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1046 lines
27 KiB
1046 lines
27 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* This source code contains proprietary and confidential information of |
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* Valve LLC and its suppliers. Access to this code is restricted to |
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* persons who have executed a written SDK license with Valve. Any access, |
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* use or distribution of this code by or to any unlicensed person is illegal. |
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* |
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****/ |
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#if !OEM_BUILD && !HLDEMO_BUILD |
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//========================================================= |
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// hassassin - Human assassin, fast and stealthy |
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//========================================================= |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "schedule.h" |
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#include "squadmonster.h" |
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#include "weapons.h" |
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#include "soundent.h" |
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#include "scripted.h" |
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#include "game.h" |
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extern DLL_GLOBAL int g_iSkillLevel; |
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//========================================================= |
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// monster-specific schedule types |
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//========================================================= |
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enum |
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{ |
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SCHED_ASSASSIN_EXPOSED = LAST_COMMON_SCHEDULE + 1,// cover was blown. |
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SCHED_ASSASSIN_JUMP, // fly through the air |
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SCHED_ASSASSIN_JUMP_ATTACK, // fly through the air and shoot |
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SCHED_ASSASSIN_JUMP_LAND // hit and run away |
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}; |
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//========================================================= |
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// monster-specific tasks |
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//========================================================= |
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enum |
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{ |
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TASK_ASSASSIN_FALL_TO_GROUND = LAST_COMMON_TASK + 1 // falling and waiting to hit ground |
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}; |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define ASSASSIN_AE_SHOOT1 1 |
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#define ASSASSIN_AE_TOSS1 2 |
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#define ASSASSIN_AE_JUMP 3 |
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#define bits_MEMORY_BADJUMP ( bits_MEMORY_CUSTOM1 ) |
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class CHAssassin : public CBaseMonster |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void SetYawSpeed ( void ); |
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int Classify( void ); |
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int ISoundMask( void); |
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void Shoot( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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Schedule_t *GetSchedule( void ); |
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Schedule_t *GetScheduleOfType( int Type ); |
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BOOL CheckMeleeAttack1( float flDot, float flDist ); // jump |
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// BOOL CheckMeleeAttack2( float flDot, float flDist ); |
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BOOL CheckRangeAttack1( float flDot, float flDist ); // shoot |
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BOOL CheckRangeAttack2( float flDot, float flDist ); // throw grenade |
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void StartTask( Task_t *pTask ); |
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void RunAI( void ); |
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void RunTask( Task_t *pTask ); |
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void DeathSound( void ); |
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void IdleSound( void ); |
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CUSTOM_SCHEDULES |
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int Save( CSave &save ); |
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int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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float m_flLastShot; |
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float m_flDiviation; |
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float m_flNextJump; |
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Vector m_vecJumpVelocity; |
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float m_flNextGrenadeCheck; |
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Vector m_vecTossVelocity; |
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BOOL m_fThrowGrenade; |
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int m_iTargetRanderamt; |
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int m_iFrustration; |
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int m_iShell; |
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}; |
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LINK_ENTITY_TO_CLASS( monster_human_assassin, CHAssassin ) |
