sqwarmed/sdk_src/game/server/swarm/asw_parasite.cpp

1298 lines
33 KiB
C++

// Our Swarm Parasite - jumps and infests people
#include "cbase.h"
#include "asw_parasite.h"
#include "asw_marine.h"
#include "te_effect_dispatch.h"
#include "npc_bullseye.h"
#include "npcevent.h"
#include "asw_marine.h"
#include "asw_marine_speech.h"
#include "asw_util_shared.h"
#include "asw_spawner.h"
#include "asw_gamerules.h"
#include "asw_colonist.h"
#include "soundenvelope.h"
#include "asw_player.h"
#include "asw_achievements.h"
#include "asw_fx_shared.h"
#include "asw_marine_resource.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SWARM_PARASITE_MODEL "models/aliens/parasite/parasite.mdl"
const int ASW_PARASITE_MIN_JUMP_DIST = 48;
const int ASW_PARASITE_MAX_JUMP_DIST = 170;
#define PARASITE_IGNORE_WORLD_COLLISION_TIME 0.5
ConVar asw_parasite_defanged_damage( "asw_parasite_defanged_damage", "15.0", FCVAR_CHEAT, "Damage per hit from defanged parasites");
ConVar asw_parasite_speedboost( "asw_parasite_speedboost", "1.0", FCVAR_CHEAT, "boost speed for the parasites" );
ConVar asw_infest_angle("asw_infest_angle", "0", 0, "Angle adjustment for parasite infestation attachment");
ConVar asw_infest_pitch("asw_infest_pitch", "-45", 0, "Angle adjustment for parasite infestation attachment");
ConVar asw_parasite_inside("asw_parasite_inside", "0", FCVAR_NONE, "If set, parasites will burrow into their victims rather than staying attached");
extern ConVar asw_debug_alien_damage;
extern ConVar sv_gravity;
int ACT_ASW_EGG_IDLE;
float CASW_Parasite::s_fNextSpottedChatterTime = 0;
float CASW_Parasite::s_fLastHarvesiteAttackSound = 0;
static const char *s_pParasiteAnimThink = "ParasiteAnimThink";
#define ASW_HARVESITE_ATTACK_SOUND_INTERVAL 1.5f
CASW_Parasite::CASW_Parasite( void )// : CASW_Alien()
{
m_bMidJump = false;
m_bCommittedToJump = false;
m_hEgg = NULL;
m_hMother = NULL;
m_pszAlienModelName = SWARM_PARASITE_MODEL;
m_nAlienCollisionGroup = ASW_COLLISION_GROUP_ALIEN;
m_bNeverRagdoll = true;
}
LINK_ENTITY_TO_CLASS( asw_parasite, CASW_Parasite );
LINK_ENTITY_TO_CLASS( asw_parasite_defanged, CASW_Parasite );
IMPLEMENT_SERVERCLASS_ST( CASW_Parasite, DT_ASW_Parasite )
SendPropBool(SENDINFO(m_bStartIdleSound)),
SendPropBool(SENDINFO(m_bDoEggIdle)),
SendPropBool(SENDINFO(m_bInfesting)),
END_SEND_TABLE()
BEGIN_DATADESC( CASW_Parasite )
DEFINE_FIELD( m_bCommittedToJump, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bMidJump, FIELD_BOOLEAN ),
DEFINE_FIELD( m_vecCommittedJumpPos, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_flNextNPCThink, FIELD_TIME ),
DEFINE_FIELD( m_flIgnoreWorldCollisionTime, FIELD_TIME ),
DEFINE_FIELD( m_bStartIdleSound, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bInfesting, FIELD_BOOLEAN ),
DEFINE_FIELD( m_hEgg, FIELD_EHANDLE ),
DEFINE_FIELD( m_bJumpFromEgg, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flEggJumpDistance, FIELD_FLOAT ),
DEFINE_FIELD( m_bDefanged, FIELD_BOOLEAN ),
DEFINE_FIELD( m_fSuicideTime, FIELD_FLOAT ),
DEFINE_THINKFUNC( LeapThink ),
DEFINE_THINKFUNC( InfestThink ),
DEFINE_ENTITYFUNC( LeapTouch ),
DEFINE_ENTITYFUNC( NormalTouch ),
END_DATADESC()
enum
{
SCHED_PARASITE_RANGE_ATTACK1 = LAST_ASW_ALIEN_SHARED_SCHEDULE,
SCHED_PARASITE_JUMP_FROM_EGG = LAST_ASW_ALIEN_SHARED_SCHEDULE+1,
};
enum
{
TASK_PARASITE_JUMP_FROM_EGG = LAST_ASW_ALIEN_SHARED_TASK,
};
int AE_PARASITE_INFEST_SPURT;
int AE_PARASITE_INFEST;
int AE_HEADCRAB_JUMPATTACK;
void CASW_Parasite::Spawn( void )
{
SetHullType(HULL_TINY);
BaseClass::Spawn();
SetModel( SWARM_PARASITE_MODEL);
if (FClassnameIs(this, "asw_parasite_defanged"))
{
m_bDefanged = true;
m_iHealth = ASWGameRules()->ModifyAlienHealthBySkillLevel(10);
SetBodygroup( 0, 1 );
m_fSuicideTime = gpGlobals->curtime + 60;
}
else
{
m_bDefanged = false;
m_iHealth = ASWGameRules()->ModifyAlienHealthBySkillLevel(25);
SetBodygroup( 0, 0 );
m_fSuicideTime = 0;
}
SetMoveType( MOVETYPE_STEP );
SetHullType(HULL_TINY);
SetCollisionGroup( ASW_COLLISION_GROUP_PARASITE );
SetViewOffset( Vector(6, 0, 11) ) ; // Position of the eyes relative to NPC's origin.
