Merge pull request #315 from FreeSlave/opfor_allies_check_ff

[opforfixed] Allies check for player to avoid friendly fire
This commit is contained in:
nekonomicon 2022-08-09 21:28:45 +00:00 committed by GitHub
commit 1c5381c07d
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 180 additions and 2 deletions

View File

@ -28,6 +28,7 @@
#include "weapons.h"
#include "soundent.h"
#include "barney.h"
#include "plane.h"
//=========================================================
// Monster's Anim Events Go Here
@ -41,6 +42,13 @@
#define BARNEY_BODY_GUNDRAWN 1
#define BARNEY_BODY_GUNGONE 2
#define bits_COND_BARNEY_NOFIRE ( bits_COND_SPECIAL1 )
enum
{
TASK_BARNEY_CHECK_FIRE = LAST_COMMON_TASK + 1,
};
LINK_ENTITY_TO_CLASS( monster_barney, CBarney )
TYPEDESCRIPTION CBarney::m_SaveData[] =
@ -154,19 +162,57 @@ Schedule_t slIdleBaStand[] =
},
};
// primary range attack
Task_t tlBaRangeAttack1[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_BARNEY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slBaRangeAttack1[] =
{
{
tlBaRangeAttack1,
ARRAYSIZE( tlBaRangeAttack1 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED |
bits_COND_BARNEY_NOFIRE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"Range Attack1"
},
};
DEFINE_CUSTOM_SCHEDULES( CBarney )
{
slBaFollow,
slBarneyEnemyDraw,
slBaFaceTarget,
slIdleBaStand,
slBaRangeAttack1,
};
IMPLEMENT_CUSTOM_SCHEDULES( CBarney, CTalkMonster )
void CBarney::StartTask( Task_t *pTask )
{
CTalkMonster::StartTask( pTask );
switch ( pTask->iTask ) {
case TASK_BARNEY_CHECK_FIRE:
if( !NoFriendlyFire() )
{
SetConditions( bits_COND_BARNEY_NOFIRE );
}
TaskComplete();
break;
default:
CTalkMonster::StartTask( pTask );
}
}
void CBarney::RunTask( Task_t *pTask )
@ -617,6 +663,8 @@ Schedule_t *CBarney::GetScheduleOfType( int Type )
}
else
return psched;
case SCHED_RANGE_ATTACK1:
return slBaRangeAttack1;
}
return CTalkMonster::GetScheduleOfType( Type );
@ -718,6 +766,56 @@ void CBarney::DeclineFollowing( void )
PlaySentence( "BA_POK", 2, VOL_NORM, ATTN_NORM );
}
BOOL CBarney::NoFriendlyFire()
{
if( m_hEnemy != 0 )
{
UTIL_MakeVectors( UTIL_VecToAngles( m_hEnemy->Center() - pev->origin ) );
}
else
{
// if there's no enemy, pretend there's a friendly in the way, so the grunt won't shoot.
return FALSE;
}
CPlane backPlane;
CPlane leftPlane;
CPlane rightPlane;
Vector vecLeftSide;
Vector vecRightSide;
Vector v_left;
Vector v_dir;
v_dir = gpGlobals->v_right * ( pev->size.x * 1.5f );
vecLeftSide = pev->origin - v_dir;
vecRightSide = pev->origin + v_dir;
v_left = gpGlobals->v_right * -1.0f;
leftPlane.InitializePlane( gpGlobals->v_right, vecLeftSide );
rightPlane.InitializePlane( v_left, vecRightSide );
backPlane.InitializePlane( gpGlobals->v_forward, pev->origin );
for( int k = 1; k <= gpGlobals->maxClients; k++ )
{
CBaseEntity* pPlayer = UTIL_PlayerByIndex(k);
if (pPlayer && pPlayer->IsPlayer() && IRelationship(pPlayer) == R_AL && pPlayer->IsAlive())
{
if( backPlane.PointInFront( pPlayer->pev->origin ) &&
leftPlane.PointInFront( pPlayer->pev->origin ) &&
rightPlane.PointInFront( pPlayer->pev->origin ) )
{
//ALERT(at_aiconsole, "%s: Ally player at fire plane!\n", STRING(pev->classname));
// player is in the check volume! Don't shoot!
return FALSE;
}
}
}
return TRUE;
}
//=========================================================
// DEAD BARNEY PROP
//

