/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * This source code contains proprietary and confidential information of * Valve LLC and its suppliers. Access to this code is restricted to * persons who have executed a written SDK license with Valve. Any access, * use or distribution of this code by or to any unlicensed person is illegal. * ****/ #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) //========================================================= // monster template //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "decals.h" #include "weapons.h" #include "game.h" //LRC brought in from animation.h #define ACTIVITY_NOT_AVAILABLE -1 #define SF_INFOBM_RUN 0x0001 #define SF_INFOBM_WAIT 0x0002 // AI Nodes for Big Momma class CInfoBM : public CPointEntity { public: void Spawn( void ); void KeyValue( KeyValueData* pkvd ); // name in pev->targetname // next in pev->target // radius in pev->scale // health in pev->health // Reach target in pev->message // Reach delay in pev->speed // Reach sequence in pev->netname virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; string_t m_preSequence; }; LINK_ENTITY_TO_CLASS( info_bigmomma, CInfoBM ) TYPEDESCRIPTION CInfoBM::m_SaveData[] = { DEFINE_FIELD( CInfoBM, m_preSequence, FIELD_STRING ), }; IMPLEMENT_SAVERESTORE( CInfoBM, CPointEntity ) void CInfoBM::Spawn( void ) { } void CInfoBM::KeyValue( KeyValueData* pkvd ) { if( FStrEq( pkvd->szKeyName, "radius" ) ) { pev->scale = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "reachdelay" ) ) { pev->speed = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "reachtarget" ) ) { pev->message = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "reachsequence" ) ) { pev->netname = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "presequence" ) ) { m_preSequence = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } else CPointEntity::KeyValue( pkvd ); } //========================================================= // Mortar shot entity //========================================================= class CBMortar : public CBaseEntity { public: void Spawn( void ); static CBMortar *Shoot( edict_t *pOwner, Vector vecStart, Vector vecVelocity ); void Touch( CBaseEntity *pOther ); void EXPORT Animate( void ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; int m_maxFrame; }; LINK_ENTITY_TO_CLASS( bmortar, CBMortar ) TYPEDESCRIPTION CBMortar::m_SaveData[] = { DEFINE_FIELD( CBMortar, m_maxFrame, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CBMortar, CBaseEntity ) //========================================================= // Monster's Anim Events Go Here //========================================================= #define BIG_AE_STEP1 1 // Footstep left #define BIG_AE_STEP2 2 // Footstep right #define BIG_AE_STEP3 3 // Footstep back left #define BIG_AE_STEP4 4 // Footstep back right #define BIG_AE_SACK 5 // Sack slosh #define BIG_AE_DEATHSOUND 6 // Death sound #define BIG_AE_MELEE_ATTACKBR 8 // Leg attack #define BIG_AE_MELEE_ATTACKBL 9 // Leg attack #define BIG_AE_MELEE_ATTACK1 10 // Leg attack #define BIG_AE_MORTAR_ATTACK1 11 // Launch a mortar #define BIG_AE_LAY_CRAB 12 // Lay a headcrab #define BIG_AE_JUMP_FORWARD 13 // Jump up and forward #define BIG_AE_SCREAM 14 // alert sound #define BIG_AE_PAIN_SOUND 15 // pain sound #define BIG_AE_ATTACK_SOUND 16 // attack sound #define BIG_AE_BIRTH_SOUND 17 // birth sound #define BIG_AE_EARLY_TARGET 50 // Fire target early // User defined