m_NPCState = NPC_STATE_NONE;
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 );
m_bInfesting = false;
}
void CASW_Parasite::Event_Killed( const CTakeDamageInfo &info )
{
if (GetMother())
GetMother()->ChildAlienKilled(this);
BaseClass::Event_Killed( info );
if ( !m_bDefanged && !m_bDoEggIdle.Get() && ( info.GetDamageType() & DMG_CLUB ) && info.GetAttacker() && info.GetAttacker()->Classify() == CLASS_ASW_MARINE )
{
CASW_Marine *pMarine = static_cast<CASW_Marine*>( info.GetAttacker() );
if ( pMarine && pMarine->IsInhabited() && pMarine->GetCommander() )
{
pMarine->GetCommander()->AwardAchievement( ACHIEVEMENT_ASW_MELEE_PARASITE );
if ( pMarine->GetMarineResource() )
{
pMarine->GetMarineResource()->m_bMeleeParasiteKill = true;
}
}
}
}
CASW_Parasite::~CASW_Parasite()
{
StopLoopingSounds();
if (GetEgg())
{
GetEgg()->ParasiteDied(this);
}
}
void CASW_Parasite::Precache( void )
{
PrecacheModel( SWARM_PARASITE_MODEL );
PrecacheScriptSound("ASW_Parasite.Death");
PrecacheScriptSound("ASW_Parasite.Attack");
PrecacheScriptSound("ASW_Parasite.Idle");
PrecacheScriptSound("ASW_Parasite.Pain");
PrecacheScriptSound("ASW_Parasite.Attack");
BaseClass::Precache();
}
void CASW_Parasite::RunAnimation()
{
StudioFrameAdvance();
SetContextThink( &CASW_Parasite::RunAnimation, gpGlobals->curtime + 0.1f, s_pParasiteAnimThink );
}
float CASW_Parasite::GetIdealSpeed() const
{
// Hack to get rid of const needed to use the BaseAnimating calls.
CASW_Parasite *pNPC = const_cast<CASW_Parasite*>( this );
pNPC->UpdatePlaybackRate();
return BaseClass::GetIdealSpeed() * m_flPlaybackRate;
}
float CASW_Parasite::GetIdealAccel( ) const
{
return GetIdealSpeed() * 1.5f;
}
float CASW_Parasite::MaxYawSpeed( void )
{
return 128.0f;
switch ( GetActivity() )
{
case ACT_IDLE:
return 64.0f;
break;
case ACT_WALK:
return 64.0f;
break;
default:
case ACT_RUN:
return 64.0f;
break;
}
return 64.0f;
}
void CASW_Parasite::AlertSound()
{
IdleSound();
}
// defanged leaptouch sound
void CASW_Parasite::BiteSound( void )
{
EmitSound( "ASW_Parasite.Attack" );
}
void CASW_Parasite::PainSound( const CTakeDamageInfo &info )
{
if (gpGlobals->curtime > m_fNextPainSound)
{
if (m_bDefanged)
EmitSound("ASW_Parasite.Pain");
else
EmitSound("ASW_Parasite.Pain");
m_fNextPainSound = gpGlobals->curtime + 0.5f;
}
}
void CASW_Parasite::DeathSound( const CTakeDamageInfo &info )
{
EmitSound( "ASW_Parasite.Death" );
}
void CASW_Parasite::AttackSound()
{
if (m_bDefanged)
{
// since we have a lot of these, force a delay between playing sounds
if (gpGlobals->curtime > s_fLastHarvesiteAttackSound + ASW_HARVESITE_ATTACK_SOUND_INTERVAL)
{
EmitSound("ASW_Parasite.Attack");
s_fLastHarvesiteAttackSound = gpGlobals->curtime;
}
}
else
EmitSound("ASW_Parasite.Attack");
}
void CASW_Parasite::IdleSound()
{
if (!m_bDefanged) // defanged parasites don't make the idle sounds
m_bStartIdleSound = true;
}
void CASW_Parasite::PrescheduleThink( void )
{
BaseClass::PrescheduleThink();
if (( m_NPCState == NPC_STATE_COMBAT ) && ( random->RandomFloat( 0, 5 ) < 0.1 ))
{
IdleSound();
}
}
//-----------------------------------------------------------------------------
// Purpose: For innate melee attack
// Input :
// Output :
//-----------------------------------------------------------------------------
float CASW_Parasite::InnateRange1MinRange( void )
{
return ASW_PARASITE_MIN_JUMP_DIST;
}
float CASW_Parasite::InnateRange1MaxRange( void )
{
return ASW_PARASITE_MAX_JUMP_DIST;
}
int CASW_Parasite::RangeAttack1Conditions( float flDot, float flDist )
{
if ( gpGlobals->curtime < m_flNextAttack )
return 0;
if ( ( GetFlags() & FL_ONGROUND ) == false )
return 0;
// This code stops lots of headcrabs swarming you and blocking you
// whilst jumping up and down in your face over and over. It forces
// them to back up a bit. If this causes problems, consider using it
// for the fast headcrabs only, rather than just removing it.(sjb)
if ( flDist < ASW_PARASITE_MIN_JUMP_DIST )
return COND_TOO_CLOSE_TO_ATTACK;
if ( flDist > ASW_PARASITE_MAX_JUMP_DIST )
return COND_TOO_FAR_TO_ATTACK;
// Make sure the way is clear!