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TYPEDESCRIPTION CHAssassin::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CHAssassin, m_flLastShot, FIELD_TIME ), |
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DEFINE_FIELD( CHAssassin, m_flDiviation, FIELD_FLOAT ), |
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DEFINE_FIELD( CHAssassin, m_flNextJump, FIELD_TIME ), |
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DEFINE_FIELD( CHAssassin, m_vecJumpVelocity, FIELD_VECTOR ), |
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DEFINE_FIELD( CHAssassin, m_flNextGrenadeCheck, FIELD_TIME ), |
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DEFINE_FIELD( CHAssassin, m_vecTossVelocity, FIELD_VECTOR ), |
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DEFINE_FIELD( CHAssassin, m_fThrowGrenade, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CHAssassin, m_iTargetRanderamt, FIELD_INTEGER ), |
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DEFINE_FIELD( CHAssassin, m_iFrustration, FIELD_INTEGER ), |
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}; |
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IMPLEMENT_SAVERESTORE( CHAssassin, CBaseMonster ) |
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//========================================================= |
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// DieSound |
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//========================================================= |
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void CHAssassin::DeathSound( void ) |
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{ |
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} |
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//========================================================= |
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// IdleSound |
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//========================================================= |
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void CHAssassin::IdleSound( void ) |
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{ |
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} |
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//========================================================= |
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// ISoundMask - returns a bit mask indicating which types |
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// of sounds this monster regards. |
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//========================================================= |
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int CHAssassin::ISoundMask( void ) |
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{ |
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return bits_SOUND_WORLD | |
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bits_SOUND_COMBAT | |
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bits_SOUND_DANGER | |
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bits_SOUND_PLAYER; |
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} |
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//========================================================= |
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// Classify - indicates this monster's place in the |
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// relationship table. |
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//========================================================= |
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int CHAssassin::Classify( void ) |
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{ |
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return m_iClass?m_iClass:CLASS_HUMAN_MILITARY; |
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} |
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//========================================================= |
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// SetYawSpeed - allows each sequence to have a different |
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// turn rate associated with it. |
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//========================================================= |
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void CHAssassin::SetYawSpeed( void ) |
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{ |
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int ys; |
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switch( m_Activity ) |
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{ |
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case ACT_TURN_LEFT: |
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case ACT_TURN_RIGHT: |
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ys = 360; |
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break; |
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default: |
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ys = 360; |
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break; |
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} |
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pev->yaw_speed = ys; |
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} |
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//========================================================= |
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// Shoot |
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//========================================================= |
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void CHAssassin::Shoot( void ) |
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{ |
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if (m_hEnemy == 0 && !m_pCine) //LRC |
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{ |
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return; |
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} |
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Vector vecShootOrigin = GetGunPosition(); |
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Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); |
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if( m_flLastShot + 2.0f < gpGlobals->time ) |
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{ |
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m_flDiviation = 0.10f; |