conditions #define bits_COND_NODE_SEQUENCE ( bits_COND_SPECIAL1 ) // pev->netname contains the name of a sequence to play // Attack distance constants #define BIG_ATTACKDIST 170 #define BIG_MORTARDIST 800 #define BIG_MAXCHILDREN 20 // Max # of live headcrab children #define bits_MEMORY_CHILDPAIR ( bits_MEMORY_CUSTOM1 ) #define bits_MEMORY_ADVANCE_NODE ( bits_MEMORY_CUSTOM2 ) #define bits_MEMORY_COMPLETED_NODE ( bits_MEMORY_CUSTOM3 ) #define bits_MEMORY_FIRED_NODE ( bits_MEMORY_CUSTOM4 ) int gSpitSprite, gSpitDebrisSprite; Vector VecCheckSplatToss( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float maxHeight ); void MortarSpray( const Vector &position, const Vector &direction, int spriteModel, int count ); // UNDONE: // #define BIG_CHILDCLASS "monster_babycrab" class CBigMomma : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void KeyValue( KeyValueData *pkvd ); void Activate( void ); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); void RunTask( Task_t *pTask ); void StartTask( Task_t *pTask ); Schedule_t *GetSchedule( void ); Schedule_t *GetScheduleOfType( int Type ); void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); void SetActivity ( Activity NewActivity ); void NodeStart( int iszNextNode ); void NodeReach( void ); BOOL ShouldGoToNode( void ); void SetYawSpeed( void ); int Classify( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); void LayHeadcrab( void ); int GetNodeSequence( void ) { CBaseEntity *pTarget = m_hTargetEnt; if( pTarget ) { return pTarget->pev->netname; // netname holds node sequence } return 0; } int GetNodePresequence( void ) { CInfoBM *pTarget = (CInfoBM *)(CBaseEntity *)m_hTargetEnt; if( pTarget ) { return pTarget->m_preSequence; } return 0; } float GetNodeDelay( void ) { CBaseEntity *pTarget = m_hTargetEnt; if( pTarget ) { return pTarget->pev->speed; // Speed holds node delay } return 0; } float GetNodeRange( void ) { CBaseEntity *pTarget = m_hTargetEnt; if( pTarget ) { return pTarget->pev->scale; // Scale holds node delay } return 1e6; } float GetNodeYaw( void ) { CBaseEntity *pTarget = m_hTargetEnt; if( pTarget ) { if( pTarget->pev->angles.y != 0 ) return pTarget->pev->angles.y; } return pev->angles.y; } // Restart the crab count on each new level void OverrideReset( void ) { m_crabCount = 0; } void DeathNotice( entvars_t *pevChild ); BOOL CanLayCrab( void ) { if( m_crabTime < gpGlobals->time && m_crabCount < BIG_MAXCHILDREN ) { // Don't spawn crabs inside each other Vector mins = pev->origin - Vector( 32, 32, 0 ); Vector maxs = pev->origin + Vector( 32, 32, 0 ); CBaseEntity *pList[2]; int count = UTIL_EntitiesInBox( pList, 2, mins, maxs, FL_MONSTER ); for( int i = 0; i < count; i++ ) { if( pList[i] != this ) // Don't hurt yourself! return FALSE; } return TRUE; } return FALSE; } void LaunchMortar( void ); void SetObjectCollisionBox( void ) { pev->absmin = pev->origin + Vector( -95, -95, 0 ); pev->absmax = pev->origin + Vector( 95, 95, 190 ); } BOOL CheckMeleeAttack1( float flDot, float flDist ); // Slash BOOL CheckMeleeAttack2( float flDot, float flDist ); // Lay a crab BOOL CheckRangeAttack1( float flDot, float flDist ); // Mortar launch virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; static const char *pChildDieSounds[]; static const char *pSackSounds[]; static const char *pDeathSounds[]; static const char *pAttackSounds[]; static const char *pAttackHitSounds[]; static const char *pBirthSounds[]; static const char *pAlertSounds[]; static