/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * This source code contains proprietary and confidential information of * Valve LLC and its suppliers. Access to this code is restricted to * persons who have executed a written SDK license with Valve. Any access, * use or distribution of this code by or to any unlicensed person is illegal. * ****/ //========================================================= // voltigore //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "nodes.h" #include "effects.h" #include "decals.h" #include "soundent.h" #include "game.h" #define VOLTIGORE_SPRINT_DIST 256 // how close the voltigore has to get before starting to sprint and refusing to swerve #define VOLTIGORE_MAX_BEAMS 12 #define VOLTIGORE_CLASSNAME "monster_alien_voltigore" #define VOLTIGORE_BABY_CLASSNAME "monster_alien_babyvoltigore" #define VOLTIGORE_ZAP_RED 180 #define VOLTIGORE_ZAP_GREEN 16 #define VOLTIGORE_ZAP_BLUE 255 #define VOLTIGORE_ZAP_BEAM "sprites/lgtning.spr" #define VOLTIGORE_ZAP_NOISE 80 #define VOLTIGORE_ZAP_WIDTH 40 #define VOLTIGORE_ZAP_BRIGHTNESS 255 #define VOLTIGORE_ZAP_DISTANCE 512 #define VOLTIGORE_GLOW_SCALE 1.0f #define VOLTIGORE_GIB_COUNT 9 #define VOLTIGORE_GLOW_SPRITE "sprites/blueflare2.spr" //========================================================= // monster-specific schedule types //========================================================= //========================================================= // monster-specific tasks //========================================================= enum { TASK_VOLTIGORE_GET_PATH_TO_ENEMY_CORPSE = LAST_COMMON_TASK + 1 }; //========================================================= // Voltigore's energy ball projectile //========================================================= class CVoltigoreEnergyBall : public CBaseEntity { public: void Spawn(void); static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity); void Touch(CBaseEntity *pOther); void EXPORT BeamThink(void); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); static TYPEDESCRIPTION m_SaveData[]; void CreateBeams(); void ClearBeams(); void UpdateBeams(); CBeam* m_pBeam[VOLTIGORE_MAX_BEAMS]; int m_iBeams; float m_timeToDie; protected: void CreateBeam(int nIndex, const Vector& vecPos, int width, int brightness); void UpdateBeam(int nIndex, const Vector& vecPos, bool show); void ClearBeam(int nIndex); }; LINK_ENTITY_TO_CLASS(voltigore_energy_ball, CVoltigoreEnergyBall) TYPEDESCRIPTION CVoltigoreEnergyBall::m_SaveData[] = { DEFINE_ARRAY(CVoltigoreEnergyBall, m_pBeam, FIELD_CLASSPTR, VOLTIGORE_MAX_BEAMS), DEFINE_FIELD(CVoltigoreEnergyBall, m_iBeams, FIELD_INTEGER), DEFINE_FIELD(CVoltigoreEnergyBall, m_timeToDie, FIELD_TIME), }; IMPLEMENT_SAVERESTORE(CVoltigoreEnergyBall, CBaseEntity) //========================================================= // Purpose: //========================================================= void CVoltigoreEnergyBall::Spawn(void) { pev->movetype = MOVETYPE_FLY; pev->classname = MAKE_STRING("voltigore_energy_ball"); pev->solid = SOLID_BBOX; pev->rendermode = kRenderTransAdd; pev->renderamt = 220; SET_MODEL(ENT(pev), VOLTIGORE_GLOW_SPRITE); pev->frame = 0; pev->scale = VOLTIGORE_GLOW_SCALE; UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); m_iBeams = 0; } //========================================================= // Purpose: //========================================================= void CVoltigoreEnergyBall::Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity) { CVoltigoreEnergyBall *pEnergyBall = GetClassPtr((CVoltigoreEnergyBall *)NULL); pEnergyBall->Spawn(); UTIL_SetOrigin(pEnergyBall->pev, vecStart); pEnergyBall->pev->velocity = vecVelocity; pEnergyBall->pev->owner = ENT(pevOwner); pEnergyBall->SetThink(&CVoltigoreEnergyBall::BeamThink); pEnergyBall->pev->nextthink = gpGlobals->time + 0.1; } //========================================================= // Purpose: //========================================================= void CVoltigoreEnergyBall::Touch(CBaseEntity *pOther) { if (m_timeToDie) { return; } TraceResult tr; if (!pOther->pev->takedamage) { // make a splat on the wall UTIL_TraceLine(pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT(pev), &tr); UTIL_DecalTrace(&tr, DECAL_SCORCH1 + RANDOM_LONG(0, 1)); } else { pOther->TakeDamage(pev, VARS( pev->owner ), gSkillData.voltigoreDmgBeam, DMG_SHOCK); } pev->velocity = Vector(0,0,0); m_timeToDie = gpGlobals->time + 0.3; } //========================================================= // Purpose: //========================================================= void CVoltigoreEnergyBall::BeamThink(void) { pev->nextthink = gpGlobals->time + 0.1; if (m_timeToDie) { CBaseEntity* pEntity = NULL; while ((pEntity = UTIL_FindEntityInSphere(pEntity, pev->origin, 32)) != NULL) { if ( pEntity->pev->takedamage && pEntity->MyMonsterPointer() && !FClassnameIs(pEntity->pev, "monster_alien_voltigore") && !FClassnameIs(pEntity->pev, "monster_alien_babyvoltigore")) { pEntity->TakeDamage(pev, pev, gSkillData.voltigoreDmgBeam/5, DMG_SHOCK); } } if (m_timeToDie <= gpGlobals->time) { ClearBeams(); SetThink(&CVoltigoreEnergyBall::SUB_Remove); pev->nextthink = gpGlobals->time; } } else { if (m_iBeams) UpdateBeams(); else CreateBeams(); } } //========================================================= // Purpose: //========================================================= void CVoltigoreEnergyBall::CreateBeam(int nIndex, const Vector& vecPos, int width, int brightness) { m_pBeam[nIndex] = CBeam::BeamCreate(VOLTIGORE_ZAP_BEAM, width); if (!m_pBeam[nIndex]) return; m_pBeam[nIndex]->PointEntInit(vecPos, entindex()); m_pBeam[nIndex]->SetColor(VOLTIGORE_ZAP_RED, VOLTIGORE_ZAP_GREEN, VOLTIGORE_ZAP_BLUE); m_pBeam[nIndex]->SetBrightness(brightness); m_pBeam[nIndex]->SetNoise(VOLTIGORE_ZAP_NOISE); //m_pBeam[nIndex]->SetFlags( SF_BEAM_SHADEIN ); } //========================================================= // Purpose: //========================================================= void CVoltigoreEnergyBall::UpdateBeam(int nIndex, const Vector& vecPos, bool show) { if (!m_pBeam[nIndex]) return; m_pBeam[nIndex]->SetBrightness(show ? VOLTIGORE_ZAP_BRIGHTNESS : 0); m_pBeam[nIndex]->SetStartPos(vecPos); m_pBeam[nIndex]->SetEndEntity(entindex()); m_pBeam[nIndex]->RelinkBeam(); } //========================================================= // Purpose: //========================================================= void CVoltigoreEnergyBall::ClearBeam(int nIndex) { if (m_pBeam[nIndex]) { UTIL_Remove(m_pBeam[nIndex]); m_pBeam[nIndex] = NULL; } } //========================================================= // CreateBeams - create all beams //========================================================= void CVoltigoreEnergyBall::CreateBeams() { for (int i = 0; i < VOLTIGORE_MAX_BEAMS; ++i) { CreateBeam(i, pev->origin, VOLTIGORE_ZAP_WIDTH, VOLTIGORE_ZAP_BRIGHTNESS ); } m_iBeams = VOLTIGORE_MAX_BEAMS; } //========================================================= // ClearBeams - remove all beams //========================================================= void CVoltigoreEnergyBall::ClearBeams() { for (int i = 0; i < VOLTIGORE_MAX_BEAMS; ++i) { ClearBeam( i ); } m_iBeams = 0; } void CVoltigoreEnergyBall::UpdateBeams() { int i, j; TraceResult tr; const Vector vecSrc = pev->origin; const Vector directionVector = pev->velocity.Normalize(); const int baseDistance = VOLTIGORE_ZAP_DISTANCE; for (i = 0; i < m_iBeams; ++i) { for (j = 0; j < 3; ++j) { const float randomX = RANDOM_FLOAT(-1, 0.1); const float randomY = RANDOM_FLOAT(-1, 0.1); //ALERT(at_console, "Randomize: %f %f\n", randomX, randomY); Vector vecTarget = vecSrc + Vector( directionVector.x * randomX, directionVector.y * randomY, RANDOM_LONG(0, 1) ? 1 : -1 ) * baseDistance; TraceResult tr1; UTIL_TraceLine(vecSrc, vecTarget, ignore_monsters, ENT(pev), &tr1); if (tr1.flFraction != 1.0f) { tr = tr1; break; } } // Update the target position of the beam. UpdateBeam(i, tr.vecEndPos, tr.flFraction != 1.0f); } } //========================================================= // Monster's Anim Events Go Here //========================================================= #define VOLTIGORE_AE_THROW ( 1 ) #define VOLTIGORE_AE_PUNCH_BOTH ( 12 ) #define VOLTIGORE_AE_PUNCH_SINGLE ( 13 ) #define VOLTIGORE_AE_GIB ( 2002 ) //========================================================= // CVoltigore //========================================================= class