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1183 lines
26 KiB
1183 lines
26 KiB
2 years ago
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//-------------------------------------------------
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//- ---
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//- luciole.cpp ---
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//- ---
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//-------------------------------------------------
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// par Julien -----------------------
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//-------------------------------------------------
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//- code de la luciole -------------
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//-------------------------------------------------
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//----------------------------------------
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// inclusions
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "effects.h"
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#include "schedule.h"
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#include "weapons.h"
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#include "squadmonster.h"
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#include "customentity.h"
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// alertes consoles et beams
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#define DEBUG_ALERTS
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extern Vector Intersect( Vector vecSrc, Vector vecDst, Vector vecMove, float flSpeed );
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#define MAX_LUCIOLE_SQUAD_MEMBERS 20
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#define ATTACK_DELAY 0.7
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#define WAYPOINT_DELAY 0.5
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#define ATTACK_DIST 60
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#define CHANGEMOVE_DIST 60
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#define MOUCHARD_OFF 0
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#define MOUCHARD_ON 1
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#define MOUCHARD_LANCEMENT 2
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enum
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{
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TASK_FLYBEE_WAIT_FOR_MOVEMENT = LAST_COMMON_TASK + 1,
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TASK_LUCIOLE_GET_PATH,
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};
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//----------------------------------------------
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// d
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class CLuciole : public CBaseMonster
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{
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public:
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed( void );
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int Classify ( void );
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BOOL CheckRangeAttack1 ( float flDot, float flDist ); // balls
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Schedule_t* GetSchedule ( void );
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Schedule_t* GetScheduleOfType ( int Type );
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void StartTask ( Task_t *pTask );
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void RunTask ( Task_t *pTask );
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CUSTOM_SCHEDULES;
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void Stop( void );
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void Move ( float flInterval );
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int CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist );
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void MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval );
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void SetActivity ( Activity NewActivity );
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BOOL ShouldAdvanceRoute( float flWaypointDist );
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float m_flNextFlinch;
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float m_flShootTime;
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float m_flShootEnd;
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void AlertSound( void );
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void IdleSound( void );
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static const char *pIdleSounds[];
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static const char *pAlertSounds[];
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void Killed( entvars_t *pevAttacker, int iGib );
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Vector m_velocity;
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int m_fInCombat;
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void ReorganiseSquad ( void );
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float m_flLastAttack;
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Vector m_vecRoute;
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Vector m_vecMouchard1;
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Vector m_vecMouchard2;
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int m_iMouchard;
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};
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LINK_ENTITY_TO_CLASS( monster_luciole, CLuciole );
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TYPEDESCRIPTION CLuciole::m_SaveData[] =
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{
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DEFINE_FIELD( CLuciole, m_flLastAttack, FIELD_TIME ),
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DEFINE_FIELD( CLuciole, m_vecRoute, FIELD_VECTOR ),
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DEFINE_FIELD( CLuciole, m_vecMouchard1, FIELD_VECTOR ),
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DEFINE_FIELD( CLuciole, m_vecMouchard2, FIELD_VECTOR ),
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DEFINE_FIELD( CLuciole, m_iMouchard, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CLuciole, CBaseMonster );
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const char *CLuciole::pIdleSounds[] =
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{
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"controller/con_idle1.wav",
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"controller/con_idle2.wav",
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"controller/con_idle3.wav",
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"controller/con_idle4.wav",
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"controller/con_idle5.wav",
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};
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const char *CLuciole::pAlertSounds[] =
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{
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"controller/con_alert1.wav",
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"controller/con_alert2.wav",
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"controller/con_alert3.wav",
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};
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CLuciole :: Classify ( void )
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{
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return CLASS_ALIEN_MILITARY;
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CLuciole :: SetYawSpeed ( void )
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{
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pev->yaw_speed = 360;
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}
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//=========================================================
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// Killed - en avertit le groupe
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void CLuciole::Killed( entvars_t *pevAttacker, int iGib )
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{
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CBaseMonster::Killed( pevAttacker, GIB_ALWAYS ); // explose toujours
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}
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void CLuciole :: AlertSound( void )
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{
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EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pAlertSounds );
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}
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void CLuciole :: IdleSound( void )
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{
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EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pIdleSounds );
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CLuciole :: Spawn()
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{
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Precache( );
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SET_MODEL(ENT(pev), "models/gorg.mdl");
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UTIL_SetSize( pev, Vector( -4, -4, -0 ), Vector( 4, 4, 8 ));
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pev->solid = SOLID_SLIDEBOX; //SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_FLY;
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pev->flags |= FL_FLY;
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m_bloodColor = BLOOD_COLOR_GREEN;
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pev->health = gSkillData.LucioleHealth;
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pev->view_ofs = Vector( 0, 0, 3 );// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_FULL;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_MonsterState = MONSTERSTATE_NONE;
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m_flLastAttack = 0;
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m_vecRoute = pev->origin;
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m_iMouchard = MOUCHARD_OFF;
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MonsterInit();
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CLuciole :: Precache()
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{
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PRECACHE_MODEL("models/gorg.mdl");
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PRECACHE_SOUND_ARRAY( pIdleSounds );
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PRECACHE_SOUND_ARRAY( pAlertSounds );
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PRECACHE_SOUND("debris/beamstart14.wav");
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}
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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// Chase enemy schedule
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Task_t tlLucioleChaseEnemy[] =
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{
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{ TASK_LUCIOLE_GET_PATH, (float)0 },
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};
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Schedule_t slLucioleChaseEnemy[] =
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{
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{
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tlLucioleChaseEnemy,
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ARRAYSIZE ( tlLucioleChaseEnemy ),
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bits_COND_NEW_ENEMY |
