source-sdk-2013-mapbase/sp/src/game/server/basecombatcharacter.cpp

4847 lines
142 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base combat character with no AI
//
//=============================================================================//
#include "cbase.h"
#include "basecombatcharacter.h"
#include "basecombatweapon.h"
#include "animation.h"
#include "gib.h"
#include "entitylist.h"
#include "gamerules.h"
#include "ai_basenpc.h"
#include "ai_squadslot.h"
#include "ammodef.h"
#include "ndebugoverlay.h"
#include "player.h"
#include "physics.h"
#include "engine/IEngineSound.h"
#include "tier1/strtools.h"
#include "sendproxy.h"
#include "EntityFlame.h"
#include "CRagdollMagnet.h"
#include "IEffects.h"
#include "iservervehicle.h"
#include "igamesystem.h"
#include "globals.h"
#include "physics_prop_ragdoll.h"
#include "physics_impact_damage.h"
#include "saverestore_utlvector.h"
#include "eventqueue.h"
#include "world.h"
#include "globalstate.h"
#include "items.h"
#include "movevars_shared.h"
#include "RagdollBoogie.h"
#include "rumble_shared.h"
#include "saverestoretypes.h"
#include "nav_mesh.h"
#ifdef NEXT_BOT
#include "NextBot/NextBotManager.h"
#endif
#ifdef HL2_DLL
#include "weapon_physcannon.h"
#include "hl2_gamerules.h"
#endif
#ifdef PORTAL
#include "portal_util_shared.h"
#include "prop_portal_shared.h"
#include "portal_shareddefs.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef HL2_DLL
extern int g_interactionBarnacleVictimReleased;
#endif //HL2_DLL
extern ConVar weapon_showproficiency;
ConVar ai_show_hull_attacks( "ai_show_hull_attacks", "0" );
ConVar ai_force_serverside_ragdoll( "ai_force_serverside_ragdoll", "0" );
ConVar nb_last_area_update_tolerance( "nb_last_area_update_tolerance", "4.0", FCVAR_CHEAT, "Distance a character needs to travel in order to invalidate cached area" ); // 4.0 tested as sweet spot (for wanderers, at least). More resulted in little benefit, less quickly diminished benefit [7/31/2008 tom]
#ifdef MAPBASE
// ShouldUseVisibilityCache() is used as an actual function now
ConVar ai_use_visibility_cache( "ai_use_visibility_cache", "1" );
#else
#ifndef _RETAIL
ConVar ai_use_visibility_cache( "ai_use_visibility_cache", "1" );
#define ShouldUseVisibilityCache() ai_use_visibility_cache.GetBool()
#else
#define ShouldUseVisibilityCache() true
#endif
#endif
BEGIN_DATADESC( CBaseCombatCharacter )
#ifdef INVASION_DLL
DEFINE_FIELD( m_iPowerups, FIELD_INTEGER ),
DEFINE_ARRAY( m_flPowerupAttemptTimes, FIELD_TIME, MAX_POWERUPS ),
DEFINE_ARRAY( m_flPowerupEndTimes, FIELD_TIME, MAX_POWERUPS ),
DEFINE_FIELD( m_flFractionalBoost, FIELD_FLOAT ),
#endif
DEFINE_FIELD( m_flNextAttack, FIELD_TIME ),
DEFINE_FIELD( m_eHull, FIELD_INTEGER ),
DEFINE_FIELD( m_bloodColor, FIELD_INTEGER ),
DEFINE_FIELD( m_iDamageCount, FIELD_INTEGER ),
DEFINE_FIELD( m_flFieldOfView, FIELD_FLOAT ),
DEFINE_FIELD( m_HackedGunPos, FIELD_VECTOR ),
DEFINE_KEYFIELD( m_RelationshipString, FIELD_STRING, "Relationship" ),
DEFINE_FIELD( m_LastHitGroup, FIELD_INTEGER ),
DEFINE_FIELD( m_flDamageAccumulator, FIELD_FLOAT ),
DEFINE_INPUT( m_impactEnergyScale, FIELD_FLOAT, "physdamagescale" ),
DEFINE_FIELD( m_CurrentWeaponProficiency, FIELD_INTEGER),
#ifdef MAPBASE
DEFINE_INPUT( m_ProficiencyOverride, FIELD_INTEGER, "SetProficiencyOverride"),
#endif
DEFINE_UTLVECTOR( m_Relationship, FIELD_EMBEDDED),
DEFINE_AUTO_ARRAY( m_iAmmo, FIELD_INTEGER ),
DEFINE_AUTO_ARRAY( m_hMyWeapons, FIELD_EHANDLE ),
DEFINE_FIELD( m_hActiveWeapon, FIELD_EHANDLE ),
#ifdef MAPBASE
DEFINE_INPUT( m_bForceServerRagdoll, FIELD_BOOLEAN, "SetForceServerRagdoll" ),
#else
DEFINE_FIELD( m_bForceServerRagdoll, FIELD_BOOLEAN ),
#endif
DEFINE_FIELD( m_bPreventWeaponPickup, FIELD_BOOLEAN ),
#ifndef MAPBASE // See CBaseEntity::InputKilledNPC()
DEFINE_INPUTFUNC( FIELD_VOID, "KilledNPC", InputKilledNPC ),
#endif
#ifdef MAPBASE
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetBloodColor", InputSetBloodColor ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetRelationship", InputSetRelationship ),
DEFINE_INPUTFUNC( FIELD_VOID, "HolsterWeapon", InputHolsterWeapon ),
DEFINE_INPUTFUNC( FIELD_VOID, "HolsterAndDestroyWeapon", InputHolsterAndDestroyWeapon ),
DEFINE_INPUTFUNC( FIELD_STRING, "UnholsterWeapon", InputUnholsterWeapon ),
DEFINE_INPUTFUNC( FIELD_STRING, "SwitchToWeapon", InputSwitchToWeapon ),
DEFINE_INPUTFUNC( FIELD_STRING, "GiveWeapon", InputGiveWeapon ),
DEFINE_INPUTFUNC( FIELD_STRING, "DropWeapon", InputDropWeapon ),
DEFINE_INPUTFUNC( FIELD_EHANDLE, "PickupWeaponInstant", InputPickupWeaponInstant ),
DEFINE_OUTPUT( m_OnWeaponEquip, "OnWeaponEquip" ),
DEFINE_OUTPUT( m_OnWeaponDrop, "OnWeaponDrop" ),
DEFINE_OUTPUT( m_OnKilledEnemy, "OnKilledEnemy" ),
DEFINE_OUTPUT( m_OnKilledPlayer, "OnKilledPlayer" ),
DEFINE_OUTPUT( m_OnHealthChanged, "OnHealthChanged" ),
#endif
END_DATADESC()
#ifdef MAPBASE_VSCRIPT
ScriptHook_t CBaseCombatCharacter::g_Hook_RelationshipType;
ScriptHook_t CBaseCombatCharacter::g_Hook_RelationshipPriority;
BEGIN_ENT_SCRIPTDESC( CBaseCombatCharacter, CBaseFlex, "The base class shared by players and NPCs." )
DEFINE_SCRIPTFUNC_NAMED( GetScriptActiveWeapon, "GetActiveWeapon", "Get the character's active weapon entity." )
DEFINE_SCRIPTFUNC( WeaponCount, "Get the number of weapons a character possesses." )
DEFINE_SCRIPTFUNC_NAMED( GetScriptWeaponIndex, "GetWeapon", "Get a specific weapon in the character's inventory." )
DEFINE_SCRIPTFUNC_NAMED( GetScriptWeaponByType, "FindWeapon", "Find a specific weapon in the character's inventory by its classname." )
DEFINE_SCRIPTFUNC_NAMED( GetScriptAllWeapons, "GetAllWeapons", "Get the character's weapon inventory." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetCurrentWeaponProficiency, "GetCurrentWeaponProficiency", "Get the character's current proficiency (accuracy) with their current weapon." )
DEFINE_SCRIPTFUNC_NAMED( Weapon_ShootPosition, "ShootPosition", "Get the character's shoot position." )
DEFINE_SCRIPTFUNC_NAMED( Weapon_DropAll, "DropAllWeapons", "Make the character drop all of its weapons." )
DEFINE_SCRIPTFUNC_NAMED( ScriptEquipWeapon, "EquipWeapon", "Make the character equip the specified weapon entity. If they don't already own the weapon, they will acquire it instantly." )
DEFINE_SCRIPTFUNC_NAMED( ScriptDropWeapon, "DropWeapon", "Make the character drop the specified weapon entity if they own it." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetAmmoCount, "GetAmmoCount", "Get the ammo count of the specified ammo type." )
DEFINE_SCRIPTFUNC_NAMED( ScriptSetAmmoCount, "SetAmmoCount", "Set the ammo count of the specified ammo type." )
DEFINE_SCRIPTFUNC( DoMuzzleFlash, "Does a muzzle flash." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetAttackSpread, "GetAttackSpread", "Get the attack spread." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetSpreadBias, "GetSpreadBias", "Get the spread bias." )
DEFINE_SCRIPTFUNC_NAMED( ScriptRelationType, "GetRelationship", "Get a character's relationship to a specific entity." )
DEFINE_SCRIPTFUNC_NAMED( ScriptRelationPriority, "GetRelationPriority", "Get a character's relationship priority for a specific entity." )
DEFINE_SCRIPTFUNC_NAMED( ScriptSetRelationship, "SetRelationship", "Set a character's relationship with a specific entity." )
DEFINE_SCRIPTFUNC_NAMED( GetScriptVehicleEntity, "GetVehicleEntity", "Get the entity for a character's current vehicle if they're in one." )
DEFINE_SCRIPTFUNC_NAMED( ScriptInViewCone, "InViewCone", "Check if the specified position is in the character's viewcone." )
DEFINE_SCRIPTFUNC_NAMED( ScriptEntInViewCone, "EntInViewCone", "Check if the specified entity is in the character's viewcone." )
DEFINE_SCRIPTFUNC_NAMED( ScriptInAimCone, "InAimCone", "Check if the specified position is in the character's aim cone." )
DEFINE_SCRIPTFUNC_NAMED( ScriptEntInViewCone, "EntInAimCone", "Check if the specified entity is in the character's aim cone." )
DEFINE_SCRIPTFUNC_NAMED( ScriptBodyAngles, "BodyAngles", "Get the body's angles." )
DEFINE_SCRIPTFUNC( BodyDirection2D, "Get the body's 2D direction." )
DEFINE_SCRIPTFUNC( BodyDirection3D, "Get the body's 3D direction." )
DEFINE_SCRIPTFUNC( HeadDirection2D, "Get the head's 2D direction." )
DEFINE_SCRIPTFUNC( HeadDirection3D, "Get the head's 3D direction." )
DEFINE_SCRIPTFUNC( EyeDirection2D, "Get the eyes' 2D direction." )
DEFINE_SCRIPTFUNC( EyeDirection3D, "Get the eyes' 3D direction." )
//
// Hooks
//
BEGIN_SCRIPTHOOK( CBaseCombatCharacter::g_Hook_RelationshipType, "RelationshipType", FIELD_INTEGER, "Called when a character's relationship to another entity is requested. Returning a disposition will make the game use that disposition instead of the default relationship. (note: 'default' in this case includes overrides from ai_relationship/SetRelationship)" )
DEFINE_SCRIPTHOOK_PARAM( "entity", FIELD_HSCRIPT )
DEFINE_SCRIPTHOOK_PARAM( "def", FIELD_INTEGER )
END_SCRIPTHOOK()
BEGIN_SCRIPTHOOK( CBaseCombatCharacter::g_Hook_RelationshipPriority, "RelationshipPriority", FIELD_INTEGER, "Called when a character's relationship priority for another entity is requested. Returning a number will make the game use that priority instead of the default priority. (note: 'default' in this case includes overrides from ai_relationship/SetRelationship)" )
DEFINE_SCRIPTHOOK_PARAM( "entity", FIELD_HSCRIPT )
DEFINE_SCRIPTHOOK_PARAM( "def", FIELD_INTEGER )
END_SCRIPTHOOK()
END_SCRIPTDESC();
#endif
BEGIN_SIMPLE_DATADESC( Relationship_t )
DEFINE_FIELD( entity, FIELD_EHANDLE ),
DEFINE_FIELD( classType, FIELD_INTEGER ),
DEFINE_FIELD( disposition, FIELD_INTEGER ),
DEFINE_FIELD( priority, FIELD_INTEGER ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Init static variables
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::m_lastInteraction = 0;
Relationship_t** CBaseCombatCharacter::m_DefaultRelationship = NULL;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CCleanupDefaultRelationShips : public CAutoGameSystem
{
public:
CCleanupDefaultRelationShips( char const *name ) : CAutoGameSystem( name )
{
}
virtual void Shutdown()
{
if ( !CBaseCombatCharacter::m_DefaultRelationship )
return;
for ( int i=0; i<NUM_AI_CLASSES; ++i )
{
delete[] CBaseCombatCharacter::m_DefaultRelationship[ i ];
}
delete[] CBaseCombatCharacter::m_DefaultRelationship;
CBaseCombatCharacter::m_DefaultRelationship = NULL;
}
};
static CCleanupDefaultRelationShips g_CleanupDefaultRelationships( "CCleanupDefaultRelationShips" );
void *SendProxy_SendBaseCombatCharacterLocalDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
{
// Only send to local player if this is a player
pRecipients->ClearAllRecipients();
CBaseCombatCharacter *pBCC = ( CBaseCombatCharacter * )pStruct;
if ( pBCC != NULL)
{
if ( pBCC->IsPlayer() )
{
pRecipients->SetOnly( pBCC->entindex() - 1 );
}
else
{
// If it's a vehicle, send to "driver" (e.g., operator of tf2 manned guns)
IServerVehicle *pVehicle = pBCC->GetServerVehicle();
if ( pVehicle != NULL )
{
CBaseCombatCharacter *pDriver = pVehicle->GetPassenger();
if ( pDriver != NULL )
{
pRecipients->SetOnly( pDriver->entindex() - 1 );
}
}
}
}
return ( void * )pVarData;
}
REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendBaseCombatCharacterLocalDataTable );
// Only send active weapon index to local player
BEGIN_SEND_TABLE_NOBASE( CBaseCombatCharacter, DT_BCCLocalPlayerExclusive )
SendPropTime( SENDINFO( m_flNextAttack ) ),
END_SEND_TABLE();
//-----------------------------------------------------------------------------
// This table encodes the CBaseCombatCharacter
//-----------------------------------------------------------------------------
IMPLEMENT_SERVERCLASS_ST(CBaseCombatCharacter, DT_BaseCombatCharacter)
#ifdef GLOWS_ENABLE
SendPropBool( SENDINFO( m_bGlowEnabled ) ),
#endif // GLOWS_ENABLE
// Data that only gets sent to the local player.