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} |
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else |
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{ |
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m_flDiviation -= 0.01f; |
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if( m_flDiviation < 0.02f ) |
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m_flDiviation = 0.02f; |
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} |
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m_flLastShot = gpGlobals->time; |
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UTIL_MakeVectors( pev->angles ); |
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Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT( 40, 90 ) + gpGlobals->v_up * RANDOM_FLOAT( 75, 200 ) + gpGlobals->v_forward * RANDOM_FLOAT( -40, 40 ); |
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EjectBrass( pev->origin + gpGlobals->v_up * 32 + gpGlobals->v_forward * 12, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL ); |
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FireBullets( 1, vecShootOrigin, vecShootDir, Vector( m_flDiviation, m_flDiviation, m_flDiviation ), 2048, BULLET_MONSTER_9MM ); // shoot +-8 degrees |
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switch( RANDOM_LONG( 0, 1 ) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT( 0.6f, 0.8f ), ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT( 0.6f, 0.8f ), ATTN_NORM ); |
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break; |
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} |
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pev->effects |= EF_MUZZLEFLASH; |
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Vector angDir = UTIL_VecToAngles( vecShootDir ); |
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SetBlending( 0, angDir.x ); |
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m_cAmmoLoaded--; |
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} |
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//========================================================= |
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// HandleAnimEvent - catches the monster-specific messages |
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// that occur when tagged animation frames are played. |
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// |
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// Returns number of events handled, 0 if none. |
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//========================================================= |
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void CHAssassin::HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case ASSASSIN_AE_SHOOT1: |
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Shoot(); |
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break; |
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case ASSASSIN_AE_TOSS1: |
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{ |
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Vector vecGunPosition = pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32); |
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UTIL_MakeVectors( pev->angles ); |
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//LRC |
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if (m_pCine && m_pCine->IsAction()) |
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{ |
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Vector vecToss; |
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if (m_pCine->PreciseAttack() && m_hTargetEnt != 0) |
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{ |
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vecToss = VecCheckToss( pev, vecGunPosition, m_hTargetEnt->pev->origin, 0.5 ); |
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//if (vecToss != g_vecZero) |
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// ALERT(at_console,"Assassin %s throws precise grenade\n",STRING(pev->targetname)); |
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} |
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else |
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{ |
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//ALERT(at_console,"Assassin %s throws nonprecise grenade\n",STRING(pev->targetname)); |
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// what speed would be best to use, here? Borrowing the hgrunt grenade speed seems silly... |
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vecToss = ((gpGlobals->v_forward*0.5)+(gpGlobals->v_up*0.5)).Normalize()*gSkillData.hgruntGrenadeSpeed; |
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} |
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CGrenade::ShootTimed( pev, vecGunPosition, vecToss, 2.0 ); |
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} |
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else |
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CGrenade::ShootTimed( pev, vecGunPosition, m_vecTossVelocity, 2.0 ); |
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m_flNextGrenadeCheck = gpGlobals->time + 6.0f;// wait six seconds before even looking again to see if a grenade can be thrown. |
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m_fThrowGrenade = FALSE; |
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// !!!LATER - when in a group, only try to throw grenade if ordered. |
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} |
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break; |
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case ASSASSIN_AE_JUMP: |
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{ |
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// ALERT( at_console, "jumping"); |
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UTIL_MakeAimVectors( pev->angles ); |
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pev->movetype = MOVETYPE_TOSS; |
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pev->flags &= ~FL_ONGROUND; |
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if (m_pCine) //LRC... |
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{ |
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pev->velocity = g_vecZero; |
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if (m_pCine->PreciseAttack() && m_hTargetEnt != 0) |