const char *pPainSounds[]; static const char *pFootSounds[]; CUSTOM_SCHEDULES private: float m_nodeTime; float m_crabTime; float m_mortarTime; float m_painSoundTime; int m_crabCount; }; LINK_ENTITY_TO_CLASS( monster_bigmomma, CBigMomma ) TYPEDESCRIPTION CBigMomma::m_SaveData[] = { DEFINE_FIELD( CBigMomma, m_nodeTime, FIELD_TIME ), DEFINE_FIELD( CBigMomma, m_crabTime, FIELD_TIME ), DEFINE_FIELD( CBigMomma, m_mortarTime, FIELD_TIME ), DEFINE_FIELD( CBigMomma, m_painSoundTime, FIELD_TIME ), DEFINE_FIELD( CBigMomma, m_crabCount, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CBigMomma, CBaseMonster ) const char *CBigMomma::pChildDieSounds[] = { "gonarch/gon_childdie1.wav", "gonarch/gon_childdie2.wav", "gonarch/gon_childdie3.wav", }; const char *CBigMomma::pSackSounds[] = { "gonarch/gon_sack1.wav", "gonarch/gon_sack2.wav", "gonarch/gon_sack3.wav", }; const char *CBigMomma::pDeathSounds[] = { "gonarch/gon_die1.wav", }; const char *CBigMomma::pAttackSounds[] = { "gonarch/gon_attack1.wav", "gonarch/gon_attack2.wav", "gonarch/gon_attack3.wav", }; const char *CBigMomma::pAttackHitSounds[] = { "zombie/claw_strike1.wav", "zombie/claw_strike2.wav", "zombie/claw_strike3.wav", }; const char *CBigMomma::pBirthSounds[] = { "gonarch/gon_birth1.wav", "gonarch/gon_birth2.wav", "gonarch/gon_birth3.wav", }; const char *CBigMomma::pAlertSounds[] = { "gonarch/gon_alert1.wav", "gonarch/gon_alert2.wav", "gonarch/gon_alert3.wav", }; const char *CBigMomma::pPainSounds[] = { "gonarch/gon_pain2.wav", "gonarch/gon_pain4.wav", "gonarch/gon_pain5.wav", }; const char *CBigMomma::pFootSounds[] = { "gonarch/gon_step1.wav", "gonarch/gon_step2.wav", "gonarch/gon_step3.wav", }; void CBigMomma::KeyValue( KeyValueData *pkvd ) { #if 0 if( FStrEq( pkvd->szKeyName, "volume" ) ) { m_volume = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else #endif CBaseMonster::KeyValue( pkvd ); } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CBigMomma::Classify( void ) { return m_iClass?m_iClass:CLASS_ALIEN_MONSTER; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CBigMomma::SetYawSpeed( void ) { int ys; switch( m_Activity ) { case ACT_IDLE: ys = 100; break; default: ys = 90; } pev->yaw_speed = ys; } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. // // Returns number of events handled, 0 if none. //========================================================= void CBigMomma::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case BIG_AE_MELEE_ATTACKBR: case BIG_AE_MELEE_ATTACKBL: case BIG_AE_MELEE_ATTACK1: { Vector forward, right; UTIL_MakeVectorsPrivate( pev->angles, forward, right, NULL ); Vector center = pev->origin + forward * 128; Vector mins = center - Vector( 64, 64, 0 ); Vector maxs = center + Vector( 64, 64, 64 ); CBaseEntity *pList[8]; int count = UTIL_EntitiesInBox( pList, 8, mins, maxs, FL_MONSTER | FL_CLIENT ); CBaseEntity *pHurt = NULL; for( int i = 0; i < count && !pHurt; i++ ) { if( pList[i] != this ) { if( pList[i]->pev->owner != edict() ) pHurt = pList[i]; } } if( pHurt ) { pHurt->TakeDamage( pev, pev, gSkillData.bigmommaDmgSlash, DMG_CRUSH | DMG_SLASH ); pHurt->pev->punchangle.x = 15; switch( pEvent->event ) { case BIG_AE_MELEE_ATTACKBR: pHurt->pev->velocity = pHurt->pev->velocity + ( forward * 150 ) + Vector( 0, 0, 250 ) - ( right * 200 ); break; case BIG_AE_MELEE_ATTACKBL: pHurt->pev->velocity = pHurt->pev->velocity + ( forward * 150 ) + Vector( 0, 0, 250 ) + ( right * 200 ); break; case