SendPropDataTable( "bcc_localdata", 0, &REFERENCE_SEND_TABLE(DT_BCCLocalPlayerExclusive), SendProxy_SendBaseCombatCharacterLocalDataTable ),
SendPropEHandle( SENDINFO( m_hActiveWeapon ) ),
SendPropArray3( SENDINFO_ARRAY3(m_hMyWeapons), SendPropEHandle( SENDINFO_ARRAY(m_hMyWeapons) ) ),
#ifdef INVASION_DLL
SendPropInt( SENDINFO(m_iPowerups), MAX_POWERUPS, SPROP_UNSIGNED ),
#endif
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Interactions
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::InitInteractionSystem()
{
// interaction ids continue to go up with every map load, otherwise you get
// collisions if a future map has a different set of NPCs from a current map
}
//-----------------------------------------------------------------------------
// Purpose: Return an interaction ID (so we have no collisions)
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::GetInteractionID(void)
{
m_lastInteraction++;
return (m_lastInteraction);
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose: New method of adding interactions which allows their name to be available (currently used for VScript)
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::AddInteractionWithString( int &interaction, const char *szName )
{
interaction = GetInteractionID();
if (g_pScriptVM)
{
ScriptRegisterConstantNamed( g_pScriptVM, interaction, szName, "An interaction which could be used with HandleInteraction or DispatchInteraction. NOTE: These are usually only initialized by certain types of NPCs when an instance of one spawns in the level for the first time!!! (the fact you're seeing this one means there was an NPC in the level which initialized it)" );
}
}
#endif
// ============================================================================
bool CBaseCombatCharacter::HasHumanGibs( void )
{
#if defined( HL2_DLL )
Class_T myClass = Classify();
if ( myClass == CLASS_CITIZEN_PASSIVE ||
myClass == CLASS_CITIZEN_REBEL ||
myClass == CLASS_COMBINE ||
myClass == CLASS_CONSCRIPT ||
myClass == CLASS_METROPOLICE ||
myClass == CLASS_PLAYER )
return true;
#elif defined( HL1_DLL )
Class_T myClass = Classify();
if ( myClass == CLASS_HUMAN_MILITARY ||
myClass == CLASS_PLAYER_ALLY ||
myClass == CLASS_HUMAN_PASSIVE ||
myClass == CLASS_PLAYER )
{
return true;
}
#elif defined( CSPORT_DLL )
Class_T myClass = Classify();
if ( myClass == CLASS_PLAYER )
{
return true;
}
#endif
return false;
}
bool CBaseCombatCharacter::HasAlienGibs( void )
{
#if defined( HL2_DLL )
Class_T myClass = Classify();
if ( myClass == CLASS_BARNACLE ||
myClass == CLASS_STALKER ||
myClass == CLASS_ZOMBIE ||
myClass == CLASS_VORTIGAUNT ||
myClass == CLASS_HEADCRAB )
{
return true;
}
#elif defined( HL1_DLL )
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;
}
#endif
return false;
}
void CBaseCombatCharacter::CorpseFade( void )
{
StopAnimation();
SetAbsVelocity( vec3_origin );
SetMoveType( MOVETYPE_NONE );
SetLocalAngularVelocity( vec3_angle );
m_flAnimTime = gpGlobals->curtime;
IncrementInterpolationFrame();
SUB_StartFadeOut();
}
//-----------------------------------------------------------------------------
// Visibility caching
//-----------------------------------------------------------------------------
struct VisibilityCacheEntry_t
{
CBaseEntity *pEntity1;
CBaseEntity *pEntity2;
EHANDLE pBlocker;
float time;
};
class CVisibilityCacheEntryLess
{
public:
CVisibilityCacheEntryLess( int ) {}
bool operator!() const { return false; }
bool operator()( const VisibilityCacheEntry_t &lhs, const VisibilityCacheEntry_t &rhs ) const
{
return ( memcmp( &lhs, &rhs, offsetof( VisibilityCacheEntry_t, pBlocker ) ) < 0 );
}
};
static CUtlRBTree<VisibilityCacheEntry_t, unsigned short, CVisibilityCacheEntryLess> g_VisibilityCache;
const float VIS_CACHE_ENTRY_LIFE = ( !IsXbox() ) ? .090 : .500;
bool CBaseCombatCharacter::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
{
VPROF( "CBaseCombatCharacter::FVisible" );
#ifdef MAPBASE
if ( traceMask != MASK_BLOCKLOS || !ShouldUseVisibilityCache( pEntity ) || pEntity == this || !ai_use_visibility_cache.GetBool()
)
#else
if ( traceMask != MASK_BLOCKLOS || !ShouldUseVisibilityCache() || pEntity == this
#if defined(HL2_DLL)
|| Classify() == CLASS_BULLSEYE || pEntity->Classify() == CLASS_BULLSEYE
#endif
)
#endif
{
return BaseClass::FVisible( pEntity, traceMask, ppBlocker );
}
VisibilityCacheEntry_t cacheEntry;
if ( this < pEntity )
{
cacheEntry.pEntity1 = this;
cacheEntry.pEntity2 = pEntity;
}
else
{
cacheEntry.pEntity1 = pEntity;
cacheEntry.pEntity2 = this;
}
int iCache = g_VisibilityCache.Find( cacheEntry );
if ( iCache != g_VisibilityCache.InvalidIndex() )
{
if ( gpGlobals->curtime - g_VisibilityCache[iCache].time < VIS_CACHE_ENTRY_LIFE )
{
bool bCachedResult = !g_VisibilityCache[iCache].pBlocker.IsValid();
if ( bCachedResult )
{
if ( ppBlocker )
{
*ppBlocker = g_VisibilityCache[iCache].pBlocker;
if ( !*ppBlocker )
{
*ppBlocker = GetWorldEntity();
}
}
}
else
{
if ( ppBlocker )
{
*ppBlocker = NULL;
}
}
return bCachedResult;
}
}
else
{
if ( g_VisibilityCache.Count() != g_VisibilityCache.InvalidIndex() )
{
iCache = g_VisibilityCache.Insert( cacheEntry );
}
else
{
return BaseClass::FVisible( pEntity, traceMask, ppBlocker );
}
}
CBaseEntity *pBlocker = NULL;
if ( ppBlocker == NULL )
{
ppBlocker = &pBlocker;
}
bool bResult = BaseClass::FVisible( pEntity, traceMask, ppBlocker );
if ( !bResult )
{
g_VisibilityCache[iCache].pBlocker = *ppBlocker;
}
else
{
g_VisibilityCache[iCache].pBlocker = NULL;
}
g_VisibilityCache[iCache].time = gpGlobals->curtime;
return bResult;
}
void CBaseCombatCharacter::ResetVisibilityCache( CBaseCombatCharacter *pBCC )
{
VPROF( "CBaseCombatCharacter::ResetVisibilityCache" );
if ( !pBCC )
{
g_VisibilityCache.RemoveAll();
return;
}
int i = g_VisibilityCache.FirstInorder();
CUtlVector<unsigned short> removals;
while ( i != g_VisibilityCache.InvalidIndex() )
{
if ( g_VisibilityCache[i].pEntity1 == pBCC || g_VisibilityCache[i].pEntity2 == pBCC )
{
removals.AddToTail( i );
}
i = g_VisibilityCache.NextInorder( i );
}
for ( i = 0; i < removals.Count(); i++ )
{
g_VisibilityCache.RemoveAt( removals[i] );
}
}
#ifdef MAPBASE
bool CBaseCombatCharacter::ShouldUseVisibilityCache( CBaseEntity *pEntity )
{
#ifdef HL2_DLL
return Classify() != CLASS_BULLSEYE && pEntity->Classify() != CLASS_BULLSEYE;
#else
return true;
#endif
}
#endif
#ifdef PORTAL
bool CBaseCombatCharacter::FVisibleThroughPortal( const CProp_Portal *pPortal, CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
{
VPROF( "CBaseCombatCharacter::FVisible" );
if ( pEntity->GetFlags() & FL_NOTARGET )
return false;
#if HL1_DLL
// FIXME: only block LOS through opaque water
// don't look through water
if ((m_nWaterLevel != 3 && pEntity->m_nWaterLevel == 3)
|| (m_nWaterLevel == 3 && pEntity->m_nWaterLevel == 0))
return false;
#endif
Vector vecLookerOrigin = EyePosition();//look through the caller's 'eyes'
Vector vecTargetOrigin = pEntity->EyePosition();
// Use the custom LOS trace filter
CTraceFilterLOS traceFilter( this, COLLISION_GROUP_NONE, pEntity );
Vector vecTranslatedTargetOrigin;
UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecTargetOrigin, vecTranslatedTargetOrigin );
Ray_t ray;
ray.Init( vecLookerOrigin, vecTranslatedTargetOrigin );
trace_t tr;
// If we're doing an opaque search, include NPCs.
if ( traceMask == MASK_BLOCKLOS )
{
traceMask = MASK_BLOCKLOS_AND_NPCS;
}
UTIL_Portal_TraceRay_Bullets( pPortal, ray, traceMask, &traceFilter, &tr );
if (tr.fraction != 1.0 || tr.startsolid )
{
// If we hit the entity we're looking for, it's visible
if ( tr.m_pEnt == pEntity )
return true;
// Got line of sight on the vehicle the player is driving!
if ( pEntity && pEntity->IsPlayer() )
{
CBasePlayer *pPlayer = assert_cast<CBasePlayer*>( pEntity );
if ( tr.m_pEnt == pPlayer->GetVehicleEntity() )
return true;
}
if (ppBlocker)
{
*ppBlocker = tr.m_pEnt;
}
return false;// Line of sight is not established
}
return true;// line of sight is valid.
}
#endif
//-----------------------------------------------------------------------------
//=========================================================
// FInViewCone - returns true is the passed ent is in
// the caller's forward view cone. The dot product is performed
// in 2d, making the view cone infinitely tall.
//=========================================================
bool CBaseCombatCharacter::FInViewCone( CBaseEntity *pEntity )
{
return FInViewCone( pEntity->WorldSpaceCenter() );
}
//=========================================================
// FInViewCone - returns true is the passed Vector is in
// the caller's forward view cone. The dot product is performed
// in 2d, making the view cone infinitely tall.
//=========================================================
bool CBaseCombatCharacter::FInViewCone( const Vector &vecSpot )
{
Vector los = ( vecSpot - EyePosition() );
// do this in 2D
los.z = 0;
VectorNormalize( los );
Vector facingDir = EyeDirection2D( );
float flDot = DotProduct( los, facingDir );
if ( flDot > m_flFieldOfView )
return true;
return false;
}
#ifdef PORTAL
//=========================================================
// FInViewCone - returns true is the passed ent is in
// the caller's forward view cone. The dot product is performed
// in 2d, making the view cone infinitely tall.
//=========================================================
CProp_Portal* CBaseCombatCharacter::FInViewConeThroughPortal( CBaseEntity *pEntity )
{
return FInViewConeThroughPortal( pEntity->WorldSpaceCenter() );
}
//=========================================================
// FInViewCone - returns true is the passed Vector is in
// the caller's forward view cone. The dot product is performed
// in 2d, making the view cone infinitely tall.
//=========================================================
CProp_Portal* CBaseCombatCharacter::FInViewConeThroughPortal( const Vector &vecSpot )
{
int iPortalCount = CProp_Portal_Shared::AllPortals.Count();
if( iPortalCount == 0 )
return NULL;
const Vector ptEyePosition = EyePosition();
float fDistToBeat = 1e20; //arbitrarily high number
CProp_Portal *pBestPortal = NULL;
CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base();
// Check through both portals
for ( int iPortal = 0; iPortal < iPortalCount; ++iPortal )
{
CProp_Portal *pPortal = pPortals[iPortal];
// Check if this portal is active, linked, and in the view cone
if( pPortal->IsActivedAndLinked() && FInViewCone( pPortal ) )
{
// The facing direction is the eye to the portal to set up a proper FOV through the relatively small portal hole
Vector facingDir = pPortal->GetAbsOrigin() - ptEyePosition;
// If the portal isn't facing the eye, bail
if ( facingDir.Dot( pPortal->m_plane_Origin.normal ) > 0.0f )
continue;
// If the point is behind the linked portal, bail
if ( ( vecSpot - pPortal->m_hLinkedPortal->GetAbsOrigin() ).Dot( pPortal->m_hLinkedPortal->m_plane_Origin.normal ) < 0.0f )
continue;
// Remove height from the equation
facingDir.z = 0.0f;
float fPortalDist = VectorNormalize( facingDir );
// Translate the target spot across the portal
Vector vTranslatedVecSpot;
UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecSpot, vTranslatedVecSpot );
// do this in 2D
Vector los = ( vTranslatedVecSpot - ptEyePosition );
los.z = 0.0f;
float fSpotDist = VectorNormalize( los );
if( fSpotDist > fDistToBeat )
continue; //no point in going further, we already have a better portal
// If the target point is closer than the portal (banana juice), bail
// HACK: Extra 32 is a fix for the player who's origin can be on one side of a portal while his center mirrored across is closer than the portal.
if ( fPortalDist > fSpotDist + 32.0f )
continue;
// Get the worst case FOV from the portal's corners
float fFOVThroughPortal = 1.0f;
for ( int i = 0; i < 4; ++i )
{
//Vector vPortalCorner = pPortal->GetAbsOrigin() + vPortalRight * PORTAL_HALF_WIDTH * ( ( i / 2 == 0 ) ? ( 1.0f ) : ( -1.0f ) ) +
// vPortalUp * PORTAL_HALF_HEIGHT * ( ( i % 2 == 0 ) ? ( 1.0f ) : ( -1.0f ) );
Vector vEyeToCorner = pPortal->m_vPortalCorners[i] - ptEyePosition;
vEyeToCorner.z = 0.0f;
VectorNormalize( vEyeToCorner );
float flCornerDot = DotProduct( vEyeToCorner, facingDir );
if ( flCornerDot < fFOVThroughPortal )
fFOVThroughPortal = flCornerDot;
}
float flDot = DotProduct( los, facingDir );
// Use the tougher FOV of either the standard FOV or FOV clipped to the portal hole
if ( flDot > MAX( fFOVThroughPortal, m_flFieldOfView ) )
{
float fActualDist = ptEyePosition.DistToSqr( vTranslatedVecSpot );
if( fActualDist < fDistToBeat )
{
fDistToBeat = fActualDist;
pBestPortal = pPortal;
}
}
}
}
return pBestPortal;
}
#endif
//=========================================================
// FInAimCone - returns true is the passed ent is in
// the caller's forward aim cone. The dot product is performed
// in 2d, making the aim cone infinitely tall.
//=========================================================
bool CBaseCombatCharacter::FInAimCone( CBaseEntity *pEntity )
{
return FInAimCone( pEntity->BodyTarget( EyePosition() ) );
}
//=========================================================
// FInAimCone - returns true is the passed Vector is in
// the caller's forward aim cone. The dot product is performed
// in 2d, making the view cone infinitely tall. By default, the
// callers aim cone is assumed to be very narrow
//=========================================================
bool CBaseCombatCharacter::FInAimCone( const Vector &vecSpot )
{
Vector los = ( vecSpot - GetAbsOrigin() );
// do this in 2D
los.z = 0;
VectorNormalize( los );
Vector facingDir = BodyDirection2D( );
float flDot = DotProduct( los, facingDir );
if ( flDot > 0.994 )//!!!BUGBUG - magic number same as FacingIdeal(), what is this?
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: This is a generic function (to be implemented by sub-classes) to
// handle specific interactions between different types of characters
// (For example the barnacle grabbing an NPC)
// Input : The type of interaction, extra info pointer, and who started it
// Output : true - if sub-class has a response for the interaction
// false - if sub-class has no response
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt )
{
#ifdef HL2_DLL
if ( interactionType == g_interactionBarnacleVictimReleased )
{
// For now, throw away the NPC and leave the ragdoll.
UTIL_Remove( this );
return true;
}
#endif // HL2_DLL
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor : Initialize some fields
//-----------------------------------------------------------------------------
CBaseCombatCharacter::CBaseCombatCharacter( void )
{
#ifdef _DEBUG
// necessary since in debug, we initialize vectors to NAN for debugging
m_HackedGunPos.Init();
#endif
// Zero the damage accumulator.
m_flDamageAccumulator = 0.0f;
// Init weapon and Ammo data
m_hActiveWeapon = NULL;
// reset all ammo values to 0
RemoveAllAmmo();
// not alive yet
m_aliveTimer.Invalidate();
m_hasBeenInjured = 0;
for( int t=0; t<MAX_DAMAGE_TEAMS; ++t )
{
m_damageHistory[t].team = TEAM_INVALID;
}
// not standing on a nav area yet
m_lastNavArea = NULL;
m_registeredNavTeam = TEAM_INVALID;
for (int i = 0; i < MAX_WEAPONS; i++)
{
m_hMyWeapons.Set( i, NULL );
}
// Default so that spawned entities have this set
m_impactEnergyScale = 1.0f;
m_bForceServerRagdoll = ai_force_serverside_ragdoll.GetBool();
#ifdef GLOWS_ENABLE
m_bGlowEnabled.Set( false );
#endif // GLOWS_ENABLE
}
//------------------------------------------------------------------------------
// Purpose : Destructor
// Input :
// Output :
//------------------------------------------------------------------------------
CBaseCombatCharacter::~CBaseCombatCharacter( void )
{
ResetVisibilityCache( this );
ClearLastKnownArea();
}
//-----------------------------------------------------------------------------
// Purpose: Put the combat character into the environment
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Spawn( void )
{
BaseClass::Spawn();
SetBlocksLOS( false );
m_aliveTimer.Start();
m_hasBeenInjured = 0;
for( int t=0; t<MAX_DAMAGE_TEAMS; ++t )
{
m_damageHistory[t].team = TEAM_INVALID;
}
// not standing on a nav area yet
ClearLastKnownArea();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Precache()
{
BaseClass::Precache();
PrecacheScriptSound( "BaseCombatCharacter.CorpseGib" );
PrecacheScriptSound( "BaseCombatCharacter.StopWeaponSounds" );
PrecacheScriptSound( "BaseCombatCharacter.AmmoPickup" );
for ( int i = m_Relationship.Count() - 1; i >= 0 ; i--)
{
if ( !m_Relationship[i].entity && m_Relationship[i].classType == CLASS_NONE )
{
DevMsg( 2, "Removing relationship for lost entity\n" );
m_Relationship.FastRemove( i );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::Restore( IRestore &restore )
{
int status = BaseClass::Restore(restore);
if ( !status )
return 0;
if ( gpGlobals->eLoadType == MapLoad_Transition )
{
DevMsg( 2, "%s (%s) removing class relationships due to level transition\n", STRING( GetEntityName() ), GetClassname() );
for ( int i = m_Relationship.Count() - 1; i >= 0; --i )
{
if ( !m_Relationship[i].entity && m_Relationship[i].classType != CLASS_NONE )
{
m_Relationship.FastRemove( i );
}
}
}
return status;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::UpdateOnRemove( void )
{
int i;
// Make sure any weapons I didn't drop get removed.
for (i=0;i<MAX_WEAPONS;i++)
{
if (m_hMyWeapons[i])
{
UTIL_Remove( m_hMyWeapons[i] );
}
}
// tell owner ( if any ) that we're dead.This is mostly for NPCMaker functionality.
CBaseEntity *pOwner = GetOwnerEntity();
if ( pOwner )
{
pOwner->DeathNotice( this );
SetOwnerEntity( NULL );
}
#ifdef GLOWS_ENABLE
RemoveGlowEffect();
#endif // GLOWS_ENABLE
// Chain at end to mimic destructor unwind order
BaseClass::UpdateOnRemove();
}
//=========================================================
// CorpseGib - create some gore and get rid of a character's
// model.
//=========================================================
bool CBaseCombatCharacter::CorpseGib( const CTakeDamageInfo &info )
{
trace_t tr;
bool gibbed = false;
EmitSound( "BaseCombatCharacter.CorpseGib" );
// only humans throw skulls !!!UNDONE - eventually NPCs will have their own sets of gibs
if ( HasHumanGibs() )
{
CGib::SpawnHeadGib( this );
CGib::SpawnRandomGibs( this, 4, GIB_HUMAN ); // throw some human gibs.
gibbed = true;
}
else if ( HasAlienGibs() )
{
CGib::SpawnRandomGibs( this, 4, GIB_ALIEN ); // Throw alien gibs
gibbed = true;
}
return gibbed;
}
//=========================================================
// GetDeathActivity - determines the best type of death
// anim to play.
//=========================================================
Activity CBaseCombatCharacter::GetDeathActivity ( void )
{
Activity deathActivity;
bool fTriedDirection;
float flDot;
trace_t tr;
Vector vecSrc;
if (IsPlayer())
{
// die in an interesting way
switch( random->RandomInt(0,7) )
{
case 0: return ACT_DIESIMPLE;
case 1: return ACT_DIEBACKWARD;
case 2: return ACT_DIEFORWARD;
case 3: return ACT_DIEVIOLENT;
case 4: return ACT_DIE_HEADSHOT;
case 5: return ACT_DIE_CHESTSHOT;
case 6: return ACT_DIE_GUTSHOT;
case 7: return ACT_DIE_BACKSHOT;
}
}
vecSrc = WorldSpaceCenter();
fTriedDirection = false;
deathActivity = ACT_DIESIMPLE;// in case we can't find any special deaths to do.