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bits_COND_TASK_FAILED,
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0,
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"LucioleChaseEnemy"
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},
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};
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Task_t tlLucioleTakeCover[] =
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{
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{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
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{ TASK_RUN_PATH, (float)0 },
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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};
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Schedule_t slLucioleTakeCover[] =
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{
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{
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tlLucioleTakeCover,
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ARRAYSIZE ( tlLucioleTakeCover ),
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bits_COND_NEW_ENEMY,
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0,
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"LucioleTakeCover"
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},
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};
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Task_t tlLucioleStrafe[] =
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{
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{ TASK_WAIT, (float)0.2 },
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{ TASK_GET_PATH_TO_ENEMY, (float)128 },
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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{ TASK_WAIT, (float)1 },
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};
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Schedule_t slLucioleStrafe[] =
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{
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{
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tlLucioleStrafe,
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ARRAYSIZE ( tlLucioleStrafe ),
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bits_COND_NEW_ENEMY,
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0,
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"LucioleStrafe"
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},
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};
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Task_t tlLucioleFail[] =
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{
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{ TASK_STOP_MOVING, 0 },
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// { TASK_SET_ACTIVITY, (float)ACT_IDLE },
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// { TASK_WAIT, (float)1 },
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{ TASK_WAIT_PVS, (float)0 },
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};
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Schedule_t slLucioleFail[] =
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{
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{
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tlLucioleFail,
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ARRAYSIZE ( tlLucioleFail ),
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0,
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0,
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"LucioleFail"
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},
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};
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// modif de julien
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Task_t tlLucioleBurn[] =
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{
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{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
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{ TASK_FLYBEE_WAIT_FOR_MOVEMENT, (float)0 },
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};
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Schedule_t slLucioleBurn[] =
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{
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{
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tlLucioleBurn,
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ARRAYSIZE ( tlLucioleBurn ),
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0,
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0,
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"LucioleBurn"
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},
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};
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DEFINE_CUSTOM_SCHEDULES( CLuciole )
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{
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slLucioleChaseEnemy,
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slLucioleStrafe,
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slLucioleTakeCover,
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slLucioleFail,
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slLucioleBurn, // modif de julien
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};
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IMPLEMENT_CUSTOM_SCHEDULES( CLuciole, CBaseMonster );
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//=========================================================
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// StartTask
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//=========================================================
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void CLuciole :: StartTask ( Task_t *pTask )
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{
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switch ( pTask->iTask )
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{
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case TASK_RANGE_ATTACK1:
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CBaseMonster :: StartTask ( pTask );
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break;
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case TASK_GET_PATH_TO_ENEMY_LKP:
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{
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if (BuildNearestRoute( m_vecEnemyLKP, pev->view_ofs, pTask->flData, (m_vecEnemyLKP - pev->origin).Length() + 1024 ))
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{
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TaskComplete();
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}
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else
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{
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// no way to get there =(
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ALERT ( at_aiconsole, "GetPathToEnemyLKP failed!!\n" );
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TaskFail();
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}
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break;
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}
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case TASK_GET_PATH_TO_ENEMY:
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{
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CBaseEntity *pEnemy = m_hEnemy;
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if ( pEnemy == NULL )
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{
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TaskFail();
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return;
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}
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if (BuildNearestRoute( pEnemy->pev->origin, pEnemy->pev->view_ofs, pTask->flData, (pEnemy->pev->origin - pev->origin).Length() + 1024 ))
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{
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TaskComplete();
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}
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else
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{
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// no way to get there =(
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ALERT ( at_aiconsole, "GetPathToEnemy failed!!\n" );
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TaskFail();
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}
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break;
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}
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// modif de julien
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case TASK_FLYBEE_WAIT_FOR_MOVEMENT:
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{
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if (FRouteClear())
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{
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TaskComplete();
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}
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break;
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}
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// trouve son chemin vers le joueur
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case TASK_LUCIOLE_GET_PATH:
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break;
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case TASK_FIND_COVER_FROM_ENEMY:
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{
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entvars_t *pevCover;
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if ( m_hEnemy == NULL )
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{
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// Find cover from self if no enemy available
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pevCover = pev;
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}
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else
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pevCover = m_hEnemy->pev;
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if ( FindLateralCover( pevCover->origin, pevCover->view_ofs ) )
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{
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// try lateral first
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m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
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TaskComplete();
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}
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else if ( FindCover( pevCover->origin, pevCover->view_ofs, 0, CoverRadius() ) )
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{
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// then try for plain ole cover
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m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
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TaskComplete();
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}
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// passe de l'autre cot
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else if (BuildNearestRoute( pev->origin + (pevCover->origin-pev->origin).Normalize() * 128, pev->view_ofs, 0, 4096) )
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{
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TaskComplete();
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}
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else
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{
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// no coverwhatsoever.
