Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// voltigore
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "nodes.h"
#include "effects.h"
#include "decals.h"
#include "soundent.h"
#include "game.h"
#define VOLTIGORE_SPRINT_DIST 256 // how close the voltigore has to get before starting to sprint and refusing to swerve
#define VOLTIGORE_MAX_BEAMS 12
#define VOLTIGORE_CLASSNAME "monster_alien_voltigore"
#define VOLTIGORE_BABY_CLASSNAME "monster_alien_babyvoltigore"
#define VOLTIGORE_ZAP_RED 160
#define VOLTIGORE_ZAP_GREEN 0
#define VOLTIGORE_ZAP_BLUE 255
#define VOLTIGORE_ZAP_BEAM "sprites/lgtning.spr"
#define VOLTIGORE_ZAP_NOISE 80
#define VOLTIGORE_ZAP_WIDTH 40
#define VOLTIGORE_ZAP_BRIGHTNESS 210
#define VOLTIGORE_ZAP_DISTANCE 512
#define VOLTIGORE_GLOW_SCALE 1.0f
#define VOLTIGORE_GIB_COUNT 9
#define VOLTIGORE_GLOW_SPRITE "sprites/blueflare2.spr"
//=========================================================
// monster-specific schedule types
//=========================================================
//=========================================================
// monster-specific tasks
//=========================================================
enum {
TASK_VOLTIGORE_GET_PATH_TO_ENEMY_CORPSE = LAST_COMMON_TASK + 1
};
//=========================================================
// Voltigore's energy ball projectile
//=========================================================
class CVoltigoreEnergyBall : public CBaseEntity
{
public:
void Spawn(void);
static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
void Touch(CBaseEntity *pOther);
void EXPORT BeamThink(void);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
void CreateBeams();
void ClearBeams();
void UpdateBeams();
CBeam* m_pBeam[VOLTIGORE_MAX_BEAMS];
int m_iBeams;
float m_timeToDie;
protected:
void CreateBeam(int nIndex, const Vector& vecPos, int width, int brightness);
void UpdateBeam(int nIndex, const Vector& vecPos, bool show);
void ClearBeam(int nIndex);
};
LINK_ENTITY_TO_CLASS(voltigore_energy_ball, CVoltigoreEnergyBall)
TYPEDESCRIPTION CVoltigoreEnergyBall::m_SaveData[] =
{
DEFINE_ARRAY(CVoltigoreEnergyBall, m_pBeam, FIELD_CLASSPTR, VOLTIGORE_MAX_BEAMS),
DEFINE_FIELD(CVoltigoreEnergyBall, m_iBeams, FIELD_INTEGER),
DEFINE_FIELD(CVoltigoreEnergyBall, m_timeToDie, FIELD_TIME),
};
IMPLEMENT_SAVERESTORE(CVoltigoreEnergyBall, CBaseEntity)
//=========================================================
// Purpose:
//=========================================================
void CVoltigoreEnergyBall::Spawn(void)
{
pev->movetype = MOVETYPE_FLY;
pev->classname = MAKE_STRING("voltigore_energy_ball");
pev->solid = SOLID_BBOX;
pev->rendermode = kRenderTransAdd;
pev->renderamt = 220;
SET_MODEL(ENT(pev), VOLTIGORE_GLOW_SPRITE);
pev->frame = 0;
pev->scale = VOLTIGORE_GLOW_SCALE;
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
m_iBeams = 0;
// Create beams.
