Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

1434 lines
37 KiB

/***
*
* 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"
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_VOLTIGORE_SMELLFOOD = LAST_COMMON_SCHEDULE + 1,
SCHED_VOLTIGORE_EAT,
SCHED_VOLTIGORE_SNIFF_AND_EAT,
SCHED_VOLTIGORE_WALLOW,
};
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_VOLTIGORE_NEWTASK = 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 Animate(void);
void EXPORT BeamThink(void);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
void CreateBeams();
void ClearBeams();
void UpdateBeams();
int m_maxFrame;
CBeam* m_pBeam[VOLTIGORE_MAX_BEAMS];
int m_iBeams;
protected:
void CreateBeam(int nIndex, const Vector& vecPos, int width, int brightness);
void UpdateBeam(int nIndex, const Vector& vecPos);
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_maxFrame, FIELD_INTEGER),
};
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 = kRenderGlow;
pev->renderamt = 220;
SET_MODEL(ENT(pev), "sprites/glow_prp.spr");
pev->frame = 0;
pev->scale = 0.05;
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
m_maxFrame = (float)MODEL_FRAMES(pev->modelindex) - 1;
m_iBeams = 0;
// Create beams.
CreateBeams();
}
//=========================================================
// Purpose:
//=========================================================
void CVoltigoreEnergyBall::Animate(void)
{
#if 0
if (pev->frame++)
{
if (pev->frame > m_maxFrame)
{
pev->frame = 0;
}
}
#endif
SetThink(&CVoltigoreEnergyBall::BeamThink);
pev->nextthink = gpGlobals->time + 0.1;
}
//=========================================================
// 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::Animate);
pEnergyBall->pev->nextthink = gpGlobals->time + 0.1;
}
//=========================================================
// Purpose:
//=========================================================
void CVoltigoreEnergyBall::Touch(CBaseEntity *pOther)
{
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_SPIT1 + RANDOM_LONG(0, 1));
}
else
{
pOther->TakeDamage(pev, pev, gSkillData.voltigoreDmgBeam, DMG_GENERIC);
}
// Clear beams.
ClearBeams();
SetThink(&CVoltigoreEnergyBall::SUB_Remove);
pev->nextthink = gpGlobals->time;
}
//=========================================================
// Purpose:
//=========================================================
void CVoltigoreEnergyBall::BeamThink(void)
{
// Update beams.
UpdateBeams();
pev->nextthink = gpGlobals->time;
}
//=========================================================
// Purpose:
//=========================================================
void CVoltigoreEnergyBall::CreateBeam(int nIndex, const Vector& vecPos, int width, int brightness)
{
m_pBeam[nIndex] = CBeam::BeamCreate("sprites/lgtning.spr", width);
if (!m_pBeam[nIndex])
return;
m_pBeam[nIndex]->PointEntInit(vecPos, entindex());
m_pBeam[nIndex]->SetColor(125, 61, 177);
m_pBeam[nIndex]->SetBrightness(brightness);
m_pBeam[nIndex]->SetNoise(50);
m_pBeam[nIndex]->SetFlags(SF_BEAM_SHADEIN | SF_BEAM_SHADEOUT );
}
//=========================================================
// Purpose:
//=========================================================
void CVoltigoreEnergyBall::UpdateBeam(int nIndex, const Vector& vecPos)
{
if (!m_pBeam[nIndex])
return;
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, RANDOM_LONG( 2, 3 ) * 10, 250 + 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;
float flDist = 1.0f;
Vector vecSrc, vecTarget;
vecSrc = pev->origin;
for (i = 0; i < VOLTIGORE_MAX_BEAMS; ++i)
{
for (j = 0; j < 3; ++j)
{
vecTarget = vecSrc;
vecTarget = vecTarget + Vector(
RANDOM_FLOAT(-1, 1) * 128,
RANDOM_FLOAT(-1, 1) * 128,
RANDOM_FLOAT(-1, 1) * 128);
TraceResult tr1;
UTIL_TraceLine(vecSrc, vecTarget, ignore_monsters, ENT(pev), &tr1);
if (flDist > tr1.flFraction)
{
tr = tr1;
flDist = tr.flFraction;
}
}
// Couldn't find anything close enough
if (flDist == 1.0f)
continue;
// Update the target position of the beam.