CBaseEntity *pEnemy = GetEnemy();
if( pEnemy )
{
bool bEnemyIsBullseye = ( dynamic_cast<CNPC_Bullseye *>(pEnemy) != NULL );
trace_t tr;
AI_TraceLine( EyePosition(), pEnemy->EyePosition(), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.m_pEnt != GetEnemy() )
{
if ( !bEnemyIsBullseye || tr.m_pEnt != NULL )
return COND_NONE;
}
if( GetEnemy()->EyePosition().z - 36.0f > GetAbsOrigin().z )
{
// Only run this test if trying to jump at a player who is higher up than me, else this
// code will always prevent a headcrab from jumping down at an enemy, and sometimes prevent it
// jumping just slightly up at an enemy.
Vector vStartHullTrace = GetAbsOrigin();
vStartHullTrace.z += 1.0;
Vector vEndHullTrace = GetEnemy()->EyePosition() - GetAbsOrigin();
vEndHullTrace.NormalizeInPlace();
vEndHullTrace *= 8.0;
vEndHullTrace += GetAbsOrigin();
AI_TraceHull( vStartHullTrace, vEndHullTrace,GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
if ( tr.m_pEnt != NULL && tr.m_pEnt != GetEnemy() )
{
return COND_TOO_CLOSE_TO_ATTACK;
}
}
}
return COND_CAN_RANGE_ATTACK1;
}
void CASW_Parasite::HandleAnimEvent( animevent_t *pEvent )
{
int nEvent = pEvent->Event();
if ( nEvent == AE_HEADCRAB_JUMPATTACK )
{
// Ignore if we're in mid air
if ( m_bMidJump )
return;
CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy )
{
if ( m_bCommittedToJump )
{
JumpAttack( false, m_vecCommittedJumpPos );
}
else
{
// Jump at my enemy's eyes.
JumpAttack( false, pEnemy->EyePosition() );
}
m_bCommittedToJump = false;
}
else
{
// Jump hop, don't care where.
JumpAttack( true );
}
return;
}
else if ( nEvent == AE_PARASITE_INFEST_SPURT)
{
// spurt some blood from our front claws
Vector vecBloodPos;
if( GetAttachment( "leftclaw", vecBloodPos ) )
UTIL_ASW_BloodDrips( vecBloodPos, Vector(1,0,0), BLOOD_COLOR_RED, 1 );
if( GetAttachment( "rightclaw", vecBloodPos ) )
UTIL_ASW_BloodDrips( vecBloodPos, Vector(1,0,0), BLOOD_COLOR_RED, 1 );
return;
}
else if ( nEvent == AE_PARASITE_INFEST)
{
// we're done infesting, make ourselves vanish
FinishedInfesting();
return;
}
BaseClass::HandleAnimEvent( pEvent );
}
bool CASW_Parasite::ShouldGib( const CTakeDamageInfo &info )
{
return false;
}
bool CASW_Parasite::CorpseGib( const CTakeDamageInfo &info )
{
CEffectData data;
data.m_vOrigin = WorldSpaceCenter();
data.m_vNormal = data.m_vOrigin - info.GetDamagePosition();
VectorNormalize( data.m_vNormal );
data.m_flScale = RemapVal( m_iHealth, 0, -500, 1, 3 );
data.m_flScale = clamp( data.m_flScale, 1, 3 );
data.m_fFlags = IsOnFire() ? ASW_GIBFLAG_ON_FIRE : 0;
if (m_bDefanged)
DispatchEffect( "HarvesiteGib", data );
else
DispatchEffect( "ParasiteGib", data );
return true;
}
void CASW_Parasite::BuildScheduleTestBits( void )
{
//Don't allow any modifications when scripted
if ( m_NPCState == NPC_STATE_SCRIPT )
return;
//Make sure we interrupt a run schedule if we can jump
if ( IsCurSchedule(SCHED_CHASE_ENEMY) )
{
SetCustomInterruptCondition( COND_ENEMY_UNREACHABLE );
}
//Interrupt any schedule unless already fleeing, burrowing, burrowed, or unburrowing.