Vector forward;
AngleVectors( GetLocalAngles(), &forward );
flDot = -DotProduct( forward, g_vecAttackDir );
switch ( m_LastHitGroup )
{
// try to pick a region-specific death.
case HITGROUP_HEAD:
deathActivity = ACT_DIE_HEADSHOT;
break;
case HITGROUP_STOMACH:
deathActivity = ACT_DIE_GUTSHOT;
break;
case HITGROUP_GENERIC:
// try to pick a death based on attack direction
fTriedDirection = true;
if ( flDot > 0.3 )
{
deathActivity = ACT_DIEFORWARD;
}
else if ( flDot <= -0.3 )
{
deathActivity = ACT_DIEBACKWARD;
}
break;
default:
// try to pick a death based on attack direction
fTriedDirection = true;
if ( flDot > 0.3 )
{
deathActivity = ACT_DIEFORWARD;
}
else if ( flDot <= -0.3 )
{
deathActivity = ACT_DIEBACKWARD;
}
break;
}
// can we perform the prescribed death?
if ( SelectWeightedSequence ( deathActivity ) == ACTIVITY_NOT_AVAILABLE )
{
// no! did we fail to perform a directional death?
if ( fTriedDirection )
{
// if yes, we're out of options. Go simple.
deathActivity = ACT_DIESIMPLE;
}
else
{
// cannot perform the ideal region-specific death, so try a direction.
if ( flDot > 0.3 )
{
deathActivity = ACT_DIEFORWARD;
}
else if ( flDot <= -0.3 )
{
deathActivity = ACT_DIEBACKWARD;
}
}
}
if ( SelectWeightedSequence ( deathActivity ) == ACTIVITY_NOT_AVAILABLE )
{
// if we're still invalid, simple is our only option.
deathActivity = ACT_DIESIMPLE;
if ( SelectWeightedSequence ( deathActivity ) == ACTIVITY_NOT_AVAILABLE )
{
Msg( "ERROR! %s missing ACT_DIESIMPLE\n", STRING(GetModelName()) );
}
}
if ( deathActivity == ACT_DIEFORWARD )
{
// make sure there's room to fall forward
UTIL_TraceHull ( vecSrc, vecSrc + forward * 64, Vector(-16,-16,-18),
Vector(16,16,18), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 )
{
deathActivity = ACT_DIESIMPLE;
}
}
if ( deathActivity == ACT_DIEBACKWARD )
{
// make sure there's room to fall backward
UTIL_TraceHull ( vecSrc, vecSrc - forward * 64, Vector(-16,-16,-18),
Vector(16,16,18), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 )
{
deathActivity = ACT_DIESIMPLE;
}
}
return deathActivity;
}
// UNDONE: Should these operate on a list of weapon/items
Activity CBaseCombatCharacter::Weapon_TranslateActivity( Activity baseAct, bool *pRequired )
{
Activity translated = baseAct;
if ( m_hActiveWeapon )
{
translated = m_hActiveWeapon->ActivityOverride( baseAct, pRequired );
}
else if (pRequired)
{
*pRequired = false;
}
return translated;
}
//-----------------------------------------------------------------------------
// Purpose: NPCs should override this function to translate activities
// such as ACT_WALK, etc.
// Input :
// Output :
//-----------------------------------------------------------------------------
Activity CBaseCombatCharacter::NPC_TranslateActivity( Activity baseAct )
{
return baseAct;
}
void CBaseCombatCharacter::Weapon_SetActivity( Activity newActivity, float duration )
{
if ( m_hActiveWeapon )
{
m_hActiveWeapon->SetActivity( newActivity, duration );
}
}
void CBaseCombatCharacter::Weapon_FrameUpdate( void )
{
if ( m_hActiveWeapon )
{
m_hActiveWeapon->Operator_FrameUpdate( this );
}
}
//------------------------------------------------------------------------------
// Purpose : expects a length to trace, amount
// of damage to do, and damage type. Returns a pointer to
// the damaged entity in case the NPC wishes to do
// other stuff to the victim (punchangle, etc)
//
// Used for many contact-range melee attacks. Bites, claws, etc.
// Input :
// Output :
//------------------------------------------------------------------------------
CBaseEntity *CBaseCombatCharacter::CheckTraceHullAttack( float flDist, const Vector &mins, const Vector &maxs, int iDamage, int iDmgType, float forceScale, bool bDamageAnyNPC )
{
// If only a length is given assume we want to trace in our facing direction
Vector forward;
AngleVectors( GetAbsAngles(), &forward );
Vector vStart = GetAbsOrigin();
// The ideal place to start the trace is in the center of the attacker's bounding box.
// however, we need to make sure there's enough clearance. Some of the smaller monsters aren't
// as big as the hull we try to trace with. (SJB)
float flVerticalOffset = WorldAlignSize().z * 0.5;
if( flVerticalOffset < maxs.z )
{
// There isn't enough room to trace this hull, it's going to drag the ground.
// so make the vertical offset just enough to clear the ground.
flVerticalOffset = maxs.z + 1.0;
}
vStart.z += flVerticalOffset;
Vector vEnd = vStart + (forward * flDist );
return CheckTraceHullAttack( vStart, vEnd, mins, maxs, iDamage, iDmgType, forceScale, bDamageAnyNPC );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pHandleEntity -
// contentsMask -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CTraceFilterMelee::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
{
if ( !StandardFilterRules( pHandleEntity, contentsMask ) )
return false;
if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt ) )
return false;
// Don't test if the game code tells us we should ignore this collision...
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
if ( pEntity )
{
if ( !pEntity->ShouldCollide( m_collisionGroup, contentsMask ) )
return false;
if ( !g_pGameRules->ShouldCollide( m_collisionGroup, pEntity->GetCollisionGroup() ) )
return false;
if ( pEntity->m_takedamage == DAMAGE_NO )
return false;
// FIXME: Do not translate this to the driver because the driver only accepts damage from the vehicle
// Translate the vehicle into its driver for damage
/*
if ( pEntity->GetServerVehicle() != NULL )
{
CBaseEntity *pDriver = pEntity->GetServerVehicle()->GetPassenger();
if ( pDriver != NULL )
{
pEntity = pDriver;
}
}
*/
Vector attackDir = pEntity->WorldSpaceCenter() - m_dmgInfo->GetAttacker()->WorldSpaceCenter();
VectorNormalize( attackDir );
CTakeDamageInfo info = (*m_dmgInfo);
CalculateMeleeDamageForce( &info, attackDir, info.GetAttacker()->WorldSpaceCenter(), m_flForceScale );
CBaseCombatCharacter *pBCC = info.GetAttacker()->MyCombatCharacterPointer();
CBaseCombatCharacter *pVictimBCC = pEntity->MyCombatCharacterPointer();
// Only do these comparisons between NPCs
if ( pBCC && pVictimBCC )
{
// Can only damage other NPCs that we hate
#ifdef MAPBASE
if ( m_bDamageAnyNPC || pBCC->IRelationType( pEntity ) <= D_FR )
#else
if ( m_bDamageAnyNPC || pBCC->IRelationType( pEntity ) == D_HT )
#endif
{
if ( info.GetDamage() )
{
pEntity->TakeDamage( info );
}
// Put a combat sound in
CSoundEnt::InsertSound( SOUND_COMBAT, info.GetDamagePosition(), 200, 0.2f, info.GetAttacker() );
m_pHit = pEntity;
return true;
}
}
else
{
m_pHit = pEntity;
// Make sure if the player is holding this, he drops it
Pickup_ForcePlayerToDropThisObject( pEntity );
// Otherwise just damage passive objects in our way
if ( info.GetDamage() )
{
pEntity->TakeDamage( info );
}
}
}
return false;
}
//------------------------------------------------------------------------------
// Purpose : start and end trace position, amount
// of damage to do, and damage type. Returns a pointer to
// the damaged entity in case the NPC wishes to do
// other stuff to the victim (punchangle, etc)
//
// Used for many contact-range melee attacks. Bites, claws, etc.
// Input :
// Output :
//------------------------------------------------------------------------------
CBaseEntity *CBaseCombatCharacter::CheckTraceHullAttack( const Vector &vStart, const Vector &vEnd, const Vector &mins, const Vector &maxs, int iDamage, int iDmgType, float flForceScale, bool bDamageAnyNPC )
{
// Handy debuging tool to visualize HullAttack trace
if ( ai_show_hull_attacks.GetBool() )
{
float length = (vEnd - vStart ).Length();
Vector direction = (vEnd - vStart );
VectorNormalize( direction );
Vector hullMaxs = maxs;
hullMaxs.x = length + hullMaxs.x;
NDebugOverlay::BoxDirection(vStart, mins, hullMaxs, direction, 100,255,255,20,1.0);
NDebugOverlay::BoxDirection(vStart, mins, maxs, direction, 255,0,0,20,1.0);
}
#if 1
CTakeDamageInfo dmgInfo( this, this, iDamage, iDmgType );
// COLLISION_GROUP_PROJECTILE does some handy filtering that's very appropriate for this type of attack, as well. (sjb) 7/25/2007
CTraceFilterMelee traceFilter( this, COLLISION_GROUP_PROJECTILE, &dmgInfo, flForceScale, bDamageAnyNPC );
Ray_t ray;
ray.Init( vStart, vEnd, mins, maxs );
trace_t tr;
enginetrace->TraceRay( ray, MASK_SHOT_HULL, &traceFilter, &tr );
CBaseEntity *pEntity = traceFilter.m_pHit;
if ( pEntity == NULL )
{
// See if perhaps I'm trying to claw/bash someone who is standing on my head.
Vector vecTopCenter;
Vector vecEnd;
Vector vecMins, vecMaxs;
// Do a tracehull from the top center of my bounding box.
vecTopCenter = GetAbsOrigin();
CollisionProp()->WorldSpaceAABB( &vecMins, &vecMaxs );
vecTopCenter.z = vecMaxs.z + 1.0f;
vecEnd = vecTopCenter;
vecEnd.z += 2.0f;
ray.Init( vecTopCenter, vEnd, mins, maxs );
enginetrace->TraceRay( ray, MASK_SHOT_HULL, &traceFilter, &tr );
pEntity = traceFilter.m_pHit;
}
if( pEntity && !pEntity->CanBeHitByMeleeAttack(this) )
{
// If we touched something, but it shouldn't be hit, return nothing.
pEntity = NULL;
}
return pEntity;
#else
trace_t tr;
UTIL_TraceHull( vStart, vEnd, mins, maxs, MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr );
CBaseEntity *pEntity = tr.m_pEnt;
if ( !pEntity )
{
// See if perhaps I'm trying to claw/bash someone who is standing on my head.
Vector vecTopCenter;
Vector vecEnd;
Vector vecMins, vecMaxs;
// Do a tracehull from the top center of my bounding box.
vecTopCenter = GetAbsOrigin();
CollisionProp()->WorldSpaceAABB( &vecMins, &vecMaxs );
vecTopCenter.z = vecMaxs.z + 1.0f;
vecEnd = vecTopCenter;
vecEnd.z += 2.0f;
UTIL_TraceHull( vecTopCenter, vecEnd, mins, maxs, MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr );
pEntity = tr.m_pEnt;
}
if ( !pEntity || !pEntity->m_takedamage || !pEntity->IsAlive() )
return NULL;
// Translate the vehicle into its driver for damage
if ( pEntity->GetServerVehicle() != NULL )
{
CBaseEntity *pDriver = pEntity->GetServerVehicle()->GetPassenger();
if ( pDriver != NULL )
{
pEntity = pDriver;
//FIXME: Hook for damage scale in car here
}
}
// Must hate the hit entity
if ( IRelationType( pEntity ) == D_HT )
{
if ( iDamage > 0 )
{
CTakeDamageInfo info( this, this, iDamage, iDmgType );
CalculateMeleeDamageForce( &info, (vEnd - vStart), vStart, forceScale );
pEntity->TakeDamage( info );
}
}
return pEntity;
#endif
}
bool CBaseCombatCharacter::Event_Gibbed( const CTakeDamageInfo &info )
{
bool fade = false;
if ( HasHumanGibs() )
{
ConVarRef violence_hgibs( "violence_hgibs" );
if ( violence_hgibs.IsValid() && violence_hgibs.GetInt() == 0 )
{
fade = true;
}
}
else if ( HasAlienGibs() )
{
ConVarRef violence_agibs( "violence_agibs" );
if ( violence_agibs.IsValid() && violence_agibs.GetInt() == 0 )
{
fade = true;
}
}
m_takedamage = DAMAGE_NO;
AddSolidFlags( FSOLID_NOT_SOLID );
m_lifeState = LIFE_DEAD;
if ( fade )
{
CorpseFade();
return false;
}
else
{
AddEffects( EF_NODRAW ); // make the model invisible.
return CorpseGib( info );
}
}
Vector CBaseCombatCharacter::CalcDamageForceVector( const CTakeDamageInfo &info )
{
// Already have a damage force in the data, use that.
bool bNoPhysicsForceDamage = g_pGameRules->Damage_NoPhysicsForce( info.GetDamageType() );
if ( info.GetDamageForce() != vec3_origin || bNoPhysicsForceDamage )
{
if( info.GetDamageType() & DMG_BLAST )
{
// Fudge blast forces a little bit, so that each
// victim gets a slightly different trajectory.
// This simulates features that usually vary from
// person-to-person variables such as bodyweight,
// which are all indentical for characters using the same model.
float scale = random->RandomFloat( 0.85, 1.15 );
Vector force = info.GetDamageForce();
force.x *= scale;
force.y *= scale;
// Try to always exaggerate the upward force because we've got pretty harsh gravity
force.z *= (force.z > 0) ? 1.15 : scale;
return force;
}
return info.GetDamageForce();
}
CBaseEntity *pForce = info.GetInflictor();
if ( !pForce )
{
pForce = info.GetAttacker();
}
if ( pForce )
{
// Calculate an impulse large enough to push a 75kg man 4 in/sec per point of damage
float forceScale = info.GetDamage() * 75 * 4;
Vector forceVector;
// If the damage is a blast, point the force vector higher than usual, this gives
// the ragdolls a bodacious "really got blowed up" look.
if( info.GetDamageType() & DMG_BLAST )
{
// exaggerate the force from explosions a little (37.5%)
forceVector = (GetLocalOrigin() + Vector(0, 0, WorldAlignSize().z) ) - pForce->GetLocalOrigin();
VectorNormalize(forceVector);
forceVector *= 1.375f;
}
else
{
// taking damage from self? Take a little random force, but still try to collapse on the spot.
if ( this == pForce )
{
forceVector.x = random->RandomFloat( -1.0f, 1.0f );
forceVector.y = random->RandomFloat( -1.0f, 1.0f );
forceVector.z = 0.0;
forceScale = random->RandomFloat( 1000.0f, 2000.0f );
}
else
{
// UNDONE: Collision forces are baked in to CTakeDamageInfo now
// UNDONE: Is this MOVETYPE_VPHYSICS code still necessary?
if ( pForce->GetMoveType() == MOVETYPE_VPHYSICS )
{
// killed by a physics object
IPhysicsObject *pPhysics = VPhysicsGetObject();
if ( !pPhysics )
{
pPhysics = pForce->VPhysicsGetObject();
}
pPhysics->GetVelocity( &forceVector, NULL );
forceScale = pPhysics->GetMass();
}
else
{
forceVector = GetLocalOrigin() - pForce->GetLocalOrigin();
VectorNormalize(forceVector);
}
}
}
return forceVector * forceScale;
}
return vec3_origin;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::FixupBurningServerRagdoll( CBaseEntity *pRagdoll )
{
if ( !IsOnFire() )
return;
// Move the fire effects entity to the ragdoll
CEntityFlame *pFireChild = dynamic_cast<CEntityFlame *>( GetEffectEntity() );
if ( pFireChild )
{
SetEffectEntity( NULL );
pRagdoll->AddFlag( FL_ONFIRE );
pFireChild->SetAbsOrigin( pRagdoll->GetAbsOrigin() );
pFireChild->AttachToEntity( pRagdoll );
pFireChild->AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
pRagdoll->SetEffectEntity( pFireChild );
color32 color = GetRenderColor();
pRagdoll->SetRenderColor( color.r, color.g, color.b );
}
}
bool CBaseCombatCharacter::BecomeRagdollBoogie( CBaseEntity *pKiller, const Vector &forceVector, float duration, int flags )
{
Assert( CanBecomeRagdoll() );
CTakeDamageInfo info( pKiller, pKiller, 1.0f, DMG_GENERIC );
info.SetDamageForce( forceVector );
CBaseEntity *pRagdoll = CreateServerRagdoll( this, 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS, true );
pRagdoll->SetCollisionBounds( CollisionProp()->OBBMins(), CollisionProp()->OBBMaxs() );
CRagdollBoogie::Create( pRagdoll, 200, gpGlobals->curtime, duration, flags );
CTakeDamageInfo ragdollInfo( pKiller, pKiller, 10000.0, DMG_GENERIC | DMG_REMOVENORAGDOLL );
ragdollInfo.SetDamagePosition(WorldSpaceCenter());
ragdollInfo.SetDamageForce( Vector( 0, 0, 1) );
TakeDamage( ragdollInfo );
return true;
}
#ifdef MAPBASE
CBaseEntity *CBaseCombatCharacter::BecomeRagdollBoogie( CBaseEntity *pKiller, const Vector &forceVector, float duration, int flags, const Vector *vecColor )
{
Assert( CanBecomeRagdoll() );
CTakeDamageInfo info( pKiller, pKiller, 1.0f, DMG_GENERIC );
info.SetDamageForce( forceVector );
CBaseEntity *pRagdoll = CreateServerRagdoll( this, 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS, true );
pRagdoll->SetCollisionBounds( CollisionProp()->OBBMins(), CollisionProp()->OBBMaxs() );
CBaseEntity *pBoogie = CRagdollBoogie::Create( pRagdoll, 200, gpGlobals->curtime, duration, flags, vecColor );
CTakeDamageInfo ragdollInfo( pKiller, pKiller, 10000.0, DMG_GENERIC | DMG_REMOVENORAGDOLL );
ragdollInfo.SetDamagePosition( WorldSpaceCenter() );
ragdollInfo.SetDamageForce( Vector( 0, 0, 1 ) );
TakeDamage( ragdollInfo );
return pBoogie;
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector )
{
if ( (info.GetDamageType() & DMG_VEHICLE) && !g_pGameRules->IsMultiplayer() )
{
CTakeDamageInfo info2 = info;
info2.SetDamageForce( forceVector );
Vector pos = info2.GetDamagePosition();
float flAbsMinsZ = GetAbsOrigin().z + WorldAlignMins().z;
if ( (pos.z - flAbsMinsZ) < 24 )
{
// HACKHACK: Make sure the vehicle impact is at least 2ft off the ground
pos.z = flAbsMinsZ + 24;
info2.SetDamagePosition( pos );
}
// UNDONE: Put in a real sound cue here, don't do this bogus hack anymore
#if 0
Vector soundOrigin = info.GetDamagePosition();
CPASAttenuationFilter filter( soundOrigin );
EmitSound_t ep;
ep.m_nChannel = CHAN_STATIC;
ep.m_pSoundName = "NPC_MetroPolice.HitByVehicle";
ep.m_flVolume = 1.0f;
ep.m_SoundLevel = SNDLVL_NORM;
ep.m_pOrigin = &soundOrigin;
EmitSound( filter, SOUND_FROM_WORLD, ep );
#endif
// in single player create ragdolls on the server when the player hits someone
// with their vehicle - for more dramatic death/collisions
CBaseEntity *pRagdoll = CreateServerRagdoll( this, m_nForceBone, info2, COLLISION_GROUP_INTERACTIVE_DEBRIS, true );
FixupBurningServerRagdoll( pRagdoll );
RemoveDeferred();
return true;
}
//Fix up the force applied to server side ragdolls. This fixes magnets not affecting them.