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{ |
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Vector vecTemp = m_hTargetEnt->pev->origin; |
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vecTemp.y = vecTemp.y + 50; // put her feet on the target. |
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pev->velocity = VecCheckToss( pev, pev->origin, vecTemp, 0.5 ); |
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//if (pev->velocity != g_vecZero) |
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// ALERT(at_console,"Precise jump for assassin %s\n",STRING(pev->targetname)); |
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//else |
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// ALERT(at_console,"Precise jump failed. "); |
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} |
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if (pev->velocity == g_vecZero) |
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{ // just jump, it doesn't matter where to. |
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//ALERT(at_console,"Nonprecise jump for assassin %s\n",STRING(pev->targetname)); |
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float flGravity = g_psv_gravity->value; |
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float time = sqrt( 160 / (0.5f * flGravity)); |
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float speed = flGravity * time / 160; |
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UTIL_MakeVectors(pev->angles); |
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Vector vecDest = pev->origin + (gpGlobals->v_forward * 32); |
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vecDest.z += 160; // don't forget to jump into the air, now... |
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pev->velocity= (vecDest - pev->origin) * speed; |
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} |
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} |
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else |
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pev->velocity = m_vecJumpVelocity; |
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m_flNextJump = gpGlobals->time + 3.0f; |
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} |
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return; |
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default: |
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CBaseMonster::HandleAnimEvent( pEvent ); |
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break; |
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} |
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} |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CHAssassin::Spawn() |
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{ |
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Precache(); |
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if (pev->model) |
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SET_MODEL(ENT(pev), STRING(pev->model)); //LRC |
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else |
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SET_MODEL( ENT( pev ), "models/hassassin.mdl" ); |
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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m_bloodColor = BLOOD_COLOR_RED; |
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pev->effects = 0; |
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if (pev->health == 0) |
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pev->health = gSkillData.hassassinHealth; |
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m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result ) |
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m_MonsterState = MONSTERSTATE_NONE; |
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m_afCapability = bits_CAP_MELEE_ATTACK1 | bits_CAP_DOORS_GROUP; |
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pev->friction = 1; |
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m_HackedGunPos = Vector( 0, 24, 48 ); |
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m_iTargetRanderamt = 20; |
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pev->renderamt = 20; |
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pev->rendermode = kRenderTransTexture; |
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MonsterInit(); |
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} |
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//========================================================= |
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// Precache - precaches all resources this monster needs |
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//========================================================= |
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void CHAssassin::Precache() |
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{ |
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if (pev->model) |
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PRECACHE_MODEL(STRING(pev->model)); //LRC |
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else |
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PRECACHE_MODEL( "models/hassassin.mdl" ); |
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PRECACHE_SOUND( "weapons/pl_gun1.wav" ); |
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PRECACHE_SOUND( "weapons/pl_gun2.wav" ); |
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PRECACHE_SOUND( "debris/beamstart1.wav" ); |
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m_iShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell |
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} |
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//========================================================= |
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// AI Schedules Specific to this monster |
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//========================================================= |
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//========================================================= |
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// Fail Schedule |
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//========================================================= |
