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816 lines
22 KiB
816 lines
22 KiB
7 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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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//=========================================================
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// Gonome.cpp
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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 "player.h"
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#include "bullsquid.h"
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#include "decals.h"
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#include "animation.h"
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#include "studio.h"
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#include "zombie.h"
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#include "game.h"
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int iGonomeSpitSprite;
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#define GONOME_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve
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#define GONOME_TOLERANCE_MELEE1_RANGE 85
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#define GONOME_TOLERANCE_MELEE2_RANGE 48
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#define GONOME_TOLERANCE_MELEE1_DOT 0.7
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#define GONOME_TOLERANCE_MELEE2_DOT 0.7
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#define GONOME_MELEE_ATTACK_RADIUS 70
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enum
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{
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TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE = LAST_COMMON_TASK + 1
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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 GONOME_AE_SLASH ( 4 )
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#define GONOME_AE_THROW ( 6 )
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#define GONOME_AE_SPIT ( 1 )
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#define GONOME_AE_BITE ( 2 )
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//=========================================================
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// Gonome's guts projectile
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//=========================================================
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class CGonomeGuts : public CSquidSpit
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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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};
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void CGonomeGuts::Spawn()
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{
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pev->movetype = MOVETYPE_FLY;
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pev->classname = MAKE_STRING( "gonomeguts" );
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pev->solid = SOLID_BBOX;
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pev->rendermode = kRenderTransAlpha;
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pev->renderamt = 255;
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SET_MODEL( ENT( pev ), "sprites/blood_chnk.spr" );
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pev->frame = 0;
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pev->scale = 0.5;
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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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}
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void CGonomeGuts::Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
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{
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CGonomeGuts *pSpit = GetClassPtr( (CGonomeGuts *)NULL );
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pSpit->Spawn();
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UTIL_SetOrigin( pSpit->pev, vecStart );
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pSpit->pev->velocity = vecVelocity;
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pSpit->pev->owner = ENT( pevOwner );
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pSpit->SetThink( &CSquidSpit::Animate );
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pSpit->pev->nextthink = gpGlobals->time + 0.1;
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}
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void CGonomeGuts::Touch( CBaseEntity *pOther )
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{
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TraceResult tr;
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int iPitch;
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// splat sound
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iPitch = RANDOM_FLOAT( 90, 110 );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch );
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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}
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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_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
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UTIL_BloodDrips( tr.vecEndPos, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 );
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}
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else
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{
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pOther->TakeDamage( pev, pev, gSkillData.bullsquidDmgSpit, DMG_GENERIC );
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}
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SetThink( &CBaseEntity::SUB_Remove );
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pev->nextthink = gpGlobals->time;
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}
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//=========================================================
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// CGonome
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//=========================================================
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class CGonome : public CZombie
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{
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public:
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void Spawn(void);
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void Precache(void);
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void HandleAnimEvent(MonsterEvent_t *pEvent);
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void StartTask(Task_t *pTask);
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BOOL CheckMeleeAttack1(float flDot, float flDist);
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BOOL CheckMeleeAttack2(float flDot, float flDist);
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BOOL CheckRangeAttack1(float flDot, float flDist);
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void RunAI(void);
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Schedule_t *GetSchedule();
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Schedule_t *GetScheduleOfType( int Type );
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int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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//void SetActivity( Activity NewActivity );
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void PainSound( void );
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void DeathSound( void );
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void IdleSound( void );
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int Save(CSave &save);
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int Restore(CRestore &restore);
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CUSTOM_SCHEDULES
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static TYPEDESCRIPTION m_SaveData[];
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static const char* pPainSounds[];
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static const char* pIdleSounds[];
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static const char* pDeathSounds[];
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protected:
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//int GonomeLookupActivity( void *pmodel, int activity );
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float m_flLastHurtTime;// we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while.
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float m_flNextSpitTime;// last time the gonome used the spit attack.