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TaskFail();
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}
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break;
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}
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||
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default:
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CBaseMonster :: StartTask ( pTask );
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break;
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}
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}
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||
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||
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//=========================================================
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||
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// RunTask
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||
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//=========================================================
|
||
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void CLuciole :: RunTask ( Task_t *pTask )
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||
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{
|
||
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// petite loupiote
|
||
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||
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, Center() );
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||
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WRITE_BYTE(TE_DLIGHT);
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||
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WRITE_COORD(Center().x); // X
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||
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WRITE_COORD(Center().y); // Y
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||
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WRITE_COORD(Center().z); // Z
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||
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WRITE_BYTE( 7 ); // radius * 0.1
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WRITE_BYTE( 150 ); // r
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||
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WRITE_BYTE( 71 ); // g
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||
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WRITE_BYTE( 245 ); // b
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||
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WRITE_BYTE( 3 ); // time * 10
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||
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WRITE_BYTE( 0 ); // decay * 0.1
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||
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MESSAGE_END( );
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||
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|
||
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|
||
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// position de tir
|
||
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|
||
|
if ( m_hEnemy != NULL && (Center()-m_hEnemy->Center()).Length() < ATTACK_DIST && gpGlobals->time - m_flLastAttack > ATTACK_DELAY )
|
||
|
{
|
||
|
m_flLastAttack = gpGlobals->time;
|
||
|
|
||
|
EMIT_SOUND ( edict(), CHAN_ITEM, "debris/beamstart14.wav", 1.0, ATTN_NORM );
|
||
|
|
||
|
|
||
|
for ( int i=0; i<3; i++ )
|
||
|
{
|
||
|
CBeam *pBeam = CBeam::BeamCreate( "sprites/laserbeam.spr", 2 );
|
||
|
|
||
|
if ( RANDOM_LONG(0,1) )
|
||
|
pBeam->SetColor( 206,118, 254 );
|
||
|
else
|
||
|
pBeam->SetColor( 223,224, 255 );
|
||
|
|
||
|
pBeam->SetBrightness( 192 );
|
||
|
|
||
|
pBeam->PointEntInit( m_hEnemy->Center(), entindex( ) );
|
||
|
pBeam->SetEndAttachment( 0 );
|
||
|
|
||
|
pBeam->RelinkBeam( );
|
||
|
|
||
|
pBeam->SetNoise ( 30 );
|
||
|
pBeam->LiveForTime ( 0.4 );
|
||
|
|
||
|
m_hEnemy->TakeDamage ( pev, pev, gSkillData.LucioleDamage, DMG_SHOCK );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