CreateBeams();
}
//=========================================================
// Purpose:
//=========================================================
void CVoltigoreEnergyBall::Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity)
{
CVoltigoreEnergyBall *pEnergyBall = GetClassPtr((CVoltigoreEnergyBall *)NULL);
pEnergyBall->Spawn();
UTIL_SetOrigin(pEnergyBall->pev, vecStart);
pEnergyBall->pev->velocity = vecVelocity;
pEnergyBall->pev->owner = ENT(pevOwner);
pEnergyBall->SetThink(&CVoltigoreEnergyBall::BeamThink);
pEnergyBall->pev->nextthink = gpGlobals->time + 0.1;
}
//=========================================================
// Purpose:
//=========================================================
void CVoltigoreEnergyBall::Touch(CBaseEntity *pOther)
{
if (m_timeToDie) {
return;
}
TraceResult tr;
if (!pOther->pev->takedamage)
{
// make a splat on the wall
UTIL_TraceLine(pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT(pev), &tr);
UTIL_DecalTrace(&tr, DECAL_SCORCH1 + RANDOM_LONG(0, 1));
}
else
{
pOther->TakeDamage(pev, VARS( pev->owner ), gSkillData.voltigoreDmgBeam, DMG_SHOCK);
}
pev->velocity = Vector(0,0,0);
m_timeToDie = gpGlobals->time + 0.3;
}
//=========================================================
// Purpose:
//=========================================================
void CVoltigoreEnergyBall::BeamThink(void)
{
pev->nextthink = gpGlobals->time + 0.1;
if (m_timeToDie)
{
CBaseEntity* pEntity = NULL;
while ((pEntity = UTIL_FindEntityInSphere(pEntity, pev->origin, 32)) != NULL) {
if ( pEntity->pev->takedamage && pEntity->MyMonsterPointer() &&
!FClassnameIs(pEntity->pev, "monster_alien_voltigore") &&
!FClassnameIs(pEntity->pev, "monster_alien_babyvoltigore")) {
pEntity->TakeDamage(pev, pev, gSkillData.voltigoreDmgBeam/5, DMG_SHOCK);
}
}
if (m_timeToDie <= gpGlobals->time) {
ClearBeams();
SetThink(&CVoltigoreEnergyBall::SUB_Remove);
pev->nextthink = gpGlobals->time;
}
}
else
{
UpdateBeams();
}
}
//=========================================================
// Purpose:
//=========================================================
void CVoltigoreEnergyBall::CreateBeam(int nIndex, const Vector& vecPos, int width, int brightness)
{
m_pBeam[nIndex] = CBeam::BeamCreate(VOLTIGORE_ZAP_BEAM, width);
if (!m_pBeam[nIndex])
return;
m_pBeam[nIndex]->PointEntInit(vecPos, entindex());
m_pBeam[nIndex]->SetColor(VOLTIGORE_ZAP_RED, VOLTIGORE_ZAP_GREEN, VOLTIGORE_ZAP_BLUE);
m_pBeam[nIndex]->SetBrightness(brightness);
m_pBeam[nIndex]->SetNoise(VOLTIGORE_ZAP_NOISE);
//m_pBeam[nIndex]->SetFlags( SF_BEAM_SHADEIN );
}
//=========================================================
// Purpose:
//=========================================================
void CVoltigoreEnergyBall::UpdateBeam(int nIndex, const Vector& vecPos, bool show)
{
if (!m_pBeam[nIndex])
return;
m_pBeam[nIndex]->SetBrightness(show ? VOLTIGORE_ZAP_BRIGHTNESS : 0);
m_pBeam[nIndex]->SetStartPos(vecPos);
m_pBeam[nIndex]->SetEndEntity(entindex());
m_pBeam[nIndex]->RelinkBeam();
}
//=========================================================
// Purpose:
//=========================================================
void CVoltigoreEnergyBall::ClearBeam(int nIndex)
{
if (m_pBeam[nIndex])
{
UTIL_Remove(m_pBeam[nIndex]);
m_pBeam[nIndex] = NULL;
}
}
//=========================================================
// CreateBeams - create all beams
//=========================================================
void CVoltigoreEnergyBall::CreateBeams()
{
for (int i = 0; i < VOLTIGORE_MAX_BEAMS; ++i)
{
CreateBeam(i, pev->origin, VOLTIGORE_ZAP_WIDTH, VOLTIGORE_ZAP_BRIGHTNESS + RANDOM_LONG(1, 5) );
}
m_iBeams = VOLTIGORE_MAX_BEAMS;
}
//=========================================================
// ClearBeams - remove all beams
//=========================================================
void CVoltigoreEnergyBall::ClearBeams()
{
for (int i = 0; i < VOLTIGORE_MAX_BEAMS; ++i)
{
ClearBeam( i );
}
m_iBeams = 0;
}
void CVoltigoreEnergyBall::UpdateBeams()
{
int i, j;
TraceResult tr;
const Vector vecSrc = pev->origin;
const Vector directionVector = pev->velocity.Normalize();
const int baseDistance = VOLTIGORE_ZAP_DISTANCE;
for (i = 0; i < VOLTIGORE_MAX_BEAMS; ++i)
{
for (j = 0; j < 3; ++j)
{
const float randomX = RANDOM_FLOAT(-1, 0.1);
const float randomY = RANDOM_FLOAT(-1, 0.1);
//ALERT(at_console, "Randomize: %f %f\n", randomX, randomY);
Vector vecTarget = vecSrc + Vector(
directionVector.x * randomX,
directionVector.y * randomY,
RANDOM_LONG(0, 1) ? 1 : -1
) * baseDistance;
TraceResult tr1;
UTIL_TraceLine(vecSrc, vecTarget, ignore_monsters, ENT(pev), &tr1);
if (tr1.flFraction != 1.0f) {
tr = tr1;
break;
}
}
// Update the target position of the beam.
