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815 lines
22 KiB
815 lines
22 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, 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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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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//========================================================= |
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// Gonome.cpp |
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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 "player.h" |
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#include "bullsquid.h" |
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#include "decals.h" |
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#include "animation.h" |
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#include "studio.h" |
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#include "zombie.h" |
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#include "game.h" |
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int iGonomeSpitSprite; |
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#define GONOME_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve |
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#define GONOME_TOLERANCE_MELEE1_RANGE 85 |
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#define GONOME_TOLERANCE_MELEE2_RANGE 48 |
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#define GONOME_TOLERANCE_MELEE1_DOT 0.7 |
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#define GONOME_TOLERANCE_MELEE2_DOT 0.7 |
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#define GONOME_MELEE_ATTACK_RADIUS 70 |
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enum |
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{ |
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TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE = LAST_COMMON_TASK + 1 |
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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 GONOME_AE_SLASH ( 4 ) |
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#define GONOME_AE_THROW ( 6 ) |
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#define GONOME_AE_SPIT ( 1 ) |
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#define GONOME_AE_BITE ( 2 ) |
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//========================================================= |
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// Gonome's guts projectile |
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//========================================================= |
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class CGonomeGuts : public CSquidSpit |
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{ |
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public: |
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void Spawn(void); |
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static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity); |
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void Touch(CBaseEntity *pOther); |
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}; |
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void CGonomeGuts::Spawn() |
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{ |
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pev->movetype = MOVETYPE_FLY; |
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pev->classname = MAKE_STRING( "gonomeguts" ); |
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pev->solid = SOLID_BBOX; |
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pev->rendermode = kRenderTransAlpha; |
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pev->renderamt = 255; |
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SET_MODEL( ENT( pev ), "sprites/blood_chnk.spr" ); |
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pev->frame = 0; |
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pev->scale = 0.5; |
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UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); |
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m_maxFrame = (float)MODEL_FRAMES( pev->modelindex ) - 1; |
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} |
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void CGonomeGuts::Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ) |
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{ |
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CGonomeGuts *pSpit = GetClassPtr( (CGonomeGuts *)NULL ); |
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pSpit->Spawn(); |
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UTIL_SetOrigin( pSpit->pev, vecStart ); |
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pSpit->pev->velocity = vecVelocity; |
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pSpit->pev->owner = ENT( pevOwner ); |
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pSpit->SetThink( &CSquidSpit::Animate ); |
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pSpit->pev->nextthink = gpGlobals->time + 0.1; |
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} |
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void CGonomeGuts::Touch( CBaseEntity *pOther ) |
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{ |
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TraceResult tr; |
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int iPitch; |
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// splat sound |
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iPitch = RANDOM_FLOAT( 90, 110 ); |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch ); |
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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_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch ); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch ); |
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break; |
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} |
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if( !pOther->pev->takedamage ) |
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{ |
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// make a splat on the wall |
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UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr ); |
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UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED ); |
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UTIL_BloodDrips( tr.vecEndPos, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 ); |
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} |
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else |
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{ |
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pOther->TakeDamage( pev, pev, gSkillData.bullsquidDmgSpit, DMG_GENERIC ); |
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} |
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SetThink( &CBaseEntity::SUB_Remove ); |
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pev->nextthink = gpGlobals->time; |
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} |
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//========================================================= |
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// CGonome |
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//========================================================= |
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class CGonome : public CZombie |
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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 HandleAnimEvent(MonsterEvent_t *pEvent); |
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void StartTask(Task_t *pTask); |
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BOOL CheckMeleeAttack1(float flDot, float flDist); |
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BOOL CheckMeleeAttack2(float flDot, float flDist); |
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BOOL CheckRangeAttack1(float flDot, float flDist); |
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void RunAI(void); |
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Schedule_t *GetSchedule(); |
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Schedule_t *GetScheduleOfType( int Type ); |
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int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); |
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//void SetActivity( Activity NewActivity ); |
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void PainSound( void ); |
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void DeathSound( void ); |
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void IdleSound( void ); |
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int Save(CSave &save); |
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int Restore(CRestore &restore); |
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CUSTOM_SCHEDULES |
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static TYPEDESCRIPTION m_SaveData[]; |
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static const char* pPainSounds[]; |
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static const char* pIdleSounds[]; |
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static const char* pDeathSounds[]; |
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protected: |
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//int GonomeLookupActivity( void *pmodel, int activity ); |
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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. |
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float m_flNextSpitTime;// last time the gonome used the spit attack. |
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bool gonnaAttack1; |
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}; |
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LINK_ENTITY_TO_CLASS(monster_gonome, CGonome) |
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const char* CGonome::pPainSounds[] = { |
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"gonome/gonome_pain1.wav", |
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"gonome/gonome_pain2.wav", |
