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1434 lines
37 KiB
1434 lines
37 KiB
8 years ago
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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// voltigore
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//=========================================================
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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 "schedule.h"
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#include "nodes.h"
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#include "effects.h"
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#include "decals.h"
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#include "soundent.h"
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#include "game.h"
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#define VOLTIGORE_SPRINT_DIST 256 // how close the voltigore has to get before starting to sprint and refusing to swerve
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#define VOLTIGORE_MAX_BEAMS 12
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#define VOLTIGORE_CLASSNAME "monster_alien_voltigore"
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#define VOLTIGORE_BABY_CLASSNAME "monster_alien_babyvoltigore"
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//=========================================================
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// monster-specific schedule types
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//=========================================================
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enum
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{
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SCHED_VOLTIGORE_SMELLFOOD = LAST_COMMON_SCHEDULE + 1,
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SCHED_VOLTIGORE_EAT,
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SCHED_VOLTIGORE_SNIFF_AND_EAT,
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SCHED_VOLTIGORE_WALLOW,
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};
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//=========================================================
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// monster-specific tasks
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//=========================================================
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enum
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{
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TASK_VOLTIGORE_NEWTASK = LAST_COMMON_TASK + 1,
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};
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//=========================================================
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// Voltigore's energy ball projectile
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//=========================================================
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class CVoltigoreEnergyBall : public CBaseEntity
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{
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public:
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void Spawn(void);
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static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
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void Touch(CBaseEntity *pOther);
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void EXPORT Animate(void);
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void EXPORT BeamThink(void);
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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 CreateBeams();
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void ClearBeams();
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void UpdateBeams();
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int m_maxFrame;
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CBeam* m_pBeam[VOLTIGORE_MAX_BEAMS];
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int m_iBeams;
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protected:
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void CreateBeam(int nIndex, const Vector& vecPos, int width, int brightness);
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void UpdateBeam(int nIndex, const Vector& vecPos);
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void ClearBeam(int nIndex);
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};
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LINK_ENTITY_TO_CLASS(voltigore_energy_ball, CVoltigoreEnergyBall);
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TYPEDESCRIPTION CVoltigoreEnergyBall::m_SaveData[] =
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{
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DEFINE_ARRAY(CVoltigoreEnergyBall, m_pBeam, FIELD_CLASSPTR, VOLTIGORE_MAX_BEAMS),
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DEFINE_FIELD(CVoltigoreEnergyBall, m_iBeams, FIELD_INTEGER),
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DEFINE_FIELD(CVoltigoreEnergyBall, m_maxFrame, FIELD_INTEGER),
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};
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IMPLEMENT_SAVERESTORE(CVoltigoreEnergyBall, CBaseEntity);
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//=========================================================
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// Purpose:
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//=========================================================
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void CVoltigoreEnergyBall::Spawn(void)
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{
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pev->movetype = MOVETYPE_FLY;
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pev->classname = MAKE_STRING("voltigore_energy_ball");
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pev->solid = SOLID_BBOX;
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pev->rendermode = kRenderGlow;
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pev->renderamt = 220;
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SET_MODEL(ENT(pev), "sprites/glow_prp.spr");
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pev->frame = 0;
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pev->scale = 0.05;
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UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
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m_maxFrame = (float)MODEL_FRAMES(pev->modelindex) - 1;
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m_iBeams = 0;
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// Create beams.