if( GetFlags() & FL_ONGROUND )
{
if ( GetEnemy() == NULL )
{
SetCustomInterruptCondition( COND_HEAR_PHYSICS_DANGER );
}
}
}
void CASW_Parasite::GatherEnemyConditions( CBaseEntity *pEnemy )
{
// Do the base class
BaseClass::GatherEnemyConditions( pEnemy );
// If we're not already too far away, check again
//TODO: Check to make sure we don't already have a condition set that removes the need for this
if ( HasCondition( COND_ENEMY_UNREACHABLE ) == false )
{
Vector predPosition;
UTIL_PredictedPosition( GetEnemy(), 1.0f, &predPosition );
Vector predDir = ( predPosition - GetAbsOrigin() );
float predLength = VectorNormalize( predDir );
// See if we'll be outside our effective target range
if ( predLength > 2000 ) // m_flEludeDistance
{
Vector predVelDir = ( predPosition - GetEnemy()->GetAbsOrigin() );
float predSpeed = VectorNormalize( predVelDir );
// See if the enemy is moving mostly away from us
if ( ( predSpeed > 512.0f ) && ( DotProduct( predVelDir, predDir ) > 0.0f ) )
{
// Mark the enemy as eluded and burrow away
ClearEnemyMemory();
SetEnemy( NULL );
SetIdealState( NPC_STATE_ALERT );
SetCondition( COND_ENEMY_UNREACHABLE );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Does a jump attack at the given position.
// Input : bRandomJump - Just hop in a random direction.
// vecPos - Position to jump at, ignored if bRandom is set to true.
// bThrown -
//-----------------------------------------------------------------------------
void CASW_Parasite::JumpAttack( bool bRandomJump, const Vector &vecPos, bool bThrown )
{
Vector vecJumpVel;
if ( !bRandomJump )
{
float gravity = sv_gravity.GetFloat();
if ( gravity <= 1 )
{
gravity = 1;
}
// How fast does the headcrab need to travel to reach the position given gravity?
float flActualHeight = vecPos.z - GetAbsOrigin().z;
float height = flActualHeight;
if ( height < 16 )
{
height = 60; //16;
}
else
{
float flMaxHeight = bThrown ? 400 : 120;
if ( height > flMaxHeight )
{
height = flMaxHeight;
}
}
// overshoot the jump by an additional 8 inches
// NOTE: This calculation jumps at a position INSIDE the box of the enemy (player)
// so if you make the additional height too high, the crab can land on top of the
// enemy's head. If we want to jump high, we'll need to move vecPos to the surface/outside
// of the enemy's box.
float additionalHeight = 0;
if ( height < 32 )
{
additionalHeight = 8;
}
height += additionalHeight;
// NOTE: This equation here is from vf^2 = vi^2 + 2*a*d
float speed = sqrt( 2 * gravity * height );
float time = speed / gravity;
// add in the time it takes to fall the additional height
// So the impact takes place on the downward slope at the original height
time += sqrt( (2 * additionalHeight) / gravity );
// Scale the sideways velocity to get there at the right time
VectorSubtract( vecPos, GetAbsOrigin(), vecJumpVel );
vecJumpVel /= time;
// Speed to offset gravity at the desired height.
vecJumpVel.z = speed;
// Don't jump too far/fast.
float flJumpSpeed = vecJumpVel.Length();
float flMaxSpeed = bThrown ? 1000.0f : 650.0f;
if ( flJumpSpeed > flMaxSpeed )
{
vecJumpVel *= flMaxSpeed / flJumpSpeed;
}
}
else
{
//
// Jump hop, don't care where.
//
Vector forward, up;
AngleVectors( GetLocalAngles(), &forward, NULL, &up );
vecJumpVel = Vector( forward.x, forward.y, up.z ) * 350;
}
AttackSound();
Leap( vecJumpVel );
}
void CASW_Parasite::Leap( const Vector &vecVel )
{
SetTouch( &CASW_Parasite::LeapTouch );
SetCondition( COND_FLOATING_OFF_GROUND );
SetGroundEntity( NULL );
m_flIgnoreWorldCollisionTime = gpGlobals->curtime + PARASITE_IGNORE_WORLD_COLLISION_TIME;
if( HasHeadroom() )
{
// Take him off ground so engine doesn't instantly reset FL_ONGROUND.
UTIL_SetOrigin( this, GetLocalOrigin() + Vector( 0, 0, 1 ) );
}
SetAbsVelocity( vecVel );
// Think every frame so the player sees the headcrab where he actually is...
m_bMidJump = true;
SetThink( &CASW_Parasite::LeapThink );
SetNextThink( gpGlobals->curtime );
}
void CASW_Parasite::LeapThink( void )
{
if (gpGlobals->curtime > m_flNextNPCThink)
{
NPCThink();
m_flNextNPCThink = gpGlobals->curtime + 0.1;
}
if( GetFlags() & FL_ONGROUND )
{
SetThink( &CASW_Parasite::CallNPCThink );
SetNextThink( gpGlobals->curtime + 0.1 );
return;
}
SetNextThink( gpGlobals->curtime );
}
static const char *s_pStartInfestContext = "StartInfestContext";
void CASW_Parasite::NormalTouch( CBaseEntity* pOther )
{
if ( !m_bDefanged && !m_hPrepareToInfest.Get() && pOther && ( pOther->Classify() == CLASS_ASW_COLONIST || pOther->Classify() == CLASS_ASW_MARINE ) )
{
SetCollisionGroup( ASW_COLLISION_GROUP_BUZZER ); // stop collisions with the marine/colonist
if ( !CheckInfestTarget( pOther ) )
{
// Hop away in a random direction!
