/*** * * 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. * ****/ //========================================================= // bullsquid - big, spotty tentacle-mouthed meanie. //========================================================= #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 "scripted.h" #include "game.h" #define SQUID_SPRINT_DIST 256.0f // how close the squid has to get before starting to sprint and refusing to swerve int iSquidSpitSprite; //========================================================= // monster-specific schedule types //========================================================= enum { SCHED_SQUID_HURTHOP = LAST_COMMON_SCHEDULE + 1, SCHED_SQUID_SMELLFOOD, SCHED_SQUID_SEECRAB, SCHED_SQUID_EAT, SCHED_SQUID_SNIFF_AND_EAT, SCHED_SQUID_WALLOW }; //========================================================= // monster-specific tasks //========================================================= enum { TASK_SQUID_HOPTURN = LAST_COMMON_TASK + 1 }; //========================================================= // Bullsquid's spit projectile //========================================================= class CSquidSpit : public CBaseEntity { public: void Spawn( void ); static void Shoot( entvars_t *pevOwner, 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( squidspit, CSquidSpit ) TYPEDESCRIPTION CSquidSpit::m_SaveData[] = { DEFINE_FIELD( CSquidSpit, m_maxFrame, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CSquidSpit, CBaseEntity ) void CSquidSpit::Spawn( void ) { pev->movetype = MOVETYPE_FLY; pev->classname = MAKE_STRING( "squidspit" ); pev->solid = SOLID_BBOX; pev->rendermode = kRenderTransAlpha; pev->renderamt = 255; SET_MODEL( ENT( pev ), "sprites/bigspit.spr" ); pev->frame = 0; pev->scale = 0.5f; UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); m_maxFrame = (float)MODEL_FRAMES( pev->modelindex ) - 1; } void CSquidSpit::Animate( void ) { SetNextThink( 0.1f ); if( pev->frame++ ) { if( pev->frame > m_maxFrame ) { pev->frame = 0; } } } void CSquidSpit::Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ) { CSquidSpit *pSpit = GetClassPtr( (CSquidSpit *)NULL ); pSpit->Spawn(); UTIL_SetOrigin( pSpit, vecStart ); pSpit->pev->velocity = vecVelocity; pSpit->pev->owner = ENT( pevOwner ); pSpit->SetThink( &CSquidSpit::Animate ); pSpit->SetNextThink( 0.1f ); } void CSquidSpit::Touch( CBaseEntity *pOther ) { TraceResult tr; int iPitch; // splat sound iPitch = RANDOM_FLOAT( 90.0f, 110.0f ); 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_SPIT1 + RANDOM_LONG( 0, 1 ) ); // make some flecks MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, tr.vecEndPos ); WRITE_BYTE( TE_SPRITE_SPRAY ); WRITE_COORD( tr.vecEndPos.x ); // pos WRITE_COORD( tr.vecEndPos.y ); WRITE_COORD( tr.vecEndPos.z ); WRITE_COORD( tr.vecPlaneNormal.x ); // dir WRITE_COORD( tr.vecPlaneNormal.y ); WRITE_COORD( tr.vecPlaneNormal.z ); WRITE_SHORT( iSquidSpitSprite ); // model WRITE_BYTE( 5 ); // count WRITE_BYTE( 30 ); // speed WRITE_BYTE( 80 ); // noise ( client will divide by 100 ) MESSAGE_END(); } else { pOther->TakeDamage( pev, pev, gSkillData.bullsquidDmgSpit, DMG_GENERIC ); } SetThink(&CSquidSpit :: SUB_Remove ); SetNextThink( 0 ); } //========================================================= // Monster's Anim Events Go Here //========================================================= #define BSQUID_AE_SPIT ( 1 ) #define BSQUID_AE_BITE ( 2 ) #define BSQUID_AE_BLINK ( 3 ) #define BSQUID_AE_TAILWHIP ( 4 ) #define BSQUID_AE_HOP ( 5 ) #define BSQUID_AE_THROW ( 6 ) class CBullsquid : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); int ISoundMask( void ); int Classify( void ); 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 ); void RunTask( Task_t *pTask ); BOOL CheckMeleeAttack1( float flDot, float flDist ); BOOL CheckMeleeAttack2( float flDot, float flDist ); BOOL CheckRangeAttack1( float flDot, float flDist ); void RunAI( void ); BOOL FValidateHintType( short sHint ); Schedule_t *GetSchedule( void ); Schedule_t *GetScheduleOfType( int Type ); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); int IRelationship( CBaseEntity *pTarget ); int IgnoreConditions( void ); MONSTERSTATE GetIdealState( void ); int Save( CSave &save ); int Restore( CRestore &restore ); CUSTOM_SCHEDULES; static TYPEDESCRIPTION m_SaveData[]; BOOL m_fCanThreatDisplay;// this is so the squid only does the "I see a headcrab!" dance one time. 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 bullsquid used the spit attack. }; LINK_ENTITY_TO_CLASS( monster_bullchicken, CBullsquid ); LINK_ENTITY_TO_CLASS( monster_bullsquid, CBullsquid ); //LRC - let's get the right name... TYPEDESCRIPTION CBullsquid::m_SaveData[] = { DEFINE_FIELD( CBullsquid, m_fCanThreatDisplay, FIELD_BOOLEAN ), DEFINE_FIELD( CBullsquid, m_flLastHurtTime, FIELD_TIME ), DEFINE_FIELD( CBullsquid, m_flNextSpitTime, FIELD_TIME ), }; IMPLEMENT_SAVERESTORE( CBullsquid, CBaseMonster ) //========================================================= // IgnoreConditions //========================================================= int CBullsquid::IgnoreConditions( void ) { int iIgnore = CBaseMonster::IgnoreConditions(); if( gpGlobals->time - m_flLastHurtTime <= 20.0f ) { // haven't been hurt in 20 seconds, so let the squid care about stink. // Er, more like, we HAVE been hurt in the last 20 seconds, so DON'T let it care about food. --LRC iIgnore = bits_COND_SMELL | bits_COND_SMELL_FOOD; } if( m_hEnemy != 0 ) { if( FClassnameIs( m_hEnemy->pev, "monster_headcrab" ) ) { // (Unless after a tasty headcrab) // i.e. when chasing a headcrab, don't worry about other food. --LRC iIgnore = bits_COND_SMELL | bits_COND_SMELL_FOOD; } } return iIgnore; } //========================================================= // IRelationship - overridden for bullsquid so that it can // be made to ignore its love of headcrabs for a while. //========================================================= int CBullsquid::IRelationship( CBaseEntity *pTarget ) { if( gpGlobals->time - m_flLastHurtTime < 5.0f && FClassnameIs( pTarget->pev, "monster_headcrab" ) ) { // if squid has been hurt in the last 5 seconds, and is getting relationship for a headcrab, // tell squid to disregard crab. return R_NO; } return CBaseMonster::IRelationship( pTarget ); } //========================================================= // TakeDamage - overridden for bullsquid so we can keep track // of how much time has passed since it was last injured //========================================================= int CBullsquid::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { 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, // it will swerve. (whew). if( m_hEnemy != 0 && IsMoving() && pevAttacker == m_hEnemy->pev && gpGlobals->time - m_flLastHurtTime > 3.0f ) { flDist = ( pev->origin - m_hEnemy->pev->origin ).Length2D(); if( flDist > SQUID_SPRINT_DIST ) { flDist = ( pev->origin - m_Route[m_iRouteIndex].vecLocation ).Length2D();// reusing flDist. if( FTriangulate( pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5f, m_hEnemy, &vecApex ) ) { InsertWaypoint( vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY ); } } } if( !FClassnameIs( pevAttacker, "monster_headcrab" ) ) { // don't forget about headcrabs if it was a headcrab that hurt the squid. m_flLastHurtTime = gpGlobals->time; } return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } //========================================================= // CheckRangeAttack1 //========================================================= BOOL CBullsquid::CheckRangeAttack1( float flDot, float flDist ) { if( IsMoving() && flDist >= 512.0f ) { // squid will far too far behind if he stops running to spit at this distance from the enemy. return FALSE; } if( flDist > 64.0f && flDist <= 784.0f && flDot >= 0.5f && gpGlobals->time >= m_flNextSpitTime ) { if( m_hEnemy != 0 ) { if( fabs( pev->origin.z - m_hEnemy->pev->origin.z ) > 256.0f ) { // don't try to spit at someone up really high or down really low. return FALSE; } } if( IsMoving() ) { // don't spit again for a long time, resume chasing enemy. m_flNextSpitTime = gpGlobals->time + 5.0f; } else { // not moving, so spit again pretty soon. m_flNextSpitTime = gpGlobals->time + 0.5f; } return TRUE; } return FALSE; } //========================================================= // CheckMeleeAttack1 - bullsquid is a big guy, so has a longer // melee range than most monsters. This is the tailwhip attack //========================================================= BOOL CBullsquid::CheckMeleeAttack1( float flDot, float flDist ) { if( m_hEnemy->pev->health <= gSkillData.bullsquidDmgWhip && flDist <= 85.0f && flDot >= 0.7f ) { return TRUE; } 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. //========================================================= BOOL CBullsquid::CheckMeleeAttack2( float flDot, float flDist ) { if( flDist <= 85.0f && flDot >= 0.7f && !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; } return FALSE; } //========================================================= // FValidateHintType //========================================================= BOOL CBullsquid::FValidateHintType( short sHint ) { size_t i; static short sSquidHints[] = { HINT_WORLD_HUMAN_BLOOD, }; for( i = 0; i < ARRAYSIZE( sSquidHints ); i++ ) { if( sSquidHints[i] == sHint ) { return TRUE; } } ALERT( at_aiconsole, "Couldn't validate hint type\n" ); return FALSE; } //========================================================= // ISoundMask - returns a bit mask indicating which types // of sounds this monster regards. In the base class implementation, // monsters care about all sounds, but no scents. //========================================================= int CBullsquid::ISoundMask( void ) { return bits_SOUND_WORLD | bits_SOUND_COMBAT | bits_SOUND_CARCASS | bits_SOUND_MEAT | bits_SOUND_GARBAGE | bits_SOUND_PLAYER; } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CBullsquid::Classify( void ) { return m_iClass?m_iClass:CLASS_ALIEN_PREDATOR; } //========================================================= // IdleSound //========================================================= #define SQUID_ATTN_IDLE (float)1.5 void CBullsquid::IdleSound( void ) { switch( RANDOM_LONG( 0, 4 ) ) { case 0: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_idle1.wav", 1, SQUID_ATTN_IDLE ); break; case 1: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_idle2.wav", 1, SQUID_ATTN_IDLE ); break; case 2: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_idle3.wav", 1, SQUID_ATTN_IDLE ); break; case 3: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_idle4.wav", 