UpdateBeam(i, tr.vecEndPos, tr.flFraction != 1.0f);
}
}
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define VOLTIGORE_AE_THROW ( 1 )
#define VOLTIGORE_AE_PUNCH_BOTH ( 12 )
#define VOLTIGORE_AE_PUNCH_SINGLE ( 13 )
#define VOLTIGORE_AE_GIB ( 2002 )
//=========================================================
// CVoltigore
//=========================================================
class CVoltigore : public CBaseMonster
{
public:
virtual void Spawn(void);
virtual void Precache(void);
void SetYawSpeed(void);
virtual int Classify(void);
virtual void HandleAnimEvent(MonsterEvent_t *pEvent);
virtual void IdleSound(void);
virtual void PainSound(void);
virtual void DeathSound(void);
virtual void AlertSound(void);
void AttackSound(void);
virtual void StartTask(Task_t *pTask);
virtual BOOL CheckMeleeAttack1(float flDot, float flDist);
virtual BOOL CheckRangeAttack1(float flDot, float flDist);
virtual void RunAI(void);
virtual void GibMonster();
Schedule_t *GetSchedule(void);
Schedule_t *GetScheduleOfType(int Type);
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
virtual void Killed(entvars_t *pevAttacker, int iGib);
int Save(CSave &save);
int Restore(CRestore &restore);
CUSTOM_SCHEDULES
static TYPEDESCRIPTION m_SaveData[];
float m_flNextZapTime; // last time the voltigore used the spit attack.
BOOL m_fShouldUpdateBeam;
CBeam* m_pBeam[3];
CSprite* m_pBeamGlow;
int m_glowBrightness;
static const char* pAlertSounds[];
static const char* pAttackMeleeSounds[];
static const char* pMeleeHitSounds[];
static const char* pMeleeMissSounds[];
static const char* pComSounds[];
static const char* pDeathSounds[];
static const char* pFootstepSounds[];
static const char* pIdleSounds[];
static const char* pPainSounds[];
static const char* pGruntSounds[];
void CreateBeams();
void DestroyBeams();
void UpdateBeams();
void CreateGlow();
void DestroyGlow();
void GlowUpdate();
void GlowOff(void);
void GlowOn(int level);
protected:
void GibBeamDamage();
void PrecacheImpl(const char* modelName);
int m_beamTexture;
};
LINK_ENTITY_TO_CLASS(monster_alien_voltigore, CVoltigore)
TYPEDESCRIPTION CVoltigore::m_SaveData[] =
{
DEFINE_FIELD(CVoltigore, m_flNextZapTime, FIELD_TIME),
DEFINE_FIELD(CVoltigore, m_fShouldUpdateBeam, FIELD_BOOLEAN),
DEFINE_ARRAY(CVoltigore, m_pBeam, FIELD_CLASSPTR, 3),
DEFINE_FIELD(CVoltigore, m_glowBrightness, FIELD_INTEGER),
DEFINE_FIELD(CVoltigore, m_pBeamGlow, FIELD_CLASSPTR),
};
IMPLEMENT_SAVERESTORE(CVoltigore, CBaseMonster)
const char* CVoltigore::pAlertSounds[] =
{
"voltigore/voltigore_alert1.wav",
"voltigore/voltigore_alert2.wav",
"voltigore/voltigore_alert3.wav",
};
const char* CVoltigore::pAttackMeleeSounds[] =
{
"voltigore/voltigore_attack_melee1.wav",
"voltigore/voltigore_attack_melee2.wav",
};
const char* CVoltigore::pMeleeHitSounds[] =
{
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav",
};
const char* CVoltigore::pMeleeMissSounds[] =
{
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav",
};
const char* CVoltigore::pComSounds[] =
{
"voltigore/voltigore_communicate1.wav",
"voltigore/voltigore_communicate2.wav",
"voltigore/voltigore_communicate3.wav",
};
const char* CVoltigore::pDeathSounds[] =
{
"voltigore/voltigore_die1.wav",
"voltigore/voltigore_die2.wav",
"voltigore/voltigore_die3.wav",
};
const char* CVoltigore::pFootstepSounds[] =
{
"voltigore/voltigore_footstep1.wav",
"voltigore/voltigore_footstep2.wav",
"voltigore/voltigore_footstep3.wav",
};
const char* CVoltigore::pIdleSounds[] =
{
"voltigore/voltigore_idle1.wav",
"voltigore/voltigore_idle2.wav",
"voltigore/voltigore_idle3.wav",
};
const char* CVoltigore::pPainSounds[] =
{
"voltigore/voltigore_pain1.wav",
"voltigore/voltigore_pain2.wav",
"voltigore/voltigore_pain3.wav",
"voltigore/voltigore_pain4.wav",
};
const char* CVoltigore::pGruntSounds[] =
{
"voltigore/voltigore_run_grunt1.wav",
"voltigore/voltigore_run_grunt2.wav",
};
//=========================================================
// TakeDamage - overridden for voltigore so we can keep track
// of how much time has passed since it was last injured
//=========================================================
int CVoltigore::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
{
float flDist;
Vector vecApex;
// if the voltigore is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy,
// it will swerve. (whew).
