0.035f, 0.035f)) * flVelocity);
					pGrenade->SetSpitSize(random->RandomInt(SPIT_SMALL, SPIT_MEDIUM));
				}

				// Tumble through the air
				pGrenade->SetLocalAngularVelocity(QAngle(random->RandomFloat(-250, -500),
					random->RandomFloat(-250, -500),
					random->RandomFloat(-250, -500)));

			}

			for (int i = 0; i < 8; i++)
			{
				DispatchParticleEffect("blood_impact_yellow_01", vSpitPos + RandomVector(-12.0f, 12.0f), RandomAngle(0, 360));
			}

			EmitSound("NPC_Antlion.PoisonShoot");
		}
		break;

		case BSQUID_AE_BITE:
		{
		// SOUND HERE!
			CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_bite.GetFloat(), DMG_SLASH );
			if ( pHurt )
			{
				Vector forward, up;
				AngleVectors( GetAbsAngles(), &forward, NULL, &up );
				pHurt->ApplyAbsVelocityImpulse( 100 * (up-forward) );
				pHurt->SetGroundEntity( NULL );
			}
		}
		break;

		case BSQUID_AE_WHIP_SND:
		{
			EmitSound( "NPC_Bullsquid.TailWhip" );
			break;
		}

/*
		case BSQUID_AE_TAILWHIP:
		{
			CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_whip.GetFloat(), DMG_SLASH | DMG_ALWAYSGIB );
			if ( pHurt ) 
			{
				Vector right, up;
				AngleVectors( GetAbsAngles(), NULL, &right, &up );

				if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
					 pHurt->ViewPunch( QAngle( 20, 0, -20 ) );
			
				pHurt->ApplyAbsVelocityImpulse( 100 * (up+2*right) );
			}
		}
		break;
*/

		case BSQUID_AE_BLINK:
		{
			// close eye. 
			m_nSkin = 1;
		}
		break;

		case BSQUID_AE_HOP:
		{
			float flGravity = GetCurrentGravity();

			// throw the squid up into the air on this frame.
			if ( GetFlags() & FL_ONGROUND )
			{
				SetGroundEntity( NULL );
			}

			// jump 40 inches into the air
			Vector vecVel = GetAbsVelocity();
			vecVel.z += sqrt( flGravity * 2.0 * 40 );
			SetAbsVelocity( vecVel );
		}
		break;

		case BSQUID_AE_THROW:
			{
				// squid throws its prey IF the prey is a client. 
				CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), 0, 0 );


				if ( pHurt )
				{
					pHurt->ViewPunch( QAngle(20,0,-20) );
							
					// screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels.
					UTIL_ScreenShake( pHurt->GetAbsOrigin(), 25.0, 1.5, 0.7, 2, SHAKE_START );

					// If the player, throw him around
					if ( pHurt->IsPlayer())
					{
						Vector forward, up;
						AngleVectors( GetLocalAngles(), &forward, NULL, &up );
						pHurt->ApplyAbsVelocityImpulse( forward * 300 + up * 300 );
					}
					// If not the player see if has bullsquid throw interatcion
					else
					{
						CBaseCombatCharacter *pVictim = ToBaseCombatCharacter( pHurt );
						if (pVictim)
						{
							if ( pVictim->DispatchInteraction( g_interactionBullsquidThrow, NULL, this ) )
							{
								Vector forward, up;
								AngleVectors( GetLocalAngles(), &forward, NULL, &up );
								pVictim->ApplyAbsVelocityImpulse( forward * 300 + up * 250 );
							}
						}
					}
				}
			}
		break;

		default:
			BaseClass::HandleAnimEvent( pEvent );
	}
}