UpdateBeam(i, tr.vecEndPos);
}
}
//=========================================================
// 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);
int ISoundMask(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);
virtual void AttackSound(void);
virtual void StartTask(Task_t *pTask);
virtual BOOL CheckMeleeAttack1(float flDot, float flDist);
virtual BOOL CheckMeleeAttack2(float flDot, float flDist);
virtual BOOL CheckRangeAttack1(float flDot, float flDist);
virtual void RunAI(void);
BOOL FValidateHintType(short sHint);
Schedule_t *GetSchedule(void);
Schedule_t *GetScheduleOfType(int Type);
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
virtual int IgnoreConditions(void);
MONSTERSTATE GetIdealState(void);
virtual void Killed(entvars_t *pevAttacker, int iGib);
int Save(CSave &save);
int Restore(CRestore &restore);
CUSTOM_SCHEDULES;
static TYPEDESCRIPTION m_SaveData[];
float m_flLastHurtTime;
float m_flNextSpitTime; // 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[];
virtual BOOL CanThrowEnergyBall(void) const { return TRUE; }
virtual BOOL CanGib(void) const { return TRUE; }
virtual void PrintBloodDecal(CBaseEntity* pHurt, const Vector& vecOrigin, const Vector& vecVelocity, float maxDist, int bloodColor = DONT_BLEED);
void CreateBeams();
void DestroyBeams();
void UpdateBeams();
void CreateGlow();
void DestroyGlow();
void GlowUpdate();
void GlowOff(void);
void GlowOn(int level);
};
LINK_ENTITY_TO_CLASS(monster_alien_voltigore, CVoltigore);
TYPEDESCRIPTION CVoltigore::m_SaveData[] =
{
DEFINE_FIELD(CVoltigore, m_flLastHurtTime, FIELD_TIME),
DEFINE_FIELD(CVoltigore, m_flNextSpitTime, 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",
};
//=========================================================
// IgnoreConditions
//=========================================================
int CVoltigore::IgnoreConditions(void)
{
int iIgnore = CBaseMonster::IgnoreConditions();
if (gpGlobals->time - m_flLastHurtTime <= 20)
{
// haven't been hurt in 20 seconds, so let the voltigore care about stink.
iIgnore = bits_COND_SMELL | bits_COND_SMELL_FOOD;
}
return iIgnore;
}
//=========================================================
// 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 && gpGlobals->time - m_flLastHurtTime > 3)
{
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 (!CanThrowEnergyBall())
{
return FALSE;
}
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_flNextSpitTime)
{
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_flNextSpitTime = gpGlobals->time + 5;
}
else
{
// not moving, so spit again pretty soon.
m_flNextSpitTime = gpGlobals->time + 0.5;
}
return TRUE;
}
return FALSE;
}
//=========================================================
//=========================================================
void CVoltigore::RunAI(void)
{
CBaseMonster::RunAI();
if (m_fShouldUpdateBeam)
{
UpdateBeams();
}
GlowUpdate();
}
//=========================================================
// 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 <= fabs(pev->mins.x - pev->maxs.x) && flDot >= 0.7)
{
return TRUE;
}
return FALSE;
}
//=========================================================
// CheckMeleeAttack2 - voltigore is a big guy, so has a longer
// melee range than most monsters. This is the bite attack.
// this attack will not be performed if the tailwhip attack
// is valid.
//=========================================================
BOOL CVoltigore::CheckMeleeAttack2(float flDot, float flDist)
{
if (!HasConditions(bits_COND_CAN_MELEE_ATTACK1)) // The player & voltigore can be as much as their bboxes
{ // apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3))
return TRUE;
}
return FALSE;
}
//=========================================================
// FValidateHintType
//=========================================================
BOOL CVoltigore::FValidateHintType(short sHint)
{
int i;
static short sVoltigoreHints[] =
{
HINT_WORLD_HUMAN_BLOOD,
};
for (i = 0; i < ARRAYSIZE(sVoltigoreHints); i++)
{
if (sVoltigoreHints[i] == sHint)
{
return TRUE;
}
}
ALERT(at_aiconsole, "Couldn't validate hint type");
return FALSE;
}
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards. In the base class implementation,
// monsters care about all sounds, but no scents.
//=========================================================
int CVoltigore::ISoundMask(void)
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_CARCASS |
bits_SOUND_MEAT |
bits_SOUND_GARBAGE |
bits_SOUND_PLAYER;
}
//=========================================================
// 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:
{
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(-0.05, 0.05);
vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05);
vecSpitDir.z += RANDOM_FLOAT(-0.05, 0);
// do stuff for this event.
AttackSound();
CVoltigoreEnergyBall::Shoot(pev, vecSpitOffset, vecSpitDir * 500);
// turn the beam glow off.