if (m_hEnemy != NULL && IsMoving() && pevAttacker == m_hEnemy->pev)
{
flDist = (pev->origin - m_hEnemy->pev->origin).Length2D();
if (flDist > VOLTIGORE_SPRINT_DIST)
{
flDist = (pev->origin - m_Route[m_iRouteIndex].vecLocation).Length2D();// reusing flDist.
if (FTriangulate(pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5, m_hEnemy, &vecApex))
{
InsertWaypoint(vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY);
}
}
}
return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
}
//=========================================================
// CheckRangeAttack1
//=========================================================
BOOL CVoltigore::CheckRangeAttack1(float flDot, float flDist)
{
if (IsMoving() && flDist >= 512)
{
// voltigore will far too far behind if he stops running to spit at this distance from the enemy.
return FALSE;
}
if (flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextZapTime)
{
if (m_hEnemy != NULL)
{
if (fabs(pev->origin.z - m_hEnemy->pev->origin.z) > 256)
{
// don't try to spit at someone up really high or down really low.
return FALSE;
}
}
if (IsMoving())
{
// don't spit again for a long time, resume chasing enemy.
m_flNextZapTime = gpGlobals->time + 5;
}
else
{
// not moving, so spit again pretty soon.
m_flNextZapTime = gpGlobals->time + 2;
}
return TRUE;
}
return FALSE;
}
//=========================================================
//=========================================================
void CVoltigore::RunAI(void)
{
CBaseMonster::RunAI();
if (m_fShouldUpdateBeam)
{
UpdateBeams();
}
GlowUpdate();
}
void CVoltigore::GibMonster()
{
GibBeamDamage();
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "common/bodysplat.wav", 1, ATTN_NORM );
if( CVAR_GET_FLOAT( "violence_agibs" ) != 0 ) // Should never get here, but someone might call it directly
{
CGib::SpawnRandomGibs( pev, 10, "models/vgibs.mdl", VOLTIGORE_GIB_COUNT ); // Throw alien gibs
}
SetThink( &CBaseEntity::SUB_Remove );
pev->nextthink = gpGlobals->time;
}
//=========================================================
// CheckMeleeAttack1 - voltigore is a big guy, so has a longer
// melee range than most monsters. This is the tailwhip attack
//=========================================================
BOOL CVoltigore::CheckMeleeAttack1(float flDot, float flDist)
{
if (flDist <= 120 && flDot >= 0.7)
{
return TRUE;
}
return FALSE;
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CVoltigore::Classify(void)
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// IdleSound
//=========================================================
void CVoltigore::IdleSound(void)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, ATTN_NORM);
}
//=========================================================
// PainSound
//=========================================================
void CVoltigore::PainSound(void)
{
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM, 0, RANDOM_LONG(85, 120));
}
//=========================================================
// AlertSound
//=========================================================
void CVoltigore::AlertSound(void)
{
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), 1, ATTN_NORM, 0, RANDOM_LONG(140, 160));
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CVoltigore::SetYawSpeed(void)
{
int ys;
ys = 0;
switch (m_Activity)
{
case ACT_WALK: ys = 90; break;
case ACT_RUN: ys = 90; break;
case ACT_IDLE: ys = 90; break;
case ACT_RANGE_ATTACK1: ys = 90; break;
default:
ys = 90;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CVoltigore::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch (pEvent->event)
{
case VOLTIGORE_AE_THROW:
{
// SOUND HERE!
Vector vecSpitOffset;
Vector vecSpitDir;
UTIL_MakeVectors(pev->angles);
// !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here.
// we should be able to read the position of bones at runtime for this info.
vecSpitOffset = (gpGlobals->v_right * 8 + gpGlobals->v_forward * 37 + gpGlobals->v_up * 23);
vecSpitOffset = (pev->origin + vecSpitOffset);
vecSpitDir = ((m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs) - vecSpitOffset).Normalize();
vecSpitDir.x += RANDOM_FLOAT(-0.01, 0.01);
vecSpitDir.y += RANDOM_FLOAT(-0.01, 0.01);
vecSpitDir.z += RANDOM_FLOAT(-0.01, 0);
// do stuff for this event.
//AttackSound();
CVoltigoreEnergyBall::Shoot(pev, vecSpitOffset, vecSpitDir * 900);
// turn the beam glow off.
DestroyBeams();
GlowOff();
m_fShouldUpdateBeam = FALSE;
}
break;
case VOLTIGORE_AE_PUNCH_SINGLE:
{
// SOUND HERE!
CBaseEntity *pHurt = CheckTraceHullAttack(120, gSkillData.voltigoreDmgPunch, DMG_CLUB);
if (pHurt)
{
pHurt->pev->punchangle.z = -15;
pHurt->pev->punchangle.x = 15;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -150;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeHitSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
}
else
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeMissSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
}
}
break;
case VOLTIGORE_AE_PUNCH_BOTH:
{
// SOUND HERE!