CTakeDamageInfo newinfo = info;
newinfo.SetDamageForce( forceVector );
#ifdef HL2_EPISODIC
// Burning corpses are server-side in episodic, if we're in darkness mode
if ( IsOnFire() && HL2GameRules()->IsAlyxInDarknessMode() )
{
CBaseEntity *pRagdoll = CreateServerRagdoll( this, m_nForceBone, newinfo, COLLISION_GROUP_DEBRIS );
FixupBurningServerRagdoll( pRagdoll );
RemoveDeferred();
return true;
}
#endif
#ifdef HL2_DLL
bool bMegaPhyscannonActive = false;
#if !defined( HL2MP )
bMegaPhyscannonActive = HL2GameRules()->MegaPhyscannonActive();
#endif // !HL2MP
// Mega physgun requires everything to be a server-side ragdoll
if ( m_bForceServerRagdoll == true || ( ( bMegaPhyscannonActive == true ) && !IsPlayer() && Classify() != CLASS_PLAYER_ALLY_VITAL && Classify() != CLASS_PLAYER_ALLY ) )
{
if ( CanBecomeServerRagdoll() == false )
return false;
//FIXME: This is fairly leafy to be here, but time is short!
CBaseEntity *pRagdoll = CreateServerRagdoll( this, m_nForceBone, newinfo, COLLISION_GROUP_INTERACTIVE_DEBRIS, true );
FixupBurningServerRagdoll( pRagdoll );
PhysSetEntityGameFlags( pRagdoll, FVPHYSICS_NO_SELF_COLLISIONS );
RemoveDeferred();
return true;
}
if( hl2_episodic.GetBool() && Classify() == CLASS_PLAYER_ALLY_VITAL )
{
CreateServerRagdoll( this, m_nForceBone, newinfo, COLLISION_GROUP_INTERACTIVE_DEBRIS, true );
RemoveDeferred();
return true;
}
#endif //HL2_DLL
return BecomeRagdollOnClient( forceVector );
}
/*
============
Killed
============
*/
void CBaseCombatCharacter::Event_Killed( const CTakeDamageInfo &info )
{
extern ConVar npc_vphysics;
// Advance life state to dying
m_lifeState = LIFE_DYING;
// Calculate death force
Vector forceVector = CalcDamageForceVector( info );
// See if there's a ragdoll magnet that should influence our force.
CRagdollMagnet *pMagnet = CRagdollMagnet::FindBestMagnet( this );
if( pMagnet )
{
#ifdef MAPBASE
if (pMagnet->BoneTarget() && pMagnet->BoneTarget()[0] != '\0')
{
int iBone = -1;
forceVector += pMagnet->GetForceVector( this, &iBone );
if (iBone != -1)
m_nForceBone = GetPhysicsBone(iBone);
}
else
{
forceVector += pMagnet->GetForceVector( this );
}
pMagnet->m_OnUsed.Set(forceVector, this, pMagnet);
#else
forceVector += pMagnet->GetForceVector( this );
#endif
}
CBaseCombatWeapon *pDroppedWeapon = m_hActiveWeapon.Get();
// Drop any weapon that I own
if ( VPhysicsGetObject() )
{
Vector weaponForce = forceVector * VPhysicsGetObject()->GetInvMass();
Weapon_Drop( m_hActiveWeapon, NULL, &weaponForce );
}
else
{
Weapon_Drop( m_hActiveWeapon );
}
// if flagged to drop a health kit
if (HasSpawnFlags(SF_NPC_DROP_HEALTHKIT))
{
CBaseEntity *pItem = CBaseEntity::Create( "item_healthvial", GetAbsOrigin(), GetAbsAngles() );
if (pItem)
{
#ifdef MAPBASE
if (MyNPCPointer())
MyNPCPointer()->m_OnItemDrop.Set( pItem, pItem, this );
#endif
}
}
// clear the deceased's sound channels.(may have been firing or reloading when killed)
EmitSound( "BaseCombatCharacter.StopWeaponSounds" );
// Tell my killer that he got me!
if( info.GetAttacker() )
{
info.GetAttacker()->Event_KilledOther(this, info);
g_EventQueue.AddEvent( info.GetAttacker(), "KilledNPC", 0.3, this, this );
}
SendOnKilledGameEvent( info );
// Ragdoll unless we've gibbed
if ( ShouldGib( info ) == false )
{
bool bRagdollCreated = false;
if ( (info.GetDamageType() & DMG_DISSOLVE) && CanBecomeRagdoll() )
{
int nDissolveType = ENTITY_DISSOLVE_NORMAL;
if ( info.GetDamageType() & DMG_SHOCK )
{
nDissolveType = ENTITY_DISSOLVE_ELECTRICAL;
}
bRagdollCreated = Dissolve( NULL, gpGlobals->curtime, false, nDissolveType );
// Also dissolve any weapons we dropped
if ( pDroppedWeapon )
{
pDroppedWeapon->Dissolve( NULL, gpGlobals->curtime, false, nDissolveType );
}
}
#ifdef HL2_DLL
#ifdef MAPBASE
else if ( PlayerHasMegaPhysCannon() && GlobalEntity_GetCounter("super_phys_gun") != 1 )
#else
else if ( PlayerHasMegaPhysCannon() )
#endif
{
if ( pDroppedWeapon )
{
pDroppedWeapon->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
}
}
#endif
if ( !bRagdollCreated && ( info.GetDamageType() & DMG_REMOVENORAGDOLL ) == 0 )
{
BecomeRagdoll( info, forceVector );
}
}
// no longer standing on a nav area
ClearLastKnownArea();
#if 0
// L4D specific hack for zombie commentary mode
if( GetOwnerEntity() != NULL )
{
GetOwnerEntity()->DeathNotice( this );
}
#endif
#ifdef NEXT_BOT
// inform bots
TheNextBots().OnKilled( this, info );
#endif
#ifdef GLOWS_ENABLE
RemoveGlowEffect();
#endif // GLOWS_ENABLE
}
void CBaseCombatCharacter::Event_Dying( const CTakeDamageInfo &info )
{
}
void CBaseCombatCharacter::Event_Dying()
{
CTakeDamageInfo info;
Event_Dying( info );
}
// ===========================================================================
// > Weapons
// ===========================================================================
bool CBaseCombatCharacter::Weapon_Detach( CBaseCombatWeapon *pWeapon )
{
for ( int i = 0; i < MAX_WEAPONS; i++ )
{
if ( pWeapon == m_hMyWeapons[i] )
{
pWeapon->Detach();
if ( pWeapon->HolsterOnDetach() )
{
pWeapon->Holster();
}
m_hMyWeapons.Set( i, NULL );
pWeapon->SetOwner( NULL );
if ( pWeapon == m_hActiveWeapon )
ClearActiveWeapon();
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// For weapon strip
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::ThrowDirForWeaponStrip( CBaseCombatWeapon *pWeapon, const Vector &vecForward, Vector *pVecThrowDir )
{
// HACK! Always throw the physcannon directly in front of the player
// This is necessary for the physgun upgrade scene.
if ( FClassnameIs( pWeapon, "weapon_physcannon" ) )
{
if( hl2_episodic.GetBool() )
{
// It has been discovered that it's possible to throw the physcannon out of the world this way.
// So try to find a direction to throw the physcannon that's legal.
Vector vecOrigin = EyePosition();
Vector vecRight;
CrossProduct( vecForward, Vector( 0, 0, 1), vecRight );
Vector vecTest[ 4 ];
vecTest[0] = vecForward;
vecTest[1] = -vecForward;
vecTest[2] = vecRight;
vecTest[3] = -vecRight;
trace_t tr;
int i;
for( i = 0 ; i < 4 ; i++ )
{
UTIL_TraceLine( vecOrigin, vecOrigin + vecTest[ i ] * 48.0f, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( !tr.startsolid && tr.fraction == 1.0f )
{
*pVecThrowDir = vecTest[ i ];
return;
}
}
}
// Well, fall through to what we did before we tried to make this a bit more robust.
*pVecThrowDir = vecForward;
}
else
{
// Nowhere in particular; just drop it.
VMatrix zRot;
MatrixBuildRotateZ( zRot, random->RandomFloat( -60.0f, 60.0f ) );
Vector vecThrow;
Vector3DMultiply( zRot, vecForward, *pVecThrowDir );
pVecThrowDir->z = random->RandomFloat( -0.5f, 0.5f );
VectorNormalize( *pVecThrowDir );
}
}
//-----------------------------------------------------------------------------
// For weapon strip
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::DropWeaponForWeaponStrip( CBaseCombatWeapon *pWeapon,
const Vector &vecForward, const QAngle &vecAngles, float flDiameter )
{
Vector vecOrigin;
CollisionProp()->RandomPointInBounds( Vector( 0.5f, 0.5f, 0.5f ), Vector( 0.5f, 0.5f, 1.0f ), &vecOrigin );
// Nowhere in particular; just drop it.
Vector vecThrow;
ThrowDirForWeaponStrip( pWeapon, vecForward, &vecThrow );
Vector vecOffsetOrigin;
VectorMA( vecOrigin, flDiameter, vecThrow, vecOffsetOrigin );
trace_t tr;
UTIL_TraceLine( vecOrigin, vecOffsetOrigin, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( tr.startsolid || tr.allsolid || ( tr.fraction < 1.0f && tr.m_pEnt != pWeapon ) )
{
//FIXME: Throw towards a known safe spot?
vecThrow.Negate();
VectorMA( vecOrigin, flDiameter, vecThrow, vecOffsetOrigin );
}
vecThrow *= random->RandomFloat( 400.0f, 600.0f );
pWeapon->SetAbsOrigin( vecOrigin );
pWeapon->SetAbsAngles( vecAngles );
pWeapon->Drop( vecThrow );
pWeapon->SetRemoveable( false );
Weapon_Detach( pWeapon );
}
//-----------------------------------------------------------------------------
// For weapon strip
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Weapon_DropAll( bool bDisallowWeaponPickup )
{
if ( GetFlags() & FL_NPC )
{
for (int i=0; i<MAX_WEAPONS; ++i)
{
CBaseCombatWeapon *pWeapon = m_hMyWeapons[i];
if (!pWeapon)
continue;
Weapon_Drop( pWeapon );
}
return;
}
QAngle gunAngles;
VectorAngles( BodyDirection2D(), gunAngles );
Vector vecForward;
AngleVectors( gunAngles, &vecForward, NULL, NULL );
float flDiameter = sqrt( CollisionProp()->OBBSize().x * CollisionProp()->OBBSize().x +
CollisionProp()->OBBSize().y * CollisionProp()->OBBSize().y );
CBaseCombatWeapon *pActiveWeapon = GetActiveWeapon();
for (int i=0; i<MAX_WEAPONS; ++i)
{
CBaseCombatWeapon *pWeapon = m_hMyWeapons[i];
if (!pWeapon)
continue;
// Have to drop this after we've dropped everything else, so autoswitch doesn't happen
if ( pWeapon == pActiveWeapon )
continue;
DropWeaponForWeaponStrip( pWeapon, vecForward, gunAngles, flDiameter );
// HACK: This hack is required to allow weapons to be disintegrated
// in the citadel weapon-strip scene
// Make them not pick-uppable again. This also has the effect of allowing weapons
// to collide with triggers.
if ( bDisallowWeaponPickup )
{
pWeapon->RemoveSolidFlags( FSOLID_TRIGGER );
IPhysicsObject *pObj = pWeapon->VPhysicsGetObject();
if ( pObj != NULL )
{
pObj->SetGameFlags( FVPHYSICS_NO_PLAYER_PICKUP );
}
}
}
// Drop the active weapon normally...
if ( pActiveWeapon )
{
// Nowhere in particular; just drop it.
Vector vecThrow;
ThrowDirForWeaponStrip( pActiveWeapon, vecForward, &vecThrow );
// Throw a little more vigorously; it starts closer to the player
vecThrow *= random->RandomFloat( 800.0f, 1000.0f );
Weapon_Drop( pActiveWeapon, NULL, &vecThrow );
pActiveWeapon->SetRemoveable( false );
// HACK: This hack is required to allow weapons to be disintegrated
// in the citadel weapon-strip scene
// Make them not pick-uppable again. This also has the effect of allowing weapons
// to collide with triggers.
if ( bDisallowWeaponPickup )
{
pActiveWeapon->RemoveSolidFlags( FSOLID_TRIGGER );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Drop the active weapon, optionally throwing it at the given target position.
// Input : pWeapon - Weapon to drop/throw.
// pvecTarget - Position to throw it at, NULL for none.
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget /* = NULL */, const Vector *pVelocity /* = NULL */ )
{
if ( !pWeapon )
return;
// If I'm an NPC, fill the weapon with ammo before I drop it.
#ifdef MAPBASE
if ( GetFlags() & FL_NPC && !pWeapon->HasSpawnFlags(SF_WEAPON_PRESERVE_AMMO) )
#else
if ( GetFlags() & FL_NPC )
#endif
{
if ( pWeapon->UsesClipsForAmmo1() )
{
pWeapon->m_iClip1 = pWeapon->GetDefaultClip1();
if( FClassnameIs( pWeapon, "weapon_smg1" ) )
{
// Drop enough ammo to kill 2 of me.
// Figure out how much damage one piece of this type of ammo does to this type of enemy.
float flAmmoDamage = g_pGameRules->GetAmmoDamage( UTIL_PlayerByIndex(1), this, pWeapon->GetPrimaryAmmoType() );
pWeapon->m_iClip1 = (GetMaxHealth() / flAmmoDamage) * 2;
}
}
if ( pWeapon->UsesClipsForAmmo2() )
{
pWeapon->m_iClip2 = pWeapon->GetDefaultClip2();
}
if ( IsXbox() )
{
pWeapon->AddEffects( EF_ITEM_BLINK );
}
}
if ( IsPlayer() )
{
Vector vThrowPos = Weapon_ShootPosition() - Vector(0,0,12);
if( UTIL_PointContents(vThrowPos) & CONTENTS_SOLID )
{
Msg("Weapon spawning in solid!\n");
}
pWeapon->SetAbsOrigin( vThrowPos );
QAngle gunAngles;
VectorAngles( BodyDirection2D(), gunAngles );
pWeapon->SetAbsAngles( gunAngles );
}
else
{
int iBIndex = -1;
int iWeaponBoneIndex = -1;
CStudioHdr *hdr = pWeapon->GetModelPtr();
// If I have a hand, set the weapon position to my hand bone position.
if ( hdr && hdr->numbones() > 0 )
{
// Assume bone zero is the root
for ( iWeaponBoneIndex = 0; iWeaponBoneIndex < hdr->numbones(); ++iWeaponBoneIndex )
{
iBIndex = LookupBone( hdr->pBone( iWeaponBoneIndex )->pszName() );
// Found one!
if ( iBIndex != -1 )
{
break;
}
}
if ( iBIndex == -1 )
{
iBIndex = LookupBone( "ValveBiped.Weapon_bone" );
}
}
else
{
iBIndex = LookupBone( "ValveBiped.Weapon_bone" );
}
if ( iBIndex != -1)
{
Vector origin;
QAngle angles;
matrix3x4_t transform;
// Get the transform for the weapon bonetoworldspace in the NPC
GetBoneTransform( iBIndex, transform );
// find offset of root bone from origin in local space
// Make sure we're detached from hierarchy before doing this!!!
pWeapon->StopFollowingEntity();
pWeapon->SetAbsOrigin( Vector( 0, 0, 0 ) );
pWeapon->SetAbsAngles( QAngle( 0, 0, 0 ) );
pWeapon->InvalidateBoneCache();
matrix3x4_t rootLocal;
pWeapon->GetBoneTransform( iWeaponBoneIndex, rootLocal );
// invert it
matrix3x4_t rootInvLocal;
MatrixInvert( rootLocal, rootInvLocal );
matrix3x4_t weaponMatrix;
ConcatTransforms( transform, rootInvLocal, weaponMatrix );
MatrixAngles( weaponMatrix, angles, origin );
pWeapon->Teleport( &origin, &angles, NULL );
}
// Otherwise just set in front of me.
else
{
Vector vFacingDir = BodyDirection2D();
vFacingDir = vFacingDir * 10.0;
pWeapon->SetAbsOrigin( Weapon_ShootPosition() + vFacingDir );
}
}
Vector vecThrow;
if (pvecTarget)
{
// I've been told to throw it somewhere specific.
vecThrow = VecCheckToss( this, pWeapon->GetAbsOrigin(), *pvecTarget, 0.2, 1.0, false );
}
else
{
if ( pVelocity )
{
vecThrow = *pVelocity;
float flLen = vecThrow.Length();
if (flLen > 400)
{
VectorNormalize(vecThrow);
vecThrow *= 400;
}
}
else
{
// Nowhere in particular; just drop it.
float throwForce = ( IsPlayer() ) ? 400.0f : random->RandomInt( 64, 128 );
vecThrow = BodyDirection3D() * throwForce;
}
}
pWeapon->Drop( vecThrow );
Weapon_Detach( pWeapon );
#ifdef MAPBASE
m_OnWeaponDrop.FireOutput(pWeapon, this);
#endif
if ( HasSpawnFlags( SF_NPC_NO_WEAPON_DROP ) )
{
// Don't drop weapons when the super physgun is happening.