DestroyBeams();
GlowOff();
m_fShouldUpdateBeam = FALSE;
}
break;
case VOLTIGORE_AE_PUNCH_SINGLE:
{
CBaseEntity *pHurt = CheckTraceHullAttack(120, gSkillData.voltigoreDmgPunch, DMG_CLUB | DMG_ALWAYSGIB);
if (pHurt)
{
pHurt->pev->punchangle.z = -20;
pHurt->pev->punchangle.x = 20;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -200;
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);
PrintBloodDecal(pHurt, pHurt->pev->origin, pHurt->pev->velocity, RANDOM_FLOAT(80, 90) );
}
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(120, gSkillData.voltigoreDmgPunch, DMG_CLUB | DMG_ALWAYSGIB);
if (pHurt)
{
pHurt->pev->punchangle.x = 30;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 200;
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);
PrintBloodDecal(pHurt, pHurt->pev->origin, Vector(0, 0, -1), 90);
}
else
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeMissSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
}
}
break;
case VOLTIGORE_AE_GIB:
{
}
break;
default:
CBaseMonster::HandleAnimEvent(pEvent);
}
}
//=========================================================
// Spawn
//=========================================================
void CVoltigore::Spawn()
{
pev->model = ALLOC_STRING("models/voltigore.mdl");
Precache();
SET_MODEL(ENT(pev), (char*)STRING(pev->model));
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_flNextSpitTime = gpGlobals->time;
pev->view_ofs = Vector(0, 0, 90);
m_fShouldUpdateBeam = FALSE;
m_pBeamGlow = NULL;
GlowOff();
// Create glow.
CreateGlow();
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CVoltigore::Precache()
{
PRECACHE_MODEL((char*)STRING(pev->model));
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");
PRECACHE_MODEL("sprites/lgtning.spr");
PRECACHE_MODEL("sprites/glow04.spr");
PRECACHE_MODEL("sprites/glow_prp.spr");
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"
},
};
// Voltigore walks to something tasty and eats it.
Task_t tlVoltigoreEat[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_EAT, (float)10 },// this is in case the voltigore can't get to the food
{ TASK_STORE_LASTPOSITION, (float)0 },
{ TASK_GET_PATH_TO_BESTSCENT, (float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT },
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT },
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT },
{ TASK_EAT, (float)50 },
{ TASK_GET_PATH_TO_LASTPOSITION, (float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_CLEAR_LASTPOSITION, (float)0 },
};
Schedule_t slVoltigoreEat[] =
{
{
tlVoltigoreEat,
ARRAYSIZE(tlVoltigoreEat),
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_NEW_ENEMY,
// even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask
// here or the monster won't detect these sounds at ALL while running this schedule.
bits_SOUND_MEAT |
bits_SOUND_CARCASS,
"VoltigoreEat"
}
};
// this is a bit different than just Eat. We use this schedule when the food is far away, occluded, or behind
// the voltigore. This schedule plays a sniff animation before going to the source of food.
Task_t tlVoltigoreSniffAndEat[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_EAT, (float)10 },// this is in case the voltigore can't get to the food
{ TASK_PLAY_SEQUENCE, (float)ACT_DETECT_SCENT },
{ TASK_STORE_LASTPOSITION, (float)0 },
{ TASK_GET_PATH_TO_BESTSCENT, (float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT },
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT },
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT },
{ TASK_EAT, (float)50 },
{ TASK_GET_PATH_TO_LASTPOSITION, (float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_CLEAR_LASTPOSITION, (float)0 },
};
Schedule_t slVoltigoreSniffAndEat[] =
{
{
tlVoltigoreSniffAndEat,
ARRAYSIZE(tlVoltigoreSniffAndEat),
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_NEW_ENEMY,
// even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask
// here or the monster won't detect these sounds at ALL while running this schedule.
bits_SOUND_MEAT |
bits_SOUND_CARCASS,
"VoltigoreSniffAndEat"
}
};
DEFINE_CUSTOM_SCHEDULES(CVoltigore)
{
slVoltigoreRangeAttack1,
slVoltigoreChaseEnemy,
slVoltigoreEat,
slVoltigoreSniffAndEat,
};
IMPLEMENT_CUSTOM_SCHEDULES(CVoltigore, CBaseMonster);
//=========================================================
// GetSchedule
//=========================================================
Schedule_t *CVoltigore::GetSchedule(void)
{
switch (m_MonsterState)
{
case MONSTERSTATE_ALERT:
{
if (HasConditions(bits_COND_SMELL_FOOD))
{
CSound *pSound;
pSound = PBestScent();
if (pSound && (!FInViewCone(&pSound->m_vecOrigin) || !FVisible(pSound->m_vecOrigin)))
{
// scent is behind or occluded
return GetScheduleOfType(SCHED_VOLTIGORE_SNIFF_AND_EAT);
}
// food is right out in the open. Just go get it.
return GetScheduleOfType(SCHED_VOLTIGORE_EAT);
}
break;
}
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);
}
if (HasConditions(bits_COND_CAN_MELEE_ATTACK2))
{
return GetScheduleOfType(SCHED_MELEE_ATTACK2);
}
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_VOLTIGORE_EAT:
return &slVoltigoreEat[0];
break;
case SCHED_VOLTIGORE_SNIFF_AND_EAT:
return &slVoltigoreSniffAndEat[0];
break;
case SCHED_CHASE_ENEMY:
return &slVoltigoreChaseEnemy[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;
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;
default:
CBaseMonster::StartTask(pTask);
break;
}
}
//=========================================================
// GetIdealState - Overridden for Voltigore to deal with
// the feature that makes it lose interest in headcrabs for
// a while if something injures it.