CVoltigore : public CBaseMonster { public: virtual void Spawn(void); virtual void Precache(void); void SetYawSpeed(void); virtual int Classify(void); virtual void HandleAnimEvent(MonsterEvent_t *pEvent); virtual void IdleSound(void); virtual void PainSound(void); virtual void DeathSound(void); virtual void AlertSound(void); void AttackSound(void); virtual void StartTask(Task_t *pTask); virtual BOOL CheckMeleeAttack1(float flDot, float flDist); virtual BOOL CheckRangeAttack1(float flDot, float flDist); virtual void RunAI(void); virtual void GibMonster(); Schedule_t *GetSchedule(void); Schedule_t *GetScheduleOfType(int Type); virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); virtual void Killed(entvars_t *pevAttacker, int iGib); int Save(CSave &save); int Restore(CRestore &restore); CUSTOM_SCHEDULES static TYPEDESCRIPTION m_SaveData[]; virtual int SizeForGrapple() { return GRAPPLE_LARGE; } float m_flNextZapTime; // last time the voltigore used the spit attack. BOOL m_fShouldUpdateBeam; CBeam* m_pBeam[3]; CSprite* m_pBeamGlow; int m_glowBrightness; static const char* pAlertSounds[]; static const char* pAttackMeleeSounds[]; static const char* pMeleeHitSounds[]; static const char* pMeleeMissSounds[]; static const char* pComSounds[]; static const char* pDeathSounds[]; static const char* pFootstepSounds[]; static const char* pIdleSounds[]; static const char* pPainSounds[]; static const char* pGruntSounds[]; void CreateBeams(); void DestroyBeams(); void UpdateBeams(); void CreateGlow(); void DestroyGlow(); void GlowUpdate(); void GlowOff(void); void GlowOn(int level); protected: void GibBeamDamage(); void PrecacheImpl(const char* modelName); int m_beamTexture; }; LINK_ENTITY_TO_CLASS(monster_alien_voltigore, CVoltigore) TYPEDESCRIPTION CVoltigore::m_SaveData[] = { DEFINE_FIELD(CVoltigore, m_flNextZapTime, FIELD_TIME), DEFINE_FIELD(CVoltigore, m_fShouldUpdateBeam, FIELD_BOOLEAN), DEFINE_ARRAY(CVoltigore, m_pBeam, FIELD_CLASSPTR, 3), DEFINE_FIELD(CVoltigore, m_glowBrightness, FIELD_INTEGER), DEFINE_FIELD(CVoltigore, m_pBeamGlow, FIELD_CLASSPTR), }; IMPLEMENT_SAVERESTORE(CVoltigore, CBaseMonster) const char* CVoltigore::pAlertSounds[] = { "voltigore/voltigore_alert1.wav", "voltigore/voltigore_alert2.wav", "voltigore/voltigore_alert3.wav", }; const char* CVoltigore::pAttackMeleeSounds[] = { "voltigore/voltigore_attack_melee1.wav", "voltigore/voltigore_attack_melee2.wav", }; const char* CVoltigore::pMeleeHitSounds[] = { "zombie/claw_strike1.wav", "zombie/claw_strike2.wav", "zombie/claw_strike3.wav", }; const char* CVoltigore::pMeleeMissSounds[] = { "zombie/claw_miss1.wav", "zombie/claw_miss2.wav", }; const char* CVoltigore::pComSounds[] = { "voltigore/voltigore_communicate1.wav", "voltigore/voltigore_communicate2.wav", "voltigore/voltigore_communicate3.wav", }; const char* CVoltigore::pDeathSounds[] = { "voltigore/voltigore_die1.wav", "voltigore/voltigore_die2.wav", "voltigore/voltigore_die3.wav", }; const char* CVoltigore::pFootstepSounds[] = { "voltigore/voltigore_footstep1.wav", "voltigore/voltigore_footstep2.wav", "voltigore/voltigore_footstep3.wav", }; const char* CVoltigore::pIdleSounds[] = { "voltigore/voltigore_idle1.wav", "voltigore/voltigore_idle2.wav", "voltigore/voltigore_idle3.wav", }; const char* CVoltigore::pPainSounds[] = { "voltigore/voltigore_pain1.wav", "voltigore/voltigore_pain2.wav", "voltigore/voltigore_pain3.wav", "voltigore/voltigore_pain4.wav", }; const char* CVoltigore::pGruntSounds[] = { "voltigore/voltigore_run_grunt1.wav", "voltigore/voltigore_run_grunt2.wav", }; //========================================================= // TakeDamage - overridden for voltigore so we can keep track // of how much time has passed since it was last injured //========================================================= int CVoltigore::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { float flDist; Vector vecApex; // if the voltigore is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy, // it will swerve. (whew). if (m_hEnemy != 0 && IsMoving() && pevAttacker == m_hEnemy->pev) { flDist = (pev->origin - m_hEnemy->pev->origin).Length2D(); if (flDist > VOLTIGORE_SPRINT_DIST) { flDist = (pev->origin - m_Route[m_iRouteIndex].vecLocation).Length2D();// reusing flDist. if (FTriangulate(pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5, m_hEnemy, &vecApex)) { InsertWaypoint(vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY); } } } return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); } //========================================================= // CheckRangeAttack1 //========================================================= BOOL CVoltigore::CheckRangeAttack1(float flDot, float flDist) { if (IsMoving() && flDist >= 512) { // voltigore will far too far behind if he stops running to spit at this distance from the enemy. return FALSE; } if (flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextZapTime) { if (m_hEnemy != 0) { if (fabs(pev->origin.z - m_hEnemy->pev->origin.z) > 256) { // don't try to spit at someone up really high or down really low. return FALSE; } } if (IsMoving()) { // don't spit again for a long time, resume chasing enemy. m_flNextZapTime = gpGlobals->time + 5; } else { // not moving, so spit again pretty soon. m_flNextZapTime = gpGlobals->time + 2; } return TRUE; } return FALSE; } //========================================================= //========================================================= void CVoltigore::RunAI(void) { CBaseMonster::RunAI(); if (m_fShouldUpdateBeam) { UpdateBeams(); } GlowUpdate(); } void CVoltigore::GibMonster() { GibBeamDamage(); EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "common/bodysplat.wav", 1, ATTN_NORM ); if( CVAR_GET_FLOAT( "violence_agibs" ) != 0 ) // Should never get here, but someone might call it directly { CGib::SpawnRandomGibs( pev, 10, "models/vgibs.mdl", VOLTIGORE_GIB_COUNT ); // Throw alien gibs } SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time; } //========================================================= // CheckMeleeAttack1 - voltigore is a big guy, so has a longer // melee range than most monsters. This is the tailwhip attack //========================================================= BOOL CVoltigore::CheckMeleeAttack1(float flDot, float flDist) { if (flDist <= 120 && flDot >= 0.7) { return TRUE; } return FALSE; } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CVoltigore::Classify(void) { return CLASS_ALIEN_MONSTER; } //========================================================= // IdleSound //========================================================= void CVoltigore::IdleSound(void) { EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, ATTN_NORM); } //========================================================= // PainSound //========================================================= void CVoltigore::PainSound(void) { EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM, 0, RANDOM_LONG(85, 120)); } //========================================================= // AlertSound //========================================================= void CVoltigore::AlertSound(void) { EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), 1, ATTN_NORM, 0, RANDOM_LONG(140, 160)); } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CVoltigore::SetYawSpeed(void) { int ys; ys = 0; switch (m_Activity) { case ACT_WALK: ys = 90; break; case ACT_RUN: ys = 90; break; case ACT_IDLE: ys = 90; break; case ACT_RANGE_ATTACK1: ys = 90; break; default: ys = 90; break; } pev->yaw_speed = ys; } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CVoltigore::HandleAnimEvent(MonsterEvent_t *pEvent) { switch (pEvent->event) { case VOLTIGORE_AE_THROW: { // SOUND HERE! Vector vecSpitOffset; Vector vecSpitDir; UTIL_MakeVectors(pev->angles); // !