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CreateBeams();
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}
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//=========================================================
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// Purpose:
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//=========================================================
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void CVoltigoreEnergyBall::Animate(void)
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{
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#if 0
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if (pev->frame++)
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{
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if (pev->frame > m_maxFrame)
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{
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pev->frame = 0;
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}
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}
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#endif
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SetThink(&CVoltigoreEnergyBall::BeamThink);
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pev->nextthink = gpGlobals->time + 0.1;
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}
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//=========================================================
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// Purpose:
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//=========================================================
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void CVoltigoreEnergyBall::Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity)
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{
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CVoltigoreEnergyBall *pEnergyBall = GetClassPtr((CVoltigoreEnergyBall *)NULL);
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pEnergyBall->Spawn();
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UTIL_SetOrigin(pEnergyBall->pev, vecStart);
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pEnergyBall->pev->velocity = vecVelocity;
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pEnergyBall->pev->owner = ENT(pevOwner);
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pEnergyBall->SetThink(&CVoltigoreEnergyBall::Animate);
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pEnergyBall->pev->nextthink = gpGlobals->time + 0.1;
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}
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//=========================================================
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// Purpose:
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//=========================================================
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void CVoltigoreEnergyBall::Touch(CBaseEntity *pOther)
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{
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TraceResult tr;
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if (!pOther->pev->takedamage)
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{
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// make a splat on the wall
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UTIL_TraceLine(pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT(pev), &tr);
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UTIL_DecalTrace(&tr, DECAL_SPIT1 + RANDOM_LONG(0, 1));
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}
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else
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{
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pOther->TakeDamage(pev, pev, gSkillData.voltigoreDmgBeam, DMG_GENERIC);
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}
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// Clear beams.
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ClearBeams();
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SetThink(&CVoltigoreEnergyBall::SUB_Remove);
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pev->nextthink = gpGlobals->time;
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}
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//=========================================================
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// Purpose:
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//=========================================================
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void CVoltigoreEnergyBall::BeamThink(void)
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{
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// Update beams.
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UpdateBeams();
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pev->nextthink = gpGlobals->time;
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}
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//=========================================================
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// Purpose:
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//=========================================================
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void CVoltigoreEnergyBall::CreateBeam(int nIndex, const Vector& vecPos, int width, int brightness)
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{
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m_pBeam[nIndex] = CBeam::BeamCreate("sprites/lgtning.spr", width);
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if (!m_pBeam[nIndex])
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return;
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m_pBeam[nIndex]->PointEntInit(vecPos, entindex());
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m_pBeam[nIndex]->SetColor(125, 61, 177);
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m_pBeam[nIndex]->SetBrightness(brightness);
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m_pBeam[nIndex]->SetNoise(50);
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m_pBeam[nIndex]->SetFlags(SF_BEAM_SHADEIN | SF_BEAM_SHADEOUT );
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}
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//=========================================================
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// Purpose:
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//=========================================================
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void CVoltigoreEnergyBall::UpdateBeam(int nIndex, const Vector& vecPos)
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{
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if (!m_pBeam[nIndex])
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return;
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m_pBeam[nIndex]->SetStartPos(vecPos);
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m_pBeam[nIndex]->SetEndEntity(entindex());
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m_pBeam[nIndex]->RelinkBeam();
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}
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//=========================================================
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// Purpose:
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//=========================================================
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void CVoltigoreEnergyBall::ClearBeam(int nIndex)
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{
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if (m_pBeam[nIndex])
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{
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UTIL_Remove(m_pBeam[nIndex]);
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m_pBeam[nIndex] = NULL;
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}
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}
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//=========================================================
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// CreateBeams - create all beams
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//=========================================================
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void CVoltigoreEnergyBall::CreateBeams()
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{
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for (int i = 0; i < VOLTIGORE_MAX_BEAMS; ++i)
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{
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CreateBeam(i, pev->origin, RANDOM_LONG( 2, 3 ) * 10, 250 + RANDOM_LONG(1, 5) );
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}
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m_iBeams = VOLTIGORE_MAX_BEAMS;
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}
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//=========================================================
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// ClearBeams - remove all beams
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//=========================================================
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void CVoltigoreEnergyBall::ClearBeams()
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{
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for (int i = 0; i < VOLTIGORE_MAX_BEAMS; ++i)
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{
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ClearBeam( i );
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}
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m_iBeams = 0;
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}
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void CVoltigoreEnergyBall::UpdateBeams()
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{
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int i, j;
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TraceResult tr;
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float flDist = 1.0f;
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Vector vecSrc, vecTarget;
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vecSrc = pev->origin;
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for (i = 0; i < VOLTIGORE_MAX_BEAMS; ++i)
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{
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for (j = 0; j < 3; ++j)
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{
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vecTarget = vecSrc;
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vecTarget = vecTarget + Vector(
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RANDOM_FLOAT(-1, 1) * 128,
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RANDOM_FLOAT(-1, 1) * 128,
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RANDOM_FLOAT(-1, 1) * 128);
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|
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TraceResult tr1;
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UTIL_TraceLine(vecSrc, vecTarget, ignore_monsters, ENT(pev), &tr1);
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if (flDist > tr1.flFraction)
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{
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tr = tr1;
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flDist = tr.flFraction;
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}
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}
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||
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// Couldn't find anything close enough
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if (flDist == 1.0f)
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continue;
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// Update the target position of the beam.