JumpAttack( true );
return;
}
// infest after a delay equal to the default interpolation time for aliens. This stops the parasite teleporting to its target immediately.
m_hPrepareToInfest = pOther;
SetContextThink( &CASW_Parasite::StartInfestation, gpGlobals->curtime + 0.2f, s_pStartInfestContext );
}
}
bool CASW_Parasite::CheckInfestTarget( CBaseEntity *pOther )
{
CASW_Marine* pMarine = CASW_Marine::AsMarine( pOther );
if ( pOther )
{
// if marine has electrified armour on, that protects him from infestation
if ( pMarine->IsElectrifiedArmorActive() )
{
CTakeDamageInfo info( NULL, NULL, Vector(0,0,0), GetAbsOrigin(), GetHealth() * 2, DMG_SHOCK );
TakeDamage(info);
return false;
}
if ( pMarine->m_takedamage == DAMAGE_NO )
{
// We're in the death cam... no fair infesting there
return false;
}
if ( IsOnFire() )
{
// don't actually infest if we're on fire, since we'll die very shortly
return false;
}
if ( pMarine->m_iJumpJetting.Get() != 0 )
{
// marine is in the middle of a jump jet or blink, don't infest him
return false;
}
return true;
}
else if ( pOther->Classify() == CLASS_ASW_COLONIST )
{
return !IsOnFire();
}
return false;
}
void CASW_Parasite::StartInfestation()
{
CASW_Marine* pMarine = CASW_Marine::AsMarine( m_hPrepareToInfest.Get() );
if ( pMarine )
{
InfestMarine( pMarine );
}
else
{
CASW_Colonist *pColonist = dynamic_cast<CASW_Colonist*>( m_hPrepareToInfest.Get() );
if ( pColonist )
{
InfestColonist( pColonist );
}
}
}
void CASW_Parasite::InfestThink( void )
{
SetNextThink( gpGlobals->curtime + 0.1f );
if ( !GetModelPtr() )
return;
StudioFrameAdvance();
DispatchAnimEvents( this );
CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>(GetParent());
if ( !pMarine || !pMarine->IsInfested() || pMarine->IsEffectActive( EF_NODRAW ) )
{
FinishedInfesting();
}
}
void CASW_Parasite::InfestMarine(CASW_Marine* pMarine)
{
if ( !pMarine )
return;
pMarine->BecomeInfested(this);
// attach
int attachment = pMarine->LookupAttachment( "chest" );
if ( attachment )
{
SetSolid( SOLID_NONE );
SetMoveType( MOVETYPE_NONE );
QAngle current(0,0,0);
Vector diff = pMarine->GetAbsOrigin() - GetAbsOrigin();
float angle = UTIL_VecToYaw(diff);
angle -= pMarine->GetAbsAngles()[YAW]; // get the diff between our angle from the marine and the marine's facing;
current = GetAbsAngles();
Vector vAttachmentPos;
pMarine->GetAttachment( attachment, vAttachmentPos );
// Make sure it's near the chest attachement before parenting
Teleport( &vAttachmentPos, &vec3_angle, &vec3_origin );
SetParent( pMarine, attachment );
float flRaise = RandomFloat( 15.0f, 18.0f );
float flForward = RandomFloat( -3.0f, 0.0f );
float flSide = RandomFloat( 1.75f, 3.0f ) * ( RandomInt( 0, 1 ) == 0 ? 1.0f : -1.0f );
if ( asw_debug_alien_damage.GetBool() )
{
Msg( "INFEST: flRaise = %f flForward = %f flSide = %f yaw = %f\n", flRaise, flForward, flSide, angle + asw_infest_angle.GetFloat() );
}
SetLocalOrigin( Vector( flForward, flSide, flRaise ) );
SetLocalAngles( QAngle( asw_infest_pitch.GetFloat(), angle + asw_infest_angle.GetFloat(), 0 ) );
// play our infesting anim
if ( asw_parasite_inside.GetBool() )
{
SetActivity(ACT_RANGE_ATTACK2);
}
else
{
int iInfestAttack = LookupSequence("Infest_attack");
if (GetSequence() != iInfestAttack)
{
ResetSequence(iInfestAttack);
}
}
AddFlag( FL_NOTARGET );
SetThink( &CASW_Parasite::InfestThink );
SetTouch( NULL );
m_bInfesting = true;
}
else
{
FinishedInfesting();
}
}
void CASW_Parasite::InfestColonist(CASW_Colonist* pColonist)
{
if (m_bDefanged || !pColonist) // no infesting if we've been defanged
return;
if (!IsOnFire()) // don't actually infest if we're on fire, since we'll die very shortly
pColonist->BecomeInfested(this);
// attach
int attachment = pColonist->LookupAttachment( "chest" );
if ( attachment )
{
//SetAbsAngles( GetOwnerEntity()->GetAbsAngles() );
SetSolid( SOLID_NONE );
SetMoveType( MOVETYPE_NONE );
QAngle current(0,0,0);
Vector diff = pColonist->GetAbsOrigin() - GetAbsOrigin();
float angle = UTIL_VecToYaw(diff);
angle -= pColonist->GetAbsAngles()[YAW]; // get the diff between our angle from the marine and the marine's facing;
current = GetAbsAngles();
SetParent( pColonist, attachment );
Vector vecPosition;
float fRaise = random->RandomFloat(0,20);
SetLocalOrigin( Vector( -fRaise * 0.2f, 0, fRaise ) );
SetLocalAngles( QAngle( 0, angle + asw_infest_angle.GetFloat(), 0 ) );
// play our infesting anim
if ( asw_parasite_inside.GetBool() )
{
SetActivity(ACT_RANGE_ATTACK2);
}
else
{
int iInfestAttack = LookupSequence("Infest_attack");
if (GetSequence() != iInfestAttack)
{
ResetSequence(iInfestAttack);
}
}
// don't do anymore thinking - need to think still to animate?