MakeIdealYaw( m_vecEnemyLKP );
|
||
|
ChangeYaw( pev->yaw_speed );
|
||
|
|
||
|
|
||
|
// run task classique
|
||
|
|
||
|
switch ( pTask->iTask )
|
||
|
{
|
||
|
case TASK_FLYBEE_WAIT_FOR_MOVEMENT:
|
||
|
{
|
||
|
if (MovementIsComplete())
|
||
|
{
|
||
|
TaskComplete();
|
||
|
RouteClear(); // Stop moving
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case TASK_LUCIOLE_GET_PATH:
|
||
|
{
|
||
|
// consid
|
||
|
BOOL bFinDeRoute = FALSE;
|
||
|
|
||
|
if ( (pev->origin-m_vecRoute).Length() < 10 )
|
||
|
{
|
||
|
bFinDeRoute = TRUE;
|
||
|
}
|
||
|
|
||
|
|
||
|
// actualise la position ennemie
|
||
|
|
||
|
if ( m_hEnemy == NULL )
|
||
|
{
|
||
|
TaskComplete ();
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
Vector vecEnemy = m_hEnemy->Center();
|
||
|
|
||
|
// v
|
||
|
|
||
|
TraceResult tr;
|
||
|
UTIL_TraceLine ( pev->origin, vecEnemy, dont_ignore_monsters, dont_ignore_glass, edict(), &tr );
|
||
|
|
||
|
if ( tr.flFraction == 1.0 || FClassnameIs(tr.pHit, "player") )
|
||
|
{
|
||
|
// champ libre jusqu'au joueur
|
||
|
|
||
|
m_vecRoute = vecEnemy;
|
||
|
|
||
|
m_iMouchard = MOUCHARD_OFF;
|
||
|
}
|
||
|
|
||
|
|
||
|
// joueur invisible
|
||
|
|
||
|
else
|
||
|
{
|
||
|
// trajectoire non finie - on continue
|
||
|
|
||
|
if ( bFinDeRoute == FALSE )
|
||
|
{
|
||
|
// active le mouchard
|
||
|
|
||
|
if ( m_iMouchard == MOUCHARD_OFF )
|
||
|
{
|
||
|
m_iMouchard = MOUCHARD_LANCEMENT;
|
||
|
m_vecMouchard1 = m_vecRoute;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// pas de trajectoire d
|
||
|
|
||
|
else
|
||
|
{
|
||
|
// tente d'utiliser le mouchard
|
||
|
|
||
|
TraceResult trMouchard;
|
||
|
UTIL_TraceLine ( pev->origin, m_vecMouchard2, dont_ignore_monsters, dont_ignore_glass, edict(), &trMouchard );
|
||
|
|
||
|
if ( m_iMouchard == MOUCHARD_ON && ( trMouchard.flFraction == 1.0 || FClassnameIs(trMouchard.pHit, "player") ) )
|
||
|
{
|
||
|
// c parti
|
||
|
|
||
|
m_vecRoute = m_vecMouchard2;
|
||
|
|
||
|
// mouchard obsol
|
||
|
|
||
|
m_iMouchard = MOUCHARD_LANCEMENT;
|
||
|
}
|
||
|
|
||
|
else
|
||
|
{
|
||
|
TraceResult trTete;
|
||
|
UTIL_TraceLine ( pev->origin, m_hEnemy->pev->view_ofs, dont_ignore_monsters, dont_ignore_glass, edict(), &trTete );
|
||
|
|
||
|
TraceResult trPieds;
|
||
|
UTIL_TraceLine ( pev->origin, m_hEnemy->pev->origin, dont_ignore_monsters, dont_ignore_glass, edict(), &trPieds );
|
||
|
|
||
|
if ( trTete.flFraction == 1.0 || FClassnameIs(trTete.pHit, "player") )
|
||
|
{
|
||
|
// champ libre jusqu'au joueur
|
||
|
m_vecRoute = m_hEnemy->pev->view_ofs;
|
||
|
}
|
||
|
else if ( trPieds.flFraction == 1.0 || FClassnameIs(trPieds.pHit, "player") )
|
||
|
{
|
||
|
// champ libre jusqu'au joueur
|
||
|
|
||
|
m_vecRoute = m_hEnemy->pev->origin;
|
||
|
}
|
||
|
|
||
|
// ennemi totalement invisible
|
||
|
|
||
|
else
|
||
|
{
|
||
|
|
||
|
// bloqu
|
||
|
|
||
|
TraceResult trEvite [2];
|
||
|
|
||
|
UTIL_MakeVectors ( pev->angles );
|
||
|
|
||
|
int ordre [4];
|
||
|
|
||
|
switch ( RANDOM_LONG(0,3) )
|
||
|
{
|
||
|
case 0: ordre[0] = 0; ordre[1] = 1; ordre[2] = 2; ordre[3] = 3; break;
|
||
|
case 1: ordre[0] = 0; ordre[1] = 3; ordre[2] = 2; ordre[3] = 1; break;
|
||
|
case 2: ordre[0] = 2; ordre[1] = 3; ordre[2] = 0; ordre[3] = 1; break;
|
||
|
case 3: ordre[0] = 3; ordre[1] = 1; ordre[2] = 0; ordre[3] = 2; break;
|
||
|
}
|
||
|
|
||
|
UTIL_TraceLine ( pev->origin, pev->origin + Vector (0,0,RANDOM_FLOAT(40,60)), dont_ignore_monsters, dont_ignore_glass, edict(), &trEvite[ordre[0]] );
|
||
|
UTIL_TraceLine ( pev->origin, pev->origin - Vector (0,0,RANDOM_FLOAT(40,60)), dont_ignore_monsters, dont_ignore_glass, edict(), &trEvite[ordre[1]] );
|
||
|
UTIL_TraceLine ( pev->origin, pev->origin + gpGlobals->v_right * RANDOM_FLOAT(40,60), dont_ignore_monsters, dont_ignore_glass, edict(), &trEvite[ordre[2]] );
|
||
|
UTIL_TraceLine ( pev->origin, pev->origin - gpGlobals->v_right * RANDOM_FLOAT(40,60), dont_ignore_monsters, dont_ignore_glass, edict(), &trEvite[ordre[3]] );
|
||
|
|
||
|
|
||
|
for ( int i=0; i<4; i++ )
|
||
|
{
|
||
|
if ( trEvite[i].flFraction >= 0.5 )
|
||
|
|
||
|