BIG_AE_MELEE_ATTACK1: pHurt->pev->velocity = pHurt->pev->velocity + ( forward * 220 ) + Vector( 0, 0, 200 ); break; } pHurt->pev->flags &= ~FL_ONGROUND; EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } } break; case BIG_AE_SCREAM: EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pAlertSounds ); break; case BIG_AE_PAIN_SOUND: EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pPainSounds ); break; case BIG_AE_ATTACK_SOUND: EMIT_SOUND_ARRAY_DYN( CHAN_WEAPON, pAttackSounds ); break; case BIG_AE_BIRTH_SOUND: EMIT_SOUND_ARRAY_DYN( CHAN_BODY, pBirthSounds ); break; case BIG_AE_SACK: if( RANDOM_LONG( 0, 100 ) < 30 ) EMIT_SOUND_ARRAY_DYN( CHAN_BODY, pSackSounds ); break; case BIG_AE_DEATHSOUND: EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pDeathSounds ); break; case BIG_AE_STEP1: // Footstep left case BIG_AE_STEP3: // Footstep back left EMIT_SOUND_ARRAY_DYN( CHAN_ITEM, pFootSounds ); break; case BIG_AE_STEP4: // Footstep back right case BIG_AE_STEP2: // Footstep right EMIT_SOUND_ARRAY_DYN( CHAN_BODY, pFootSounds ); break; case BIG_AE_MORTAR_ATTACK1: LaunchMortar(); break; case BIG_AE_LAY_CRAB: LayHeadcrab(); break; case BIG_AE_JUMP_FORWARD: ClearBits( pev->flags, FL_ONGROUND ); UTIL_SetOrigin (this, pev->origin + Vector ( 0 , 0 , 1) );// take her off ground so engine doesn't instantly reset onground UTIL_MakeVectors( pev->angles ); pev->velocity = (gpGlobals->v_forward * 200) + gpGlobals->v_up * 500; break; case BIG_AE_EARLY_TARGET: { CBaseEntity *pTarget = m_hTargetEnt; if( pTarget && pTarget->pev->message ) FireTargets( STRING( pTarget->pev->message ), this, this, USE_TOGGLE, 0 ); Remember( bits_MEMORY_FIRED_NODE ); } break; default: CBaseMonster::HandleAnimEvent( pEvent ); break; } } void CBigMomma::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { // Bigmomma does not wear armor. if( gpGlobals->time > m_painSoundTime ) { m_painSoundTime = gpGlobals->time + RANDOM_LONG( 1, 3 ); EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pPainSounds ); } CBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); } int CBigMomma::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { // Don't take any acid damage -- BigMomma's mortar is acid if( bitsDamageType & DMG_ACID ) flDamage = 0; if( !HasMemory( bits_MEMORY_PATH_FINISHED ) ) { if( pev->health <= flDamage ) { pev->health = flDamage + 1; Remember( bits_MEMORY_ADVANCE_NODE | bits_MEMORY_COMPLETED_NODE ); ALERT( at_aiconsole, "BM: Finished node health!!!\n" ); } } return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } void CBigMomma::LayHeadcrab( void ) { CBaseEntity *pChild = CBaseEntity::Create( BIG_CHILDCLASS, pev->origin, pev->angles, edict() ); pChild->pev->spawnflags |= SF_MONSTER_FALL_TO_GROUND; // Is this the second crab in a pair? if( HasMemory( bits_MEMORY_CHILDPAIR ) ) { m_crabTime = gpGlobals->time + RANDOM_FLOAT( 5, 10 ); Forget( bits_MEMORY_CHILDPAIR ); } else { m_crabTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 2.5 ); Remember( bits_MEMORY_CHILDPAIR ); } TraceResult tr; UTIL_TraceLine( pev->origin, pev->origin - Vector( 0, 0, 100 ), ignore_monsters, edict(), &tr ); UTIL_DecalTrace( &tr, DECAL_MOMMABIRTH ); EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pBirthSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); m_crabCount++; } void CBigMomma::DeathNotice( entvars_t *pevChild ) { if( m_crabCount > 0 ) // Some babies may cross a transition, but we reset the count then m_crabCount--; if( IsAlive() ) { // Make