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bool gonnaAttack1;
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};
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LINK_ENTITY_TO_CLASS(monster_gonome, CGonome)
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const char* CGonome::pPainSounds[] = {
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"gonome/gonome_pain1.wav",
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"gonome/gonome_pain2.wav",
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"gonome/gonome_pain3.wav",
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"gonome/gonome_pain4.wav"
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};
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const char* CGonome::pIdleSounds[] = {
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"gonome/gonome_idle1.wav",
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"gonome/gonome_idle2.wav",
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"gonome/gonome_idle3.wav"
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};
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const char* CGonome::pDeathSounds[] = {
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"gonome/gonome_death2.wav",
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"gonome/gonome_death3.wav",
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"gonome/gonome_death4.wav"
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};
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TYPEDESCRIPTION CGonome::m_SaveData[] =
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{
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DEFINE_FIELD( CGonome, m_flLastHurtTime, FIELD_TIME ),
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DEFINE_FIELD( CGonome, m_flNextSpitTime, FIELD_TIME ),
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};
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IMPLEMENT_SAVERESTORE( CGonome, CBaseMonster )
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void CGonome::PainSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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if( RANDOM_LONG( 0, 5 ) < 2 )
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
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}
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void CGonome::DeathSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[ RANDOM_LONG( 0, ARRAYSIZE( pDeathSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
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}
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void CGonome::IdleSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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// Play a random idle sound
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) -1 )], 1.0, ATTN_NORM, 0, pitch );
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}
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/*
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* Hack to ignore activity weights when choosing melee attack animation
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*/
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/*
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int CGonome::GonomeLookupActivity( void *pmodel, int activity )
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{
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studiohdr_t *pstudiohdr;
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pstudiohdr = (studiohdr_t *)pmodel;
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if( !pstudiohdr )
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return 0;
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mstudioseqdesc_t *pseqdesc;
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pseqdesc = (mstudioseqdesc_t *)( (byte *)pstudiohdr + pstudiohdr->seqindex );
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int sameActivityNum = 0;
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for( int i = 0; i < pstudiohdr->numseq && sameActivityNum < 2; i++ )
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{
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if( pseqdesc[i].activity == activity )
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{
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sameActivityNum++;
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if (sameActivityNum == 1 && gonnaAttack1) {
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return i;
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} else if (sameActivityNum == 2) {
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return i;
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}
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}
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}
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return ACTIVITY_NOT_AVAILABLE;
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}
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void CGonome::SetActivity( Activity NewActivity )
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{
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if (NewActivity != ACT_MELEE_ATTACK1) {
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CBaseMonster::SetActivity(NewActivity);
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} else {
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ASSERT( NewActivity != 0 );
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void *pmodel = GET_MODEL_PTR( ENT( pev ) );
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int iSequence = GonomeLookupActivity( pmodel, NewActivity );
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// Set to the desired anim, or default anim if the desired is not present
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if( iSequence > ACTIVITY_NOT_AVAILABLE )
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{
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if( pev->sequence != iSequence || !m_fSequenceLoops )
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{
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// don't reset frame between walk and run
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if( !( m_Activity == ACT_WALK || m_Activity == ACT_RUN ) || !( NewActivity == ACT_WALK || NewActivity == ACT_RUN ) )
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pev->frame = 0;
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}
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pev->sequence = iSequence; // Set to the reset anim (if it's there)
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ResetSequenceInfo();
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SetYawSpeed();
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}
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else
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{
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// Not available try to get default anim
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ALERT( at_aiconsole, "%s has no sequence for act:%d\n", STRING( pev->classname ), NewActivity );
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pev->sequence = 0; // Set to the reset anim (if it's there)
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}
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m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
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// In case someone calls this with something other than the ideal activity
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m_IdealActivity = m_Activity;
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}
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}
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*/
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//=========================================================
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// TakeDamage - overridden for gonome so we can keep track
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// of how much time has passed since it was last injured
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//=========================================================
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int CGonome::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
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{
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// Take 15% damage from bullets
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if( bitsDamageType == DMG_BULLET )
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{
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Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
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vecDir = vecDir.Normalize();
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float flForce = DamageForce( flDamage );
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pev->velocity = pev->velocity + vecDir * flForce;
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flDamage *= 0.15;
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}
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// HACK HACK -- until we fix this.