m_vecRoute = trEvite[i].vecEndPos - (trEvite[i].vecEndPos-pev->origin).Normalize() * 5;
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// actualise le mouchard
|
||
|
|
||
|
if ( m_iMouchard != MOUCHARD_OFF )
|
||
|
{
|
||
|
|
||
|
if ( m_iMouchard == MOUCHARD_LANCEMENT )
|
||
|
{
|
||
|
m_vecMouchard2 = m_vecMouchard1;
|
||
|
}
|
||
|
|
||
|
|
||
|
// v
|
||
|
|
||
|
TraceResult trMouchard;
|
||
|
UTIL_TraceLine ( m_vecMouchard1, vecEnemy, dont_ignore_monsters, dont_ignore_glass, edict(), &trMouchard );
|
||
|
|
||
|
if ( trMouchard.flFraction == 1.0 || FClassnameIs(trMouchard.pHit, "player") )
|
||
|
{
|
||
|
m_vecMouchard2 = vecEnemy;
|
||
|
m_iMouchard = MOUCHARD_ON;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// trajectoire
|
||
|
|
||
|
float flDot = DotProduct ( pev->velocity.Normalize(), (m_vecRoute-pev->origin).Normalize() );
|
||
|
|
||
|
float flRatio = 0.6 + (flDot+1)*0.6;
|
||
|
|
||
|
float speed = pev->velocity.Length() * flRatio;
|
||
|
|
||
|
speed = Q_max ( 100, speed );
|
||
|
speed = Q_min ( speed, 250 );
|
||
|
|
||
|
pev->velocity = (m_vecRoute - pev->origin).Normalize() * speed;
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
default:
|
||
|
CBaseMonster :: RunTask ( pTask );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// GetSchedule - Decides which type of schedule best suits
|
||
|
// the monster's current state and conditions. Then calls
|
||
|
// monster's member function to get a pointer to a schedule
|
||
|
// of the proper type.
|
||
|
//=========================================================
|
||
|
Schedule_t *CLuciole :: GetSchedule ( void )
|
||
|
{
|
||
|
|
||
|
switch ( m_MonsterState )
|
||
|
{
|
||
|
case MONSTERSTATE_IDLE:
|
||
|
break;
|
||
|
|
||
|
case MONSTERSTATE_ALERT:
|
||
|
break;
|
||
|
|
||
|
case MONSTERSTATE_COMBAT:
|
||
|
{
|
||
|
if ( HasConditions(bits_COND_NEW_ENEMY) ) // une seule r
|
||
|
{
|
||
|
// if ( VARS(m_hEnemy) != VARS(Leader()->m_hEnemy) )
|
||
|
{
|
||
|
ReorganiseSquad ();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* if ( gpGlobals->time - m_flLastAttack < ATTACK_DELAY && IsLeader() )
|
||
|
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
|
||
|
|
||
|
else
|
||
|
*/ return GetScheduleOfType ( SCHED_CHASE_ENEMY );
|
||
|
|
||
|
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return CBaseMonster :: GetSchedule();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
//=========================================================
|
||
|
Schedule_t* CLuciole :: GetScheduleOfType ( int Type )
|
||
|
{
|
||
|
// ALERT( at_console, "%d\n", m_iFrustration );
|
||
|
switch ( Type )
|
||
|
{
|
||
|
case SCHED_CHASE_ENEMY:
|
||
|
return slLucioleChaseEnemy;
|
||
|
case SCHED_TAKE_COVER_FROM_ENEMY:
|
||
|
return slLucioleTakeCover;
|
||
|
case SCHED_FAIL:
|
||
|
return slLucioleFail;
|
||
|
|
||
|
// modif de julien
|
||
|
case SCHED_BURNT:
|
||
|
return slLucioleBurn;
|
||
|
}
|
||
|
|
||
|
return CBaseMonster :: GetScheduleOfType( Type );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// CheckRangeAttack1 - shoot a bigass energy ball out of their head
|
||
|
//
|
||
|
//=========================================================
|
||
|
BOOL CLuciole :: CheckRangeAttack1 ( float flDot, float flDist )
|
||
|
{
|
||
|
if ( flDot > 0.5 && flDist > 256 && flDist <= 2048 )
|
||
|
{
|
||
|
return TRUE;
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void CLuciole :: SetActivity ( Activity NewActivity )
|
||
|
{
|
||
|
CBaseMonster::SetActivity( NewActivity );
|
||
|
|
||
|
switch ( m_Activity)
|
||
|
{
|
||
|
case ACT_WALK:
|
||
|
m_flGroundSpeed = 100;
|
||
|
break;
|
||
|
default:
|
||
|
m_flGroundSpeed = 100;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
extern void DrawRoute( entvars_t *pev, WayPoint_t *m_Route, int m_iRouteIndex, int r, int g, int b );
|
||
|
|
||
|
void CLuciole::Stop( void )
|
||
|
{
|
||
|
m_IdealActivity = GetStoppedActivity();
|
||
|
}
|
||
|
|
||
|
|
||
|
#define DIST_TO_CHECK 200
|
||
|
void CLuciole :: Move ( float flInterval )
|
||
|
{
|
||
|
float flWaypointDist;
|
||
|
float flCheckDist;
|
||
|
float flDist;// how far the lookahead check got before hitting an object.