CBaseEntity *pHurt = CheckTraceHullAttack(120, gSkillData.voltigoreDmgPunch, DMG_CLUB);
if (pHurt)
{
pHurt->pev->punchangle.x = 20;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 150;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeHitSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
}
else
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeMissSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
}
}
break;
case VOLTIGORE_AE_GIB:
{
pev->health = 0;
GibMonster();
}
break;
default:
CBaseMonster::HandleAnimEvent(pEvent);
}
}
//=========================================================
// Spawn
//=========================================================
void CVoltigore::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/voltigore.mdl");
UTIL_SetSize(pev, Vector(-80, -80, 0), Vector(80, 80, 90));
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->effects = 0;
pev->health = gSkillData.voltigoreHealth;
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_flNextZapTime = gpGlobals->time;
m_fShouldUpdateBeam = FALSE;
m_pBeamGlow = NULL;
GlowOff();
// Create glow.
CreateGlow();
MonsterInit();
pev->view_ofs = Vector(0, 0, 84);
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CVoltigore::Precache()
{
PrecacheImpl("models/voltigore.mdl");
PRECACHE_MODEL("models/vgibs.mdl");
}
void CVoltigore::PrecacheImpl(const char *modelName)
{
PRECACHE_MODEL((char*)modelName);
PRECACHE_SOUND_ARRAY(pAlertSounds);
PRECACHE_SOUND_ARRAY(pAttackMeleeSounds);
PRECACHE_SOUND_ARRAY(pMeleeHitSounds);
PRECACHE_SOUND_ARRAY(pMeleeMissSounds);
PRECACHE_SOUND_ARRAY(pComSounds);
PRECACHE_SOUND_ARRAY(pDeathSounds);
PRECACHE_SOUND_ARRAY(pFootstepSounds);
PRECACHE_SOUND_ARRAY(pIdleSounds);
PRECACHE_SOUND_ARRAY(pPainSounds);
PRECACHE_SOUND_ARRAY(pGruntSounds);
PRECACHE_SOUND("voltigore/voltigore_attack_shock.wav");
PRECACHE_SOUND("voltigore/voltigore_eat.wav");
PRECACHE_SOUND("debris/beamstart1.wav");
m_beamTexture = PRECACHE_MODEL(VOLTIGORE_ZAP_BEAM);
PRECACHE_MODEL(VOLTIGORE_GLOW_SPRITE);
UTIL_PrecacheOther("voltigore_energy_ball");
}
//=========================================================
// DeathSound
//=========================================================
void CVoltigore::DeathSound(void)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_NORM);
}
//=========================================================
// AttackSound
//=========================================================
void CVoltigore::AttackSound(void)
{
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "voltigore/voltigore_attack_shock.wav", 1, ATTN_NORM);
}
//========================================================
// AI Schedules Specific to this monster
//=========================================================
// primary range attack
Task_t tlVoltigoreRangeAttack1[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
};
Schedule_t slVoltigoreRangeAttack1[] =
{
{
tlVoltigoreRangeAttack1,
ARRAYSIZE(tlVoltigoreRangeAttack1),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED,
0,
"Voltigore Range Attack1"
},
};
// Chase enemy schedule
Task_t tlVoltigoreChaseEnemy1[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },// !!!OEM - this will stop nasty voltigore oscillation.
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slVoltigoreChaseEnemy[] =
{
{
tlVoltigoreChaseEnemy1,
ARRAYSIZE(tlVoltigoreChaseEnemy1),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_SMELL_FOOD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2 |
bits_COND_TASK_FAILED |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER |
bits_SOUND_MEAT,
"Voltigore Chase Enemy"
},
};
//=========================================================
// Victory dance!