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if( IsAlive() )
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PainSound();
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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}
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//=========================================================
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// CheckRangeAttack1
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//=========================================================
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BOOL CGonome::CheckRangeAttack1(float flDot, float flDist)
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{
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if (IsMoving() && flDist >= 512)
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{
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// squid will far too far behind if he stops running to spit at this distance from the enemy.
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return FALSE;
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}
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if (flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime)
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{
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if (m_hEnemy != 0)
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{
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if (fabs(pev->origin.z - m_hEnemy->pev->origin.z) > 256)
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{
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// don't try to spit at someone up really high or down really low.
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return FALSE;
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}
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}
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if (IsMoving())
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{
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// don't spit again for a long time, resume chasing enemy.
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m_flNextSpitTime = gpGlobals->time + 5;
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}
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else
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{
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// not moving, so spit again pretty soon.
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m_flNextSpitTime = gpGlobals->time + 0.5;
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}
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// CheckMeleeAttack1 - gonome is a big guy, so has a longer
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// melee range than most monsters.
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//=========================================================
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BOOL CGonome::CheckMeleeAttack1(float flDot, float flDist)
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{
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if( m_hEnemy->pev->health <= gSkillData.gonomeDmgOneSlash && flDist <= 85 && flDot >= 0.7 )
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{
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// CheckMeleeAttack2 - both gonome's melee attacks are ACT_MELEE_ATTACK1
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//=========================================================
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BOOL CGonome::CheckMeleeAttack2(float flDot, float flDist)
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{
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if( flDist <= 85 && flDot >= 0.7 && !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) // The player & bullsquid can be as much as their bboxes
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{ // apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3))
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//=========================================================
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void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
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{
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switch (pEvent->event)
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{
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case 1011:
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// This may play sound twice
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//EMIT_SOUND(ENT(pev), CHAN_VOICE, pEvent->options, 1, ATTN_NORM);
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break;
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case GONOME_AE_SPIT:
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{
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Vector vecSpitOffset;
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Vector vecSpitDir;
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UTIL_MakeVectors(pev->angles);
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Vector vecArmPos, vecArmAng;
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GetAttachment(0, vecArmPos, vecArmAng);
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vecSpitOffset = pev->origin + pev->view_ofs - Vector( 0, 0, 16 );
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UTIL_BloodDrips( vecSpitOffset, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 );
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vecSpitDir = ((m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs) - vecSpitOffset).Normalize();
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vecSpitDir.x += RANDOM_FLOAT(-0.05, 0.05);
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vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05);
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vecSpitDir.z += RANDOM_FLOAT(-0.05, 0);
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|
|
||
|
// spew the spittle temporary ents.
|
||
|
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpitOffset );
|
||
|
WRITE_BYTE( TE_SPRITE_SPRAY );
|
||
|
WRITE_COORD( vecSpitOffset.x ); // pos
|
||
|
WRITE_COORD( vecSpitOffset.y );
|
||
|
WRITE_COORD( vecSpitOffset.z );
|
||
|
WRITE_COORD( vecSpitDir.x ); // dir
|
||
|
WRITE_COORD( vecSpitDir.y );
|
||
|
WRITE_COORD( vecSpitDir.z );
|
||
|
WRITE_SHORT( iGonomeSpitSprite ); // model
|
||
|
WRITE_BYTE( 15 ); // count
|
||
|
WRITE_BYTE( 210 ); // speed
|
||
|
WRITE_BYTE( 25 ); // noise ( client will divide by 100 )
|
||
|
MESSAGE_END();
|
||
|
CGonomeGuts::Shoot(pev, vecSpitOffset, vecSpitDir * 1200); // Default: 900
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case GONOME_AE_BITE:
|
||
|
{
|
||
|
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneBite, DMG_SLASH);
|
||
|
if (pHurt)
|
||
|
{
|
||
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100;
|
||
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case GONOME_AE_SLASH:
|
||
|
{
|
||
|
int iPitch;
|
||
|
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_TOLERANCE_MELEE2_RANGE, gSkillData.gonomeDmgOneSlash, DMG_CLUB | DMG_ALWAYSGIB);
|
||
|
|
||
|
if (pHurt)
|
||
|
{
|
||
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 200;
|
||
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 200;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case GONOME_AE_THROW:
|
||
|
{
|
||
|
CBaseEntity *pHurt = CheckTraceHullAttack( 70, DAMAGE_NO, DMG_GENERIC );
|
||
|
|
||
|
if( pHurt )
|
||
|
{
|
||
|
// croonchy bite sound
|
||
|
const int iPitch = RANDOM_FLOAT( 110, 120 );
|
||
|
switch( RANDOM_LONG( 0, 1 ) )
|
||
|
{
|
||
|
case 0:
|
||
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 0.7, ATTN_NORM, 0, iPitch );
|
||
|
break;
|
||
|
case 1:
|
||
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 0.7, ATTN_NORM, 0, iPitch );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels.
