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Fix gonome (#10)

opforfixed
Roman Chistokhodov 7 years ago committed by Andrey Akhmichin
parent
commit
0db87f8f31
  1. 623
      dlls/gearbox/gonome.cpp

623
dlls/gearbox/gonome.cpp

@ -24,19 +24,25 @@ @@ -24,19 +24,25 @@
#include "schedule.h"
#include "player.h"
#include "bullsquid.h"
extern int iSquidSpitSprite;
#include "decals.h"
#include "animation.h"
#include "studio.h"
#define GONOME_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve
#define GONOME_TOLERANCE_MELEE1_RANGE 95
#define GONOME_TOLERANCE_MELEE2_RANGE 85
#define GONOME_TOLERANCE_MELEE1_RANGE 85
#define GONOME_TOLERANCE_MELEE2_RANGE 65
#define GONOME_TOLERANCE_MELEE1_DOT 0.7
#define GONOME_TOLERANCE_MELEE2_DOT 0.7
#define GONOME_MELEE_ATTACK_RADIUS 70
enum
{
TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE = LAST_COMMON_TASK + 1
};
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
@ -50,10 +56,87 @@ extern int iSquidSpitSprite; @@ -50,10 +56,87 @@ extern int iSquidSpitSprite;
#define GONOME_AE_BITE3 ( 21 )
#define GONOME_AE_BITE4 ( 22 )
//=========================================================
// Gonome's guts projectile
//=========================================================
class CGonomeGuts : public CSquidSpit
{
public:
void Spawn(void);
static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
void Touch(CBaseEntity *pOther);
};
void CGonomeGuts::Spawn()
{
pev->movetype = MOVETYPE_FLY;
pev->classname = MAKE_STRING( "gonomeguts" );
pev->solid = SOLID_BBOX;
pev->rendermode = kRenderTransAlpha;
pev->renderamt = 255;
SET_MODEL( ENT( pev ), "sprites/blood_chnk.spr" );
pev->frame = 0;
pev->scale = 0.5;
UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
m_maxFrame = (float)MODEL_FRAMES( pev->modelindex ) - 1;
}
void CGonomeGuts::Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
{
CGonomeGuts *pSpit = GetClassPtr( (CGonomeGuts *)NULL );
pSpit->Spawn();
UTIL_SetOrigin( pSpit->pev, vecStart );
pSpit->pev->velocity = vecVelocity;
pSpit->pev->owner = ENT( pevOwner );
pSpit->SetThink( &CSquidSpit::Animate );
pSpit->pev->nextthink = gpGlobals->time + 0.1;
}
void CGonomeGuts::Touch( CBaseEntity *pOther )
{
TraceResult tr;
int iPitch;
// splat sound
iPitch = RANDOM_FLOAT( 90, 110 );
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch );
switch( RANDOM_LONG( 0, 1 ) )
{
case 0:
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch );
break;
case 1:
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch );
break;
}
if( !pOther->pev->takedamage )
{
// make a splat on the wall
UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr );
UTIL_DecalTrace( &tr, DECAL_BLOOD1 + RANDOM_LONG( 0, 5 ) );
}
else
{
pOther->TakeDamage( pev, pev, gSkillData.gonomeDmgGuts, DMG_GENERIC );
}
SetThink( &CBaseEntity::SUB_Remove );
pev->nextthink = gpGlobals->time;
}
//=========================================================
// CGonome
//=========================================================
class CGonome : public CBullsquid
class CGonome : public CBaseMonster
{
public:
@ -61,51 +144,146 @@ public: @@ -61,51 +144,146 @@ public:
void Precache(void);
int Classify(void);
void SetYawSpeed();
void HandleAnimEvent(MonsterEvent_t *pEvent);
void IdleSound(void);
void PainSound(void);
void DeathSound(void);
void AlertSound(void);
void AttackSound(void);
void StartTask(Task_t *pTask);
BOOL CheckMeleeAttack1(float flDot, float flDist);
BOOL CheckMeleeAttack2(float flDot, float flDist);
BOOL CheckRangeAttack1(float flDot, float flDist);
void RunAI(void);
Schedule_t *GetSchedule();
Schedule_t *GetScheduleOfType( int Type );
int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
int IRelationship(CBaseEntity *pTarget);
int IgnoreConditions(void);
void SetActivity( Activity NewActivity );
int Save(CSave &save);
int Restore(CRestore &restore);
CUSTOM_SCHEDULES
static TYPEDESCRIPTION m_SaveData[];
static const char* pPainSounds[];
static const char* pIdleSounds[];
static const char* pDeathSounds[];
protected:
int GonomeLookupActivity( void *pmodel, int activity );
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.