the "my baby's dead" noise! EMIT_SOUND_ARRAY_DYN( CHAN_WEAPON, pChildDieSounds ); } } void CBigMomma::LaunchMortar( void ) { m_mortarTime = gpGlobals->time + RANDOM_FLOAT( 2, 15 ); Vector startPos = pev->origin; startPos.z += 180; Vector vecLaunch = g_vecZero; if (m_pCine) // is a scripted_action making me shoot? { if (m_hTargetEnt != 0) // don't check m_fTurnType- bigmomma can fire in any direction. { vecLaunch = VecCheckSplatToss( pev, startPos, m_hTargetEnt->pev->origin, RANDOM_FLOAT( 150, 500 ) ); } if (vecLaunch == g_vecZero) { vecLaunch = pev->movedir; } } else { vecLaunch = pev->movedir; } EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pSackSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); CBMortar *pBomb = CBMortar::Shoot( edict(), startPos, vecLaunch ); pBomb->pev->gravity = 1.0; MortarSpray( startPos, Vector( 0, 0, 1 ), gSpitSprite, 24 ); } //========================================================= // Spawn //========================================================= void CBigMomma::Spawn() { Precache(); if (pev->model) SET_MODEL(ENT(pev), STRING(pev->model)); //LRC else SET_MODEL( ENT( pev ), "models/big_mom.mdl" ); UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) ); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; // Bigmomma's blood color should be red. m_bloodColor = BLOOD_COLOR_RED; if (pev->health == 0) pev->health = 150 * gSkillData.bigmommaHealthFactor; pev->view_ofs = Vector( 0, 0, 128 );// position of the eyes relative to monster's origin. m_flFieldOfView = 0.3;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CBigMomma::Precache() { if (pev->model) PRECACHE_MODEL(STRING(pev->model)); //LRC else PRECACHE_MODEL( "models/big_mom.mdl" ); PRECACHE_SOUND_ARRAY( pChildDieSounds ); PRECACHE_SOUND_ARRAY( pSackSounds ); PRECACHE_SOUND_ARRAY( pDeathSounds ); PRECACHE_SOUND_ARRAY( pAttackSounds ); PRECACHE_SOUND_ARRAY( pAttackHitSounds ); PRECACHE_SOUND_ARRAY( pBirthSounds ); PRECACHE_SOUND_ARRAY( pAlertSounds ); PRECACHE_SOUND_ARRAY( pPainSounds ); PRECACHE_SOUND_ARRAY( pFootSounds ); UTIL_PrecacheOther( BIG_CHILDCLASS ); // TEMP: Squid PRECACHE_MODEL( "sprites/mommaspit.spr" );// spit projectile. gSpitSprite = PRECACHE_MODEL( "sprites/mommaspout.spr" );// client side spittle. gSpitDebrisSprite = PRECACHE_MODEL( "sprites/mommablob.spr" ); PRECACHE_SOUND( "bullchicken/bc_acid1.wav" ); PRECACHE_SOUND( "bullchicken/bc_spithit1.wav" ); PRECACHE_SOUND( "bullchicken/bc_spithit2.wav" ); } void CBigMomma::Activate( void ) { if( m_hTargetEnt == 0 ) Remember( bits_MEMORY_ADVANCE_NODE ); // Start 'er up CBaseMonster::Activate(); } void CBigMomma::NodeStart( int iszNextNode ) { pev->netname = iszNextNode; CBaseEntity *pTarget = NULL; if( pev->netname ) { edict_t *pentTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->netname ) ); if( !FNullEnt( pentTarget ) ) pTarget = Instance( pentTarget ); } if( !pTarget ) { ALERT( at_aiconsole, "BM: Finished the path!!