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here. // we should be able to read the position of bones at runtime for this info. vecSpitOffset = (gpGlobals->v_right * 8 + gpGlobals->v_forward * 37 + gpGlobals->v_up * 23); vecSpitOffset = (pev->origin + vecSpitOffset); vecSpitDir = ((m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs) - vecSpitOffset).Normalize(); vecSpitDir.x += RANDOM_FLOAT(-0.01, 0.01); vecSpitDir.y += RANDOM_FLOAT(-0.01, 0.01); vecSpitDir.z += RANDOM_FLOAT(-0.01, 0); // do stuff for this event. //AttackSound(); CVoltigoreEnergyBall::Shoot(pev, vecSpitOffset, vecSpitDir * 1000); // turn the beam glow off. DestroyBeams(); GlowOff(); m_fShouldUpdateBeam = FALSE; } break; case VOLTIGORE_AE_PUNCH_SINGLE: { // SOUND HERE! CBaseEntity *pHurt = CheckTraceHullAttack(120, gSkillData.voltigoreDmgPunch, DMG_CLUB); if (pHurt) { pHurt->pev->punchangle.z = -15; pHurt->pev->punchangle.x = 15; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -150; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeHitSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); } else { EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeMissSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); } } break; case VOLTIGORE_AE_PUNCH_BOTH: { // SOUND HERE! CBaseEntity *pHurt = CheckTraceHullAttack(120, gSkillData.voltigoreDmgPunch, DMG_CLUB); if (pHurt) { pHurt->pev->punchangle.x = 20; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 150; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeHitSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); } else { EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeMissSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); } } break; case VOLTIGORE_AE_GIB: { pev->health = 0; GibMonster(); } break; default: CBaseMonster::HandleAnimEvent(pEvent); } } //========================================================= // Spawn //========================================================= void CVoltigore::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/voltigore.mdl"); UTIL_SetSize(pev, Vector(-80, -80, 0), Vector(80, 80, 90)); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; pev->effects = 0; pev->health = gSkillData.voltigoreHealth; m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_flNextZapTime = gpGlobals->time; m_fShouldUpdateBeam = FALSE; m_pBeamGlow = NULL; GlowOff(); // Create glow. CreateGlow(); MonsterInit(); pev->view_ofs = Vector(0, 0, 84); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CVoltigore::Precache() { PrecacheImpl("models/voltigore.mdl"); PRECACHE_MODEL("models/vgibs.mdl"); } void CVoltigore::PrecacheImpl(const char *modelName) { PRECACHE_MODEL(modelName); PRECACHE_SOUND_ARRAY(pAlertSounds); PRECACHE_SOUND_ARRAY(pAttackMeleeSounds); PRECACHE_SOUND_ARRAY(pMeleeHitSounds); PRECACHE_SOUND_ARRAY(pMeleeMissSounds); PRECACHE_SOUND_ARRAY(pComSounds); PRECACHE_SOUND_ARRAY(pDeathSounds); PRECACHE_SOUND_ARRAY(pFootstepSounds); PRECACHE_SOUND_ARRAY(pIdleSounds); PRECACHE_SOUND_ARRAY(pPainSounds); PRECACHE_SOUND_ARRAY(pGruntSounds); PRECACHE_SOUND("voltigore/voltigore_attack_shock.wav"); PRECACHE_SOUND("voltigore/voltigore_eat.wav"); PRECACHE_SOUND("debris/beamstart1.wav"); m_beamTexture = PRECACHE_MODEL(VOLTIGORE_ZAP_BEAM); PRECACHE_MODEL(VOLTIGORE_GLOW_SPRITE); UTIL_PrecacheOther("voltigore_energy_ball"); } //========================================================= // DeathSound //========================================================= void CVoltigore::DeathSound(void) { EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_NORM); } //========================================================= // AttackSound //========================================================= void CVoltigore::AttackSound(void) { EMIT_SOUND(ENT(pev), CHAN_WEAPON, "voltigore/voltigore_attack_shock.wav", 1, ATTN_NORM); } //======================================================== // AI Schedules Specific to this monster //========================================================= // primary range attack Task_t tlVoltigoreRangeAttack1[] = { { TASK_STOP_MOVING, 0 }, { TASK_FACE_IDEAL, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_SET_ACTIVITY, (float)ACT_IDLE }, }; Schedule_t slVoltigoreRangeAttack1[] = { { tlVoltigoreRangeAttack1, ARRAYSIZE(tlVoltigoreRangeAttack1), bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD | bits_COND_HEAVY_DAMAGE | bits_COND_ENEMY_OCCLUDED | bits_COND_NO_AMMO_LOADED, 0, "Voltigore Range Attack1" }, }; // Chase enemy schedule Task_t tlVoltigoreChaseEnemy1[] = { { TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },// !!!OEM - this will stop nasty voltigore oscillation. { TASK_GET_PATH_TO_ENEMY, (float)0 }, { TASK_RUN_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, }; Schedule_t