|
||
|
UTIL_ScreenShake( pHurt->pev->origin, 25.0, 1.5, 0.7, 2 );
|
||
|
|
||
|
// In Opposing Force enemies just go up, but not forward
|
||
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 200;
|
||
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 200;
|
||
|
}
|
||
|
//else
|
||
|
//EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG(0, ARRAYSIZE(pAttackMissSounds) - 1)], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5));
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
CBaseMonster::HandleAnimEvent(pEvent);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Spawn
|
||
|
//=========================================================
|
||
|
void CGonome::Spawn()
|
||
|
{
|
||
|
Precache();
|
||
|
|
||
|
SET_MODEL(ENT(pev), "models/gonome.mdl");
|
||
|
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
|
||
|
|
||
|
pev->solid = SOLID_SLIDEBOX;
|
||
|
pev->movetype = MOVETYPE_STEP;
|
||
|
m_bloodColor = BLOOD_COLOR_GREEN;
|
||
|
pev->effects = 0;
|
||
|
pev->health = gSkillData.gonomeHealth;
|
||
|
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;
|
||
|
|
||
|
MonsterInit();
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Precache - precaches all resources this monster needs
|
||
|
//=========================================================
|
||
|
void CGonome::Precache()
|
||
|
{
|
||
|
PRECACHE_MODEL("models/gonome.mdl");
|
||
|
|
||
|
PRECACHE_MODEL("sprites/blood_chnk.spr");// spit projectile.
|
||
|
|
||
|
iGonomeSpitSprite = PRECACHE_MODEL("sprites/tinyspit.spr");// client side spittle.
|
||
|
|
||
|
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
|
||
|
|
||
|
PRECACHE_SOUND("gonome/gonome_eat.wav");
|
||
|
PRECACHE_SOUND("gonome/gonome_jumpattack.wav");
|
||
|
PRECACHE_SOUND("gonome/gonome_melee1.wav");
|
||
|
PRECACHE_SOUND("gonome/gonome_melee2.wav");
|
||
|
|
||
|
PRECACHE_SOUND_ARRAY(pIdleSounds);
|
||
|
PRECACHE_SOUND_ARRAY(pPainSounds);
|
||
|
PRECACHE_SOUND_ARRAY(pDeathSounds);
|
||
|
|
||
|
PRECACHE_SOUND("gonome/gonome_run.wav");
|
||
|
|
||
|
PRECACHE_SOUND("bullchicken/bc_acid1.wav");
|
||
|
|
||
|
PRECACHE_SOUND("bullchicken/bc_bite2.wav");
|
||
|
PRECACHE_SOUND("bullchicken/bc_bite3.wav");
|
||
|
|
||
|
PRECACHE_SOUND("bullchicken/bc_spithit1.wav");
|
||
|
PRECACHE_SOUND("bullchicken/bc_spithit2.wav");
|
||
|
}
|
||
|
|
||
|
//========================================================
|
||
|
// RunAI - overridden for gonome because there are things
|
||
|
// that need to be checked every think.
|
||
|
//========================================================
|
||
|
void CGonome::RunAI(void)
|
||
|
{
|
||
|
// first, do base class stuff
|
||
|
CBaseMonster::RunAI();
|
||
|
|
||
|
if (m_hEnemy != 0 && m_Activity == ACT_RUN)
|
||
|
{
|
||
|
// chasing enemy. Sprint for last bit
|
||
|
if ((pev->origin - m_hEnemy->pev->origin).Length2D() < GONOME_SPRINT_DIST)
|
||
|
{
|
||
|
pev->framerate = 1.25;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// GetSchedule
|
||
|
//=========================================================
|
||
|
Schedule_t *CGonome::GetSchedule( void )
|
||
|
{
|
||
|
switch( m_MonsterState )
|
||
|
{
|
||
|
case MONSTERSTATE_COMBAT:
|
||
|
{
|
||
|
// dead enemy
|
||
|
if( HasConditions( bits_COND_ENEMY_DEAD ) )
|
||
|
{
|
||
|
// call base class, all code to handle dead enemies is centralized there.