AddFlag( FL_NOTARGET );
SetThink( &CASW_Parasite::InfestThink );
SetTouch( NULL );
m_bInfesting = true;
}
else
{
FinishedInfesting();
}
}
// we're done clawing our way in, remove the AI
void CASW_Parasite::FinishedInfesting()
{
StopLoopingSounds();
// notify everything that needs to know about our death
if (ASWGameRules())
{
CTakeDamageInfo info;
ASWGameRules()->AlienKilled(this, info);
}
if (m_hSpawner.Get())
m_hSpawner->AlienKilled(this);
if (GetMother())
GetMother()->ChildAlienKilled(this);
UTIL_Remove( this );
SetThink( NULL ); //We're going away, so don't think anymore.
SetTouch( NULL );
}
void CASW_Parasite::SetEgg(CASW_Egg* pEgg)
{
m_hEgg = pEgg;
}
CASW_Egg* CASW_Parasite::GetEgg()
{
return dynamic_cast<CASW_Egg*>(m_hEgg.Get());
}
//-----------------------------------------------------------------------------
// Purpose: LeapTouch - this is the headcrab's touch function when it is in the air.
// Input : *pOther -
//-----------------------------------------------------------------------------
void CASW_Parasite::LeapTouch( CBaseEntity *pOther )
{
m_bMidJump = false;
if ( IRelationType( pOther ) == D_HT )
{
if (m_bDefanged)
{
if ( pOther->m_takedamage != DAMAGE_NO )
{
BiteSound();
TouchDamage( pOther );
//ClearSchedule( "About to gib self" );
// gib us
CTakeDamageInfo info(NULL, NULL, Vector(0,0,0), GetAbsOrigin(), GetHealth() * 2,
DMG_ACID);
TakeDamage(info);
SetSchedule( SCHED_DIE );
return;
}
else
{
//ImpactSound();
}
}
// Don't hit if back on ground
//if ( !( GetFlags() & FL_ONGROUND ) && m_bDefanged) // if we're defanged, don't infest, just do some combat damage
//{
//}
//else
//{
//ImpactSound();
//}
}
else if( !(GetFlags() & FL_ONGROUND) )
{
// Still in the air...
if( gpGlobals->curtime < m_flIgnoreWorldCollisionTime )
{
// Headcrabs try to ignore the world, static props, and friends for a
// fraction of a second after they jump. This is because they often brush
// doorframes or props as they leap, and touching those objects turns off
// this touch function, which can cause them to hit the player and not bite.
// A timer probably isn't the best way to fix this, but it's one of our
// safer options at this point (sjb).
return;
}
if( !pOther->IsSolid() )
{
// Touching a trigger or something.
return;
}
}
// make sure we're solid
RemoveSolidFlags( FSOLID_NOT_SOLID );
// Shut off the touch function.
SetTouch( &CASW_Parasite::NormalTouch );
SetThink ( &CASW_Parasite::CallNPCThink );
SetCollisionGroup( ASW_COLLISION_GROUP_PARASITE );
// if we hit a marine, infest him and go away
NormalTouch( pOther );
}
int CASW_Parasite::CalcDamageInfo( CTakeDamageInfo *pInfo )
{
Assert(ASWGameRules());
pInfo->Set( this, this, asw_parasite_defanged_damage.GetFloat(), DMG_ACID );
CalculateMeleeDamageForce( pInfo, GetAbsVelocity(), GetAbsOrigin() );
return pInfo->GetDamage();
}
//-----------------------------------------------------------------------------
// Purpose: Deal the damage from the defanged parasite's touch attack.