1, SQUID_ATTN_IDLE ); break; case 4: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_idle5.wav", 1, SQUID_ATTN_IDLE ); break; } } //========================================================= // PainSound //========================================================= void CBullsquid::PainSound( void ) { int iPitch = RANDOM_LONG( 85, 120 ); switch( RANDOM_LONG( 0, 3 ) ) { case 0: EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_pain1.wav", 1, ATTN_NORM, 0, iPitch ); break; case 1: EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_pain2.wav", 1, ATTN_NORM, 0, iPitch ); break; case 2: EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_pain3.wav", 1, ATTN_NORM, 0, iPitch ); break; case 3: EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_pain4.wav", 1, ATTN_NORM, 0, iPitch ); break; } } //========================================================= // AlertSound //========================================================= void CBullsquid::AlertSound( void ) { int iPitch = RANDOM_LONG( 140, 160 ); switch( RANDOM_LONG( 0, 1 ) ) { case 0: EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_idle1.wav", 1, ATTN_NORM, 0, iPitch ); break; case 1: EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_idle2.wav", 1, ATTN_NORM, 0, iPitch ); break; } } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CBullsquid::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 CBullsquid::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case BSQUID_AE_SPIT: { if( m_hEnemy == 0 ) return; 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 * 8.0f + gpGlobals->v_forward * 37.0f + gpGlobals->v_up * 23.0f ); vecSpitOffset = ( pev->origin + vecSpitOffset ); if (m_pCine) // LRC- are we being told to do this by a scripted_action? { if (m_hTargetEnt != 0 && m_pCine->PreciseAttack()) vecSpitDir = ( ( m_hTargetEnt->pev->origin ) - vecSpitOffset ).Normalize(); else vecSpitDir = gpGlobals->v_forward; } else vecSpitDir = ( ( m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs ) - vecSpitOffset ).Normalize(); vecSpitDir.x += RANDOM_FLOAT( -0.05f, 0.05f ); vecSpitDir.y += RANDOM_FLOAT( -0.05f, 0.05f ); vecSpitDir.z += RANDOM_FLOAT( -0.05f, 0.0f ); // do stuff for this event. AttackSound(); // 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 * 900.0f ); } break; case BSQUID_AE_BITE: { // SOUND HERE! CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.bullsquidDmgBite, DMG_SLASH ); if( pHurt ) { //pHurt->pev->punchangle.z = -15.0f; //pHurt->pev->punchangle.x = -45.0f; pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 100.0f; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100.0f; } } break; case BSQUID_AE_TAILWHIP: { CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.bullsquidDmgWhip, DMG_CLUB | DMG_ALWAYSGIB ); if( pHurt ) { pHurt->pev->punchangle.z = -20.0f; pHurt->pev->punchangle.x = 20.0f; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 200.0f; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100.0f; } } break; case BSQUID_AE_BLINK: { // close eye. pev->skin = 1; } break; case BSQUID_AE_HOP: { float flGravity = g_psv_gravity->value; // throw the squid up into the air on this frame. if( FBitSet( pev->flags, FL_ONGROUND ) ) { pev->flags -= FL_ONGROUND; } // jump into air for 0.8 (24/30) seconds //pev->velocity.z += ( 0.875f * flGravity ) * 0.5f; pev->velocity.z += ( 0.625f * flGravity ) * 0.5f; } break; case BSQUID_AE_THROW: { int iPitch; // squid throws its prey IF the prey is a client. CBaseEntity *pHurt = CheckTraceHullAttack( 70, 