float m_flNextSpitTime;// last time the gonome used the spit attack.
bool gonnaAttack1;
};
LINK_ENTITY_TO_CLASS(monster_gonome, CGonome);
LINK_ENTITY_TO_CLASS(monster_gonome, CGonome)
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CGonome::Classify(void)
const char* CGonome::pPainSounds[] = {
"gonome/gonome_pain1.wav",
"gonome/gonome_pain2.wav",
"gonome/gonome_pain3.wav",
"gonome/gonome_pain4.wav"
};
const char* CGonome::pIdleSounds[] = {
"gonome/gonome_idle1.wav",
"gonome/gonome_idle2.wav",
"gonome/gonome_idle3.wav"
};
const char* CGonome::pDeathSounds[] = {
"gonome/gonome_death2.wav",
"gonome/gonome_death3.wav",
"gonome/gonome_death4.wav"
};
TYPEDESCRIPTION CGonome::m_SaveData[] =
{
return CLASS_ALIEN_MONSTER;
}
DEFINE_FIELD( CGonome, m_flLastHurtTime, FIELD_TIME ),
DEFINE_FIELD( CGonome, m_flNextSpitTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CGonome, CBaseMonster )
/*
* Hack to ignore activity weights when choosing melee attack animation
*/
int CGonome::GonomeLookupActivity( void *pmodel, int activity )
{
studiohdr_t *pstudiohdr;
//=========================================================
// IgnoreConditions
//=========================================================
int CGonome::IgnoreConditions(void)
pstudiohdr = (studiohdr_t *)pmodel;
if( !pstudiohdr )
return 0;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)( (byte *)pstudiohdr + pstudiohdr->seqindex );
int sameActivityNum = 0;
for( int i = 0; i < pstudiohdr->numseq && sameActivityNum < 2; i++ )
{
if( pseqdesc[i].activity == activity )
{
sameActivityNum++;
if (sameActivityNum == 1 && gonnaAttack1) {
return i;
} else if (sameActivityNum == 2) {
return i;
}
}
}
return ACTIVITY_NOT_AVAILABLE;
}
void CGonome::SetActivity( Activity NewActivity )
{
return CBaseMonster::IgnoreConditions();
if (NewActivity != ACT_MELEE_ATTACK1) {
CBaseMonster::SetActivity(NewActivity);
} else {
ASSERT( NewActivity != 0 );
void *pmodel = GET_MODEL_PTR( ENT( pev ) );
int iSequence = GonomeLookupActivity( pmodel, NewActivity );
// Set to the desired anim, or default anim if the desired is not present
if( iSequence > ACTIVITY_NOT_AVAILABLE )
{
if( pev->sequence != iSequence || !m_fSequenceLoops )
{
// don't reset frame between walk and run
if( !( m_Activity == ACT_WALK || m_Activity == ACT_RUN ) || !( NewActivity == ACT_WALK || NewActivity == ACT_RUN ) )
pev->frame = 0;
}
pev->sequence = iSequence; // Set to the reset anim (if it's there)
ResetSequenceInfo();
SetYawSpeed();
}
else
{
// Not available try to get default anim
ALERT( at_aiconsole, "%s has no sequence for act:%d\n", STRING( pev->classname ), NewActivity );
pev->sequence = 0; // Set to the reset anim (if it's there)
}
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
// In case someone calls this with something other than the ideal activity
m_IdealActivity = m_Activity;
}
}
//=========================================================
// IRelationship - overridden for gonome
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CGonome::IRelationship(CBaseEntity *pTarget)
int CGonome::Classify(void)
{
return CBaseMonster::IRelationship(pTarget);
return CLASS_ALIEN_MONSTER;
}
//=========================================================
@ -117,9 +295,9 @@ int CGonome::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float f @@ -117,9 +295,9 @@ int CGonome::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float f
float flDist;
Vector vecApex;
// if the squid 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,
// if the gonome 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)
if (m_hEnemy != NULL && IsMoving() && pevAttacker == m_hEnemy->pev)
{
flDist = (pev->origin - m_hEnemy->pev->origin).Length2D();
@ -168,7 +346,7 @@ BOOL CGonome::CheckRangeAttack1(float flDot, float flDist) @@ -168,7 +346,7 @@ BOOL CGonome::CheckRangeAttack1(float flDot, float flDist)
else
{
// not moving, so spit again pretty soon.