\n" ); Remember( bits_MEMORY_PATH_FINISHED ); return; } Remember( bits_MEMORY_ON_PATH ); m_hTargetEnt = pTarget; } void CBigMomma::NodeReach( void ) { CBaseEntity *pTarget = m_hTargetEnt; Forget( bits_MEMORY_ADVANCE_NODE ); if( !pTarget ) return; if( pTarget->pev->health ) pev->max_health = pev->health = pTarget->pev->health * gSkillData.bigmommaHealthFactor; if( !HasMemory( bits_MEMORY_FIRED_NODE ) ) { if( pTarget->pev->message ) FireTargets( STRING( pTarget->pev->message ), this, this, USE_TOGGLE, 0 ); } Forget( bits_MEMORY_FIRED_NODE ); pev->netname = pTarget->pev->target; if( pTarget->pev->health == 0 ) Remember( bits_MEMORY_ADVANCE_NODE ); // Move on if no health at this node } // Slash BOOL CBigMomma::CheckMeleeAttack1( float flDot, float flDist ) { if( flDot >= 0.7 ) { if( flDist <= BIG_ATTACKDIST ) return TRUE; } return FALSE; } // Lay a crab BOOL CBigMomma::CheckMeleeAttack2( float flDot, float flDist ) { return CanLayCrab(); } // Mortar launch BOOL CBigMomma::CheckRangeAttack1( float flDot, float flDist ) { if( flDist <= BIG_MORTARDIST && m_mortarTime < gpGlobals->time ) { CBaseEntity *pEnemy = m_hEnemy; if( pEnemy ) { Vector startPos = pev->origin; startPos.z += 180; pev->movedir = VecCheckSplatToss( pev, startPos, pEnemy->BodyTarget( pev->origin ), RANDOM_FLOAT( 150, 500 ) ); if( pev->movedir != g_vecZero ) return TRUE; } } return FALSE; } //========================================================= // AI Schedules Specific to this monster //========================================================= enum { SCHED_BIG_NODE = LAST_COMMON_SCHEDULE + 1, SCHED_NODE_FAIL }; enum { TASK_MOVE_TO_NODE_RANGE = LAST_COMMON_TASK + 1, // Move within node range TASK_FIND_NODE, // Find my next node TASK_PLAY_NODE_PRESEQUENCE, // Play node pre-script TASK_PLAY_NODE_SEQUENCE, // Play node script TASK_PROCESS_NODE, // Fire targets, etc. TASK_WAIT_NODE, // Wait at the node TASK_NODE_DELAY, // Delay walking toward node for a bit. You've failed to get there TASK_NODE_YAW // Get the best facing direction for this node }; Task_t tlBigNode[] = { { TASK_SET_FAIL_SCHEDULE, (float)SCHED_NODE_FAIL }, { TASK_STOP_MOVING, (float)0 }, { TASK_FIND_NODE, (float)0 }, // Find my next node { TASK_PLAY_NODE_PRESEQUENCE, (float)0 }, // Play the pre-approach sequence if any { TASK_MOVE_TO_NODE_RANGE, (float)0 }, // Move within node range { TASK_STOP_MOVING, (float)0 }, { TASK_NODE_YAW, (float)0 }, { TASK_FACE_IDEAL, (float)0 }, { TASK_WAIT_NODE, (float)0 }, // Wait for node delay { TASK_PLAY_NODE_SEQUENCE, (float)0 }, // Play the sequence if one exists { TASK_PROCESS_NODE, (float)0 }, // Fire targets, etc. { TASK_SET_ACTIVITY, (float)ACT_IDLE }, }; Schedule_t slBigNode[] = { { tlBigNode, ARRAYSIZE( tlBigNode ), 0, 0, "Big Node" }, }; Task_t tlNodeFail[] = { { TASK_NODE_DELAY, (float)10 }, // Try to do something else for 10 seconds { TASK_SET_ACTIVITY, (float)ACT_IDLE }, }; Schedule_t slNodeFail[] = { { tlNodeFail, ARRAYSIZE( tlNodeFail ), 0, 0, "NodeFail" }, }; DEFINE_CUSTOM_SCHEDULES( CBigMomma ) { slBigNode, slNodeFail, }; IMPLEMENT_CUSTOM_SCHEDULES( CBigMomma, CBaseMonster ) Schedule_t *CBigMomma::GetScheduleOfType( int Type ) { switch( Type ) { case SCHED_BIG_NODE: return slBigNode; break; case SCHED_NODE_FAIL: return slNodeFail; break; } return CBaseMonster::GetScheduleOfType( Type ); } BOOL CBigMomma::ShouldGoToNode( void ) { if( HasMemory( bits_MEMORY_ADVANCE_NODE ) ) { if( m_nodeTime < gpGlobals->time ) return TRUE; } return FALSE; } // Overridden to make BigMomma jump on command; the model doesn't support it otherwise. void CBigMomma :: SetActivity ( Activity NewActivity ) { int iSequence; if (NewActivity == ACT_HOP) { iSequence = LookupSequence( "jump" ); } else { iSequence = LookupActivity ( 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; } Schedule_t *CBigMomma::GetSchedule( void ) { if( ShouldGoToNode() ) { return GetScheduleOfType( SCHED_BIG_NODE ); } return CBaseMonster::GetSchedule(); } void