slVoltigoreChaseEnemy[] = { { tlVoltigoreChaseEnemy1, ARRAYSIZE(tlVoltigoreChaseEnemy1), bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD | bits_COND_SMELL_FOOD | bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK2 | bits_COND_TASK_FAILED | bits_COND_HEAR_SOUND, bits_SOUND_DANGER | bits_SOUND_MEAT, "Voltigore Chase Enemy" }, }; //========================================================= // Victory dance! //========================================================= Task_t tlVoltigoreVictoryDance[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_WAIT, (float)0.2 }, { TASK_VOLTIGORE_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_STAND }, { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, { TASK_PLAY_SEQUENCE, (float)ACT_STAND }, }; Schedule_t slVoltigoreVictoryDance[] = { { tlVoltigoreVictoryDance, ARRAYSIZE( tlVoltigoreVictoryDance ), bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "VoltigoreVictoryDance" }, }; DEFINE_CUSTOM_SCHEDULES(CVoltigore) { slVoltigoreRangeAttack1, slVoltigoreChaseEnemy, slVoltigoreVictoryDance }; IMPLEMENT_CUSTOM_SCHEDULES(CVoltigore, CBaseMonster) //========================================================= // GetSchedule //========================================================= Schedule_t *CVoltigore::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); } return GetScheduleOfType(SCHED_CHASE_ENEMY); break; } } return CBaseMonster::GetSchedule(); } //========================================================= // GetScheduleOfType //========================================================= Schedule_t* CVoltigore::GetScheduleOfType(int Type) { switch (Type) { case SCHED_RANGE_ATTACK1: return &slVoltigoreRangeAttack1[0]; break; case SCHED_CHASE_ENEMY: return &slVoltigoreChaseEnemy[0]; break; case SCHED_VICTORY_DANCE: return &slVoltigoreVictoryDance[0]; break; } return CBaseMonster::GetScheduleOfType(Type); } //========================================================= // Start task - selects the correct activity and performs // any necessary calculations to start the next task on the // schedule. OVERRIDDEN for voltigore because it needs to // know explicitly when the last attempt to chase the enemy // failed, since that impacts its attack choices. //========================================================= void CVoltigore::StartTask(Task_t *pTask) { m_iTaskStatus = TASKSTATUS_RUNNING; GlowOff(); DestroyBeams(); m_fShouldUpdateBeam = FALSE; switch (pTask->iTask) { case TASK_RANGE_ATTACK1: { CreateBeams(); GlowOn( 255 ); m_fShouldUpdateBeam = TRUE; // Play the beam 'glow' sound. EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "debris/beamstart1.wav", 1, ATTN_NORM, 0, PITCH_HIGH); CBaseMonster::StartTask(pTask); } break; case TASK_GET_PATH_TO_ENEMY: { if (BuildRoute(m_hEnemy->pev->origin, bits_MF_TO_ENEMY, m_hEnemy)) { m_iTaskStatus = TASKSTATUS_COMPLETE; } else { ALERT(at_aiconsole, "GetPathToEnemy failed!!\n"); TaskFail(); } } break; case TASK_VOLTIGORE_GET_PATH_TO_ENEMY_CORPSE: UTIL_MakeVectors( pev->angles ); if( BuildRoute( m_vecEnemyLKP - gpGlobals->v_forward * 50, bits_MF_TO_LOCATION, NULL ) ) { TaskComplete(); } else { ALERT( at_aiconsole, "VoltigoreGetPathToEnemyCorpse failed!!\n" ); TaskFail(); } default: CBaseMonster::StartTask(pTask); break; } } void CVoltigore::Killed(entvars_t *pevAttacker, int iGib) { DestroyBeams(); DestroyGlow(); int iTimes = 0; int iDrawn = 0; const int iBeams = VOLTIGORE_MAX_BEAMS; while( iDrawn < iBeams && iTimes < ( iBeams * 3 ) ) { TraceResult tr; const Vector vecOrigin = Center(); const Vector vecDest = VOLTIGORE_ZAP_DISTANCE * ( Vector( RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ) ).Normalize() ); UTIL_TraceLine( vecOrigin, vecOrigin + vecDest, ignore_monsters, ENT( pev ), &tr ); if( tr.flFraction != 1.0 ) { // we hit something. iDrawn++; MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMPOINTS ); WRITE_COORD( vecOrigin.x ); WRITE_COORD( vecOrigin.y ); WRITE_COORD( vecOrigin.z ); WRITE_COORD( tr.vecEndPos.x ); WRITE_COORD( tr.vecEndPos.y ); WRITE_COORD( tr.vecEndPos.z ); WRITE_SHORT( m_beamTexture ); WRITE_BYTE( 0 ); // framestart WRITE_BYTE( 10 ); // framerate WRITE_BYTE( RANDOM_LONG( 10, 15 ) ); // life WRITE_BYTE( VOLTIGORE_ZAP_WIDTH ); // width WRITE_BYTE( VOLTIGORE_ZAP_NOISE ); // noise WRITE_BYTE( VOLTIGORE_ZAP_RED ); // r, g, b WRITE_BYTE( VOLTIGORE_ZAP_GREEN); // r, g, b WRITE_BYTE( VOLTIGORE_ZAP_BLUE ); // r, g, b WRITE_BYTE( VOLTIGORE_ZAP_BRIGHTNESS ); // brightness WRITE_BYTE( 35 ); // speed MESSAGE_END(); } iTimes++; } CBaseMonster::Killed(pevAttacker, iGib); } void CVoltigore::GibBeamDamage() { CBaseEntity *pEntity = NULL; // iterate on all entities in the vicinity. const float attackRadius = gSkillData.voltigoreDmgBeam * 10; float flAdjustedDamage = gSkillData.voltigoreDmgBeam/2; while( ( pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, attackRadius ) ) != NULL ) { if( pEntity->pev->takedamage != DAMAGE_NO ) { if( pEntity->pev->classname != pev->classname && !FClassnameIs( pEntity->pev, "monster_alien_babyvoltigore" ) ) { // voltigores don't hurt other voltigores on death const float flDist = ( pEntity->Center() - pev->origin ).Length(); flAdjustedDamage -= ( flDist / attackRadius ) * flAdjustedDamage; if( !FVisible( pEntity ) ) { if( pEntity->IsPlayer() ) { // if this entity is a client, and is not in full view, inflict half damage. We do this so that players still // take the residual damage if they don't totally leave the houndeye's effective radius. We restrict it to clients // so that monsters in other parts of the level don't take the damage and get pissed. flAdjustedDamage *= 0.5; } else if( !FClassnameIs( pEntity->pev, "func_breakable" ) && !FClassnameIs( pEntity->pev, "func_pushable" ) ) { // do not hurt nonclients through walls, but allow damage to be done to breakables flAdjustedDamage = 0; } } if( flAdjustedDamage > 0 ) { pEntity->TakeDamage( pev, pev, flAdjustedDamage, DMG_SHOCK ); } } } } } void CVoltigore::CreateBeams() { Vector vecStart, vecEnd, vecAngles; GetAttachment(3, vecStart, vecAngles); for (int i = 0; i < 3; i++) { m_pBeam[i] = CBeam::BeamCreate(VOLTIGORE_ZAP_BEAM, VOLTIGORE_ZAP_WIDTH); if (!m_pBeam[i]) return; GetAttachment(i, vecEnd, vecAngles); m_pBeam[i]->PointsInit(vecStart, vecEnd); m_pBeam[i]->SetColor(VOLTIGORE_ZAP_RED, VOLTIGORE_ZAP_GREEN, VOLTIGORE_ZAP_BLUE); m_pBeam[i]->SetBrightness(VOLTIGORE_ZAP_BRIGHTNESS); m_pBeam[i]->SetNoise(VOLTIGORE_ZAP_NOISE); } } void CVoltigore::DestroyBeams() { for (int i = 0; i < 3; i++) { if (m_pBeam[i]) { UTIL_Remove(m_pBeam[i]); m_pBeam[i] = NULL; } } } void CVoltigore::UpdateBeams() { Vector vecStart, vecEnd, vecAngles; GetAttachment(3, vecStart, vecAngles); for (int i = 0; i < 3; i++) { if (!m_pBeam[i]) { continue; } GetAttachment(i, vecEnd, vecAngles); m_pBeam[i]->SetStartPos(vecStart); m_pBeam[i]->SetEndPos(vecEnd); m_pBeam[i]->RelinkBeam(); } } void CVoltigore::CreateGlow() { m_pBeamGlow = CSprite::SpriteCreate(VOLTIGORE_GLOW_SPRITE, pev->origin, FALSE); m_pBeamGlow->SetTransparency(kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation); m_pBeamGlow->SetAttachment(edict(), 4); m_pBeamGlow->SetScale(VOLTIGORE_GLOW_SCALE); } void CVoltigore::DestroyGlow() { if (m_pBeamGlow) { UTIL_Remove(m_pBeamGlow); m_pBeamGlow = NULL; } } void CVoltigore::GlowUpdate() { if (m_pBeamGlow) { m_pBeamGlow->pev->renderamt = UTIL_Approach(m_glowBrightness, m_pBeamGlow->pev->renderamt, 100); if (m_pBeamGlow->pev->renderamt == 0) m_pBeamGlow->pev->effects |= EF_NODRAW; else m_pBeamGlow->pev->effects &= ~EF_NODRAW; UTIL_SetOrigin(m_pBeamGlow->pev, pev->origin); } } void CVoltigore::GlowOff(void) { m_glowBrightness = 0; } void CVoltigore::GlowOn(int level) { m_glowBrightness = level; } //========================================================= // CBabyAlienVoltigore //========================================================= //========================================================= // Monster's Anim Events Go Here //========================================================= #define BABY_VOLTIGORE_AE_RUN ( 14 ) class CBabyVoltigore : public CVoltigore { public: void Spawn(void); void Precache(void); void HandleAnimEvent(MonsterEvent_t* pEvent); BOOL CheckMeleeAttack1(float flDot, float flDist); BOOL CheckRangeAttack1(float flDot, float flDist); void StartTask(Task_t *pTask); void Killed(entvars_t *pevAttacker, int iGib); void GibMonster(); Schedule_t* GetSchedule(); Schedule_t* GetScheduleOfType(int Type); virtual