0, 0 ); if( pHurt ) { // croonchy bite sound iPitch = RANDOM_FLOAT( 90.0f, 110.0f ); switch( RANDOM_LONG( 0, 1 ) ) { case 0: EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 1.0f, ATTN_NORM, 0, iPitch ); break; case 1: EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 1.0f, ATTN_NORM, 0, iPitch ); break; } //pHurt->pev->punchangle.x = RANDOM_LONG( 0, 34 ) - 5; //pHurt->pev->punchangle.z = RANDOM_LONG( 0, 49 ) - 25; //pHurt->pev->punchangle.y = RANDOM_LONG( 0, 89 ) - 45; // screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels. UTIL_ScreenShake( pHurt->pev->origin, 25.0f, 1.5f, 0.7f, 2.0f ); if( pHurt->IsPlayer() ) { UTIL_MakeVectors( pev->angles ); pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 300.0f + gpGlobals->v_up * 300.0f; } } } break; default: CBaseMonster::HandleAnimEvent( pEvent ); } } //========================================================= // Spawn //========================================================= void CBullsquid::Spawn() { Precache(); if( pev->model ) SET_MODEL( ENT( pev ), STRING( pev->model ) ); //LRC else SET_MODEL( ENT( pev ), "models/bullsquid.mdl" ); UTIL_SetSize( pev, Vector( -32.0f, -32.0f, 0.0f ), Vector( 32.0f, 32.0f, 64.0f ) ); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; pev->effects = 0; if (pev->health == 0) pev->health = gSkillData.bullsquidHealth; m_flFieldOfView = 0.2f;// 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(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CBullsquid::Precache() { if (pev->model) PRECACHE_MODEL(STRING(pev->model)); //LRC else PRECACHE_MODEL( "models/bullsquid.mdl" ); PRECACHE_MODEL( "sprites/bigspit.spr" );// spit projectile. iSquidSpitSprite = PRECACHE_MODEL( "sprites/tinyspit.spr" );// client side spittle. PRECACHE_SOUND( "zombie/claw_miss2.wav" );// because we use the basemonster SWIPE animation event PRECACHE_SOUND( "bullchicken/bc_attack2.wav" ); PRECACHE_SOUND( "bullchicken/bc_attack3.wav" ); PRECACHE_SOUND( "bullchicken/bc_die1.wav" ); PRECACHE_SOUND( "bullchicken/bc_die2.wav" ); PRECACHE_SOUND( "bullchicken/bc_die3.wav" ); PRECACHE_SOUND( "bullchicken/bc_idle1.wav" ); PRECACHE_SOUND( "bullchicken/bc_idle2.wav" ); PRECACHE_SOUND( "bullchicken/bc_idle3.wav" ); PRECACHE_SOUND( "bullchicken/bc_idle4.wav" ); PRECACHE_SOUND( "bullchicken/bc_idle5.wav" ); PRECACHE_SOUND( "bullchicken/bc_pain1.wav" ); PRECACHE_SOUND( "bullchicken/bc_pain2.wav" ); PRECACHE_SOUND( "bullchicken/bc_pain3.wav" ); PRECACHE_SOUND( "bullchicken/bc_pain4.wav" ); PRECACHE_SOUND( "bullchicken/bc_attackgrowl.wav" ); PRECACHE_SOUND( "bullchicken/bc_attackgrowl2.wav" ); PRECACHE_SOUND( "bullchicken/bc_attackgrowl3.wav" ); PRECACHE_SOUND( "bullchicken/bc_acid1.wav" ); PRECACHE_SOUND( "bullchicken/bc_bite2.wav" ); PRECACHE_SOUND( "bullchicken/bc_bite3.wav" ); PRECACHE_SOUND( "bullchicken/bc_spithit1.wav" ); PRECACHE_SOUND( "bullchicken/bc_spithit2.wav" ); } //========================================================= // DeathSound //========================================================= void CBullsquid::DeathSound( void ) { switch( RANDOM_LONG( 0, 2 ) ) { case 0: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_die1.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_die2.wav", 1, ATTN_NORM ); break; case 2: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_die3.wav", 1, ATTN_NORM ); break; } } //========================================================= // AttackSound //========================================================= void CBullsquid::AttackSound( void ) { switch( RANDOM_LONG( 0, 1 ) ) { case 0: EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_attack2.