|
||
|
return CBaseMonster::GetSchedule();
|
||
|
}
|
||
|
|
||
|
if( HasConditions( bits_COND_NEW_ENEMY ) )
|
||
|
{
|
||
|
return GetScheduleOfType( SCHED_WAKE_ANGRY );
|
||
|
}
|
||
|
|
||
|
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
|
{
|
||
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
||
|
}
|
||
|
|
||
|
if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
|
||
|
{
|
||
|
return GetScheduleOfType( SCHED_MELEE_ATTACK1 );
|
||
|
}
|
||
|
|
||
|
if( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) )
|
||
|
{
|
||
|
return GetScheduleOfType( SCHED_MELEE_ATTACK2 );
|
||
|
}
|
||
|
|
||
|
return GetScheduleOfType( SCHED_CHASE_ENEMY );
|
||
|
break;
|
||
|
}
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return CBaseMonster::GetSchedule();
|
||
|
}
|
||
|
|
||
|
// primary range attack
|
||
|
Task_t tlGonomeRangeAttack1[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, 0 },
|
||
|
{ TASK_FACE_IDEAL, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||
|
};
|
||
|
|
||
|
Schedule_t slGonomeRangeAttack1[] =
|
||
|
{
|
||
|
{
|
||
|
tlGonomeRangeAttack1,
|
||
|
ARRAYSIZE( tlGonomeRangeAttack1 ),
|
||
|
bits_COND_NEW_ENEMY |
|
||
|
bits_COND_ENEMY_DEAD |
|
||
|
bits_COND_HEAVY_DAMAGE |
|
||
|
bits_COND_ENEMY_OCCLUDED |
|
||
|
bits_COND_NO_AMMO_LOADED,
|
||
|
0,
|
||
|
"Gonome Range Attack1"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
// Chase enemy schedule
|
||
|
Task_t tlGonomeChaseEnemy1[] =
|
||
|
{
|
||
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },// !!!OEM - this will stop nasty squid oscillation.
|
||
|
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
|
||
|
{ TASK_RUN_PATH, (float)0 },
|
||
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
|
};
|
||
|
|
||
|
Schedule_t slGonomeChaseEnemy[] =
|
||
|
{
|
||
|
{
|
||
|
tlGonomeChaseEnemy1,
|
||
|
ARRAYSIZE( tlGonomeChaseEnemy1 ),
|
||
|
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,
|
||
|
0,
|
||
|
"Gonome Chase Enemy"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
// victory dance (eating body)
|
||
|
Task_t tlGonomeVictoryDance[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, (float)0 },
|
||
|
{ TASK_WAIT, (float)0.1 },
|
||
|
{ TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE, (float)0 },
|
||
|
{ TASK_WALK_PATH, (float)0 },
|
||
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
||
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
||
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }
|
||
|
};
|
||
|
|
||
|
Schedule_t slGonomeVictoryDance[] =
|
||
|
{
|
||
|
{
|
||
|
tlGonomeVictoryDance,
|
||
|
ARRAYSIZE( tlGonomeVictoryDance ),
|
||
|
bits_COND_NEW_ENEMY |
|
||
|
bits_COND_LIGHT_DAMAGE |
|
||
|
bits_COND_HEAVY_DAMAGE,
|
||
|
0,
|
||
|
"GonomeVictoryDance"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
DEFINE_CUSTOM_SCHEDULES( CGonome )
|
||
|
{
|
||
|
slGonomeRangeAttack1,
|
||
|
slGonomeChaseEnemy,
|
||
|
slGonomeVictoryDance,
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_CUSTOM_SCHEDULES( CGonome, CBaseMonster )
|
||
|
|
||
|
Schedule_t* CGonome::GetScheduleOfType(int Type)
|
||
|
{
|
||
|
switch ( Type )
|
||
|
{
|
||
|
case SCHED_RANGE_ATTACK1:
|
||
|
return &slGonomeRangeAttack1[0];
|
||
|
break;
|
||
|
case SCHED_CHASE_ENEMY:
|
||
|
return &slGonomeChaseEnemy[0];
|
||
|
break;
|
||
|
case SCHED_VICTORY_DANCE:
|
||
|
return &slGonomeVictoryDance[0];
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
return CBaseMonster::GetScheduleOfType(Type);
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Start task - selects the correct activity and performs
|
||
|
// any necessary calculations to start the next task on the
|
||
|
// schedule.