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Task_t tlAssassinFail[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
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{ TASK_WAIT_FACE_ENEMY, (float)2 }, |
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// { TASK_WAIT_PVS, (float)0 }, |
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{ TASK_SET_SCHEDULE, (float)SCHED_CHASE_ENEMY }, |
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}; |
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Schedule_t slAssassinFail[] = |
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{ |
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{ |
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tlAssassinFail, |
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ARRAYSIZE( tlAssassinFail ), |
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bits_COND_LIGHT_DAMAGE | |
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bits_COND_HEAVY_DAMAGE | |
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bits_COND_PROVOKED | |
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bits_COND_CAN_RANGE_ATTACK1 | |
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bits_COND_CAN_RANGE_ATTACK2 | |
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bits_COND_CAN_MELEE_ATTACK1 | |
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bits_COND_HEAR_SOUND, |
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bits_SOUND_DANGER | |
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bits_SOUND_PLAYER, |
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"AssassinFail" |
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}, |
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}; |
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//========================================================= |
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// Enemy exposed Agrunt's cover |
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//========================================================= |
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Task_t tlAssassinExposed[] = |
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{ |
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{ TASK_STOP_MOVING, (float)0 }, |
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{ TASK_RANGE_ATTACK1, (float)0 }, |
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_JUMP }, |
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{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY }, |
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}; |
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Schedule_t slAssassinExposed[] = |
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{ |
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{ |
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tlAssassinExposed, |
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ARRAYSIZE( tlAssassinExposed ), |
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bits_COND_CAN_MELEE_ATTACK1, |
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0, |
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"AssassinExposed", |
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}, |
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}; |
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//========================================================= |
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// Take cover from enemy! Tries lateral cover before node |
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// cover! |
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//========================================================= |
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Task_t tlAssassinTakeCoverFromEnemy[] = |
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{ |
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{ TASK_STOP_MOVING, (float)0 }, |
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{ TASK_WAIT, (float)0.2 }, |
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 }, |
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{ TASK_FIND_COVER_FROM_ENEMY, (float)0 }, |
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{ TASK_RUN_PATH, (float)0 }, |
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
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{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, |
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{ TASK_FACE_ENEMY, (float)0 }, |
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}; |
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Schedule_t slAssassinTakeCoverFromEnemy[] = |
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{ |
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{ |
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tlAssassinTakeCoverFromEnemy, |
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ARRAYSIZE( tlAssassinTakeCoverFromEnemy ), |
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bits_COND_NEW_ENEMY | |
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bits_COND_CAN_MELEE_ATTACK1 | |
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bits_COND_HEAR_SOUND, |
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bits_SOUND_DANGER, |
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"AssassinTakeCoverFromEnemy" |
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}, |
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}; |
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//========================================================= |
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// Take cover from enemy! Tries lateral cover before node |
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// cover! |
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//========================================================= |
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Task_t tlAssassinTakeCoverFromEnemy2[] = |
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{ |
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{ TASK_STOP_MOVING, (float)0 }, |
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{ TASK_WAIT, (float)0.2 }, |
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{ TASK_FACE_ENEMY, (float)0 }, |
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{ TASK_RANGE_ATTACK1, (float)0 }, |
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK2 }, |