m_flNextSpitTime = gpGlobals->time + 0.5;
m_flNextSpitTime = gpGlobals->time + 3;
}
return TRUE;
@ -178,48 +356,28 @@ BOOL CGonome::CheckRangeAttack1(float flDot, float flDist) @@ -178,48 +356,28 @@ BOOL CGonome::CheckRangeAttack1(float flDot, float flDist)
}
//=========================================================
// CheckMeleeAttack1 - bullsquid is a big guy, so has a longer
// melee range than most monsters. This is the tailwhip attack
// CheckMeleeAttack1 - gonome is a big guy, so has a longer
// melee range than most monsters.
//=========================================================
BOOL CGonome::CheckMeleeAttack1(float flDot, float flDist)
{
#if 1
if (flDist <= GONOME_TOLERANCE_MELEE1_RANGE &&
flDot >= GONOME_TOLERANCE_MELEE1_DOT)
{
if (flDist <= GONOME_TOLERANCE_MELEE2_RANGE && flDot >= GONOME_TOLERANCE_MELEE2_DOT && RANDOM_LONG(0,1) == 0) {
gonnaAttack1 = false;
return TRUE;
}
#else
if (flDist <= 85 && flDot >= 0.7)
else if (flDist <= GONOME_TOLERANCE_MELEE1_RANGE && flDot >= GONOME_TOLERANCE_MELEE1_DOT)
{
gonnaAttack1 = true;
return TRUE;
}
#endif
return FALSE;
}
//=========================================================
// CheckMeleeAttack2 - bullsquid 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.
// CheckMeleeAttack2 - both gonome's melee attacks are ACT_MELEE_ATTACK1
//=========================================================
BOOL CGonome::CheckMeleeAttack2(float flDot, float flDist)
{
#if 1
if (flDist <= GONOME_TOLERANCE_MELEE2_RANGE &&
flDot >= GONOME_TOLERANCE_MELEE2_DOT &&
!HasConditions(bits_COND_CAN_MELEE_ATTACK1))
{
return TRUE;
}
#else
if (flDist <= 85 && flDot >= 0.7 && !HasConditions(bits_COND_CAN_MELEE_ATTACK1)) // The player & bullsquid 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;
}
#endif
return FALSE;
}
@ -230,18 +388,7 @@ BOOL CGonome::CheckMeleeAttack2(float flDot, float flDist) @@ -230,18 +388,7 @@ BOOL CGonome::CheckMeleeAttack2(float flDot, float flDist)
#define GONOME_ATTN_IDLE (float)1.5
void CGonome::IdleSound(void)
{
switch (RANDOM_LONG(0, 2))
{
case 0:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_idle1.wav", 1, GONOME_ATTN_IDLE);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_idle2.wav", 1, GONOME_ATTN_IDLE);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_idle3.wav", 1, GONOME_ATTN_IDLE);
break;
}
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, GONOME_ATTN_IDLE);
}
//=========================================================
@ -249,23 +396,8 @@ void CGonome::IdleSound(void) @@ -249,23 +396,8 @@ void CGonome::IdleSound(void)
//=========================================================
void CGonome::PainSound(void)
{
int iPitch = RANDOM_LONG(85, 120);
switch (RANDOM_LONG(0, 3))
{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_pain1.wav", 1, ATTN_NORM, 0, iPitch);
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_pain2.wav", 1, ATTN_NORM, 0, iPitch);
break;
case 2:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_pain3.wav", 1, ATTN_NORM, 0, iPitch);
break;
case 3:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_pain4.wav", 1, ATTN_NORM, 0, iPitch);
break;
}
const int iPitch = RANDOM_LONG(85, 120);
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM, 0, iPitch);
}
//=========================================================
@ -274,23 +406,40 @@ void CGonome::PainSound(void) @@ -274,23 +406,40 @@ void CGonome::PainSound(void)
void CGonome::AlertSound(void)
{
int iPitch = RANDOM_LONG(140, 160);
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, ATTN_NORM, 0, iPitch);
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CGonome::SetYawSpeed( void )
{
int ys;
ys = 0;
switch (RANDOM_LONG(0, 2))
switch ( m_Activity )
{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_idle1.wav", 1, ATTN_NORM, 0, iPitch);
case ACT_WALK:
ys = 90;
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_idle2.wav", 1, ATTN_NORM, 0, iPitch);
case ACT_RUN:
ys = 90;
break;
case 2:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_idle3.wav", 1, ATTN_NORM, 0, iPitch);
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.