//=========================================================
Task_t tlVoltigoreVictoryDance[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_WAIT, (float)0.2 },
{ TASK_VOLTIGORE_GET_PATH_TO_ENEMY_CORPSE, (float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_STAND },
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
{ TASK_PLAY_SEQUENCE, (float)ACT_STAND },
};
Schedule_t slVoltigoreVictoryDance[] =
{
{
tlVoltigoreVictoryDance,
ARRAYSIZE( tlVoltigoreVictoryDance ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"VoltigoreVictoryDance"
},
};
DEFINE_CUSTOM_SCHEDULES(CVoltigore)
{
slVoltigoreRangeAttack1,
slVoltigoreChaseEnemy,
slVoltigoreVictoryDance
};
IMPLEMENT_CUSTOM_SCHEDULES(CVoltigore, CBaseMonster)
//=========================================================
// GetSchedule
//=========================================================
Schedule_t *CVoltigore::GetSchedule(void)
{
switch (m_MonsterState)
{
case MONSTERSTATE_COMBAT:
{
// dead enemy
if (HasConditions(bits_COND_ENEMY_DEAD))
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster::GetSchedule();
}
if (HasConditions(bits_COND_NEW_ENEMY))
{
return GetScheduleOfType(SCHED_WAKE_ANGRY);
}
if (HasConditions(bits_COND_CAN_RANGE_ATTACK1))
{
return GetScheduleOfType(SCHED_RANGE_ATTACK1);
}
if (HasConditions(bits_COND_CAN_MELEE_ATTACK1))
{
return GetScheduleOfType(SCHED_MELEE_ATTACK1);
}
return GetScheduleOfType(SCHED_CHASE_ENEMY);
break;
}
}
return CBaseMonster::GetSchedule();
}
//=========================================================
// GetScheduleOfType
//=========================================================
Schedule_t* CVoltigore::GetScheduleOfType(int Type)
{
switch (Type)
{
case SCHED_RANGE_ATTACK1:
return &slVoltigoreRangeAttack1[0];
break;
case SCHED_CHASE_ENEMY:
return &slVoltigoreChaseEnemy[0];
break;
case SCHED_VICTORY_DANCE:
return &slVoltigoreVictoryDance[0];
break;
}
return CBaseMonster::GetScheduleOfType(Type);
}
//=========================================================
// Start task - selects the correct activity and performs
// any necessary calculations to start the next task on the
// schedule. OVERRIDDEN for voltigore because it needs to
// know explicitly when the last attempt to chase the enemy
// failed, since that impacts its attack choices.
//=========================================================
void CVoltigore::StartTask(Task_t *pTask)
{
m_iTaskStatus = TASKSTATUS_RUNNING;
GlowOff();
DestroyBeams();
m_fShouldUpdateBeam = FALSE;
switch (pTask->iTask)
{
case TASK_RANGE_ATTACK1:
{
CreateBeams();
GlowOn( 255 );
m_fShouldUpdateBeam = TRUE;
// Play the beam 'glow' sound.
EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "debris/beamstart1.wav", 1, ATTN_NORM, 0, PITCH_HIGH);
CBaseMonster::StartTask(pTask);
}
break;
case TASK_GET_PATH_TO_ENEMY:
{
if (BuildRoute(m_hEnemy->pev->origin, bits_MF_TO_ENEMY, m_hEnemy))
{
m_iTaskStatus = TASKSTATUS_COMPLETE;
}
else
{
ALERT(at_aiconsole, "GetPathToEnemy failed!!\n");
TaskFail();
}
}
break;
case TASK_VOLTIGORE_GET_PATH_TO_ENEMY_CORPSE:
UTIL_MakeVectors( pev->angles );
if( BuildRoute( m_vecEnemyLKP - gpGlobals->v_forward * 50, bits_MF_TO_LOCATION, NULL ) )
{
TaskComplete();
}
else
{
ALERT( at_aiconsole, "VoltigoreGetPathToEnemyCorpse failed!!\n" );
TaskFail();
}
default:
CBaseMonster::StartTask(pTask);
break;
}
}
void CVoltigore::Killed(entvars_t *pevAttacker, int iGib)
{
DestroyBeams();
DestroyGlow();
int iTimes = 0;
int iDrawn = 0;
const int iBeams = VOLTIGORE_MAX_BEAMS;
while( iDrawn < iBeams && iTimes < ( iBeams * 3 ) )
{
TraceResult tr;
const Vector vecOrigin = Center();
const Vector vecDest = VOLTIGORE_ZAP_DISTANCE * ( Vector( RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ) ).Normalize() );
UTIL_TraceLine( vecOrigin, vecOrigin + vecDest, ignore_monsters, ENT( pev ), &tr );
if( tr.flFraction != 1.0 )
{
// we hit something.
iDrawn++;
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_BEAMPOINTS );
WRITE_COORD( vecOrigin.x );
WRITE_COORD( vecOrigin.y );
WRITE_COORD( vecOrigin.z );
WRITE_COORD( tr.vecEndPos.x );
WRITE_COORD( tr.vecEndPos.y );
WRITE_COORD( tr.vecEndPos.z );
WRITE_SHORT( m_beamTexture );
WRITE_BYTE( 0 ); // framestart
WRITE_BYTE( 10 ); // framerate
WRITE_BYTE( RANDOM_LONG( 10, 15 ) ); // life
WRITE_BYTE( VOLTIGORE_ZAP_WIDTH ); // width
WRITE_BYTE( VOLTIGORE_ZAP_NOISE ); // noise
WRITE_BYTE( VOLTIGORE_ZAP_RED ); // r, g, b
WRITE_BYTE( VOLTIGORE_ZAP_GREEN); // r, g, b
WRITE_BYTE( VOLTIGORE_ZAP_BLUE ); // r, g, b
WRITE_BYTE( VOLTIGORE_ZAP_BRIGHTNESS ); // brightness
WRITE_BYTE( 35 ); // speed
MESSAGE_END();
}
iTimes++;
}
CBaseMonster::Killed(pevAttacker, iGib);
}
void CVoltigore::GibBeamDamage()
{
CBaseEntity *pEntity = NULL;
// iterate on all entities in the vicinity.