UTIL_Remove( pWeapon );
}
}
//-----------------------------------------------------------------------------
// Lighting origin
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::SetLightingOriginRelative( CBaseEntity *pLightingOrigin )
{
BaseClass::SetLightingOriginRelative( pLightingOrigin );
if ( GetActiveWeapon() )
{
GetActiveWeapon()->SetLightingOriginRelative( pLightingOrigin );
}
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose: Gives character new weapon and equips it
// Input : New weapon
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Weapon_Equip( CBaseCombatWeapon *pWeapon )
{
Weapon_HandleEquip(pWeapon);
// Players don't automatically holster their current weapon
if ( IsPlayer() == false )
{
if ( m_hActiveWeapon )
{
m_hActiveWeapon->Holster();
// FIXME: isn't this handeled by the weapon?
m_hActiveWeapon->AddEffects( EF_NODRAW );
}
SetActiveWeapon( pWeapon );
m_hActiveWeapon->RemoveEffects( EF_NODRAW );
}
WeaponProficiency_t proficiency;
proficiency = CalcWeaponProficiency( pWeapon );
if( weapon_showproficiency.GetBool() != 0 )
{
Msg("%s equipped with %s, proficiency is %s\n", GetClassname(), pWeapon->GetClassname(), GetWeaponProficiencyName( proficiency ) );
}
SetCurrentWeaponProficiency( proficiency );
}
//-----------------------------------------------------------------------------
// Purpose: Puts a new weapon in the inventory
// Input : New weapon
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Weapon_EquipHolstered( CBaseCombatWeapon *pWeapon )
{
Weapon_HandleEquip(pWeapon);
pWeapon->AddEffects( EF_NODRAW );
}
//-----------------------------------------------------------------------------
// Purpose: Adds new weapon to the character
// Input : New weapon
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Weapon_HandleEquip( CBaseCombatWeapon *pWeapon )
{
// Add the weapon to my weapon inventory
if (IsPlayer())
{
// This code drops existing weapons that are in the same bucket and bucket position.
// This doesn't really harm anything since that situation would've broken the HUD anyway.
//
// It goes through every single index in case there's a NULL pointer in between weapons.
int iFirstNullIndex = -1;
for (int i=0;i<MAX_WEAPONS;i++)
{
if (!m_hMyWeapons[i])
{
if (iFirstNullIndex == -1)
iFirstNullIndex = i;
}
else
{
if (pWeapon->GetSlot() == m_hMyWeapons[i]->GetSlot() &&
pWeapon->GetPosition() == m_hMyWeapons[i]->GetPosition())
{
// Replace our existing weapon in this slot
Weapon_Drop(m_hMyWeapons[i]);
{
// We found a slot, we don't care about the first null index anymore
iFirstNullIndex = -1;
m_hMyWeapons.Set( i, pWeapon );
break;
}
}
}
}
if (iFirstNullIndex != -1)
m_hMyWeapons.Set( iFirstNullIndex, pWeapon );
}
else
{
for (int i=0;i<MAX_WEAPONS;i++)
{
if (!m_hMyWeapons[i])
{
m_hMyWeapons.Set( i, pWeapon );
break;
}
}
}
// Weapon is now on my team
pWeapon->ChangeTeam( GetTeamNumber() );
bool bPreserveAmmo = pWeapon->HasSpawnFlags(SF_WEAPON_PRESERVE_AMMO);
if (!bPreserveAmmo)
{
// ----------------------
// Give Primary Ammo
// ----------------------
// If gun doesn't use clips, just give ammo
if (pWeapon->GetMaxClip1() == -1)
{
#ifdef HL2_DLL
if( FStrEq(STRING(gpGlobals->mapname), "d3_c17_09") && FClassnameIs(pWeapon, "weapon_rpg") && pWeapon->NameMatches("player_spawn_items") )
{
// !!!HACK - Don't give any ammo with the spawn equipment RPG in d3_c17_09. This is a chapter
// start and the map is way to easy if you start with 3 RPG rounds. It's fine if a player conserves
// them and uses them here, but it's not OK to start with enough ammo to bypass the snipers completely.
GiveAmmo( 0, pWeapon->m_iPrimaryAmmoType);
}
else
#endif // HL2_DLL
GiveAmmo(pWeapon->GetDefaultClip1(), pWeapon->m_iPrimaryAmmoType);
}
// If default ammo given is greater than clip
// size, fill clips and give extra ammo
else if ( pWeapon->GetDefaultClip1() > pWeapon->GetMaxClip1() )
{
pWeapon->m_iClip1 = pWeapon->GetMaxClip1();
GiveAmmo( (pWeapon->GetDefaultClip1() - pWeapon->GetMaxClip1()), pWeapon->m_iPrimaryAmmoType);
}
// ----------------------
// Give Secondary Ammo
// ----------------------
// If gun doesn't use clips, just give ammo
if (pWeapon->GetMaxClip2() == -1)
{
GiveAmmo(pWeapon->GetDefaultClip2(), pWeapon->m_iSecondaryAmmoType);
}
// If default ammo given is greater than clip
// size, fill clips and give extra ammo
else if ( pWeapon->GetDefaultClip2() > pWeapon->GetMaxClip2() )
{
pWeapon->m_iClip2 = pWeapon->GetMaxClip2();
GiveAmmo( (pWeapon->GetDefaultClip2() - pWeapon->GetMaxClip2()), pWeapon->m_iSecondaryAmmoType);
}
}
else //if (IsPlayer())
{
if (pWeapon->UsesClipsForAmmo1())
{
if (pWeapon->m_iClip1 > pWeapon->GetMaxClip1())
{
// Handle excess ammo
GiveAmmo( pWeapon->m_iClip1 - pWeapon->GetMaxClip1(), pWeapon->m_iPrimaryAmmoType );
pWeapon->m_iClip1 = pWeapon->GetMaxClip1();
}
}
else if (pWeapon->m_iClip1 > 0)
{
// Just because the weapon can't use clips doesn't mean
// the mapper can't override their clip value for ammo.
GiveAmmo(pWeapon->m_iClip1, pWeapon->m_iPrimaryAmmoType);
pWeapon->m_iClip1 = WEAPON_NOCLIP;
}
if (pWeapon->UsesClipsForAmmo2())
{
if (pWeapon->m_iClip2 > pWeapon->GetMaxClip2())
{
// Handle excess ammo
GiveAmmo(pWeapon->m_iClip2 - pWeapon->GetMaxClip2(), pWeapon->m_iSecondaryAmmoType);
pWeapon->m_iClip2 = pWeapon->GetMaxClip2();
}
}
else if (pWeapon->m_iClip2 > 0)
{
// Just because the weapon can't use clips doesn't mean
// the mapper can't override their clip value for ammo.
GiveAmmo(pWeapon->m_iClip2, pWeapon->m_iSecondaryAmmoType);
pWeapon->m_iClip2 = WEAPON_NOCLIP;
}
}
pWeapon->Equip( this );
// Gotta do this *after* Equip because it may whack maxRange
if ( IsPlayer() == false )
{
// If SF_NPC_LONG_RANGE spawn flags is set let weapon work from any distance
if ( HasSpawnFlags(SF_NPC_LONG_RANGE) )
{
pWeapon->m_fMaxRange1 = 999999999;
pWeapon->m_fMaxRange2 = 999999999;
}
}
else if (bPreserveAmmo)
{
// The clip doesn't update on the client unless we do this.
// This is the only way I've figured out how to update without doing something worse.
// TODO: Remove this hack, we've finally fixed it
/*
variant_t clip1;
clip1.SetInt(pWeapon->m_iClip1);
variant_t clip2;
clip2.SetInt(pWeapon->m_iClip2);
pWeapon->m_iClip1 = pWeapon->m_iClip1 - 1;
pWeapon->m_iClip2 = pWeapon->m_iClip2 - 1;
g_EventQueue.AddEvent(pWeapon, "SetAmmo1", clip1, 0.0001f, this, this, 0);
g_EventQueue.AddEvent(pWeapon, "SetAmmo2", clip2, 0.0001f, this, this, 0);
*/
}
// Pass the lighting origin over to the weapon if we have one
pWeapon->SetLightingOriginRelative( GetLightingOriginRelative() );
//if (m_aliveTimer.IsLessThen(0.01f))
m_OnWeaponEquip.FireOutput(pWeapon, this);
}
#else
//-----------------------------------------------------------------------------
// Purpose: Add new weapon to the character
// Input : New weapon
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Weapon_Equip( CBaseCombatWeapon *pWeapon )
{
// Add the weapon to my weapon inventory
for (int i=0;i<MAX_WEAPONS;i++)
{
if (!m_hMyWeapons[i])
{
m_hMyWeapons.Set( i, pWeapon );
break;
}
}
// Weapon is now on my team
pWeapon->ChangeTeam( GetTeamNumber() );
// ----------------------
// Give Primary Ammo
// ----------------------
// If gun doesn't use clips, just give ammo
if (pWeapon->GetMaxClip1() == -1)
{
#ifdef HL2_DLL
if( FStrEq(STRING(gpGlobals->mapname), "d3_c17_09") && FClassnameIs(pWeapon, "weapon_rpg") && pWeapon->NameMatches("player_spawn_items") )
{
// !!!HACK - Don't give any ammo with the spawn equipment RPG in d3_c17_09. This is a chapter
// start and the map is way to easy if you start with 3 RPG rounds. It's fine if a player conserves
// them and uses them here, but it's not OK to start with enough ammo to bypass the snipers completely.
GiveAmmo( 0, pWeapon->m_iPrimaryAmmoType);
}
else
#endif // HL2_DLL
GiveAmmo(pWeapon->GetDefaultClip1(), pWeapon->m_iPrimaryAmmoType);
}
// If default ammo given is greater than clip
// size, fill clips and give extra ammo
else if (pWeapon->GetDefaultClip1() > pWeapon->GetMaxClip1() )
{
pWeapon->m_iClip1 = pWeapon->GetMaxClip1();
GiveAmmo( (pWeapon->GetDefaultClip1() - pWeapon->GetMaxClip1()), pWeapon->m_iPrimaryAmmoType);
}
// ----------------------
// Give Secondary Ammo
// ----------------------
// If gun doesn't use clips, just give ammo
if (pWeapon->GetMaxClip2() == -1)
{
GiveAmmo(pWeapon->GetDefaultClip2(), pWeapon->m_iSecondaryAmmoType);
}
// If default ammo given is greater than clip
// size, fill clips and give extra ammo
else if ( pWeapon->GetDefaultClip2() > pWeapon->GetMaxClip2() )
{
pWeapon->m_iClip2 = pWeapon->GetMaxClip2();
GiveAmmo( (pWeapon->GetDefaultClip2() - pWeapon->GetMaxClip2()), pWeapon->m_iSecondaryAmmoType);
}
pWeapon->Equip( this );
// Players don't automatically holster their current weapon
if ( IsPlayer() == false )
{
if ( m_hActiveWeapon )
{
m_hActiveWeapon->Holster();
// FIXME: isn't this handeled by the weapon?
m_hActiveWeapon->AddEffects( EF_NODRAW );
}
SetActiveWeapon( pWeapon );
m_hActiveWeapon->RemoveEffects( EF_NODRAW );
}
// Gotta do this *after* Equip because it may whack maxRange
if ( IsPlayer() == false )
{
// If SF_NPC_LONG_RANGE spawn flags is set let weapon work from any distance
if ( HasSpawnFlags(SF_NPC_LONG_RANGE) )
{
m_hActiveWeapon->m_fMaxRange1 = 999999999;
m_hActiveWeapon->m_fMaxRange2 = 999999999;
}
}
WeaponProficiency_t proficiency;
proficiency = CalcWeaponProficiency( pWeapon );
if( weapon_showproficiency.GetBool() != 0 )
{
Msg("%s equipped with %s, proficiency is %s\n", GetClassname(), pWeapon->GetClassname(), GetWeaponProficiencyName( proficiency ) );
}
SetCurrentWeaponProficiency( proficiency );
// Pass the lighting origin over to the weapon if we have one
pWeapon->SetLightingOriginRelative( GetLightingOriginRelative() );
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Leaves weapon, giving only ammo to the character
// Input : Weapon
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::Weapon_EquipAmmoOnly( CBaseCombatWeapon *pWeapon )
{
// Check for duplicates
for (int i=0;i<MAX_WEAPONS;i++)
{
if ( m_hMyWeapons[i].Get() && FClassnameIs(m_hMyWeapons[i], pWeapon->GetClassname()) )
{
// Just give the ammo from the clip
int primaryGiven = (pWeapon->UsesClipsForAmmo1()) ? pWeapon->m_iClip1 : pWeapon->GetPrimaryAmmoCount();
int secondaryGiven = (pWeapon->UsesClipsForAmmo2()) ? pWeapon->m_iClip2 : pWeapon->GetSecondaryAmmoCount();
int takenPrimary = GiveAmmo( primaryGiven, pWeapon->m_iPrimaryAmmoType);
int takenSecondary = GiveAmmo( secondaryGiven, pWeapon->m_iSecondaryAmmoType);
if( pWeapon->UsesClipsForAmmo1() )
{
pWeapon->m_iClip1 -= takenPrimary;
}
else
{
pWeapon->SetPrimaryAmmoCount( pWeapon->GetPrimaryAmmoCount() - takenPrimary );
}
if( pWeapon->UsesClipsForAmmo2() )
{
pWeapon->m_iClip2 -= takenSecondary;
}
else
{
pWeapon->SetSecondaryAmmoCount( pWeapon->GetSecondaryAmmoCount() - takenSecondary );
}
//Only succeed if we've taken ammo from the weapon
if ( takenPrimary > 0 || takenSecondary > 0 )
return true;
return false;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether the weapon passed in would occupy a slot already occupied by the carrier
// Input : *pWeapon - weapon to test for
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::Weapon_SlotOccupied( CBaseCombatWeapon *pWeapon )
{
if ( pWeapon == NULL )
return false;
//Check to see if there's a resident weapon already in this slot
if ( Weapon_GetSlot( pWeapon->GetSlot() ) == NULL )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the weapon (if any) in the requested slot
// Input : slot - which slot to poll
//-----------------------------------------------------------------------------
CBaseCombatWeapon *CBaseCombatCharacter::Weapon_GetSlot( int slot ) const
{
int targetSlot = slot;
// Check for that slot being occupied already
for ( int i=0; i < MAX_WEAPONS; i++ )
{
if ( m_hMyWeapons[i].Get() != NULL )
{
// If the slots match, it's already occupied
if ( m_hMyWeapons[i]->GetSlot() == targetSlot )
return m_hMyWeapons[i];
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Get a pointer to a weapon this character has that uses the specified ammo
//-----------------------------------------------------------------------------
CBaseCombatWeapon *CBaseCombatCharacter::Weapon_GetWpnForAmmo( int iAmmoIndex )
{
for ( int i = 0; i < MAX_WEAPONS; i++ )
{
CBaseCombatWeapon *weapon = GetWeapon( i );
if ( !weapon )
continue;
if ( weapon->GetPrimaryAmmoType() == iAmmoIndex )
return weapon;
if ( weapon->GetSecondaryAmmoType() == iAmmoIndex )
return weapon;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Can this character operate this weapon?
// Input : A weapon
// Output : true or false
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::Weapon_CanUse( CBaseCombatWeapon *pWeapon )
{
acttable_t *pTable = pWeapon->ActivityList();
int actCount = pWeapon->ActivityListCount();
if( actCount < 1 )
{
// If the weapon has no activity table, it definitely cannot be used.
return false;
}
for ( int i = 0; i < actCount; i++, pTable++ )
{
if ( pTable->required )
{
// The NPC might translate the weapon activity into another activity
Activity translatedActivity = NPC_TranslateActivity( (Activity)(pTable->weaponAct) );
if ( SelectWeightedSequence(translatedActivity) == ACTIVITY_NOT_AVAILABLE )
{
#ifdef MAPBASE
// Do we have a backup?
translatedActivity = Weapon_BackupActivity((Activity)(pTable->baseAct), true, pWeapon);
if (SelectWeightedSequence(translatedActivity) != ACTIVITY_NOT_AVAILABLE)
return true;
#endif
return false;
}
}
}
return true;
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose: Uses an activity from a different weapon when the activity we were originally looking for does not exist on this character.
// Created to give NPCs the ability to use weapons they are not otherwise allowed to use.
// Right now, everyone falls back to the SMG act table.
//-----------------------------------------------------------------------------
Activity CBaseCombatCharacter::Weapon_BackupActivity( Activity activity, bool weaponTranslationWasRequired, CBaseCombatWeapon *pSpecificWeapon )
{
CBaseCombatWeapon *pWeapon = pSpecificWeapon ? pSpecificWeapon : GetActiveWeapon();
if (!pWeapon)
return activity;
// Make sure the weapon allows this activity to have a backup.
if (!pWeapon->SupportsBackupActivity(activity))
return activity;
// Sometimes, the NPC is supposed to use the default activity. Return that if the weapon translation was "not required" and we have an original activity.
if (!weaponTranslationWasRequired && GetModelPtr()->HaveSequenceForActivity(activity))
{
return activity;
}
acttable_t *pTable = pWeapon->GetBackupActivityList();
if (pTable)
{
int actCount = pWeapon->GetBackupActivityListCount();
for ( int i = 0; i < actCount; i++, pTable++ )
{
if ( activity == pTable->baseAct )
{
// Don't pick SMG animations we don't actually have an animation for.
if (GetModelPtr() ? !GetModelPtr()->HaveSequenceForActivity(pTable->weaponAct) : false)
{
return activity;
}
return (Activity)pTable->weaponAct;
}
}
}
return activity;
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
CBaseCombatWeapon *CBaseCombatCharacter::Weapon_Create( const char *pWeaponName )
{
CBaseCombatWeapon *pWeapon = static_cast<CBaseCombatWeapon *>( Create( pWeaponName, GetLocalOrigin(), GetLocalAngles(), this ) );
return pWeapon;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Weapon_HandleAnimEvent( animevent_t *pEvent )
{
// UNDONE: Some check to make sure that pEvent->pSource is a weapon I'm holding?
if ( m_hActiveWeapon )
{
// UNDONE: Pass to pEvent->pSource instead?
m_hActiveWeapon->Operator_HandleAnimEvent( pEvent, this );
}
}
void CBaseCombatCharacter::RemoveAllWeapons()
{
ClearActiveWeapon();
for (int i = 0; i < MAX_WEAPONS; i++)
{
if ( m_hMyWeapons[i] )
{
m_hMyWeapons[i]->Delete( );
m_hMyWeapons.Set( i, NULL );
}
}
}
// take health
int CBaseCombatCharacter::TakeHealth (float flHealth, int bitsDamageType)
{
if (!m_takedamage)
return 0;
#ifdef MAPBASE
float flRatio = clamp( (float)m_iHealth / (float)m_iMaxHealth, 0.f, 1.f );
m_OnHealthChanged.Set(flRatio, NULL, this);
#endif
return BaseClass::TakeHealth(flHealth, bitsDamageType);
}
/*
============
OnTakeDamage
The damage is coming from inflictor, but get mad at attacker
This should be the only function that ever reduces health.
bitsDamageType indicates the type of damage sustained, ie: DMG_SHOCK
Time-based damage: only occurs while the NPC is within the trigger_hurt.