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{ TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384 }, |
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{ TASK_RUN_PATH, (float)0 }, |
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
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{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, |
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{ TASK_FACE_ENEMY, (float)0 }, |
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}; |
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Schedule_t slAssassinTakeCoverFromEnemy2[] = |
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{ |
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{ |
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tlAssassinTakeCoverFromEnemy2, |
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ARRAYSIZE( tlAssassinTakeCoverFromEnemy2 ), |
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bits_COND_NEW_ENEMY | |
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bits_COND_CAN_MELEE_ATTACK2 | |
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bits_COND_HEAR_SOUND, |
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bits_SOUND_DANGER, |
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"AssassinTakeCoverFromEnemy2" |
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}, |
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}; |
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//========================================================= |
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// hide from the loudest sound source |
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//========================================================= |
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Task_t tlAssassinTakeCoverFromBestSound[] = |
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{ |
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_MELEE_ATTACK1 }, |
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{ TASK_STOP_MOVING, (float)0 }, |
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{ TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 }, |
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{ TASK_RUN_PATH, (float)0 }, |
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
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{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, |
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{ TASK_TURN_LEFT, (float)179 }, |
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}; |
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Schedule_t slAssassinTakeCoverFromBestSound[] = |
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{ |
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{ |
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tlAssassinTakeCoverFromBestSound, |
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ARRAYSIZE( tlAssassinTakeCoverFromBestSound ), |
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bits_COND_NEW_ENEMY, |
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0, |
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"AssassinTakeCoverFromBestSound" |
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}, |
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}; |
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|
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//========================================================= |
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// AlertIdle Schedules |
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//========================================================= |
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Task_t tlAssassinHide[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
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{ TASK_WAIT, (float)2 }, |
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{ TASK_SET_SCHEDULE, (float)SCHED_CHASE_ENEMY }, |
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}; |
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Schedule_t slAssassinHide[] = |
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{ |
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{ |
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tlAssassinHide, |
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ARRAYSIZE( tlAssassinHide ), |
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bits_COND_NEW_ENEMY | |
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bits_COND_SEE_ENEMY | |
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bits_COND_SEE_FEAR | |
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bits_COND_LIGHT_DAMAGE | |
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bits_COND_HEAVY_DAMAGE | |
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bits_COND_PROVOKED | |
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bits_COND_HEAR_SOUND, |
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bits_SOUND_DANGER, |
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"AssassinHide" |
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}, |
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}; |
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|
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//========================================================= |
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// HUNT Schedules |
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//========================================================= |
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Task_t tlAssassinHunt[] = |
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{ |
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{ TASK_GET_PATH_TO_ENEMY, (float)0 }, |
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{ TASK_RUN_PATH, (float)0 }, |
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
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}; |
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|
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Schedule_t slAssassinHunt[] = |
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{ |
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{ |
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tlAssassinHunt, |
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ARRAYSIZE( tlAssassinHunt ), |