|
||
|
float flMoveDist;
|
||
|
Vector vecDir;
|
||
|
Vector vecApex;
|
||
|
CBaseEntity *pTargetEnt;
|
||
|
|
||
|
// Don't move if no valid route
|
||
|
if ( FRouteClear() )
|
||
|
{
|
||
|
ALERT( at_aiconsole, "Tried to move with no route!\n" );
|
||
|
TaskFail();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( m_flMoveWaitFinished > gpGlobals->time )
|
||
|
return;
|
||
|
|
||
|
|
||
|
// if the monster is moving directly towards an entity (enemy for instance), we'll set this pointer
|
||
|
// to that entity for the CheckLocalMove and Triangulate functions.
|
||
|
pTargetEnt = NULL;
|
||
|
|
||
|
if (m_flGroundSpeed == 0)
|
||
|
{
|
||
|
m_flGroundSpeed = 100;
|
||
|
}
|
||
|
|
||
|
flMoveDist = m_flGroundSpeed * flInterval;
|
||
|
|
||
|
do
|
||
|
{
|
||
|
// local move to waypoint.
|
||
|
vecDir = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Normalize();
|
||
|
flWaypointDist = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Length();
|
||
|
|
||
|
// MakeIdealYaw ( m_Route[ m_iRouteIndex ].vecLocation );
|
||
|
// ChangeYaw ( pev->yaw_speed );
|
||
|
|
||
|
// if the waypoint is closer than CheckDist, CheckDist is the dist to waypoint
|
||
|
if ( flWaypointDist < DIST_TO_CHECK )
|
||
|
{
|
||
|
flCheckDist = flWaypointDist;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flCheckDist = DIST_TO_CHECK;
|
||
|
}
|
||
|
|
||
|
if ( (m_Route[ m_iRouteIndex ].iType & (~bits_MF_NOT_TO_MASK)) == bits_MF_TO_ENEMY )
|
||
|
{
|
||
|
// only on a PURE move to enemy ( i.e., ONLY MF_TO_ENEMY set, not MF_TO_ENEMY and DETOUR )
|
||
|
pTargetEnt = m_hEnemy;
|
||
|
}
|
||
|
else if ( (m_Route[ m_iRouteIndex ].iType & ~bits_MF_NOT_TO_MASK) == bits_MF_TO_TARGETENT )
|
||
|
{
|
||
|
pTargetEnt = m_hTargetEnt;
|
||
|
}
|
||
|
|
||
|
// !!!BUGBUG - CheckDist should be derived from ground speed.
|
||
|
// If this fails, it should be because of some dynamic entity blocking this guy.
|
||
|
// We've already checked this path, so we should wait and time out if the entity doesn't move
|
||
|
flDist = 0;
|
||
|
if ( CheckLocalMove ( pev->origin, pev->origin + vecDir * flCheckDist, pTargetEnt, &flDist ) != LOCALMOVE_VALID )
|
||
|
{
|
||
|
CBaseEntity *pBlocker;
|
||
|
|
||
|
// Can't move, stop
|
||
|
Stop();
|
||
|
// Blocking entity is in global trace_ent
|
||
|
pBlocker = CBaseEntity::Instance( gpGlobals->trace_ent );
|
||
|
if (pBlocker)
|
||
|
{
|
||
|
DispatchBlocked( edict(), pBlocker->edict() );
|
||
|
}
|
||
|
if ( pBlocker && m_moveWaitTime > 0 && pBlocker->IsMoving() && !pBlocker->IsPlayer() && (gpGlobals->time-m_flMoveWaitFinished) > 3.0 )
|
||
|
{
|
||
|
// Can we still move toward our target?
|
||
|
if ( flDist < m_flGroundSpeed )
|
||
|
{
|
||
|
// Wait for a second
|
||
|
m_flMoveWaitFinished = gpGlobals->time + m_moveWaitTime;
|
||
|
// ALERT( at_aiconsole, "Move %s!!!\n", STRING( pBlocker->pev->classname ) );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// try to triangulate around whatever is in the way.