@ -299,23 +448,19 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent) @@ -299,23 +448,19 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch (pEvent->event)
{
case 1011:
// This may play sound twice
//EMIT_SOUND(ENT(pev), CHAN_VOICE, pEvent->options, 1, ATTN_NORM);
break;
case GONOME_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.
Vector vecArmPos, vecArmAng;
GetAttachment(0, vecArmPos, vecArmAng);
//vecSpitOffset = (gpGlobals->v_right * 8 + gpGlobals->v_forward * 37 + gpGlobals->v_up * 23);
//vecSpitOffset = (pev->origin + vecSpitOffset);
vecSpitOffset = vecArmPos;
vecSpitDir = ((m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs) - vecSpitOffset).Normalize();
@ -323,33 +468,13 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent) @@ -323,33 +468,13 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05);
vecSpitDir.z += RANDOM_FLOAT(-0.05, 0);
#if 0
// do stuff for this event.
AttackSound();
#endif
// 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(iSquidSpitSprite); // model
WRITE_BYTE(15); // count
WRITE_BYTE(210); // speed
WRITE_BYTE(25); // noise ( client will divide by 100 )
MESSAGE_END();
CSquidSpit::Shoot(pev, vecSpitOffset, vecSpitDir * 1200); // Default: 900
CGonomeGuts::Shoot(pev, vecSpitOffset, vecSpitDir * 1200); // Default: 900
}
break;
case GONOME_AE_SLASH_LEFT:
{
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_CLUB);
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_SLASH);
if (pHurt)
{
pHurt->pev->punchangle.z = 20;
@ -362,7 +487,7 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent) @@ -362,7 +487,7 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
case GONOME_AE_SLASH_RIGHT:
{
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_CLUB);
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_SLASH);
if (pHurt)
{
pHurt->pev->punchangle.z = -20;
@ -379,8 +504,6 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent) @@ -379,8 +504,6 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
case GONOME_AE_BITE4:
{
int iPitch;
// SOUND HERE!
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_TOLERANCE_MELEE2_RANGE, gSkillData.gonomeDmgOneBite, DMG_SLASH);
if (pHurt)
@ -430,7 +553,6 @@ void CGonome::Spawn() @@ -430,7 +553,6 @@ void CGonome::Spawn()
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_fCanThreatDisplay = TRUE;
m_flNextSpitTime = gpGlobals->time;
MonsterInit();
@ -443,30 +565,18 @@ void CGonome::Precache() @@ -443,30 +565,18 @@ void CGonome::Precache()
{
PRECACHE_MODEL("models/gonome.mdl");
PRECACHE_MODEL("sprites/bigspit.spr");// spit projectile.
iSquidSpitSprite = PRECACHE_MODEL("sprites/tinyspit.spr");// client side spittle.
PRECACHE_MODEL("sprites/blood_chnk.spr");// spit projectile.