const float attackRadius = gSkillData.voltigoreDmgBeam * 10;
float flAdjustedDamage = gSkillData.voltigoreDmgBeam/2;
while( ( pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, attackRadius ) ) != NULL )
{
if( pEntity->pev->takedamage != DAMAGE_NO )
{
if( pEntity->pev->classname != pev->classname && !FClassnameIs( pEntity->pev, "monster_alien_babyvoltigore" ) )
{
// voltigores don't hurt other voltigores on death
const float flDist = ( pEntity->Center() - pev->origin ).Length();
flAdjustedDamage -= ( flDist / attackRadius ) * flAdjustedDamage;
if( !FVisible( pEntity ) )
{
if( pEntity->IsPlayer() )
{
// if this entity is a client, and is not in full view, inflict half damage. We do this so that players still
// take the residual damage if they don't totally leave the houndeye's effective radius. We restrict it to clients
// so that monsters in other parts of the level don't take the damage and get pissed.
flAdjustedDamage *= 0.5;
}
else if( !FClassnameIs( pEntity->pev, "func_breakable" ) && !FClassnameIs( pEntity->pev, "func_pushable" ) )
{
// do not hurt nonclients through walls, but allow damage to be done to breakables
flAdjustedDamage = 0;
}
}
if( flAdjustedDamage > 0 )
{
pEntity->TakeDamage( pev, pev, flAdjustedDamage, DMG_SHOCK );
}
}
}
}
}
void CVoltigore::CreateBeams()
{
Vector vecStart, vecEnd, vecAngles;
GetAttachment(3, vecStart, vecAngles);
for (int i = 0; i < 3; i++)
{
m_pBeam[i] = CBeam::BeamCreate(VOLTIGORE_ZAP_BEAM, VOLTIGORE_ZAP_WIDTH);
if (!m_pBeam[i])
return;
GetAttachment(i, vecEnd, vecAngles);
m_pBeam[i]->PointsInit(vecStart, vecEnd);
m_pBeam[i]->SetColor(VOLTIGORE_ZAP_RED, VOLTIGORE_ZAP_GREEN, VOLTIGORE_ZAP_BLUE);
m_pBeam[i]->SetBrightness(VOLTIGORE_ZAP_BRIGHTNESS);
m_pBeam[i]->SetNoise(VOLTIGORE_ZAP_NOISE);
}
}
void CVoltigore::DestroyBeams()
{
for (int i = 0; i < 3; i++)
{
if (m_pBeam[i])
{
UTIL_Remove(m_pBeam[i]);
m_pBeam[i] = NULL;
}
}
}
void CVoltigore::UpdateBeams()
{
Vector vecStart, vecEnd, vecAngles;
GetAttachment(3, vecStart, vecAngles);
for (int i = 0; i < 3; i++)
{
if (!m_pBeam[i]) {
continue;
}
GetAttachment(i, vecEnd, vecAngles);
m_pBeam[i]->SetStartPos(vecStart);
m_pBeam[i]->SetEndPos(vecEnd);
m_pBeam[i]->RelinkBeam();
}
}
void CVoltigore::CreateGlow()
{
m_pBeamGlow = CSprite::SpriteCreate(VOLTIGORE_GLOW_SPRITE, pev->origin, FALSE);
m_pBeamGlow->SetTransparency(kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation);
m_pBeamGlow->SetAttachment(edict(), 4);
m_pBeamGlow->SetScale(VOLTIGORE_GLOW_SCALE);
}
void CVoltigore::DestroyGlow()
{
if (m_pBeamGlow)
{
UTIL_Remove(m_pBeamGlow);
m_pBeamGlow = NULL;
}
}
void CVoltigore::GlowUpdate()
{
if (m_pBeamGlow)
{
m_pBeamGlow->pev->renderamt = UTIL_Approach(m_glowBrightness, m_pBeamGlow->pev->renderamt, 100);
if (m_pBeamGlow->pev->renderamt == 0)
m_pBeamGlow->pev->effects |= EF_NODRAW;
else
m_pBeamGlow->pev->effects &= ~EF_NODRAW;
UTIL_SetOrigin(m_pBeamGlow->pev, pev->origin);
}
}
void CVoltigore::GlowOff(void)
{
m_glowBrightness = 0;
}
void CVoltigore::GlowOn(int level)
{
m_glowBrightness = level;
}
//=========================================================
// CBabyAlienVoltigore
//=========================================================
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define BABY_VOLTIGORE_AE_RUN ( 14 )
class CBabyVoltigore : public CVoltigore
{
public:
void Spawn(void);
void Precache(void);
void HandleAnimEvent(MonsterEvent_t* pEvent);
BOOL CheckMeleeAttack1(float flDot, float flDist);
BOOL CheckRangeAttack1(float flDot, float flDist);
void StartTask(Task_t *pTask);
void Killed(entvars_t *pevAttacker, int iGib);
void GibMonster();
Schedule_t* GetSchedule();
Schedule_t* GetScheduleOfType(int Type);
};
LINK_ENTITY_TO_CLASS(monster_alien_babyvoltigore, CBabyVoltigore)
//=========================================================
// Spawn
//=========================================================
void CBabyVoltigore::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/baby_voltigore.mdl");
UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 36));