|
||
|
if ( FTriangulate( pev->origin, m_Route[ m_iRouteIndex ].vecLocation, flDist, pTargetEnt, &vecApex ) )
|
||
|
{
|
||
|
InsertWaypoint( vecApex, bits_MF_TO_DETOUR );
|
||
|
RouteSimplify( pTargetEnt );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ALERT ( at_aiconsole, "Couldn't Triangulate\n" );
|
||
|
Stop();
|
||
|
if ( m_moveWaitTime > 0 )
|
||
|
{
|
||
|
FRefreshRoute();
|
||
|
m_flMoveWaitFinished = gpGlobals->time + m_moveWaitTime * 0.5;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
TaskFail();
|
||
|
ALERT( at_aiconsole, "Failed to move!\n" );
|
||
|
//ALERT( at_aiconsole, "%f, %f, %f\n", pev->origin.z, (pev->origin + (vecDir * flCheckDist)).z, m_Route[m_iRouteIndex].vecLocation.z );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// UNDONE: this is a hack to quit moving farther than it has looked ahead.
|
||
|
if (flCheckDist < flMoveDist)
|
||
|
{
|
||
|
MoveExecute( pTargetEnt, vecDir, flCheckDist / m_flGroundSpeed );
|
||
|
|
||
|
// ALERT( at_console, "%.02f\n", flInterval );
|
||
|
AdvanceRoute( flWaypointDist );
|
||
|
flMoveDist -= flCheckDist;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
MoveExecute( pTargetEnt, vecDir, flMoveDist / m_flGroundSpeed );
|
||
|
|
||
|
if ( ShouldAdvanceRoute( flWaypointDist - flMoveDist ) )
|
||
|
{
|
||
|
AdvanceRoute( flWaypointDist );
|
||
|
}
|
||
|
flMoveDist = 0;
|
||
|
}
|
||
|
|
||
|
if ( MovementIsComplete() )
|
||
|
{
|
||
|
Stop();
|
||
|
RouteClear();
|
||
|
}
|
||
|
} while (flMoveDist > 0 && flCheckDist > 0);
|
||
|
|
||
|
// cut corner?
|
||
|
if (flWaypointDist < 128)
|
||
|
{
|
||
|
if ( m_movementGoal == MOVEGOAL_ENEMY )
|
||
|
RouteSimplify( m_hEnemy );
|
||
|
else
|
||
|
RouteSimplify( m_hTargetEnt );
|
||
|
FRefreshRoute();
|
||
|
|
||
|
if (m_flGroundSpeed > 100)
|
||
|
m_flGroundSpeed -= 40;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (m_flGroundSpeed < 400)
|
||
|
m_flGroundSpeed += 10;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
BOOL CLuciole:: ShouldAdvanceRoute( float flWaypointDist )
|
||
|
{
|
||
|
if ( flWaypointDist <= 32 )
|
||
|
{
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
|
||
|
int CLuciole :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist )
|
||
|
{
|
||
|
TraceResult tr;
|
||
|
|
||
|
UTIL_TraceHull( vecStart + Vector( 0, 0, 32), vecEnd + Vector( 0, 0, 32), dont_ignore_monsters, large_hull, edict(), &tr );
|
||
|
|
||
|
// ALERT( at_console, "%.0f %.0f %.0f : ", vecStart.x, vecStart.y, vecStart.z );
|
||
|
// ALERT( at_console, "%.0f %.0f %.0f\n", vecEnd.x, vecEnd.y, vecEnd.z );
|
||
|
|
||
|
if (pflDist)
|
||
|
{
|
||
|
*pflDist = ( (tr.vecEndPos - Vector( 0, 0, 32 )) - vecStart ).Length();// get the distance.