//=========================================================
MONSTERSTATE CVoltigore::GetIdealState(void)
{
#if 0
int iConditions;
iConditions = IScheduleFlags();
// If no schedule conditions, the new ideal state is probably the reason we're in here.
switch (m_MonsterState)
{
case MONSTERSTATE_COMBAT:
/*
COMBAT goes to ALERT upon death of enemy
*/
{
if (m_hEnemy != NULL && (iConditions & bits_COND_LIGHT_DAMAGE || iConditions & bits_COND_HEAVY_DAMAGE))
{
// if the voltigore has a headcrab enemy and something hurts it, it's going to forget about the crab for a while.
m_hEnemy = NULL;
m_IdealMonsterState = MONSTERSTATE_ALERT;
}
break;
}
}
#endif
m_IdealMonsterState = CBaseMonster::GetIdealState();
return m_IdealMonsterState;
}
void CVoltigore::Killed(entvars_t *pevAttacker, int iGib)
{
DestroyBeams();
DestroyGlow();
CBaseMonster::Killed(pevAttacker, iGib);
}
void CVoltigore::CreateBeams()
{
Vector vecStart, vecEnd, vecAngles;
GetAttachment(3, vecStart, vecAngles);
for (int i = 0; i < 3; i++)
{
m_pBeam[i] = CBeam::BeamCreate("sprites/lgtning.spr", 30);
if (!m_pBeam[i])
return;
GetAttachment(i, vecEnd, vecAngles);
m_pBeam[i]->PointsInit(vecStart, vecEnd);
m_pBeam[i]->SetColor(125, 61, 177);
m_pBeam[i]->SetBrightness(255);
m_pBeam[i]->SetNoise(0);
m_pBeam[i]->SetFlags(SF_BEAM_SHADEIN /*| SF_BEAM_SHADEOUT*/);
}
}
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++)
{
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("sprites/glow04.spr", pev->origin, FALSE);
m_pBeamGlow->SetTransparency(kRenderGlow, 255, 255, 255, 0, kRenderFxNoDissipation);
m_pBeamGlow->SetAttachment(edict(), 4);
m_pBeamGlow->SetScale(0.2f);
}
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;
}
void CVoltigore::PrintBloodDecal(CBaseEntity* pHurt, const Vector& vecOrigin, const Vector& vecVelocity, float maxDist, int bloodColor)
{
if (!pHurt)
return;
if (bloodColor == DONT_BLEED)
{
CBaseMonster* pMonster = pHurt->MyMonsterPointer();
if (pMonster)
bloodColor = pMonster->m_bloodColor;
}
TraceResult tr;
UTIL_TraceLine(vecOrigin, vecOrigin + vecVelocity * maxDist, ignore_monsters, ENT(pev), &tr);
UTIL_BloodDecalTrace(&tr, bloodColor);
}
//=========================================================
// 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);
void StartTask(Task_t *pTask);
virtual BOOL CanThrowEnergyBall(void) const { return FALSE; }
virtual BOOL CanGib(void) const { return FALSE; }
};
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(-40, -40, 0), Vector(40, 40, 64));
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_flNextSpitTime = gpGlobals->time;
pev->view_ofs = Vector(0, 0, 64);
MonsterInit();
}
//=========================================================
//=========================================================
void CBabyVoltigore::Precache(void)
{
pev->model = ALLOC_STRING("models/baby_voltigore.mdl");
CVoltigore::Precache();
}
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);
PrintBloodDecal(pHurt, pHurt->pev->origin, pHurt->pev->velocity, RANDOM_FLOAT(40, 45));
}
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 = 20;
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);
PrintBloodDecal(pHurt, pHurt->pev->origin, Vector(0, 0, -1), 50);
}
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;
}
}
//=========================================================
// 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:
case TASK_MELEE_ATTACK2:
{
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackMeleeSounds), RANDOM_FLOAT(0.5, 0.6), ATTN_NONE, 0, RANDOM_LONG(100, 105));
CBaseMonster::StartTask(pTask);
}
break;
default:
CBaseMonster::StartTask(pTask);
break;
}
}