|
||
|
//=========================================================
|
||
|
void CGonome::StartTask(Task_t *pTask)
|
||
|
{
|
||
|
m_iTaskStatus = TASKSTATUS_RUNNING;
|
||
|
|
||
|
switch (pTask->iTask)
|
||
|
{
|
||
|
case TASK_MELEE_ATTACK1:
|
||
|
{
|
||
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee1.wav", 1, ATTN_NORM);
|
||
|
CBaseMonster::StartTask(pTask);
|
||
|
}
|
||
|
break;
|
||
|
case TASK_MELEE_ATTACK2:
|
||
|
{
|
||
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee2.wav", 1, ATTN_NORM);
|
||
|
CBaseMonster::StartTask(pTask);
|
||
|
}
|
||
|
break;
|
||
|
case TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE:
|
||
|
{
|
||
|
UTIL_MakeVectors( pev->angles );
|
||
|
if( BuildRoute( m_vecEnemyLKP - gpGlobals->v_forward * 40, bits_MF_TO_LOCATION, NULL ) )
|
||
|
{
|
||
|
TaskComplete();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ALERT( at_aiconsole, "GonomeGetPathToEnemyCorpse failed!!\n" );
|
||
|
TaskFail();
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
CBaseMonster::StartTask(pTask);
|
||
|
break;
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// DEAD GONOME PROP
|
||
|
//=========================================================
|
||
|
class CDeadGonome : public CBaseMonster
|
||
|
{
|
||
|
public:
|
||
|
void Spawn(void);
|
||
|
int Classify(void) { return CLASS_ALIEN_MONSTER; }
|
||
|
void KeyValue( KeyValueData *pkvd );
|
||
|
int m_iPose;
|
||
|
static const char *m_szPoses[3];
|
||
|
};
|
||
|
|
||
|
const char *CDeadGonome::m_szPoses[] = { "dead_on_stomach1", "dead_on_back", "dead_on_side" };
|
||
|
|
||
|
void CDeadGonome::KeyValue( KeyValueData *pkvd )
|
||
|
{
|
||
|
if( FStrEq( pkvd->szKeyName, "pose" ) )
|
||
|
{
|
||
|
m_iPose = atoi( pkvd->szValue );
|
||
|
pkvd->fHandled = TRUE;
|
||
|
}
|
||
|
else
|
||
|
CBaseMonster::KeyValue( pkvd );
|
||
|
}
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS(monster_gonome_dead, CDeadGonome)
|
||
|
|
||
|
//=========================================================
|
||
|
// ********** DeadGonome SPAWN **********
|
||
|
//=========================================================
|
||
|
void CDeadGonome::Spawn(void)
|
||
|
{
|
||
|
PRECACHE_MODEL("models/gonome.mdl");
|
||
|
SET_MODEL(ENT(pev), "models/gonome.mdl");
|
||
|
|
||
|
pev->effects = 0;
|
||
|
pev->yaw_speed = 8;
|
||
|
pev->sequence = 0;
|
||
|
m_bloodColor = BLOOD_COLOR_GREEN;
|
||
|
|
||
|
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
|
||
|
if( pev->sequence == -1 )
|
||
|
{
|
||
|
ALERT( at_console, "Dead gonome with bad pose\n" );
|
||
|
}
|
||
|
|
||
|
// Corpses have less health
|
||
|
pev->health = 8;
|
||
|
|
||
|
MonsterInitDead();
|
||
|
}
|