When a NPC is poisoned via an arrow etc it takes all the poison damage at once.
GLOBALS ASSUMED SET: g_iSkillLevel
============
*/
int CBaseCombatCharacter::OnTakeDamage( const CTakeDamageInfo &info )
{
int retVal = 0;
if (!m_takedamage)
return 0;
m_iDamageCount++;
if ( info.GetDamageType() & DMG_SHOCK )
{
g_pEffects->Sparks( info.GetDamagePosition(), 2, 2 );
UTIL_Smoke( info.GetDamagePosition(), random->RandomInt( 10, 15 ), 10 );
}
// track damage history
if ( info.GetAttacker() )
{
int attackerTeam = info.GetAttacker()->GetTeamNumber();
m_hasBeenInjured |= ( 1 << attackerTeam );
for( int i=0; i<MAX_DAMAGE_TEAMS; ++i )
{
if ( m_damageHistory[i].team == attackerTeam )
{
// restart the injury timer
m_damageHistory[i].interval.Start();
break;
}
if ( m_damageHistory[i].team == TEAM_INVALID )
{
// team not registered yet
m_damageHistory[i].team = attackerTeam;
m_damageHistory[i].interval.Start();
break;
}
}
}
switch( m_lifeState )
{
case LIFE_ALIVE:
retVal = OnTakeDamage_Alive( info );
#ifdef MAPBASE
if (retVal)
{
float flRatio = clamp( (float)m_iHealth / (float)m_iMaxHealth, 0.f, 1.f );
m_OnHealthChanged.Set(flRatio, NULL, this);
}
#endif
if ( m_iHealth <= 0 )
{
#ifdef MAPBASE_VSCRIPT
// False = Cheat death
if (ScriptDeathHook( const_cast<CTakeDamageInfo*>(&info) ) == false)
return retVal;
#endif
IPhysicsObject *pPhysics = VPhysicsGetObject();
if ( pPhysics )
{
pPhysics->EnableCollisions( false );
}
bool bGibbed = false;
Event_Killed( info );
// Only classes that specifically request it are gibbed
if ( ShouldGib( info ) )
{
bGibbed = Event_Gibbed( info );
}
if ( bGibbed == false )
{
Event_Dying( info );
}
}
return retVal;
break;
case LIFE_DYING:
#ifdef MAPBASE
retVal = OnTakeDamage_Dying( info );
if (retVal)
{
float flRatio = clamp( (float)m_iHealth / (float)m_iMaxHealth, 0.f, 1.f );
m_OnHealthChanged.Set(flRatio, NULL, this);
}
return retVal;
#else
return OnTakeDamage_Dying( info );
#endif
default:
case LIFE_DEAD:
retVal = OnTakeDamage_Dead( info );
#ifdef MAPBASE
if (retVal)
{
float flRatio = clamp( (float)m_iHealth / (float)m_iMaxHealth, 0.f, 1.f );
m_OnHealthChanged.Set(flRatio, NULL, this);
}
#endif
if ( m_iHealth <= 0 && g_pGameRules->Damage_ShouldGibCorpse( info.GetDamageType() ) && ShouldGib( info ) )
{
Event_Gibbed( info );
retVal = 0;
}
return retVal;
}
}
int CBaseCombatCharacter::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
// grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit).
Vector vecDir = vec3_origin;
if (info.GetInflictor())
{
vecDir = info.GetInflictor()->WorldSpaceCenter() - Vector ( 0, 0, 10 ) - WorldSpaceCenter();
VectorNormalize(vecDir);
}
g_vecAttackDir = vecDir;
//!!!LATER - make armor consideration here!
// do the damage
if ( m_takedamage != DAMAGE_EVENTS_ONLY )
{
// Separate the fractional amount of damage from the whole
float flFractionalDamage = info.GetDamage() - floor( info.GetDamage() );
float flIntegerDamage = info.GetDamage() - flFractionalDamage;
// Add fractional damage to the accumulator
m_flDamageAccumulator += flFractionalDamage;
// If the accumulator is holding a full point of damage, move that point
// of damage into the damage we're about to inflict.
if( m_flDamageAccumulator >= 1.0 )
{
flIntegerDamage += 1.0;
m_flDamageAccumulator -= 1.0;
}
if ( flIntegerDamage <= 0 )
return 0;
m_iHealth -= flIntegerDamage;
}
return 1;
}
int CBaseCombatCharacter::OnTakeDamage_Dying( const CTakeDamageInfo &info )
{
return 1;
}
int CBaseCombatCharacter::OnTakeDamage_Dead( const CTakeDamageInfo &info )
{
// do the damage
if ( m_takedamage != DAMAGE_EVENTS_ONLY )
{
m_iHealth -= info.GetDamage();
}
return 1;
}
//-----------------------------------------------------------------------------
// Purpose: Sets vBodyDir to the body direction (2D) of the combat character.
// Used as NPC's and players extract facing direction differently
// Input :
// Output :
//-----------------------------------------------------------------------------
QAngle CBaseCombatCharacter::BodyAngles()
{
return GetAbsAngles();
}
Vector CBaseCombatCharacter::BodyDirection2D( void )
{
Vector vBodyDir = BodyDirection3D( );
vBodyDir.z = 0;
vBodyDir.AsVector2D().NormalizeInPlace();
return vBodyDir;
}
Vector CBaseCombatCharacter::BodyDirection3D( void )
{
QAngle angles = BodyAngles();
// FIXME: cache this
Vector vBodyDir;
AngleVectors( angles, &vBodyDir );
return vBodyDir;
}
void CBaseCombatCharacter::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways )
{
// Skip this work if we're already marked for transmission.
if ( pInfo->m_pTransmitEdict->Get( entindex() ) )
return;
BaseClass::SetTransmit( pInfo, bAlways );
bool bLocalPlayer = ( pInfo->m_pClientEnt == edict() );
if ( bLocalPlayer )
{
for ( int i=0; i < MAX_WEAPONS; i++ )
{
CBaseCombatWeapon *pWeapon = m_hMyWeapons[i];
if ( !pWeapon )
continue;
// The local player is sent all of his weapons.
pWeapon->SetTransmit( pInfo, bAlways );
}
}
else
{
// The check for EF_NODRAW is useless because the weapon will be networked anyway. In CBaseCombatWeapon::
// UpdateTransmitState all weapons with owners will transmit to clients in the PVS.
if ( m_hActiveWeapon && !m_hActiveWeapon->IsEffectActive( EF_NODRAW ) )
m_hActiveWeapon->SetTransmit( pInfo, bAlways );
}
}
//-----------------------------------------------------------------------------
// Purpose: Add or Change a class relationship for this entity
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::AddClassRelationship ( Class_T class_type, Disposition_t disposition, int priority )
{
// First check to see if a relationship has already been declared for this class
// If so, update it with the new relationship
for (int i=m_Relationship.Count()-1;i >= 0;i--)
{
if (m_Relationship[i].classType == class_type)
{
m_Relationship[i].disposition = disposition;
if ( priority != DEF_RELATIONSHIP_PRIORITY )
m_Relationship[i].priority = priority;
return;
}
}
int index = m_Relationship.AddToTail();
// Add the new class relationship to our relationship table
m_Relationship[index].classType = class_type;
m_Relationship[index].entity = NULL;
m_Relationship[index].disposition = disposition;
m_Relationship[index].priority = ( priority != DEF_RELATIONSHIP_PRIORITY ) ? priority : 0;
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose: Removes a class relationship from our list
// Input : *class_type - Class with whom the relationship should be ended
// Output : True is relation was removed, false if it was not found
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::RemoveClassRelationship( Class_T class_type )
{
// Find the relationship in our list, if it exists
for ( int i = m_Relationship.Count()-1; i >= 0; i-- )
{
if ( m_Relationship[i].classType == class_type )
{
// Done, remove it
m_Relationship.Remove( i );
return true;
}
}
return false;
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Add or Change a entity relationship for this entity
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::AddEntityRelationship ( CBaseEntity* pEntity, Disposition_t disposition, int priority )
{
// First check to see if a relationship has already been declared for this entity
// If so, update it with the new relationship
for (int i=m_Relationship.Count()-1;i >= 0;i--)
{
if (m_Relationship[i].entity == pEntity)
{
m_Relationship[i].disposition = disposition;
if ( priority != DEF_RELATIONSHIP_PRIORITY )
m_Relationship[i].priority = priority;
return;
}
}
int index = m_Relationship.AddToTail();
// Add the new class relationship to our relationship table
m_Relationship[index].classType = CLASS_NONE;
m_Relationship[index].entity = pEntity;
m_Relationship[index].disposition = disposition;
m_Relationship[index].priority = ( priority != DEF_RELATIONSHIP_PRIORITY ) ? priority : 0;
}
//-----------------------------------------------------------------------------
// Purpose: Removes an entity relationship from our list
// Input : *pEntity - Entity with whom the relationship should be ended
// Output : True is entity was removed, false if it was not found
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::RemoveEntityRelationship( CBaseEntity *pEntity )
{
// Find the entity in our list, if it exists
for ( int i = m_Relationship.Count()-1; i >= 0; i-- )
{
if ( m_Relationship[i].entity == pEntity )
{
// Done, remove it
m_Relationship.Remove( i );
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Allocates default relationships
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::AllocateDefaultRelationships( )
{
if (!m_DefaultRelationship)
{
m_DefaultRelationship = new Relationship_t*[NUM_AI_CLASSES];
for (int i=0; i<NUM_AI_CLASSES; ++i)
{
// Be default all relationships are neutral of priority zero
m_DefaultRelationship[i] = new Relationship_t[NUM_AI_CLASSES];
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Return an interaction ID (so we have no collisions)
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::SetDefaultRelationship(Class_T nClass, Class_T nClassTarget, Disposition_t nDisposition, int nPriority)
{
if (m_DefaultRelationship)
{
m_DefaultRelationship[nClass][nClassTarget].disposition = nDisposition;
m_DefaultRelationship[nClass][nClassTarget].priority = nPriority;
}
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose: Fetch the default (ignore ai_relationship changes) relationship
// Input :
// Output :
//-----------------------------------------------------------------------------
Disposition_t CBaseCombatCharacter::GetDefaultRelationshipDisposition( Class_T nClassSource, Class_T nClassTarget )
{
Assert( m_DefaultRelationship != NULL );
return m_DefaultRelationship[nClassSource][nClassTarget].disposition;
}
//-----------------------------------------------------------------------------
// Purpose: Fetch the default (ignore ai_relationship changes) priority
// Input :
// Output :
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::GetDefaultRelationshipPriority( Class_T nClassSource, Class_T nClassTarget )
{
Assert( m_DefaultRelationship != NULL );
return m_DefaultRelationship[nClassSource][nClassTarget].priority;
}
//-----------------------------------------------------------------------------
// Purpose: Fetch the default (ignore ai_relationship changes) priority
// Input :
// Output :
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::GetDefaultRelationshipPriority( Class_T nClassTarget )
{
Assert( m_DefaultRelationship != NULL );
return m_DefaultRelationship[Classify()][nClassTarget].priority;
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Fetch the default (ignore ai_relationship changes) relationship
// Input :
// Output :
//-----------------------------------------------------------------------------
Disposition_t CBaseCombatCharacter::GetDefaultRelationshipDisposition( Class_T nClassTarget )
{
Assert( m_DefaultRelationship != NULL );
return m_DefaultRelationship[Classify()][nClassTarget].disposition;
}
//-----------------------------------------------------------------------------
// Purpose: describes the relationship between two types of NPC.
// Input :
// Output :
//-----------------------------------------------------------------------------
Relationship_t *CBaseCombatCharacter::FindEntityRelationship( CBaseEntity *pTarget )
{
if ( !pTarget )
{
static Relationship_t dummy;
return &dummy;
}
// First check for specific relationship with this edict
int i;
for (i=0;i<m_Relationship.Count();i++)
{
if (pTarget == (CBaseEntity *)m_Relationship[i].entity)
{
return &m_Relationship[i];
}
}
if (pTarget->Classify() != CLASS_NONE)
{
// Then check for relationship with this edict's class
for (i=0;i<m_Relationship.Count();i++)
{
if (pTarget->Classify() == m_Relationship[i].classType)
{
return &m_Relationship[i];
}
}
}
AllocateDefaultRelationships();
// If none found return the default
return &m_DefaultRelationship[ Classify() ][ pTarget->Classify() ];
}
Disposition_t CBaseCombatCharacter::IRelationType ( CBaseEntity *pTarget )
{
if ( pTarget )
{
#ifdef MAPBASE_VSCRIPT
if (m_ScriptScope.IsInitialized() && g_Hook_RelationshipType.CanRunInScope( m_ScriptScope ))
{
// entity, default
ScriptVariant_t functionReturn;
ScriptVariant_t args[] = { ScriptVariant_t( pTarget->GetScriptInstance() ), FindEntityRelationship( pTarget )->disposition };
if (g_Hook_RelationshipType.Call( m_ScriptScope, &functionReturn, args ) && (functionReturn.m_type == FIELD_INTEGER && functionReturn.m_int != D_ER))
{
// Use the disposition returned by the script
return (Disposition_t)functionReturn.m_int;
}
}
#endif
return FindEntityRelationship( pTarget )->disposition;
}
return D_NU;
}
//-----------------------------------------------------------------------------
// Purpose: describes the relationship between two types of NPC.
// Input :
// Output :
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::IRelationPriority( CBaseEntity *pTarget )
{
if ( pTarget )
{
#ifdef MAPBASE_VSCRIPT
if (m_ScriptScope.IsInitialized() && g_Hook_RelationshipPriority.CanRunInScope( m_ScriptScope ))
{
// entity, default
ScriptVariant_t functionReturn;
ScriptVariant_t args[] = { ScriptVariant_t( pTarget->GetScriptInstance() ), FindEntityRelationship( pTarget )->priority };
if (g_Hook_RelationshipPriority.Call( m_ScriptScope, &functionReturn, args ) && functionReturn.m_type == FIELD_INTEGER)
{
// Use the priority returned by the script
return functionReturn.m_int;
}
}
#endif
return FindEntityRelationship( pTarget )->priority;
}
return 0;
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose: Ported from CAI_BaseNPC so players can use it
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::AddRelationship( const char *pszRelationship, CBaseEntity *pActivator )
{
// Parse the keyvalue data
char parseString[1000];
Q_strncpy(parseString, pszRelationship, sizeof(parseString));
// Look for an entity string
char *entityString = strtok(parseString," ");
while (entityString)
{
// Get the disposition
char *dispositionString = strtok(NULL," ");
Disposition_t disposition = D_NU;
if ( dispositionString )
{
if (!stricmp(dispositionString,"D_HT"))
{
disposition = D_HT;
}
else if (!stricmp(dispositionString,"D_FR"))
{
disposition = D_FR;
}
else if (!stricmp(dispositionString,"D_LI"))
{
disposition = D_LI;
}
else if (!stricmp(dispositionString,"D_NU"))
{
disposition = D_NU;
}
else
{
disposition = D_NU;
Warning( "***ERROR***\nBad relationship type (%s) to unknown entity (%s)!\n", dispositionString,entityString );
Assert( 0 );
return;
}
}
else
{
Warning("Can't parse relationship info (%s) - Expecting 'name [D_HT, D_FR, D_LI, D_NU] [1-99]'\n", pszRelationship );
Assert(0);
return;
}
// Get the priority
char *priorityString = strtok(NULL," ");
int priority = ( priorityString ) ? atoi(priorityString) : DEF_RELATIONSHIP_PRIORITY;
bool bFoundEntity = false;
// Try to get pointer to an entity of this name
CBaseEntity *entity = gEntList.FindEntityByName( NULL, entityString );
while( entity )
{
// make sure you catch all entities of this name.
bFoundEntity = true;
AddEntityRelationship(entity, disposition, priority );
entity = gEntList.FindEntityByName( entity, entityString );
}
if( !bFoundEntity )
{
// Need special condition for player as we can only have one
if (!stricmp("player", entityString) || !stricmp("!player", entityString))
{
AddClassRelationship( CLASS_PLAYER, disposition, priority );
}
// Otherwise try to create one too see if a valid classname and get class type
else
{
// HACKHACK:
CBaseEntity *pEntity = CanCreateEntityClass( entityString ) ? CreateEntityByName( entityString ) : NULL;
if (pEntity)
{
AddClassRelationship( pEntity->Classify(), disposition, priority );
UTIL_RemoveImmediate(pEntity);
}
else
{
#ifdef MAPBASE // I know the extra #ifdef is pointless, but it's there so you know this is new
if (!Q_strnicmp(entityString, "CLASS_", 5))
{
// Go through all of the classes and find which one this is
Class_T resultClass = CLASS_NONE;
for (int i = 0; i < NUM_AI_CLASSES; i++)
{
if (FStrEq(g_pGameRules->AIClassText(i), entityString))
{
resultClass = (Class_T)i;
}
}
if (resultClass != CLASS_NONE)
{
AddClassRelationship( resultClass, disposition, priority );
bFoundEntity = true;
}
}
if (!bFoundEntity)
#endif
DevWarning( "Couldn't set relationship to unknown entity or class (%s)!\n", entityString );
}
}
}
// Check for another entity in the list
entityString = strtok(NULL," ");
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::InputSetRelationship( inputdata_t &inputdata )
{
AddRelationship( inputdata.value.String(), inputdata.pActivator );
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Get shoot position of BCC at current position/orientation
// Input :
// Output :
//-----------------------------------------------------------------------------
Vector CBaseCombatCharacter::Weapon_ShootPosition( )
{
Vector forward, right, up;
AngleVectors( GetAbsAngles(), &forward, &right, &up );
Vector vecSrc = GetAbsOrigin()
+ forward * m_HackedGunPos.y
+ right * m_HackedGunPos.x
+ up * m_HackedGunPos.z;
return vecSrc;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CBaseEntity *CBaseCombatCharacter::FindHealthItem( const Vector &vecPosition, const Vector &range )
{
CBaseEntity *list[1024];
int count = UTIL_EntitiesInBox( list, 1024, vecPosition - range, vecPosition + range, 0 );
for ( int i = 0; i < count; i++ )
{
CItem *pItem = dynamic_cast<CItem *>(list[ i ]);
if( pItem )
{
#ifdef MAPBASE
if (pItem->HasSpawnFlags(SF_ITEM_NO_NPC_PICKUP))
continue;
#endif
// Healthkits and healthvials
if( pItem->ClassMatches( "item_health*" ) && FVisible( pItem ) )
{
return pItem;
}
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Compares the weapon's center with this character's current origin, so it
// will not give reliable results for weapons that are visible to the NPC
// but are upstairs/downstairs, etc.