View File

@ -55,6 +55,8 @@ public:
virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
virtual void Killed(entvars_t *pevAttacker, int iGib);
BOOL NoFriendlyFire();
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
@ -73,4 +75,4 @@ public:
#endif // BARNEY_H
#endif // BARNEY_H

View File

@ -28,6 +28,7 @@
#include "customentity.h"
#include "decals.h"
#include "hgrunt.h"
#include "plane.h"
//=========================================================
//
@ -185,6 +186,8 @@ public:
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
int IRelationship ( CBaseEntity *pTarget );
BOOL NoFriendlyFire( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
@ -2909,6 +2912,81 @@ MONSTERSTATE CHFGrunt :: GetIdealState ( void )
return CTalkMonster::GetIdealState();
}
BOOL CHFGrunt::NoFriendlyFire( void )
{
CPlane backPlane;
CPlane leftPlane;
CPlane rightPlane;
Vector vecLeftSide;
Vector vecRightSide;
Vector v_left;
Vector v_dir;
//!!!BUGBUG - to fix this, the planes must be aligned to where the monster will be firing its gun, not the direction it is facing!!!
if( m_hEnemy != 0 )
{
UTIL_MakeVectors( UTIL_VecToAngles( m_hEnemy->Center() - pev->origin ) );
}
else
{
// if there's no enemy, pretend there's a friendly in the way, so the grunt won't shoot.
return FALSE;
}
v_dir = gpGlobals->v_right * ( pev->size.x * 1.5f );
vecLeftSide = pev->origin - v_dir;
vecRightSide = pev->origin + v_dir;
v_left = gpGlobals->v_right * -1.0f;
leftPlane.InitializePlane( gpGlobals->v_right, vecLeftSide );
rightPlane.InitializePlane( v_left, vecRightSide );
backPlane.InitializePlane( gpGlobals->v_forward, pev->origin );
/*
ALERT( at_console, "LeftPlane: %f %f %f : %f\n", leftPlane.m_vecNormal.x, leftPlane.m_vecNormal.y, leftPlane.m_vecNormal.z, leftPlane.m_flDist );
ALERT( at_console, "RightPlane: %f %f %f : %f\n", rightPlane.m_vecNormal.x, rightPlane.m_vecNormal.y, rightPlane.m_vecNormal.z, rightPlane.m_flDist );
ALERT( at_console, "BackPlane: %f %f %f : %f\n", backPlane.m_vecNormal.x, backPlane.m_vecNormal.y, backPlane.m_vecNormal.z, backPlane.m_flDist );
*/
for( int k = 1; k <= gpGlobals->maxClients; k++ )
{
CBaseEntity* pPlayer = UTIL_PlayerByIndex(k);
if (pPlayer && pPlayer->IsPlayer() && IRelationship(pPlayer) == R_AL && pPlayer->IsAlive())
{
if( backPlane.PointInFront( pPlayer->pev->origin ) &&
leftPlane.PointInFront( pPlayer->pev->origin ) &&
rightPlane.PointInFront( pPlayer->pev->origin ) )
{
ALERT(at_aiconsole, "%s: Ally player at fire plane!\n", STRING(pev->classname));
// player is in the check volume! Don't shoot!
return FALSE;
}
}
}
if( !InSquad() )
{
return TRUE;
}
CSquadMonster *pSquadLeader = MySquadLeader();
for( int i = 0; i < MAX_SQUAD_MEMBERS; i++ )
{
CSquadMonster *pMember = pSquadLeader->MySquadMember( i );
if( pMember && pMember != this )
{
if( backPlane.PointInFront( pMember->pev->origin ) &&
leftPlane.PointInFront( pMember->pev->origin ) &&
rightPlane.PointInFront( pMember->pev->origin ) )
{
// this guy is in the check volume! Don't shoot!
return FALSE;
}
}
}
return TRUE;
}
void CHFGrunt::DeclineFollowing( void )
{
PlaySentence( "FG_POK", 2, VOL_NORM, ATTN_NORM );