CBigMomma::StartTask( Task_t *pTask ) { switch( pTask->iTask ) { case TASK_FIND_NODE: { CBaseEntity *pTarget = m_hTargetEnt; if( !HasMemory( bits_MEMORY_ADVANCE_NODE ) ) { if( pTarget ) pev->netname = m_hTargetEnt->pev->target; } NodeStart( pev->netname ); TaskComplete(); ALERT( at_aiconsole, "BM: Found node %s\n", STRING( pev->netname ) ); } break; case TASK_NODE_DELAY: m_nodeTime = gpGlobals->time + pTask->flData; TaskComplete(); ALERT( at_aiconsole, "BM: FAIL! Delay %.2f\n", pTask->flData ); break; case TASK_PROCESS_NODE: ALERT( at_aiconsole, "BM: Reached node %s\n", STRING( pev->netname ) ); NodeReach(); TaskComplete(); break; case TASK_PLAY_NODE_PRESEQUENCE: case TASK_PLAY_NODE_SEQUENCE: { int sequence; if( pTask->iTask == TASK_PLAY_NODE_SEQUENCE ) sequence = GetNodeSequence(); else sequence = GetNodePresequence(); ALERT( at_aiconsole, "BM: Playing node sequence %s\n", STRING( sequence ) ); if( sequence ) { sequence = LookupSequence( STRING( sequence ) ); if( sequence != -1 ) { pev->sequence = sequence; pev->frame = 0; ResetSequenceInfo(); ALERT( at_aiconsole, "BM: Sequence %s\n", STRING( GetNodeSequence() ) ); return; } } TaskComplete(); } break; case TASK_NODE_YAW: pev->ideal_yaw = GetNodeYaw(); TaskComplete(); break; case TASK_WAIT_NODE: m_flWait = gpGlobals->time + GetNodeDelay(); if( m_hTargetEnt->pev->spawnflags & SF_INFOBM_WAIT ) ALERT( at_aiconsole, "BM: Wait at node %s forever\n", STRING( pev->netname ) ); else ALERT( at_aiconsole, "BM: Wait at node %s for %.2f\n", STRING( pev->netname ), GetNodeDelay() ); break; case TASK_MOVE_TO_NODE_RANGE: { CBaseEntity *pTarget = m_hTargetEnt; if( !pTarget ) TaskFail(); else { if( ( pTarget->pev->origin - pev->origin ).Length() < GetNodeRange() ) TaskComplete(); else { Activity act = ACT_WALK; if( pTarget->pev->spawnflags & SF_INFOBM_RUN ) act = ACT_RUN; m_vecMoveGoal = pTarget->pev->origin; if( !MoveToTarget( act, 2 ) ) { TaskFail(); } } } } ALERT( at_aiconsole, "BM: Moving to node %s\n", STRING( pev->netname ) ); break; case TASK_MELEE_ATTACK1: // Play an attack sound here EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1.0, ATTN_NORM, 0, PITCH_NORM ); CBaseMonster::StartTask( pTask ); break; default: CBaseMonster::StartTask( pTask ); break; } } //========================================================= // RunTask //========================================================= void CBigMomma::RunTask( Task_t *pTask ) { switch( pTask->iTask ) { case TASK_MOVE_TO_NODE_RANGE: { float distance; if( m_hTargetEnt == 0 ) TaskFail(); else { distance = ( m_vecMoveGoal - pev->origin ).Length2D(); // Set the appropriate activity based on an overlapping range // overlap the range to prevent oscillation if( (distance < GetNodeRange() ) || MovementIsComplete() ) { ALERT( at_aiconsole, "BM: Reached node!\n" ); TaskComplete(); RouteClear(); // Stop moving } } } break; case TASK_WAIT_NODE: if( m_hTargetEnt != 0 && ( m_hTargetEnt->pev->spawnflags & SF_INFOBM_WAIT ) ) return; if( gpGlobals->time > m_flWaitFinished ) TaskComplete(); ALERT( at_aiconsole, "BM: The WAIT is over!