//-----------------------------------------------------------------------------
void CASW_Parasite::TouchDamage( CBaseEntity *pOther )
{
CTakeDamageInfo info;
CalcDamageInfo( &info );
int damage = ASWGameRules()->ModifyAlienDamageBySkillLevel(info.GetDamage());
info.SetDamage(damage);
pOther->TakeDamage( info );
EmitSound("ASWFire.AcidBurn");
CEffectData data;
data.m_vOrigin = GetAbsOrigin();
data.m_nOtherEntIndex = pOther->entindex();
DispatchEffect( "ASWAcidBurn", data );
}
bool CASW_Parasite::HasHeadroom()
{
trace_t tr;
UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, 1 ), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
#if 0
if( tr.fraction == 1.0f )
{
Msg("Headroom\n");
}
else
{
Msg("NO Headroom\n");
}
#endif
return (tr.fraction == 1.0);
}
void CASW_Parasite::StartTask(const Task_t *pTask)
{
switch (pTask->iTask)
{
/*
case TASK_STOP_MOVING:
{
if (m_bDoEggIdle)
{
SetIdealActivity( (Activity) ACT_ASW_EGG_IDLE );
TaskComplete();
return;
}
if ( ( GetNavigator()->IsGoalSet() && GetNavigator()->IsGoalActive() ) || GetNavType() == NAV_JUMP )
{
DbgNavMsg( this, "Start TASK_STOP_MOVING\n" );
if ( pTask->flTaskData == 1 )
{
DbgNavMsg( this, "Initiating stopping path\n" );
GetNavigator()->StopMoving( false );
}
else
{
GetNavigator()->ClearGoal();
}
// E3 Hack
if (LookupPoseParameter( "move_yaw") >= 0)
{
SetPoseParameter( "move_yaw", 0 );
}
}
else
{
if ( pTask->flTaskData == 1 && GetNavigator()->SetGoalFromStoppingPath() )
{
DbgNavMsg( this, "Start TASK_STOP_MOVING\n" );
DbgNavMsg( this, "Initiating stopping path\n" );
}
else
{
GetNavigator()->ClearGoal();
if (m_bDoEggIdle)
SetIdealActivity( (Activity) ACT_ASW_EGG_IDLE );
else
SetIdealActivity( GetStoppedActivity() );
TaskComplete();
}
}
}
*/
case TASK_PARASITE_JUMP_FROM_EGG:
{
DoJumpFromEgg();
break;
}
case TASK_RANGE_ATTACK1:
{
SetIdealActivity( ACT_RANGE_ATTACK1 );
break;
}
default:
{
BaseClass::StartTask( pTask );
}
}
}
void CASW_Parasite::RunTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_RANGE_ATTACK1:
case TASK_RANGE_ATTACK2:
{
if ( IsActivityFinished() )
{
TaskComplete();
m_bMidJump = false;
SetTouch( NULL );
SetThink( &CASW_Parasite::CallNPCThink );
SetIdealActivity( ACT_IDLE );
}
break;
}
case TASK_PARASITE_JUMP_FROM_EGG:
GetMotor()->UpdateYaw();
if ( FacingIdeal() )
{
TaskComplete();
}
break;
default:
BaseClass::RunTask( pTask );
break;
}
}
void CASW_Parasite::UpdatePlaybackRate()
{
if ( GetActivity() != ACT_RUN )
{
m_flPlaybackRate = 1.0f;
return;
}
float boost = asw_parasite_speedboost.GetFloat();
switch (ASWGameRules()->GetSkillLevel())
{
case 5: boost *= asw_alien_speed_scale_insane.GetFloat(); break;
case 4: boost *= asw_alien_speed_scale_insane.GetFloat(); break;
case 3: boost *= asw_alien_speed_scale_hard.GetFloat(); break;
case 2: boost *= asw_alien_speed_scale_normal.GetFloat(); break;
default: boost *= asw_alien_speed_scale_easy.GetFloat(); break;
}
m_flPlaybackRate = boost;
}
int CASW_Parasite::TranslateSchedule( int scheduleType )
{
switch( scheduleType )
{
case SCHED_RANGE_ATTACK1:
return SCHED_PARASITE_RANGE_ATTACK1;
}
return BaseClass::TranslateSchedule( scheduleType );
}
int CASW_Parasite::SelectSchedule()
{
if ( m_bJumpFromEgg )
{
m_bJumpFromEgg = false;
return SCHED_PARASITE_JUMP_FROM_EGG;
}
return BaseClass::SelectSchedule();
}
void CASW_Parasite::SetJumpFromEgg(bool b, float flJumpDistance)
{
m_bJumpFromEgg = true;
m_flEggJumpDistance = flJumpDistance;
}
void CASW_Parasite::DoJumpFromEgg()
{
SetContextThink( NULL, gpGlobals->curtime, s_pParasiteAnimThink );
SetParent( NULL );
SetAbsOrigin( GetAbsOrigin() + Vector( 0, 0, 30 ) ); // TODO: position parasite at where his 'idle in egg' animation has him. This has to be some distance off the ground, else the jump will immediately end.