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bits_COND_NEW_ENEMY | |
|
// bits_COND_SEE_ENEMY | |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_HEAR_SOUND, |
|
bits_SOUND_DANGER, |
|
"AssassinHunt" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// Jumping Schedules |
|
//========================================================= |
|
Task_t tlAssassinJump[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_HOP }, |
|
{ TASK_SET_SCHEDULE, (float)SCHED_ASSASSIN_JUMP_ATTACK }, |
|
}; |
|
|
|
Schedule_t slAssassinJump[] = |
|
{ |
|
{ |
|
tlAssassinJump, |
|
ARRAYSIZE( tlAssassinJump ), |
|
0, |
|
0, |
|
"AssassinJump" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// repel |
|
//========================================================= |
|
Task_t tlAssassinJumpAttack[] = |
|
{ |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_JUMP_LAND }, |
|
// { TASK_SET_ACTIVITY, (float)ACT_FLY }, |
|
{ TASK_ASSASSIN_FALL_TO_GROUND, (float)0 }, |
|
}; |
|
|
|
Schedule_t slAssassinJumpAttack[] = |
|
{ |
|
{ |
|
tlAssassinJumpAttack, |
|
ARRAYSIZE( tlAssassinJumpAttack ), |
|
0, |
|
0, |
|
"AssassinJumpAttack" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// repel |
|
//========================================================= |
|
Task_t tlAssassinJumpLand[] = |
|
{ |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_EXPOSED }, |
|
// { TASK_SET_FAIL_SCHEDULE, (float)SCHED_MELEE_ATTACK1 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_REMEMBER, (float)bits_MEMORY_BADJUMP }, |
|
{ TASK_FIND_NODE_COVER_FROM_ENEMY, (float)0 }, |
|
{ TASK_RUN_PATH, (float)0 }, |
|
{ TASK_FORGET, (float)bits_MEMORY_BADJUMP }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 }, |
|
}; |
|
|
|
Schedule_t slAssassinJumpLand[] = |
|
{ |
|
{ |
|
tlAssassinJumpLand, |
|
ARRAYSIZE( tlAssassinJumpLand ), |
|
0, |
|
0, |
|
"AssassinJumpLand" |
|
}, |
|
}; |
|
|
|
DEFINE_CUSTOM_SCHEDULES( CHAssassin ) |
|
{ |
|
slAssassinFail, |
|
slAssassinExposed, |
|
slAssassinTakeCoverFromEnemy, |
|
slAssassinTakeCoverFromEnemy2, |
|
slAssassinTakeCoverFromBestSound, |
|
slAssassinHide, |
|
slAssassinHunt, |
|
slAssassinJump, |
|
slAssassinJumpAttack, |
|
slAssassinJumpLand, |
|
}; |
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CHAssassin, CBaseMonster ) |
|
|
|
//========================================================= |
|
// CheckMeleeAttack1 - jump like crazy if the enemy gets too close. |
|
//========================================================= |
|
BOOL CHAssassin::CheckMeleeAttack1( float flDot, float flDist ) |
|
{ |
|
if( m_flNextJump < gpGlobals->time && ( flDist <= 128.0f || HasMemory( bits_MEMORY_BADJUMP ) ) && m_hEnemy != 0 ) |
|
{ |
|
TraceResult tr; |
|
|
|
Vector vecDest = pev->origin + Vector( RANDOM_FLOAT( -64, 64), RANDOM_FLOAT( -64, 64 ), 160 ); |
|
|
|
UTIL_TraceHull( pev->origin + Vector( 0, 0, 36 ), vecDest + Vector( 0, 0, 36 ), dont_ignore_monsters, human_hull, ENT( pev ), &tr ); |
|
|
|
if( tr.fStartSolid || tr.flFraction < 1.0f ) |
|
{ |
|
return FALSE; |
|
} |
|
|
|
float flGravity = g_psv_gravity->value; |
|
|
|
float time = sqrt( 160.0f / ( 0.5f * flGravity ) ); |
|
float speed = flGravity * time / 160.0f; |
|
m_vecJumpVelocity = ( vecDest - pev->origin ) * speed; |
|
|
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
|
|
//========================================================= |
|
// CheckRangeAttack1 - drop a cap in their ass |
|
// |
|
//========================================================= |
|
BOOL CHAssassin::CheckRangeAttack1( float flDot, float flDist ) |
|
{ |
|
if( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist > 64 && flDist <= 2048 /* && flDot >= 0.5 */ /* && NoFriendlyFire() */ ) |
|
{ |
|
TraceResult tr; |
|
|
|
Vector vecSrc = GetGunPosition(); |
|
|
|
// verify that a bullet fired from the gun will hit the enemy before the world. |
|
UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget( vecSrc ), dont_ignore_monsters, ENT( pev ), &tr ); |
|
|
|
if( tr.flFraction == 1 || tr.pHit == m_hEnemy->edict() ) |
|
{ |
|
return TRUE; |
|
} |
|
} |
|
return FALSE; |
|
} |
|
|
|
//========================================================= |
|
// CheckRangeAttack2 - toss grenade is enemy gets in the way and is too close. |
|
//========================================================= |
|
BOOL CHAssassin::CheckRangeAttack2( float flDot, float flDist ) |
|
{ |
|
m_fThrowGrenade = FALSE; |
|
if( !FBitSet( m_hEnemy->pev->flags, FL_ONGROUND ) ) |
|
{ |
|
// don't throw grenades at anything that isn't on the ground! |
|
return FALSE; |
|
} |
|
|
|
// don't get grenade happy unless the player starts to piss you off |
|
if( m_iFrustration <= 2 ) |
|
return FALSE; |
|
|
|
if( m_flNextGrenadeCheck < gpGlobals->time && !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 512 /* && flDot >= 0.5 */ /* && NoFriendlyFire() */ ) |
|
{ |
|
Vector vecToss = VecCheckThrow( pev, GetGunPosition(), m_hEnemy->Center(), flDist, 0.5 ); // use dist as speed to get there in 1 second |
|
|
|
if( vecToss != g_vecZero ) |
|
{ |
|
m_vecTossVelocity = vecToss; |
|
|
|
// throw a hand grenade |
|
m_fThrowGrenade = TRUE; |
|
|
|
return TRUE; |
|
} |
|
} |
|
|
|
return FALSE; |
|
} |
|
|
|
//========================================================= |
|
// RunAI |
|
//========================================================= |
|
void CHAssassin::RunAI( void ) |
|
{ |
|
CBaseMonster::RunAI(); |
|
|
|
// always visible if moving |
|
// always visible is not on hard |
|
if( g_iSkillLevel != SKILL_HARD || m_hEnemy == 0 || pev->deadflag != DEAD_NO || m_Activity == ACT_RUN || m_Activity == ACT_WALK || !( pev->flags & FL_ONGROUND ) ) |
|
m_iTargetRanderamt = 255; |
|
else |
|
m_iTargetRanderamt = 20; |
|
|
|
if( pev->renderamt > m_iTargetRanderamt ) |
|
{ |
|
if( pev->renderamt == 255 ) |
|
{ |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "debris/beamstart1.wav", 0.2, ATTN_NORM ); |
|
} |
|
|
|
pev->renderamt = Q_max( pev->renderamt - 50, m_iTargetRanderamt ); |
|
pev->rendermode = kRenderTransTexture; |
|
} |
|
else if( pev->renderamt < m_iTargetRanderamt ) |
|
{ |
|
pev->renderamt = Q_min( pev->renderamt + 50, m_iTargetRanderamt ); |
|
if( pev->renderamt == 255 ) |
|
pev->rendermode = kRenderNormal; |
|
} |
|
|
|
if( m_Activity == ACT_RUN || m_Activity == ACT_WALK ) |
|
{ |
|
static int iStep = 0; |
|
iStep = !iStep; |
|
if( iStep ) |
|
{ |
|