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_attack3.wav", 1, ATTN_NORM ); break; } } //======================================================== // RunAI - overridden for bullsquid because there are things // that need to be checked every think. //======================================================== void CBullsquid::RunAI( void ) { // first, do base class stuff CBaseMonster::RunAI(); if( pev->skin != 0 ) { // close eye if it was open. pev->skin = 0; } if( RANDOM_LONG( 0, 39 ) == 0 ) { pev->skin = 1; } if( m_hEnemy != 0 && m_Activity == ACT_RUN ) { // chasing enemy. Sprint for last bit if( ( pev->origin - m_hEnemy->pev->origin).Length2D() < SQUID_SPRINT_DIST ) { pev->framerate = 1.25f; } } } //======================================================== // AI Schedules Specific to this monster //========================================================= // primary range attack Task_t tlSquidRangeAttack1[] = { { TASK_STOP_MOVING, 0 }, { TASK_FACE_IDEAL, 0.0f }, { TASK_RANGE_ATTACK1, 0.0f }, { TASK_SET_ACTIVITY, (float)ACT_IDLE }, }; Schedule_t slSquidRangeAttack1[] = { { tlSquidRangeAttack1, ARRAYSIZE( tlSquidRangeAttack1 ), bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD | bits_COND_HEAVY_DAMAGE | bits_COND_ENEMY_OCCLUDED | bits_COND_NO_AMMO_LOADED, 0, "Squid Range Attack1" }, }; // Chase enemy schedule Task_t tlSquidChaseEnemy1[] = { { TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },// !!!OEM - this will stop nasty squid oscillation. { TASK_GET_PATH_TO_ENEMY, 0.0f }, { TASK_RUN_PATH, 0.0f }, { TASK_WAIT_FOR_MOVEMENT, 0.0f }, }; Schedule_t slSquidChaseEnemy[] = { { tlSquidChaseEnemy1, ARRAYSIZE( tlSquidChaseEnemy1 ), 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, "Squid Chase Enemy" }, }; Task_t tlSquidHurtHop[] = { { TASK_STOP_MOVING, 0.0f }, { TASK_SOUND_WAKE, 0.0f }, { TASK_SQUID_HOPTURN, 0.0f }, { TASK_FACE_ENEMY, 0.0f },// in case squid didn't turn all the way in the air. }; Schedule_t slSquidHurtHop[] = { { tlSquidHurtHop, ARRAYSIZE( tlSquidHurtHop ), 0, 0, "SquidHurtHop" } }; Task_t tlSquidSeeCrab[] = { { TASK_STOP_MOVING, 0.0f }, { TASK_SOUND_WAKE, 0.0f }, { TASK_PLAY_SEQUENCE, (float)ACT_EXCITED }, { TASK_FACE_ENEMY, 0.0f }, }; Schedule_t slSquidSeeCrab[] = { { tlSquidSeeCrab, ARRAYSIZE( tlSquidSeeCrab ), bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "SquidSeeCrab" } }; // squid walks to something tasty and eats it. Task_t tlSquidEat[] = { { TASK_STOP_MOVING, 0.0f }, { TASK_EAT, 10.0f },// this is in case the squid can't get to the food { TASK_STORE_LASTPOSITION, 0.0f }, { TASK_GET_PATH_TO_BESTSCENT, 0.0f }, { TASK_WALK_PATH, 0.0f }, { TASK_WAIT_FOR_MOVEMENT, 0.0f }, { TASK_PLAY_SEQUENCE, (float)ACT_EAT }, { TASK_PLAY_SEQUENCE, (float)ACT_EAT }, { TASK_PLAY_SEQUENCE, (float)ACT_EAT }, { TASK_EAT, 50.0f }, { TASK_GET_PATH_TO_LASTPOSITION, 0.0f }, { TASK_WALK_PATH, 0.0f }, { TASK_WAIT_FOR_MOVEMENT, 0.0f }, { TASK_CLEAR_LASTPOSITION, 0.0f }, }; Schedule_t slSquidEat[] = { { tlSquidEat, ARRAYSIZE( tlSquidEat ), bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_NEW_ENEMY, // even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask // here or the monster won't detect these sounds at ALL while running this schedule. bits_SOUND_MEAT | bits_SOUND_CARCASS, "SquidEat" } }; // this is a bit different than just Eat. We use this schedule when the food is far away, occluded, or behind // the squid. This schedule plays a sniff animation