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
PRECACHE_SOUND("gonome/gonome_death2.wav");
PRECACHE_SOUND("gonome/gonome_death3.wav");
PRECACHE_SOUND("gonome/gonome_death4.wav");
PRECACHE_SOUND("gonome/gonome_eat.wav");
PRECACHE_SOUND("gonome/gonome_idle1.wav");
PRECACHE_SOUND("gonome/gonome_idle2.wav");
PRECACHE_SOUND("gonome/gonome_idle3.wav");
PRECACHE_SOUND("gonome/gonome_jumpattack.wav");
PRECACHE_SOUND("gonome/gonome_melee1.wav");
PRECACHE_SOUND("gonome/gonome_melee2.wav");
PRECACHE_SOUND("gonome/gonome_pain1.wav");
PRECACHE_SOUND("gonome/gonome_pain2.wav");
PRECACHE_SOUND("gonome/gonome_pain3.wav");
PRECACHE_SOUND("gonome/gonome_pain4.wav");
PRECACHE_SOUND_ARRAY(pIdleSounds);
PRECACHE_SOUND_ARRAY(pPainSounds);
PRECACHE_SOUND_ARRAY(pDeathSounds);
PRECACHE_SOUND("gonome/gonome_run.wav");
@ -484,25 +594,7 @@ void CGonome::Precache() @@ -484,25 +594,7 @@ void CGonome::Precache()
//=========================================================
void CGonome::DeathSound(void)
{
switch (RANDOM_LONG(0, 2))
{
case 0:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_death2.wav", 1, ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_death3.wav", 1, ATTN_NORM);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_death4.wav", 1, ATTN_NORM);
break;
}
}
//=========================================================
// AttackSound
//=========================================================
void CGonome::AttackSound(void)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_NORM);
}
//========================================================
@ -522,16 +614,163 @@ void CGonome::RunAI(void) @@ -522,16 +614,163 @@ void CGonome::RunAI(void)
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. OVERRIDDEN for bullsquid because it needs to
// know explicitly when the last attempt to chase the enemy
// failed, since that impacts its attack choices.
// schedule.
//=========================================================
void CGonome::StartTask(Task_t *pTask)
{
@ -541,20 +780,30 @@ void CGonome::StartTask(Task_t *pTask) @@ -541,20 +780,30 @@ void CGonome::StartTask(Task_t *pTask)
{
case TASK_MELEE_ATTACK1:
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee1.wav", 1, ATTN_NORM);
if (gonnaAttack1)
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee1.wav", 1, ATTN_NORM);
else
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee2.wav", 1, ATTN_NORM);
CBaseMonster::StartTask(pTask);
}
break;
case TASK_MELEE_ATTACK2:
case TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE:
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee2.wav", 1, ATTN_NORM);
CBaseMonster::StartTask(pTask);
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:
CBullsquid::StartTask(pTask);
CBaseMonster::StartTask(pTask);
break;
}
@ -567,28 +816,26 @@ class CDeadGonome : public CBaseMonster @@ -567,28 +816,26 @@ class CDeadGonome : public CBaseMonster
{
public:
void Spawn(void);
int Classify(void) { return CLASS_HUMAN_MILITARY; }
void KeyValue(KeyValueData *pkvd);
int m_iPose;// which sequence to display -- temporary, don't need to save
static char *m_szPoses[3];
int Classify(void) { return CLASS_ALIEN_MONSTER; }
void KeyValue( KeyValueData *pkvd );
int m_iPose;
static const char *m_szPoses[3];
};
char *CDeadGonome::m_szPoses[] = { "dead_on_stomach1", "dead_on_back", "dead_on_side" };
const char *CDeadGonome::m_szPoses[] = { "dead_on_stomach1", "dead_on_back", "dead_on_side" };
void CDeadGonome::KeyValue(KeyValueData *pkvd)
void CDeadGonome::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "pose"))
if( FStrEq( pkvd->szKeyName, "pose" ) )
{
m_iPose = atoi(pkvd->szValue);
m_iPose = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CBaseMonster::KeyValue(pkvd);
CBaseMonster::KeyValue( pkvd );
}
LINK_ENTITY_TO_CLASS(monster_gonome_dead, CDeadGonome);
LINK_ENTITY_TO_CLASS(monster_gonome_dead, CDeadGonome)
//=========================================================
// ********** DeadGonome SPAWN **********
@ -601,16 +848,12 @@ void CDeadGonome::Spawn(void) @@ -601,16 +848,12 @@ void CDeadGonome::Spawn(void)
pev->effects = 0;
pev->yaw_speed = 8;
pev->sequence = 0;
pev->body = 1;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->sequence = LookupSequence(m_szPoses[m_iPose]);
if (pev->sequence == -1)
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
if( pev->sequence == -1 )
{
ALERT(at_console, "Dead Gonome with bad pose\n");
pev->sequence = 0;
pev->effects = EF_BRIGHTFIELD;
ALERT( at_console, "Dead gonome with bad pose\n" );
}
// Corpses have less health

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