switch( RANDOM_LONG( 0, 3 ) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_step1.wav", 0.5, ATTN_NORM ); |
|
break; |
|
case 1: |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_step3.wav", 0.5, ATTN_NORM ); |
|
break; |
|
case 2: |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_step2.wav", 0.5, ATTN_NORM ); |
|
break; |
|
case 3: |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_step4.wav", 0.5, ATTN_NORM ); |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// StartTask |
|
//========================================================= |
|
void CHAssassin::StartTask( Task_t *pTask ) |
|
{ |
|
switch( pTask->iTask ) |
|
{ |
|
case TASK_RANGE_ATTACK2: |
|
if( !m_fThrowGrenade ) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
CBaseMonster::StartTask( pTask ); |
|
} |
|
break; |
|
case TASK_ASSASSIN_FALL_TO_GROUND: |
|
break; |
|
default: |
|
CBaseMonster::StartTask( pTask ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// RunTask |
|
//========================================================= |
|
void CHAssassin::RunTask( Task_t *pTask ) |
|
{ |
|
switch( pTask->iTask ) |
|
{ |
|
case TASK_ASSASSIN_FALL_TO_GROUND: |
|
MakeIdealYaw( m_vecEnemyLKP ); |
|
ChangeYaw( pev->yaw_speed ); |
|
|
|
if( m_fSequenceFinished ) |
|
{ |
|
if( pev->velocity.z > 0 ) |
|
{ |
|
pev->sequence = LookupSequence( "fly_up" ); |
|
} |
|
else if( HasConditions( bits_COND_SEE_ENEMY ) ) |
|
{ |
|
pev->sequence = LookupSequence( "fly_attack" ); |
|
pev->frame = 0; |
|
} |
|
else |
|
{ |
|
pev->sequence = LookupSequence( "fly_down" ); |
|
pev->frame = 0; |
|
} |
|
|
|
ResetSequenceInfo(); |
|
SetYawSpeed(); |
|
} |
|
if( pev->flags & FL_ONGROUND ) |
|
{ |
|
// ALERT( at_console, "on ground\n" ); |
|
TaskComplete(); |
|
} |
|
break; |
|
default: |
|
CBaseMonster::RunTask( pTask ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// GetSchedule - Decides which type of schedule best suits |
|
// the monster's current state and conditions. Then calls |
|
// monster's member function to get a pointer to a schedule |
|
// of the proper type. |
|
//========================================================= |
|
Schedule_t *CHAssassin::GetSchedule( void ) |
|
{ |
|
switch( m_MonsterState ) |
|
{ |
|
case MONSTERSTATE_IDLE: |
|
case MONSTERSTATE_ALERT: |
|
{ |
|
if( HasConditions( bits_COND_HEAR_SOUND ) ) |
|
{ |
|
CSound *pSound; |
|
pSound = PBestSound(); |
|
|
|
ASSERT( pSound != NULL ); |
|
if( pSound &&( pSound->m_iType & bits_SOUND_DANGER ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); |
|
} |
|
if( pSound &&( pSound->m_iType & bits_SOUND_COMBAT ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_INVESTIGATE_SOUND ); |
|
} |
|
} |
|
} |
|
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(); |
|
} |
|
|
|
// flying? |
|
if( pev->movetype == MOVETYPE_TOSS ) |
|
{ |
|
if( pev->flags & FL_ONGROUND ) |
|
{ |
|
// ALERT( at_console, "landed\n" ); |
|
// just landed |
|
pev->movetype = MOVETYPE_STEP; |
|
return GetScheduleOfType ( SCHED_ASSASSIN_JUMP_LAND ); |
|
} |
|
else |
|
{ |
|
// ALERT( at_console, "jump\n" ); |
|
// jump or jump/shoot |
|
if( m_MonsterState == MONSTERSTATE_COMBAT ) |
|
return GetScheduleOfType( SCHED_ASSASSIN_JUMP ); |
|
else |
|
return GetScheduleOfType( SCHED_ASSASSIN_JUMP_ATTACK ); |
|
} |
|
} |
|
|
|
if( HasConditions( bits_COND_HEAR_SOUND ) ) |
|
{ |
|
CSound *pSound; |
|
pSound = PBestSound(); |
|
|
|
ASSERT( pSound != NULL ); |
|
if( pSound && ( pSound->m_iType & bits_SOUND_DANGER ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); |
|
} |
|
} |
|
|
|
if( HasConditions( bits_COND_LIGHT_DAMAGE ) ) |
|
{ |
|
m_iFrustration++; |
|
} |
|
if( HasConditions( bits_COND_HEAVY_DAMAGE ) ) |
|
{ |
|
m_iFrustration++; |
|
} |
|
|
|
// jump player! |
|
if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) |
|
{ |
|
// ALERT( at_console, "melee attack 1\n" ); |
|
return GetScheduleOfType( SCHED_MELEE_ATTACK1 ); |
|
} |
|
|
|
// throw grenade |
|
if( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) ) |
|
{ |
|
// ALERT( at_console, "range attack 2\n"); |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); |
|
} |
|
|
|
// spotted |
|
if( HasConditions( bits_COND_SEE_ENEMY ) && HasConditions( bits_COND_ENEMY_FACING_ME ) ) |
|
{ |
|
// ALERT( at_console, "exposed\n" ); |
|
m_iFrustration++; |
|
return GetScheduleOfType( SCHED_ASSASSIN_EXPOSED ); |
|
} |
|
|
|
// can attack |
|
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
// ALERT( at_console, "range attack 1\n" ); |
|
m_iFrustration = 0; |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); |
|
} |
|
|
|
if( HasConditions( bits_COND_SEE_ENEMY ) ) |
|
{ |
|
// ALERT( at_console, "face\n" ); |
|
return GetScheduleOfType( SCHED_COMBAT_FACE ); |
|
} |
|
|
|
// new enemy |
|
if( HasConditions( bits_COND_NEW_ENEMY ) ) |
|
{ |
|
// ALERT( at_console, "take cover\n" ); |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
|
|
// ALERT( at_console, "stand\n" ); |
|
return GetScheduleOfType( SCHED_ALERT_STAND ); |
|
} |
|
break; |
|
default: |
|
break; |
|
} |
|
|
|
return CBaseMonster::GetSchedule(); |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
Schedule_t *CHAssassin::GetScheduleOfType( int Type ) |
|
{ |
|
// ALERT( at_console, "%d\n", m_iFrustration ); |
|
switch( Type ) |
|
{ |
|
case SCHED_TAKE_COVER_FROM_ENEMY: |
|
if( pev->health > 30 ) |
|
return slAssassinTakeCoverFromEnemy; |
|
else |
|
return slAssassinTakeCoverFromEnemy2; |
|
case SCHED_TAKE_COVER_FROM_BEST_SOUND: |
|
return slAssassinTakeCoverFromBestSound; |
|
case SCHED_ASSASSIN_EXPOSED: |
|
return slAssassinExposed; |
|
case SCHED_FAIL: |
|
if( m_MonsterState == MONSTERSTATE_COMBAT ) |
|
return slAssassinFail; |
|
break; |
|
case SCHED_ALERT_STAND: |
|
if( m_MonsterState == MONSTERSTATE_COMBAT ) |
|
return slAssassinHide; |
|
break; |
|
case SCHED_CHASE_ENEMY: |
|
return slAssassinHunt; |
|
case SCHED_MELEE_ATTACK1: |
|
if( pev->flags & FL_ONGROUND ) |
|
{ |
|
if( m_flNextJump > gpGlobals->time ) |
|
{ |
|
// can't jump yet, go ahead and fail |
|
return slAssassinFail; |
|
} |
|
else |
|
{ |
|
return slAssassinJump; |
|
} |
|
} |
|
else |
|
{ |
|
return slAssassinJumpAttack; |
|
} |
|
case SCHED_ASSASSIN_JUMP: |
|
case SCHED_ASSASSIN_JUMP_ATTACK: |
|
return slAssassinJumpAttack; |
|
case SCHED_ASSASSIN_JUMP_LAND: |
|
return slAssassinJumpLand; |
|
} |
|
|
|
return CBaseMonster::GetScheduleOfType( Type ); |
|
} |
|
#endif
|
|
|