before going to the source of food. Task_t tlSquidSniffAndEat[] = { { TASK_STOP_MOVING, 0.0f }, { TASK_EAT, 10.0f },// this is in case the squid can't get to the food { TASK_PLAY_SEQUENCE, (float)ACT_DETECT_SCENT }, { TASK_STORE_LASTPOSITION, 0.0f }, { TASK_GET_PATH_TO_BESTSCENT, 0.0f }, { TASK_WALK_PATH, 0.0f }, { TASK_WAIT_FOR_MOVEMENT, 0.0f }, { TASK_PLAY_SEQUENCE, (float)ACT_EAT }, { TASK_PLAY_SEQUENCE, (float)ACT_EAT }, { TASK_PLAY_SEQUENCE, (float)ACT_EAT }, { TASK_EAT, 50.0f }, { TASK_GET_PATH_TO_LASTPOSITION, 0.0f }, { TASK_WALK_PATH, 0.0f }, { TASK_WAIT_FOR_MOVEMENT, 0.0f }, { TASK_CLEAR_LASTPOSITION, 0.0f }, }; Schedule_t slSquidSniffAndEat[] = { { tlSquidSniffAndEat, ARRAYSIZE( tlSquidSniffAndEat ), bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_NEW_ENEMY, // even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask // here or the monster won't detect these sounds at ALL while running this schedule. bits_SOUND_MEAT | bits_SOUND_CARCASS, "SquidSniffAndEat" } }; // squid does this to stinky things. Task_t tlSquidWallow[] = { { TASK_STOP_MOVING, 0.0f }, { TASK_EAT, 10.0f },// this is in case the squid can't get to the stinkiness { TASK_STORE_LASTPOSITION, 0.0f }, { TASK_GET_PATH_TO_BESTSCENT, 0.0f }, { TASK_WALK_PATH, 0.0f }, { TASK_WAIT_FOR_MOVEMENT, 0.0f }, { TASK_PLAY_SEQUENCE, (float)ACT_INSPECT_FLOOR }, { TASK_EAT, 50.0f },// keeps squid from eating or sniffing anything else for a while. { TASK_GET_PATH_TO_LASTPOSITION, 0.0f }, { TASK_WALK_PATH, 0.0f }, { TASK_WAIT_FOR_MOVEMENT, 0.0f }, { TASK_CLEAR_LASTPOSITION, 0.0f }, }; Schedule_t slSquidWallow[] = { { tlSquidWallow, ARRAYSIZE( tlSquidWallow ), bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_NEW_ENEMY, // even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask // here or the monster won't detect these sounds at ALL while running this schedule. bits_SOUND_GARBAGE, "SquidWallow" } }; DEFINE_CUSTOM_SCHEDULES( CBullsquid ) { slSquidRangeAttack1, slSquidChaseEnemy, slSquidHurtHop, slSquidSeeCrab, slSquidEat, slSquidSniffAndEat, slSquidWallow }; IMPLEMENT_CUSTOM_SCHEDULES( CBullsquid, CBaseMonster ) //========================================================= // GetSchedule //========================================================= Schedule_t *CBullsquid::GetSchedule( void ) { switch( m_MonsterState ) { case MONSTERSTATE_ALERT: { if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) { return GetScheduleOfType( SCHED_SQUID_HURTHOP ); } if( HasConditions( bits_COND_SMELL_FOOD ) ) { CSound *pSound; pSound = PBestScent(); if( pSound && ( !FInViewCone( &pSound->m_vecOrigin ) || !FVisible( pSound->m_vecOrigin ) ) ) { // scent is behind or occluded return GetScheduleOfType( SCHED_SQUID_SNIFF_AND_EAT ); } // food is right out in the open. Just go get it. return GetScheduleOfType( SCHED_SQUID_EAT ); } if( HasConditions( bits_COND_SMELL ) ) { // there's something stinky. CSound *pSound; pSound = PBestScent(); if( pSound ) return GetScheduleOfType( SCHED_SQUID_WALLOW ); } break; } case MONSTERSTATE_COMBAT: { // dead enemy if( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. return CBaseMonster::GetSchedule(); } if( HasConditions( bits_COND_NEW_ENEMY ) ) { if( m_fCanThreatDisplay && IRelationship( m_hEnemy ) == R_HT ) { // this means squid sees a headcrab! m_fCanThreatDisplay = FALSE;// only do the headcrab dance once per lifetime. return GetScheduleOfType( SCHED_SQUID_SEECRAB ); } else { return GetScheduleOfType( SCHED_WAKE_ANGRY ); } } if( HasConditions( bits_COND_SMELL_FOOD ) ) { CSound *pSound; pSound = PBestScent(); if( pSound && ( !FInViewCone( &pSound->m_vecOrigin ) || !FVisible( pSound->m_vecOrigin ) ) ) { // scent is behind or occluded return GetScheduleOfType( SCHED_SQUID_SNIFF_AND_EAT ); } // food is right out in the open. Just go get it. return GetScheduleOfType( SCHED_SQUID_EAT ); } 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(); } //========================================================= // GetScheduleOfType //========================================================= Schedule_t *CBullsquid::GetScheduleOfType( int Type ) { switch( Type ) { case SCHED_RANGE_ATTACK1: return &slSquidRangeAttack1[0]; break; case SCHED_SQUID_HURTHOP: return &slSquidHurtHop[0]; break; case SCHED_SQUID_SEECRAB: return &slSquidSeeCrab[0]; break; case SCHED_SQUID_EAT: return &slSquidEat[0]; break; case SCHED_SQUID_SNIFF_AND_EAT: return &slSquidSniffAndEat[0]; break; case SCHED_SQUID_WALLOW: return &slSquidWallow[0]; break; case SCHED_CHASE_ENEMY: return &slSquidChaseEnemy[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 bullsquid because it needs to // know explicitly when the last attempt to chase the enemy // failed, since that impacts its attack choices. //========================================================= void CBullsquid::StartTask( Task_t *pTask ) { m_iTaskStatus = TASKSTATUS_RUNNING; switch( pTask->iTask ) { case TASK_MELEE_ATTACK2: { switch( RANDOM_LONG( 0, 2 ) ) { case 0: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_attackgrowl.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_attackgrowl2.wav", 1, ATTN_NORM ); break; case 2: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_attackgrowl3.wav", 1, ATTN_NORM ); break; } CBaseMonster::StartTask( pTask ); break; } case TASK_SQUID_HOPTURN: { SetActivity( ACT_HOP ); MakeIdealYaw( m_vecEnemyLKP ); break; } case TASK_GET_PATH_TO_ENEMY: { if( BuildRoute( m_hEnemy->pev->origin, bits_MF_TO_ENEMY, m_hEnemy ) ) { m_iTaskStatus = TASKSTATUS_COMPLETE; } else { ALERT( at_aiconsole, "GetPathToEnemy failed!!\n" ); TaskFail(); } break; } default: { CBaseMonster::StartTask( pTask ); break; } } } //========================================================= // RunTask //========================================================= void CBullsquid::RunTask( Task_t *pTask ) { switch( pTask->iTask ) { case TASK_SQUID_HOPTURN: { MakeIdealYaw( m_vecEnemyLKP ); ChangeYaw( pev->yaw_speed ); if( m_fSequenceFinished ) { m_iTaskStatus = TASKSTATUS_COMPLETE; } break; } default: { CBaseMonster::RunTask( pTask ); break; } } } //========================================================= // GetIdealState - Overridden for Bullsquid to deal with // the feature that makes it lose interest in headcrabs for // a while if something injures it. //========================================================= MONSTERSTATE CBullsquid::GetIdealState( void ) { int iConditions; iConditions = IScheduleFlags(); // If no schedule conditions, the new ideal state is probably the reason we're in here. switch( m_MonsterState ) { case MONSTERSTATE_COMBAT: /* COMBAT goes to ALERT upon death of enemy */ { if( m_hEnemy != 0 && ( iConditions & bits_COND_LIGHT_DAMAGE || iConditions & bits_COND_HEAVY_DAMAGE ) && FClassnameIs( m_hEnemy->pev, "monster_headcrab" ) ) { // if the squid has a headcrab enemy and something hurts it, it's going to forget about the crab for a while. m_hEnemy = NULL; m_IdealMonsterState = MONSTERSTATE_ALERT; } break; } default: break; } m_IdealMonsterState = CBaseMonster::GetIdealState(); return m_IdealMonsterState; }