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UpdateBeam(i, tr.vecEndPos);
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}
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}
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define VOLTIGORE_AE_THROW ( 1 )
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#define VOLTIGORE_AE_PUNCH_BOTH ( 12 )
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#define VOLTIGORE_AE_PUNCH_SINGLE ( 13 )
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#define VOLTIGORE_AE_GIB ( 2002 )
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//=========================================================
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||
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// CVoltigore
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||
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//=========================================================
|
||
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class CVoltigore : public CBaseMonster
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||
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{
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||
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public:
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||
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virtual void Spawn(void);
|
||
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virtual void Precache(void);
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||
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void SetYawSpeed(void);
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int ISoundMask(void);
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virtual int Classify(void);
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virtual void HandleAnimEvent(MonsterEvent_t *pEvent);
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virtual void IdleSound(void);
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virtual void PainSound(void);
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virtual void DeathSound(void);
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||
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virtual void AlertSound(void);
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||
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virtual void AttackSound(void);
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||
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virtual void StartTask(Task_t *pTask);
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||
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virtual BOOL CheckMeleeAttack1(float flDot, float flDist);
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virtual BOOL CheckMeleeAttack2(float flDot, float flDist);
|
||
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virtual BOOL CheckRangeAttack1(float flDot, float flDist);
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||
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virtual void RunAI(void);
|
||
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BOOL FValidateHintType(short sHint);
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||
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Schedule_t *GetSchedule(void);
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Schedule_t *GetScheduleOfType(int Type);
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||
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virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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||
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virtual int IgnoreConditions(void);
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MONSTERSTATE GetIdealState(void);
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||
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virtual void Killed(entvars_t *pevAttacker, int iGib);
|
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|
|
||
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int Save(CSave &save);
|
||
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int Restore(CRestore &restore);
|
||
|
|
||
|
CUSTOM_SCHEDULES;
|
||
|
static TYPEDESCRIPTION m_SaveData[];
|
||
|
|
||
|
float m_flLastHurtTime;
|
||
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float m_flNextSpitTime; // last time the voltigore used the spit attack.
|
||
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BOOL m_fShouldUpdateBeam;
|
||
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CBeam* m_pBeam[3];
|
||
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CSprite* m_pBeamGlow;
|
||
|
int m_glowBrightness;
|
||
|
|
||
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static const char* pAlertSounds[];
|
||
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static const char* pAttackMeleeSounds[];
|
||
|
static const char* pMeleeHitSounds[];
|
||
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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);
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|
void Precache(void);
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||
|
void HandleAnimEvent(MonsterEvent_t* pEvent);
|
||
|
void StartTask(Task_t *pTask);
|
||
|
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|
virtual BOOL CanThrowEnergyBall(void) const { return FALSE; }
|
||
|
virtual BOOL CanGib(void) const { return FALSE; }
|
||
|
};
|
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|
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LINK_ENTITY_TO_CLASS(monster_alien_babyvoltigore, CBabyVoltigore);
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|
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||
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||
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|
//=========================================================
|
||
|
// Spawn
|
||
|
//=========================================================
|
||
|
void CBabyVoltigore::Spawn()
|
||
|
{
|
||
|
Precache();
|
||
|
|
||
|
SET_MODEL(ENT(pev), "models/baby_voltigore.mdl");
|
||
|
UTIL_SetSize(pev, Vector(-40, -40, 0), Vector(40, 40, 64));
|
||
|
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||
|
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;
|
||
|
}
|
||
|
}
|