//
// A weapon is said to be on the ground if it is no more than 12 inches above
// or below the caller's feet.
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::Weapon_IsOnGround( CBaseCombatWeapon *pWeapon )
{
if( pWeapon->IsConstrained() )
{
// Constrained to a rack.
return false;
}
if( fabs(pWeapon->WorldSpaceCenter().z - GetAbsOrigin().z) >= 12.0f )
{
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &range -
// Output : CBaseEntity
//-----------------------------------------------------------------------------
CBaseEntity *CBaseCombatCharacter::Weapon_FindUsable( const Vector &range )
{
bool bConservative = false;
#ifdef MAPBASE
if (HasContext("weapon_conservative:1"))
bConservative = true;
#ifdef HL2_DLL
else if (hl2_episodic.GetBool() && !GetActiveWeapon())
{
// Unarmed citizens are conservative in their weapon finding...in Episode One
if (Classify() != CLASS_PLAYER_ALLY_VITAL && Q_strncmp(STRING(gpGlobals->mapname), "ep1_", 4))
bConservative = true;
}
#endif
#else
#ifdef HL2_DLL
if( hl2_episodic.GetBool() && !GetActiveWeapon() )
{
// Unarmed citizens are conservative in their weapon finding
if ( Classify() != CLASS_PLAYER_ALLY_VITAL )
{
bConservative = true;
}
}
#endif
#endif
CBaseCombatWeapon *weaponList[64];
CBaseCombatWeapon *pBestWeapon = NULL;
Vector mins = GetAbsOrigin() - range;
Vector maxs = GetAbsOrigin() + range;
int listCount = CBaseCombatWeapon::GetAvailableWeaponsInBox( weaponList, ARRAYSIZE(weaponList), mins, maxs );
float fBestDist = 1e6;
for ( int i = 0; i < listCount; i++ )
{
// Make sure not moving (ie flying through the air)
Vector velocity;
CBaseCombatWeapon *pWeapon = weaponList[i];
Assert(pWeapon);
pWeapon->GetVelocity( &velocity, NULL );
if ( pWeapon->CanBePickedUpByNPCs() == false )
continue;
#ifdef MAPBASE
if ( pWeapon->HasSpawnFlags(SF_WEAPON_NO_NPC_PICKUP) )
continue;
#endif
if ( velocity.LengthSqr() > 1 || !Weapon_CanUse(pWeapon) )
continue;
if ( pWeapon->IsLocked(this) )
continue;
#ifdef MAPBASE
// Skip weapons we already own
if ( Weapon_OwnsThisType(pWeapon->GetClassname()) )
continue;
#endif
if ( GetActiveWeapon() )
{
// Already armed. Would picking up this weapon improve my situation?
#ifndef MAPBASE
if( GetActiveWeapon()->m_iClassname == pWeapon->m_iClassname )
{
// No, I'm already using this type of weapon.
continue;
}
#endif
#ifdef MAPBASE
if ( pWeapon->IsMeleeWeapon() && !GetActiveWeapon()->IsMeleeWeapon() )
{
// This weapon is a melee weapon and the weapon I have now is not.
// Picking up this weapon might not improve my situation.
continue;
}
if ( pWeapon->GetWeight() != 0 && GetActiveWeapon()->GetWeight() > pWeapon->GetWeight() )
{
// Discard if our target weapon supports weight but our current weapon has more of it.
//
// (RIP going from AR2 to shotgun)
continue;
}
#else
if( FClassnameIs( pWeapon, "weapon_pistol" ) )
{
// No, it's a pistol.
continue;
}
#endif
}
float fCurDist = (pWeapon->GetLocalOrigin() - GetLocalOrigin()).Length();
// Give any reserved weapon a bonus
if( pWeapon->HasSpawnFlags( SF_WEAPON_NO_PLAYER_PICKUP ) )
{
fCurDist *= 0.5f;
}
if ( pBestWeapon )
{
#ifdef MAPBASE
// NPCs now use weight to determine which weapon is best.
// All HL2 weapons are weighted and are usually good enough.
//
// This probably won't cause problems...
if (pWeapon->GetWeight() > 1)
{
#if 0
float flRatio = MIN( (2.5f / (pWeapon->GetWeight() - (GetActiveWeapon() ? GetActiveWeapon()->GetWeight() : 0))), 1.0 );
if (flRatio < 0)
flRatio *= -1; flRatio += 1.0f;
fCurDist *= flRatio;
#else
fCurDist *= MIN( (2.5f / pWeapon->GetWeight()), 1.0 );
#endif
}
#else
// UNDONE: Better heuristic needed here
// Need to pick by power of weapons
// Don't want to pick a weapon right next to a NPC!
// Give the AR2 a bonus to be selected by making it seem closer.
if( FClassnameIs( pWeapon, "weapon_ar2" ) )
{
fCurDist *= 0.5;
}
#endif
// choose the last range attack weapon you find or the first available other weapon
if ( ! (pWeapon->CapabilitiesGet() & bits_CAP_RANGE_ATTACK_GROUP) )
{
continue;
}
else if (fCurDist > fBestDist )
{
continue;
}
}
if( Weapon_IsOnGround(pWeapon) )
{
// Weapon appears to be lying on the ground. Make sure this weapon is reachable
// by tracing out a human sized hull just above the weapon. If not, reject
trace_t tr;
Vector vAboveWeapon = pWeapon->GetAbsOrigin();
UTIL_TraceEntity( this, vAboveWeapon, vAboveWeapon + Vector( 0, 0, 1 ), MASK_SOLID, pWeapon, COLLISION_GROUP_NONE, &tr );
if ( tr.startsolid || (tr.fraction < 1.0) )
continue;
}
else if( bConservative )
{
// Skip it.
continue;
}
if( FVisible(pWeapon) )
{
fBestDist = fCurDist;
pBestWeapon = pWeapon;
}
}
if( pBestWeapon )
{
// Lock this weapon for my exclusive use. Lock it for just a couple of seconds because my AI
// might not actually be able to go pick it up right now.
pBestWeapon->Lock( 2.0, this );
}
return pBestWeapon;
}
//-----------------------------------------------------------------------------
// Purpose: Give the player some ammo.
// Input : iCount - Amount of ammo to give.
// iAmmoIndex - Index of the ammo into the AmmoInfoArray
// iMax - Max carrying capability of the player
// Output : Amount of ammo actually given
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::GiveAmmo( int iCount, int iAmmoIndex, bool bSuppressSound)
{
if (iCount <= 0)
return 0;
if ( !g_pGameRules->CanHaveAmmo( this, iAmmoIndex ) )
{
// game rules say I can't have any more of this ammo type.
return 0;
}
if ( iAmmoIndex < 0 || iAmmoIndex >= MAX_AMMO_SLOTS )
return 0;
int iMax = GetAmmoDef()->MaxCarry(iAmmoIndex);
int iAdd = MIN( iCount, iMax - m_iAmmo[iAmmoIndex] );
if ( iAdd < 1 )
return 0;
// Ammo pickup sound
if ( !bSuppressSound )
{
EmitSound( "BaseCombatCharacter.AmmoPickup" );
}
m_iAmmo.Set( iAmmoIndex, m_iAmmo[iAmmoIndex] + iAdd );
return iAdd;
}
//-----------------------------------------------------------------------------
// Purpose: Give the player some ammo.
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::GiveAmmo( int iCount, const char *szName, bool bSuppressSound )
{
int iAmmoType = GetAmmoDef()->Index(szName);
if (iAmmoType == -1)
{
Msg("ERROR: Attempting to give unknown ammo type (%s)\n",szName);
return 0;
}
return GiveAmmo( iCount, iAmmoType, bSuppressSound );
}
ConVar phys_stressbodyweights( "phys_stressbodyweights", "5.0" );
void CBaseCombatCharacter::VPhysicsUpdate( IPhysicsObject *pPhysics )
{
ApplyStressDamage( pPhysics, false );
BaseClass::VPhysicsUpdate( pPhysics );
}
float CBaseCombatCharacter::CalculatePhysicsStressDamage( vphysics_objectstress_t *pStressOut, IPhysicsObject *pPhysics )
{
// stress damage hack.
float mass = pPhysics->GetMass();
CalculateObjectStress( pPhysics, this, pStressOut );
float stress = (pStressOut->receivedStress * m_impactEnergyScale) / mass;
// Make sure the stress isn't from being stuck inside some static object.
// how many times your own weight can you hold up?
if ( pStressOut->hasNonStaticStress && stress > phys_stressbodyweights.GetFloat() )
{
// if stuck, don't do this!
if ( !(pPhysics->GetGameFlags() & FVPHYSICS_PENETRATING) )
return 200;
}
return 0;
}
void CBaseCombatCharacter::ApplyStressDamage( IPhysicsObject *pPhysics, bool bRequireLargeObject )
{
#ifdef HL2_DLL
if( Classify() == CLASS_PLAYER_ALLY || Classify() == CLASS_PLAYER_ALLY_VITAL )
{
// Bypass stress completely for allies and vitals.
if( hl2_episodic.GetBool() )
return;
}
#endif//HL2_DLL
vphysics_objectstress_t stressOut;
float damage = CalculatePhysicsStressDamage( &stressOut, pPhysics );
if ( damage > 0 )
{
if ( bRequireLargeObject && !stressOut.hasLargeObjectContact )
return;
//Msg("Stress! %.2f / %.2f\n", stressOut.exertedStress, stressOut.receivedStress );
CTakeDamageInfo dmgInfo( GetWorldEntity(), GetWorldEntity(), vec3_origin, vec3_origin, damage, DMG_CRUSH );
dmgInfo.SetDamageForce( Vector( 0, 0, -stressOut.receivedStress * GetCurrentGravity() * gpGlobals->frametime ) );
dmgInfo.SetDamagePosition( GetAbsOrigin() );
TakeDamage( dmgInfo );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const impactdamagetable_t
//-----------------------------------------------------------------------------
const impactdamagetable_t &CBaseCombatCharacter::GetPhysicsImpactDamageTable( void )
{
return gDefaultNPCImpactDamageTable;
}
// how much to amplify impact forces
// This is to account for the ragdolls responding differently than
// the shadow objects. Also this makes the impacts more dramatic.
ConVar phys_impactforcescale( "phys_impactforcescale", "1.0" );
ConVar phys_upimpactforcescale( "phys_upimpactforcescale", "0.375" );
void CBaseCombatCharacter::VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent )
{
int otherIndex = !index;
CBaseEntity *pOther = pEvent->pEntities[otherIndex];
IPhysicsObject *pOtherPhysics = pEvent->pObjects[otherIndex];
if ( !pOther )
return;
// Ragdolls are marked as dying.
if ( pOther->m_lifeState == LIFE_DYING )
return;
if ( pOther->GetMoveType() != MOVETYPE_VPHYSICS )
return;
if ( !pOtherPhysics->IsMoveable() )
return;
if ( pOther == GetGroundEntity() )
return;
// Player can't damage himself if he's was physics attacker *on this frame*
// which can occur owing to ordering issues it appears.
float flOtherAttackerTime = 0.0f;
#if defined( HL2_DLL ) && !defined( HL2MP )
if ( HL2GameRules()->MegaPhyscannonActive() == true )
{
flOtherAttackerTime = 1.0f;
}
#endif // HL2_DLL && !HL2MP
if ( this == pOther->HasPhysicsAttacker( flOtherAttackerTime ) )
return;
int damageType = 0;
float damage = 0;
damage = CalculatePhysicsImpactDamage( index, pEvent, GetPhysicsImpactDamageTable(), m_impactEnergyScale, false, damageType );
if ( damage <= 0 )
return;
// NOTE: We really need some rotational motion for some of these collisions.
// REVISIT: Maybe resolve this collision on death with a different (not approximately infinite like AABB tensor)
// inertia tensor to get torque?
Vector damageForce = pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass() * phys_impactforcescale.GetFloat();
IServerVehicle *vehicleOther = pOther->GetServerVehicle();
if ( vehicleOther )
{
CBaseCombatCharacter *pPassenger = vehicleOther->GetPassenger();
if ( pPassenger != NULL )
{
// flag as vehicle damage
damageType |= DMG_VEHICLE;
// if hit by vehicle driven by player, add some upward velocity to force
float len = damageForce.Length();
damageForce.z += len*phys_upimpactforcescale.GetFloat();
//Msg("Force %.1f / %.1f\n", damageForce.Length(), damageForce.z );
if ( pPassenger->IsPlayer() )
{
CBasePlayer *pPlayer = assert_cast<CBasePlayer *>(pPassenger);
if( damage >= GetMaxHealth() )
{
pPlayer->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAG_RESTART );
}
else
{
pPlayer->RumbleEffect( RUMBLE_PISTOL, 0, RUMBLE_FLAG_RESTART );
}
}
}
}
Vector damagePos;
pEvent->pInternalData->GetContactPoint( damagePos );
CTakeDamageInfo dmgInfo( pOther, pOther, damageForce, damagePos, damage, damageType );
// FIXME: is there a better way for physics objects to keep track of what root entity responsible for them moving?
CBasePlayer *pPlayer = pOther->HasPhysicsAttacker( 1.0 );
if (pPlayer)
{
dmgInfo.SetAttacker( pPlayer );
}
// UNDONE: Find one near damagePos?
m_nForceBone = 0;
PhysCallbackDamage( this, dmgInfo, *pEvent, index );
}
//-----------------------------------------------------------------------------
// Purpose: this entity is exploding, or otherwise needs to inflict damage upon
// entities within a certain range. only damage ents that can clearly
// be seen by the explosion!
// Input :
// Output :
//-----------------------------------------------------------------------------
void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore )
{
// NOTE: I did this this way so I wouldn't have to change a whole bunch of
// code unnecessarily. We need TF2 specific rules for RadiusDamage, so I moved
// the implementation of radius damage into gamerules. All existing code calls
// this method, which calls the game rules method
g_pGameRules->RadiusDamage( info, vecSrc, flRadius, iClassIgnore, pEntityIgnore );
// Let the world know if this was an explosion.
if( info.GetDamageType() & DMG_BLAST )
{
// Even the tiniest explosion gets attention. Don't let the radius
// be less than 128 units.
float soundRadius = MAX( 128.0f, flRadius * 1.5 );
CSoundEnt::InsertSound( SOUND_COMBAT | SOUND_CONTEXT_EXPLOSION, vecSrc, soundRadius, 0.25, info.GetInflictor() );
}
}
//-----------------------------------------------------------------------------
// Purpose: Change active weapon and notify derived classes
//
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::SetActiveWeapon( CBaseCombatWeapon *pNewWeapon )
{
CBaseCombatWeapon *pOldWeapon = m_hActiveWeapon;
if ( pNewWeapon != pOldWeapon )
{
m_hActiveWeapon = pNewWeapon;
OnChangeActiveWeapon( pOldWeapon, pNewWeapon );
}
}
//-----------------------------------------------------------------------------
// Consider the weapon's built-in accuracy, this character's proficiency with
// the weapon, and the status of the target. Use this information to determine
// how accurately to shoot at the target.
//-----------------------------------------------------------------------------
Vector CBaseCombatCharacter::GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget )
{
if ( pWeapon )
return pWeapon->GetBulletSpread(GetCurrentWeaponProficiency());
return VECTOR_CONE_15DEGREES;
}
//-----------------------------------------------------------------------------
float CBaseCombatCharacter::GetSpreadBias( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget )
{
if ( pWeapon )
return pWeapon->GetSpreadBias(GetCurrentWeaponProficiency());
return 1.0;
}
#ifdef GLOWS_ENABLE
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::AddGlowEffect( void )
{
SetTransmitState( FL_EDICT_ALWAYS );
m_bGlowEnabled.Set( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::RemoveGlowEffect( void )
{
m_bGlowEnabled.Set( false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::IsGlowEffectActive( void )
{
return m_bGlowEnabled;
}
#endif // GLOWS_ENABLE
//-----------------------------------------------------------------------------
// Assume everyone is average with every weapon. Override this to make exceptions.
//-----------------------------------------------------------------------------
WeaponProficiency_t CBaseCombatCharacter::CalcWeaponProficiency( CBaseCombatWeapon *pWeapon )
{
return WEAPON_PROFICIENCY_AVERAGE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#define MAX_MISS_CANDIDATES 16
CBaseEntity *CBaseCombatCharacter::FindMissTarget( void )
{
CBaseEntity *pMissCandidates[ MAX_MISS_CANDIDATES ];
int numMissCandidates = 0;
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
CBaseEntity *pEnts[256];
Vector radius( 100, 100, 100);
Vector vecSource = GetAbsOrigin();
int numEnts = UTIL_EntitiesInBox( pEnts, 256, vecSource-radius, vecSource+radius, 0 );
for ( int i = 0; i < numEnts; i++ )
{
if ( pEnts[i] == NULL )
continue;
// New rule for this system. Don't shoot what the player won't see.
if ( pPlayer && !pPlayer->FInViewCone( pEnts[ i ] ) )
continue;
if ( numMissCandidates >= MAX_MISS_CANDIDATES )
break;
//See if it's a good target candidate
if ( FClassnameIs( pEnts[i], "prop_dynamic" ) ||
FClassnameIs( pEnts[i], "prop_physics" ) ||
FClassnameIs( pEnts[i], "physics_prop" ) )
{
pMissCandidates[numMissCandidates++] = pEnts[i];
continue;
}
}
if( numMissCandidates == 0 )
return NULL;
return pMissCandidates[ random->RandomInt( 0, numMissCandidates - 1 ) ];
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::ShouldShootMissTarget( CBaseCombatCharacter *pAttacker )
{
// Don't shoot at NPC's right now.