|
||
|
}
|
||
|
|
||
|
// ALERT( at_console, "check %d %d %f\n", tr.fStartSolid, tr.fAllSolid, tr.flFraction );
|
||
|
if (tr.fStartSolid || tr.flFraction < 1.0)
|
||
|
{
|
||
|
if ( pTarget && pTarget->edict() == gpGlobals->trace_ent )
|
||
|
return LOCALMOVE_VALID;
|
||
|
return LOCALMOVE_INVALID;
|
||
|
}
|
||
|
|
||
|
return LOCALMOVE_VALID;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CLuciole::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval )
|
||
|
{
|
||
|
if ( m_IdealActivity != m_movementActivity )
|
||
|
m_IdealActivity = m_movementActivity;
|
||
|
|
||
|
|
||
|
m_velocity = m_velocity * 0.8 + m_flGroundSpeed * vecDir * 0.5;
|
||
|
|
||
|
m_velocity = m_velocity.Normalize() * Q_max ( m_velocity.Length(), 100 );
|
||
|
m_velocity = m_velocity.Normalize() * Q_min ( 300, m_velocity.Length() );
|
||
|
|
||
|
UTIL_MoveToOrigin ( ENT(pev), pev->origin + m_velocity, m_velocity.Length() * flInterval, MOVE_STRAFE );
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//------------------------------------------
|
||
|
// squad
|
||
|
//------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
void CLuciole :: ReorganiseSquad ( void )
|
||
|
{
|
||
|
/*
|
||
|
#if defined DEBUG_ALERTS
|
||
|
ALERT ( at_console, "reorganisesquad\n" );
|
||
|
UTIL_ParticleEffect ( pev->origin, Vector(90,0,0), 0x0000FF, 128 );
|
||
|
#endif
|
||
|
|
||
|
if ( m_hEnemy == NULL )
|
||
|
{
|
||
|
#if defined DEBUG_ALERTS
|
||
|
ALERT ( at_console, "pas d'ennemi pour la reorganisation\n" );
|
||
|
#endif
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
// cherche nouveau leader
|
||
|
|
||
|
CLuciole *pLeader = NULL;
|
||
|
float mindist = 4096;
|
||
|
|
||
|
CLuciole *pLuciole = (CLuciole*)UTIL_FindEntityByClassname ( NULL, "monster_luciole" );
|
||
|
|
||
|
while ( pLuciole != NULL )
|
||
|
{
|
||
|
if ( pLuciole->IsAlive() && (pLuciole->pev->origin - m_hEnemy->pev->origin).Length() < mindist )
|
||
|
{
|
||
|
mindist = (pLuciole->pev->origin - m_hEnemy->pev->origin).Length();
|
||
|
pLeader = pLuciole;
|
||
|
}
|
||
|
|
||
|
pLuciole = (CLuciole*)UTIL_FindEntityByClassname ( pLuciole, "monster_luciole" );
|
||
|
}
|
||
|
|
||
|
if ( pLeader == NULL )
|
||
|
{
|
||
|
#if defined DEBUG_ALERTS
|
||
|
ALERT ( at_error, "pLeader a NULL\n" );
|
||
|
#endif
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
// nouveau leader
|
||
|
|
||
|
pLuciole = NULL;
|
||
|
pLuciole = (CLuciole*)UTIL_FindEntityByClassname ( NULL, "monster_luciole" );
|
||
|
|
||
|
while ( pLuciole != NULL )
|
||
|
{
|
||
|
if ( pLuciole->IsAlive() )
|
||
|
{
|
||
|
pLuciole->SetLeader ( pLeader );
|
||
|
pLuciole->m_pFollow = NULL;
|
||
|
|
||
|
pLuciole->m_hEnemy = m_hEnemy;
|
||
|
}
|
||
|
|
||
|
pLuciole = (CLuciole*)UTIL_FindEntityByClassname ( pLuciole, "monster_luciole" );
|
||
|
}
|
||
|
|
||
|
// r
|
||
|
|
||
|
pLuciole = Leader();
|
||
|
|
||
|
while ( pLuciole != NULL )
|
||
|
{
|
||
|
CLuciole *pPres = NULL;
|
||
|
mindist = 4096;
|
||
|
|
||
|
// cherche le plus pr
|
||
|
|
||
|
CLuciole *pFind = (CLuciole*)UTIL_FindEntityByClassname ( NULL, "monster_luciole" );
|
||
|
|
||
|
while ( pFind != NULL )
|
||
|
{
|
||
|
// luciole encore solitaires
|
||
|
|
||
|
if ( pLuciole->IsAlive() && pFind != pLuciole && pFind->m_pFollow == NULL && pFind->IsLeader() == FALSE )
|
||
|
{
|
||
|
if ( (pLuciole->pev->origin - pFind->pev->origin).Length() < mindist )
|
||
|
{
|
||
|
mindist = (pLuciole->pev->origin - pFind->pev->origin).Length();
|
||
|
pPres = pFind;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
pFind = (CLuciole*)UTIL_FindEntityByClassname ( pFind, "monster_luciole" );
|
||
|
}
|
||
|
|
||
|
// le plus pres le suit
|
||
|
|
||
|
if ( pPres != NULL )
|
||
|
pPres->m_pFollow = pLuciole;
|
||
|
|
||
|
pLuciole->SquadChanged (); // notification de changement de route etc
|
||
|
|
||
|
pLuciole = pPres;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
|
||
|
// nouvel ennemi
|
||
|
|
||
|
CLuciole *pLuciole = NULL;
|
||
|
pLuciole = (CLuciole*)UTIL_FindEntityByClassname ( NULL, "monster_luciole" );
|
||
|
|
||
|
while ( pLuciole != NULL )
|
||
|
{
|
||
|
if ( pLuciole->IsAlive() )
|
||
|
{
|
||
|
pLuciole->m_hEnemy = m_hEnemy;
|
||
|
}
|
||
|
|
||
|
pLuciole = (CLuciole*)UTIL_FindEntityByClassname ( pLuciole, "monster_luciole" );
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
|