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->effects = 0;
pev->health = gSkillData.babyVoltigoreHealth;
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_flNextZapTime = gpGlobals->time;
MonsterInit();
pev->view_ofs = Vector(0, 0, 32);
}
//=========================================================
//=========================================================
void CBabyVoltigore::Precache(void)
{
PrecacheImpl("models/baby_voltigore.mdl");
}
void CBabyVoltigore::HandleAnimEvent(MonsterEvent_t* pEvent)
{
switch (pEvent->event)
{
case BABY_VOLTIGORE_AE_RUN:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pFootstepSounds), RANDOM_FLOAT(0.5, 0.6), ATTN_NORM, 0, RANDOM_LONG(85, 120));
break;
case VOLTIGORE_AE_PUNCH_SINGLE:
{
CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.babyVoltigoreDmgPunch, DMG_CLUB | DMG_ALWAYSGIB);
if (pHurt)
{
pHurt->pev->punchangle.z = -10;
pHurt->pev->punchangle.x = 10;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -100;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 50;
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeHitSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
}
else
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeMissSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
}
}
break;
case VOLTIGORE_AE_PUNCH_BOTH:
{
CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.babyVoltigoreDmgPunch, DMG_CLUB | DMG_ALWAYSGIB);
if (pHurt)
{
pHurt->pev->punchangle.x = 15;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 50;
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeHitSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
}
else
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeMissSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
}
}
break;
default:
CVoltigore::HandleAnimEvent(pEvent);
break;
}
}
BOOL CBabyVoltigore::CheckMeleeAttack1(float flDot, float flDist)
{
return CBaseMonster::CheckMeleeAttack1(flDot, flDist);
}
//=========================================================
// Start task - selects the correct activity and performs
// any necessary calculations to start the next task on the
// schedule. OVERRIDDEN for voltigore because it needs to
// know explicitly when the last attempt to chase the enemy
// failed, since that impacts its attack choices.
//=========================================================
void CBabyVoltigore::StartTask(Task_t *pTask)
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch (pTask->iTask)
{
case TASK_MELEE_ATTACK1:
{
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackMeleeSounds), RANDOM_FLOAT(0.5, 0.6), ATTN_NONE, 0, RANDOM_LONG(110, 120));
CBaseMonster::StartTask(pTask);
}
break;
default:
CBaseMonster::StartTask(pTask);
break;
}
}
void CBabyVoltigore::Killed(entvars_t* pevAttacker, int iGib)
{
DestroyBeams();
CBaseMonster::Killed(pevAttacker, iGib);
}
void CBabyVoltigore::GibMonster()
{
CBaseMonster::GibMonster();
}
BOOL CBabyVoltigore::CheckRangeAttack1(float flDot, float flDist)
{
return FALSE;
}
//=========================================================
// GetSchedule
//=========================================================
Schedule_t *CBabyVoltigore::GetSchedule(void)
{
switch (m_MonsterState)
{
case MONSTERSTATE_COMBAT:
{
// dead enemy
if (HasConditions(bits_COND_ENEMY_DEAD))
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster::GetSchedule();
}
if (HasConditions(bits_COND_NEW_ENEMY))
{
return GetScheduleOfType(SCHED_WAKE_ANGRY);
}
if (HasConditions(bits_COND_CAN_MELEE_ATTACK1))
{
return GetScheduleOfType(SCHED_MELEE_ATTACK1);
}
return GetScheduleOfType(SCHED_CHASE_ENEMY);
break;
}
}
return CBaseMonster::GetSchedule();
}
Schedule_t *CBabyVoltigore::GetScheduleOfType(int Type)
{
switch (Type) {
// For some cryptic reason baby voltigore tries to start the range attack even though its model does not have sequence with range attack activity.
// This hack is for preventing baby voltigore to do this.
case SCHED_RANGE_ATTACK1:
return &slVoltigoreChaseEnemy[0];
break;
default:
return CVoltigore::GetScheduleOfType(Type);
break;
}
}