int SizeForGrapple() { return GRAPPLE_SMALL; } }; LINK_ENTITY_TO_CLASS(monster_alien_babyvoltigore, CBabyVoltigore) //========================================================= // Spawn //========================================================= void CBabyVoltigore::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/baby_voltigore.mdl"); UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 36)); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; pev->effects = 0; pev->health = gSkillData.babyVoltigoreHealth; m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_flNextZapTime = gpGlobals->time; MonsterInit(); pev->view_ofs = Vector(0, 0, 32); } //========================================================= //========================================================= void CBabyVoltigore::Precache(void) { PrecacheImpl("models/baby_voltigore.mdl"); } void CBabyVoltigore::HandleAnimEvent(MonsterEvent_t* pEvent) { switch (pEvent->event) { case BABY_VOLTIGORE_AE_RUN: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pFootstepSounds), RANDOM_FLOAT(0.5, 0.6), ATTN_NORM, 0, RANDOM_LONG(85, 120)); break; case VOLTIGORE_AE_PUNCH_SINGLE: { CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.babyVoltigoreDmgPunch, DMG_CLUB | DMG_ALWAYSGIB); if (pHurt) { pHurt->pev->punchangle.z = -10; pHurt->pev->punchangle.x = 10; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -100; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 50; EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeHitSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); } else { EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeMissSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); } } break; case VOLTIGORE_AE_PUNCH_BOTH: { CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.babyVoltigoreDmgPunch, DMG_CLUB | DMG_ALWAYSGIB); if (pHurt) { pHurt->pev->punchangle.x = 15; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 50; EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeHitSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); } else { EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeMissSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); } } break; default: CVoltigore::HandleAnimEvent(pEvent); break; } } BOOL CBabyVoltigore::CheckMeleeAttack1(float flDot, float flDist) { return CBaseMonster::CheckMeleeAttack1(flDot, flDist); } //========================================================= // Start task - selects the correct activity and performs // any necessary calculations to start the next task on the // schedule. OVERRIDDEN for voltigore because it needs to // know explicitly when the last attempt to chase the enemy // failed, since that impacts its attack choices. //========================================================= void CBabyVoltigore::StartTask(Task_t *pTask) { m_iTaskStatus = TASKSTATUS_RUNNING; switch (pTask->iTask) { case TASK_MELEE_ATTACK1: { EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackMeleeSounds), RANDOM_FLOAT(0.5, 0.6), ATTN_NONE, 0, RANDOM_LONG(110, 120)); CBaseMonster::StartTask(pTask); } break; default: CBaseMonster::StartTask(pTask); break; } } void CBabyVoltigore::Killed(entvars_t* pevAttacker, int iGib) { DestroyBeams(); CBaseMonster::Killed(pevAttacker, iGib); } void CBabyVoltigore::GibMonster() { CBaseMonster::GibMonster(); } BOOL CBabyVoltigore::CheckRangeAttack1(float flDot, float flDist) { return FALSE; } //========================================================= // GetSchedule //========================================================= Schedule_t *CBabyVoltigore::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_MELEE_ATTACK1)) { return GetScheduleOfType(SCHED_MELEE_ATTACK1); } return GetScheduleOfType(SCHED_CHASE_ENEMY); break; } } return CBaseMonster::GetSchedule(); } Schedule_t *CBabyVoltigore::GetScheduleOfType(int Type) { switch (Type) { // For some cryptic reason baby voltigore tries to start the range attack even though its model does not have sequence with range attack activity. // This hack is for preventing baby voltigore to do this. case SCHED_RANGE_ATTACK1: return &slVoltigoreChaseEnemy[0]; break; default: return CVoltigore::GetScheduleOfType(Type); break; } }