Vector dir = vec3_origin;
AngleVectors( GetAbsAngles(), &dir );
//Vector vecJumpPos = GetAbsOrigin()+ Vector(19,0,60)+ dir * m_flEggJumpDistance;
Vector vecJumpPos = GetAbsOrigin() + dir * m_flEggJumpDistance;
SetActivity( ACT_RANGE_ATTACK1 );
StudioFrameAdvanceManual( 0.0 );
SetParent( NULL );
RemoveFlag( FL_FLY );
AddEffects( EF_NOINTERP );
m_bDoEggIdle = false;
GetMotor()->SetIdealYaw( GetAbsAngles().y );
JumpAttack( false, vecJumpPos, false );
}
void CASW_Parasite::IdleInEgg(bool b)
{
if (b)
{
SetActivity((Activity) ACT_ASW_EGG_IDLE);
SetIdealActivity((Activity) ACT_ASW_EGG_IDLE);
SetContextThink( &CASW_Parasite::RunAnimation, gpGlobals->curtime + 0.1f, s_pParasiteAnimThink );
}
m_bDoEggIdle = b;
}
Activity CASW_Parasite::TranslateActivity( Activity baseAct, Activity *pIdealWeaponActivity )
{
Activity translated = BaseClass::TranslateActivity(baseAct, pIdealWeaponActivity);
/*
if (translated == ACT_IDLE && m_bDoEggIdle)
{
Msg("Translated idle to egg idle\n");
return (Activity) ACT_ASW_EGG_IDLE;
}
else if (translated == ACT_IDLE)
{
Msg("Go an act idle, but not translating it as we're not set to do an egg idle\n");
}
*/
return translated;
}
void CASW_Parasite::SetMother(CASW_Alien* spawner)
{
m_hMother = spawner;
}
CASW_Alien* CASW_Parasite::GetMother()
{
return dynamic_cast<CASW_Alien*>(m_hMother.Get());
}
int CASW_Parasite::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
int result = 0;
// scale damage up while in the air
if (m_bMidJump)
{
CTakeDamageInfo newDamage = info;
newDamage.ScaleDamage(10.0f);
result = BaseClass::OnTakeDamage_Alive(newDamage);
}
else
{
result = BaseClass::OnTakeDamage_Alive(info);
}
return result;
}
void CASW_Parasite::UpdateSleepState(bool bInPVS)
{
if (m_bDoEggIdle)
{
int iEggIdle = LookupSequence("Egg_Idle");
if (GetSequence() != iEggIdle)
{
ResetSequence(iEggIdle);
}
}
BaseClass::UpdateSleepState(bInPVS);
}
void CASW_Parasite::SetHealthByDifficultyLevel()
{
if (FClassnameIs(this, "asw_parasite_defanged"))
{
SetHealth(ASWGameRules()->ModifyAlienHealthBySkillLevel(10));
}
else
{
SetHealth(ASWGameRules()->ModifyAlienHealthBySkillLevel(30));
}
}
void CASW_Parasite::NPCThink()
{
BaseClass::NPCThink();
if ( GetEfficiency() < AIE_DORMANT && GetSleepState() == AISS_AWAKE
&& !m_bDefanged && gpGlobals->curtime > s_fNextSpottedChatterTime && GetEnemy())
{
CASW_Marine *pMarine = UTIL_ASW_Marine_Can_Chatter_Spot(this);
if (pMarine)
{
pMarine->GetMarineSpeech()->Chatter(CHATTER_PARASITE);
s_fNextSpottedChatterTime = gpGlobals->curtime + 30.0f;
}
else
s_fNextSpottedChatterTime = gpGlobals->curtime + 1.0f;
}
if (m_bDefanged && m_fSuicideTime < gpGlobals->curtime && GetEnemy() == NULL)
{
// suicide!
CTakeDamageInfo info(NULL, NULL, Vector(0,0,0), GetAbsOrigin(), GetHealth() * 2,
DMG_ACID);
TakeDamage(info);
}
}
// can't be seen by AI marines when infesting someone
bool CASW_Parasite::CanBeSeenBy( CAI_BaseNPC *pNPC )
{
return !m_bInfesting;
}
AI_BEGIN_CUSTOM_NPC( asw_parasite, CASW_Parasite )
DECLARE_ANIMEVENT( AE_HEADCRAB_JUMPATTACK )
DECLARE_ANIMEVENT( AE_PARASITE_INFEST_SPURT )
DECLARE_ANIMEVENT( AE_PARASITE_INFEST )
DECLARE_TASK( TASK_PARASITE_JUMP_FROM_EGG )
DECLARE_ACTIVITY( ACT_ASW_EGG_IDLE )
DEFINE_SCHEDULE
(
SCHED_PARASITE_RANGE_ATTACK1,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_RANGE_ATTACK1 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_FACE_IDEAL 0"
" TASK_WAIT_RANDOM 0.5"
""
" Interrupts"
" COND_ENEMY_OCCLUDED"
" COND_NO_PRIMARY_AMMO"
)
DEFINE_SCHEDULE
(
SCHED_PARASITE_JUMP_FROM_EGG,
" Tasks"
" TASK_PARASITE_JUMP_FROM_EGG 0"
""
" Interrupts"
)
AI_END_CUSTOM_NPC()