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::InputKilledNPC( inputdata_t &inputdata )
{
OnKilledNPC( inputdata.pActivator ? inputdata.pActivator->MyCombatCharacterPointer() : NULL );
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose: Handle enemy kills. (this technically measures players too)
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::OnKilledNPC( CBaseCombatCharacter *pKilled )
{
m_OnKilledEnemy.Set(pKilled, pKilled, this);
// Fire an additional output if this was a player
if (pKilled && pKilled->IsPlayer())
m_OnKilledPlayer.Set(pKilled, pKilled, this);
}
//------------------------------------------------------------------------------
// Purpose: Give the NPC in question the weapon specified
//------------------------------------------------------------------------------
void CBaseCombatCharacter::InputGiveWeapon( inputdata_t &inputdata )
{
// Give the NPC the specified weapon
string_t iszWeaponName = inputdata.value.StringID();
if ( iszWeaponName != NULL_STRING )
{
if (IsNPC())
{
if( Classify() == CLASS_PLAYER_ALLY_VITAL )
{
MyNPCPointer()->m_iszPendingWeapon = iszWeaponName;
}
else
{
MyNPCPointer()->GiveWeapon( iszWeaponName );
}
}
else
{
CBaseCombatWeapon *pWeapon = Weapon_Create(STRING(iszWeaponName));
if (pWeapon)
{
Weapon_Equip(pWeapon);
}
else
{
Warning( "Couldn't create weapon %s to give %s.\n", STRING(iszWeaponName), GetDebugName() );
return;
}
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::InputDropWeapon( inputdata_t &inputdata )
{
CBaseCombatWeapon *pWeapon = FStrEq(inputdata.value.String(), "") ? GetActiveWeapon() : Weapon_OwnsThisType(inputdata.value.String());
if (pWeapon)
{
Weapon_Drop(pWeapon);
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::InputPickupWeaponInstant( inputdata_t &inputdata )
{
if (inputdata.value.Entity() && inputdata.value.Entity()->IsBaseCombatWeapon())
{
CBaseCombatWeapon *pWeapon = inputdata.value.Entity()->MyCombatWeaponPointer();
if (pWeapon->GetOwner())
{
Msg("Ignoring PickupWeaponInstant on %s because %s already has an owner\n", GetDebugName(), pWeapon->GetDebugName());
return;
}
if (CBaseCombatWeapon *pExistingWeapon = Weapon_OwnsThisType(pWeapon->GetClassname()))
{
// Drop our existing weapon then!
Weapon_Drop(pExistingWeapon);
}
if (IsNPC())
{
Weapon_Equip(pWeapon);
MyNPCPointer()->OnGivenWeapon(pWeapon);
}
else
{
Weapon_Equip(pWeapon);
}
pWeapon->OnPickedUp( this );
}
else
{
Warning("%s received PickupWeaponInstant with invalid entity %s\n", GetDebugName(), inputdata.value.Entity() ? "null" : inputdata.value.Entity()->GetDebugName());
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::InputHolsterWeapon( inputdata_t &inputdata )
{
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if (pWeapon)
{
pWeapon->Holster();
//SetActiveWeapon( NULL );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::InputHolsterAndDestroyWeapon( inputdata_t &inputdata )
{
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if (pWeapon)
{
pWeapon->Holster();
SetActiveWeapon( NULL );
if (pWeapon->GetActivity() == ACT_VM_HOLSTER)
{
// Remove when holster is finished
pWeapon->ThinkSet( &CBaseEntity::SUB_Remove, gpGlobals->curtime + pWeapon->GetViewModelSequenceDuration() );
}
else
{
// Remove now
UTIL_Remove( pWeapon );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::InputUnholsterWeapon( inputdata_t &inputdata )
{
// NPCs can handle strings, but players fall back to SwitchToWeapon
if (inputdata.value.StringID() != NULL_STRING)
InputSwitchToWeapon( inputdata );
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if (pWeapon && pWeapon->IsEffectActive(EF_NODRAW))
{
pWeapon->Deploy();
}
}
//------------------------------------------------------------------------------
// Purpose: Makes the NPC instantly switch to the specified weapon, creates it if it doesn't exist
//------------------------------------------------------------------------------
void CBaseCombatCharacter::InputSwitchToWeapon( inputdata_t &inputdata )
{
for (int i = 0; i<MAX_WEAPONS; i++)
{
// These are both pooled, so if they're the same classname they should point to the same address
if (m_hMyWeapons[i].Get() && m_hMyWeapons[i]->m_iClassname == inputdata.value.StringID())
{
Weapon_Switch( m_hMyWeapons[i] );
return;
}
}
// We must not have it
if (IsNPC())
MyNPCPointer()->GiveWeapon( inputdata.value.StringID(), false );
else
{
CBaseCombatWeapon *pWeapon = Weapon_Create( inputdata.value.String() );
if (pWeapon)
{
Weapon_Equip( pWeapon );
}
else
{
Warning( "Couldn't create weapon %s to give %s.\n", inputdata.value.String(), GetDebugName() );
}
}
}
#define FINDNAMEDENTITY_MAX_ENTITIES 32
//-----------------------------------------------------------------------------
// Purpose: FindNamedEntity has been moved from CAI_BaseNPC to CBaseCombatCharacter so players can use it.
// Coincidentally, everything that it did on NPCs could be done on BaseCombatCharacters with no consequences.
// Input :
// Output :
//-----------------------------------------------------------------------------
CBaseEntity *CBaseCombatCharacter::FindNamedEntity( const char *szName, IEntityFindFilter *pFilter )
{
const char *name = szName;
if (name[0] == '!')
name++;
if ( !stricmp( name, "player" ))
{
return AI_GetSinglePlayer();
}
else if ( !stricmp( name, "enemy" ) )
{
return GetEnemy();
}
else if ( !stricmp( name, "self" ) || !stricmp( name, "target1" ) )
{
return this;
}
else if ( !stricmp( name, "nearestfriend" ) || !strnicmp( name, "friend", 6 ) )
{
// Just look for the nearest friendly NPC within 500 units
// (most of this was stolen from CAI_PlayerAlly::FindSpeechTarget())
const Vector & vAbsOrigin = GetAbsOrigin();
float closestDistSq = Square(500.0);
CBaseEntity * pNearest = NULL;
float distSq;
int i;
for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
{
CAI_BaseNPC *pNPC = (g_AI_Manager.AccessAIs())[i];
if ( pNPC == this )
continue;
distSq = ( vAbsOrigin - pNPC->GetAbsOrigin() ).LengthSqr();
if ( distSq > closestDistSq )
continue;
if ( IRelationType( pNPC ) == D_LI )
{
closestDistSq = distSq;
pNearest = pNPC;
}
}
if (stricmp(name, "friend_npc") != 0)
{
// Okay, find the nearest friendly client.
for ( i = 1; i <= gpGlobals->maxClients; i++ )
{
CBaseEntity *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer )
{
// Don't get players with notarget
if (pPlayer->GetFlags() & FL_NOTARGET)
continue;
distSq = ( vAbsOrigin - pPlayer->GetAbsOrigin() ).LengthSqr();
if ( distSq > closestDistSq )
continue;
if ( IRelationType( pPlayer ) == D_LI )
{
closestDistSq = distSq;
pNearest = pPlayer;
}
}
}
}
return pNearest;
}
else if (!stricmp( name, "weapon" ))
{
return GetActiveWeapon();
}
// FindEntityProcedural can go through this now, so running this code would likely cause an infinite loop or something.
// As a result, FindEntityProcedural identifies itself with this weird new entity filter.
// Hey, if you've got a better idea, go ahead.
else if (!pFilter || !dynamic_cast<CNullEntityFilter*>(pFilter))
{
// search for up to 32 entities with the same name and choose one randomly
CBaseEntity *entityList[ FINDNAMEDENTITY_MAX_ENTITIES ];
CBaseEntity *entity;
int iCount;
entity = NULL;
for( iCount = 0; iCount < FINDNAMEDENTITY_MAX_ENTITIES; iCount++ )
{
entity = gEntList.FindEntityByName( entity, szName, this, NULL, NULL, pFilter );
if ( !entity )
{
break;
}
entityList[ iCount ] = entity;
}
if ( iCount > 0 )
{
int index = RandomInt( 0, iCount - 1 );
entity = entityList[ index ];
return entity;
}
}
return NULL;
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Overload our muzzle flash and send it to any actively held weapon
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::DoMuzzleFlash()
{
// Our weapon takes our muzzle flash command
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( pWeapon )
{
pWeapon->DoMuzzleFlash();
//NOTENOTE: We do not chain to the base here
}
else
{
BaseClass::DoMuzzleFlash();
}
}
#ifdef MAPBASE_VSCRIPT
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
HSCRIPT CBaseCombatCharacter::GetScriptActiveWeapon()
{
return ToHScript( GetActiveWeapon() );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
HSCRIPT CBaseCombatCharacter::GetScriptWeaponIndex( int i )
{
return ToHScript( GetWeapon( i ) );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
HSCRIPT CBaseCombatCharacter::GetScriptWeaponByType( const char *pszWeapon, int iSubType )
{
return ToHScript( Weapon_OwnsThisType( pszWeapon, iSubType ) );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::GetScriptAllWeapons( HSCRIPT hTable )
{
for (int i=0;i<MAX_WEAPONS;i++)
{
if (m_hMyWeapons[i])
{
g_pScriptVM->SetValue( hTable, m_hMyWeapons[i]->GetClassname(), ToHScript( m_hMyWeapons[i] ) );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::ScriptDropWeapon( HSCRIPT hWeapon )
{
CBaseCombatWeapon *pWeapon = HScriptToClass<CBaseCombatWeapon>( hWeapon );
if (!pWeapon)
return;
if (pWeapon->GetOwner() == this)
{
// Drop the weapon
Weapon_Drop( pWeapon );
}
else
{
CGMsg( 1, CON_GROUP_VSCRIPT, "ScriptDropWeapon: %s is not owned by %s", pWeapon->GetDebugName(), GetDebugName() );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::ScriptEquipWeapon( HSCRIPT hWeapon )
{
CBaseCombatWeapon *pWeapon = HScriptToClass<CBaseCombatWeapon>( hWeapon );
if (!pWeapon)
return;
if (pWeapon->GetOwner() == this)
{
// Switch to this weapon
Weapon_Switch( pWeapon );
}
else
{
if (CBaseCombatWeapon *pExistingWeapon = Weapon_OwnsThisType( pWeapon->GetClassname() ))
{
// Drop our existing weapon then!
Weapon_Drop( pExistingWeapon );
}
if (IsNPC())
{
Weapon_Equip( pWeapon );
MyNPCPointer()->OnGivenWeapon( pWeapon );
}
else
{
Weapon_Equip( pWeapon );
}
pWeapon->OnPickedUp( this );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::ScriptGetAmmoCount( int iType ) const
{
return GetAmmoCount( iType );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::ScriptSetAmmoCount( int iType, int iCount )
{
if (iType == -1)
{
Warning("%i is not a valid ammo type\n", iType);
return;
}
return SetAmmoCount( iCount, iType );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
const Vector& CBaseCombatCharacter::ScriptGetAttackSpread( HSCRIPT hWeapon, HSCRIPT hTarget )
{
CBaseEntity *pWeapon = ToEnt( hWeapon );
if (!pWeapon || !pWeapon->IsBaseCombatWeapon())
{
Warning( "GetAttackSpread: %s is not a valid weapon\n", pWeapon ? pWeapon->GetDebugName() : "Null entity" );
return vec3_origin;
}
// TODO: Make this a simple non-reference Vector?
static Vector vec;
vec = GetAttackSpread( pWeapon->MyCombatWeaponPointer(), ToEnt( hTarget ) );
return vec;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CBaseCombatCharacter::ScriptGetSpreadBias( HSCRIPT hWeapon, HSCRIPT hTarget )
{
CBaseEntity *pWeapon = ToEnt( hWeapon );
if (!pWeapon || !pWeapon->IsBaseCombatWeapon())
{
Warning( "GetSpreadBias: %s is not a valid weapon\n", pWeapon ? pWeapon->GetDebugName() : "Null entity" );
return 1.0f;
}
return GetSpreadBias( pWeapon->MyCombatWeaponPointer(), ToEnt( hTarget ) );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::ScriptRelationType( HSCRIPT pTarget )
{
return (int)IRelationType( ToEnt( pTarget ) );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::ScriptRelationPriority( HSCRIPT pTarget )
{
return IRelationPriority( ToEnt( pTarget ) );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::ScriptSetRelationship( HSCRIPT pTarget, int disposition, int priority )
{
AddEntityRelationship( ToEnt( pTarget ), (Disposition_t)disposition, priority );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
HSCRIPT CBaseCombatCharacter::GetScriptVehicleEntity()
{
return ToHScript( GetVehicleEntity() );
}
#endif
//-----------------------------------------------------------------------------
// Purpose: return true if given target cant be seen because of fog
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::IsHiddenByFog( const Vector &target ) const
{
float range = EyePosition().DistTo( target );
return IsHiddenByFog( range );
}
//-----------------------------------------------------------------------------
// Purpose: return true if given target cant be seen because of fog
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::IsHiddenByFog( CBaseEntity *target ) const
{
if ( !target )
return false;
float range = EyePosition().DistTo( target->WorldSpaceCenter() );
return IsHiddenByFog( range );
}
//-----------------------------------------------------------------------------
// Purpose: return true if given target cant be seen because of fog
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::IsHiddenByFog( float range ) const
{
if ( GetFogObscuredRatio( range ) >= 1.0f )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: return 0-1 ratio where zero is not obscured, and 1 is completely obscured
//-----------------------------------------------------------------------------
float CBaseCombatCharacter::GetFogObscuredRatio( const Vector &target ) const
{
float range = EyePosition().DistTo( target );
return GetFogObscuredRatio( range );
}
//-----------------------------------------------------------------------------
// Purpose: return 0-1 ratio where zero is not obscured, and 1 is completely obscured
//-----------------------------------------------------------------------------
float CBaseCombatCharacter::GetFogObscuredRatio( CBaseEntity *target ) const
{
if ( !target )
return false;
float range = EyePosition().DistTo( target->WorldSpaceCenter() );
return GetFogObscuredRatio( range );
}
//-----------------------------------------------------------------------------
// Purpose: return 0-1 ratio where zero is not obscured, and 1 is completely obscured
//-----------------------------------------------------------------------------
float CBaseCombatCharacter::GetFogObscuredRatio( float range ) const
{
/* TODO: Get global fog from map somehow since nav mesh fog is gone
fogparams_t fog;
GetFogParams( &fog );
if ( !fog.enable )
return 0.0f;
if ( range <= fog.start )
return 0.0f;
if ( range >= fog.end )
return 1.0f;
float ratio = (range - fog.start) / (fog.end - fog.start);
ratio = MIN( ratio, fog.maxdensity );
return ratio;
*/
return 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Invoke this to update our last known nav area
// (since there is no think method chained to CBaseCombatCharacter)
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::UpdateLastKnownArea( void )
{
#ifdef NEXT_BOT
if ( TheNavMesh->IsGenerating() )
{
ClearLastKnownArea();
return;
}
if ( nb_last_area_update_tolerance.GetFloat() > 0.0f )
{
// skip this test if we're not standing on the world (ie: elevators that move us)
if ( GetGroundEntity() == NULL || GetGroundEntity()->IsWorld() )
{
if ( m_lastNavArea && m_NavAreaUpdateMonitor.IsMarkSet() && !m_NavAreaUpdateMonitor.TargetMoved( this ) )
return;
m_NavAreaUpdateMonitor.SetMark( this, nb_last_area_update_tolerance.GetFloat() );
}
}
// find the area we are directly standing in
CNavArea *area = TheNavMesh->GetNearestNavArea( this, GETNAVAREA_CHECK_GROUND | GETNAVAREA_CHECK_LOS, 50.0f );
if ( !area )
return;
// make sure we can actually use this area - if not, consider ourselves off the mesh
if ( !IsAreaTraversable( area ) )
return;
if ( area != m_lastNavArea )
{
// player entered a new nav area
if ( m_lastNavArea )
{
m_lastNavArea->DecrementPlayerCount( m_registeredNavTeam, entindex() );
m_lastNavArea->OnExit( this, area );
}
m_registeredNavTeam = GetTeamNumber();
area->IncrementPlayerCount( m_registeredNavTeam, entindex() );
area->OnEnter( this, m_lastNavArea );
OnNavAreaChanged( area, m_lastNavArea );
m_lastNavArea = area;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Return true if we can use (walk through) the given area
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::IsAreaTraversable( const CNavArea *area ) const
{
return area ? !area->IsBlocked( GetTeamNumber() ) : false;
}
//-----------------------------------------------------------------------------
// Purpose: Leaving the nav mesh
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::ClearLastKnownArea( void )
{
OnNavAreaChanged( NULL, m_lastNavArea );
if ( m_lastNavArea )
{
m_lastNavArea->DecrementPlayerCount( m_registeredNavTeam, entindex() );
m_lastNavArea->OnExit( this, NULL );
m_lastNavArea = NULL;
m_registeredNavTeam = TEAM_INVALID;
}
}
//-----------------------------------------------------------------------------
// Purpose: Handling editor removing the area we're standing upon
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::OnNavAreaRemoved( CNavArea *removedArea )
{
if ( m_lastNavArea == removedArea )
{
ClearLastKnownArea();
}
}
//-----------------------------------------------------------------------------
// Purpose: Changing team, maintain associated data
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::ChangeTeam( int iTeamNum )
{
// old team member no longer in the nav mesh
ClearLastKnownArea();
#ifdef GLOWS_ENABLE
RemoveGlowEffect();
#endif // GLOWS_ENABLE
BaseClass::ChangeTeam( iTeamNum );
}
//-----------------------------------------------------------------------------
// Return true if we have ever been injured by a member of the given team
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::HasEverBeenInjured( int team /*= TEAM_ANY */ ) const
{
if ( team == TEAM_ANY )
{
return ( m_hasBeenInjured == 0 ) ? false : true;
}
int teamMask = 1 << team;
if ( m_hasBeenInjured & teamMask )
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Return time since we were hurt by a member of the given team
//-----------------------------------------------------------------------------
float CBaseCombatCharacter::GetTimeSinceLastInjury( int team /*= TEAM_ANY */ ) const
{
const float never = 999999999999.9f;
if ( team == TEAM_ANY )
{
float time = never;
// find most recent injury time
for( int i=0; i<MAX_DAMAGE_TEAMS; ++i )
{
if ( m_damageHistory[i].team != TEAM_INVALID )
{
if ( m_damageHistory[i].interval.GetElapsedTime() < time )
{
time = m_damageHistory[i].interval.GetElapsedTime();
}
}
}
return time;
}
else
{
for( int i=0; i<MAX_DAMAGE_TEAMS; ++i )
{
if ( m_damageHistory[i].team == team )
{
return m_damageHistory[i].interval.GetElapsedTime();
}
}
}
return never;
}