\n" ); break; case TASK_PLAY_NODE_PRESEQUENCE: case TASK_PLAY_NODE_SEQUENCE: if( m_fSequenceFinished ) { m_Activity = ACT_RESET; TaskComplete(); } break; default: CBaseMonster::RunTask( pTask ); break; } } Vector VecCheckSplatToss( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float maxHeight ) { TraceResult tr; Vector vecMidPoint;// halfway point between Spot1 and Spot2 Vector vecApex;// highest point Vector vecScale; Vector vecGrenadeVel; Vector vecTemp; float flGravity = g_psv_gravity->value; // calculate the midpoint and apex of the 'triangle' vecMidPoint = vecSpot1 + ( vecSpot2 - vecSpot1 ) * 0.5; UTIL_TraceLine( vecMidPoint, vecMidPoint + Vector( 0, 0, maxHeight ), ignore_monsters, ENT( pev ), &tr ); vecApex = tr.vecEndPos; UTIL_TraceLine( vecSpot1, vecApex, dont_ignore_monsters, ENT( pev ), &tr ); if( tr.flFraction != 1.0 ) { // fail! return g_vecZero; } // Don't worry about actually hitting the target, this won't hurt us! // How high should the grenade travel (subtract 15 so the grenade doesn't hit the ceiling)? float height = vecApex.z - vecSpot1.z - 15; // How fast does the grenade need to travel to reach that height given gravity? float speed = sqrt( 2 * flGravity * height ); // How much time does it take to get there? float time = speed / flGravity; vecGrenadeVel = vecSpot2 - vecSpot1; vecGrenadeVel.z = 0; // Travel half the distance to the target in that time (apex is at the midpoint) vecGrenadeVel = vecGrenadeVel * ( 0.5 / time ); // Speed to offset gravity at the desired height vecGrenadeVel.z = speed; return vecGrenadeVel; } // --------------------------------- // // Mortar // // --------------------------------- void MortarSpray( const Vector &position, const Vector &direction, int spriteModel, int count ) { MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, position ); WRITE_BYTE( TE_SPRITE_SPRAY ); WRITE_COORD( position.x ); // pos WRITE_COORD( position.y ); WRITE_COORD( position.z ); WRITE_COORD( direction.x ); // dir WRITE_COORD( direction.y ); WRITE_COORD( direction.z ); WRITE_SHORT( spriteModel ); // model WRITE_BYTE ( count ); // count WRITE_BYTE ( 130 ); // speed WRITE_BYTE ( 80 ); // noise ( client will divide by 100 ) MESSAGE_END(); } // UNDONE: right now this is pretty much a copy of the squid spit with minor changes to the way it does damage void CBMortar::Spawn( void ) { pev->movetype = MOVETYPE_TOSS; pev->classname = MAKE_STRING( "bmortar" ); pev->solid = SOLID_BBOX; pev->rendermode = kRenderTransAlpha; pev->renderamt = 255; SET_MODEL( ENT( pev ), "sprites/mommaspit.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; pev->dmgtime = gpGlobals->time + 0.4; } void CBMortar::Animate( void ) { SetNextThink( 0.1 ); if( gpGlobals->time > pev->dmgtime ) { pev->dmgtime = gpGlobals->time + 0.2; MortarSpray( pev->origin, -pev->velocity.Normalize(), gSpitSprite, 3 ); } if( pev->frame++ ) { if ( pev->frame > m_maxFrame ) { pev->frame = 0; } } } CBMortar *CBMortar::Shoot( edict_t *pOwner, Vector vecStart, Vector vecVelocity ) { CBMortar *pSpit = GetClassPtr( (CBMortar *)NULL ); pSpit->Spawn(); UTIL_SetOrigin( pSpit, vecStart ); pSpit->pev->velocity = vecVelocity; pSpit->pev->owner = pOwner; pSpit->pev->scale = 2.5; pSpit->SetThink( &CBMortar::Animate ); pSpit->SetNextThink( 0.1 ); return pSpit; } void CBMortar::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->IsBSPModel() ) { // 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_MOMMASPLAT ); } else { tr.vecEndPos = pev->origin; tr.vecPlaneNormal = -1 * pev->velocity.Normalize(); } // make some flecks MortarSpray( tr.vecEndPos, tr.vecPlaneNormal, gSpitSprite, 24 ); entvars_t *pevOwner = NULL; if( pev->owner ) pevOwner = VARS(pev->owner); RadiusDamage( pev->origin, pev, pevOwner, gSkillData.bigmommaDmgBlast, gSkillData.bigmommaRadiusBlast, CLASS_NONE, DMG_ACID ); UTIL_Remove( this ); } #endif