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"gonome/gonome_pain3.wav", |
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"gonome/gonome_pain4.wav" |
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}; |
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const char* CGonome::pIdleSounds[] = { |
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"gonome/gonome_idle1.wav", |
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"gonome/gonome_idle2.wav", |
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"gonome/gonome_idle3.wav" |
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}; |
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const char* CGonome::pDeathSounds[] = { |
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"gonome/gonome_death2.wav", |
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"gonome/gonome_death3.wav", |
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"gonome/gonome_death4.wav" |
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}; |
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TYPEDESCRIPTION CGonome::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CGonome, m_flLastHurtTime, FIELD_TIME ), |
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DEFINE_FIELD( CGonome, m_flNextSpitTime, FIELD_TIME ), |
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}; |
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IMPLEMENT_SAVERESTORE( CGonome, CBaseMonster ) |
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void CGonome::PainSound( void ) |
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{ |
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int pitch = 95 + RANDOM_LONG( 0, 9 ); |
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if( RANDOM_LONG( 0, 5 ) < 2 ) |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); |
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} |
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void CGonome::DeathSound( void ) |
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{ |
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int pitch = 95 + RANDOM_LONG( 0, 9 ); |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[ RANDOM_LONG( 0, ARRAYSIZE( pDeathSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); |
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} |
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void CGonome::IdleSound( void ) |
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{ |
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int pitch = 95 + RANDOM_LONG( 0, 9 ); |
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// Play a random idle sound |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) -1 )], 1.0, ATTN_NORM, 0, pitch ); |
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} |
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/* |
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* Hack to ignore activity weights when choosing melee attack animation |
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*/ |
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/* |
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int CGonome::GonomeLookupActivity( void *pmodel, int activity ) |
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{ |
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studiohdr_t *pstudiohdr; |
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pstudiohdr = (studiohdr_t *)pmodel; |
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if( !pstudiohdr ) |
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return 0; |
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mstudioseqdesc_t *pseqdesc; |
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pseqdesc = (mstudioseqdesc_t *)( (byte *)pstudiohdr + pstudiohdr->seqindex ); |
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int sameActivityNum = 0; |
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for( int i = 0; i < pstudiohdr->numseq && sameActivityNum < 2; i++ ) |
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{ |
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if( pseqdesc[i].activity == activity ) |
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{ |
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sameActivityNum++; |
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if (sameActivityNum == 1 && gonnaAttack1) { |
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return i; |
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} else if (sameActivityNum == 2) { |
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return i; |
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} |
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} |
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} |
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return ACTIVITY_NOT_AVAILABLE; |
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} |
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void CGonome::SetActivity( Activity NewActivity ) |
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{ |
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if (NewActivity != ACT_MELEE_ATTACK1) { |
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CBaseMonster::SetActivity(NewActivity); |
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} else { |
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ASSERT( NewActivity != 0 ); |
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void *pmodel = GET_MODEL_PTR( ENT( pev ) ); |
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int iSequence = GonomeLookupActivity( pmodel, NewActivity ); |
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// Set to the desired anim, or default anim if the desired is not present |
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if( iSequence > ACTIVITY_NOT_AVAILABLE ) |
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{ |
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if( pev->sequence != iSequence || !m_fSequenceLoops ) |
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{ |
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// don't reset frame between walk and run |
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if( !( m_Activity == ACT_WALK || m_Activity == ACT_RUN ) || !( NewActivity == ACT_WALK || NewActivity == ACT_RUN ) ) |
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pev->frame = 0; |
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} |
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pev->sequence = iSequence; // Set to the reset anim (if it's there) |
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ResetSequenceInfo(); |
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SetYawSpeed(); |
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} |
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else |
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{ |
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// Not available try to get default anim |
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ALERT( at_aiconsole, "%s has no sequence for act:%d\n", STRING( pev->classname ), NewActivity ); |
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pev->sequence = 0; // Set to the reset anim (if it's there) |
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} |
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m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present |
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// In case someone calls this with something other than the ideal activity |
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m_IdealActivity = m_Activity; |
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} |
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} |
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*/ |
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//========================================================= |
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// TakeDamage - overridden for gonome so we can keep track |
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// of how much time has passed since it was last injured |
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//========================================================= |
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int CGonome::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) |
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{ |
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// Take 15% damage from bullets |
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if( bitsDamageType == DMG_BULLET ) |
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{ |
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Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; |
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vecDir = vecDir.Normalize(); |
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float flForce = DamageForce( flDamage ); |
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pev->velocity = pev->velocity + vecDir * flForce; |
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flDamage *= 0.15; |
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} |
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// HACK HACK -- until we fix this. |
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if( IsAlive() ) |
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PainSound(); |
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
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} |
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//========================================================= |
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// CheckRangeAttack1 |
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//========================================================= |
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BOOL CGonome::CheckRangeAttack1(float flDot, float flDist) |
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{ |
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if (IsMoving() && flDist >= 512) |
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{ |
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// squid will far too far behind if he stops running to spit at this distance from the enemy. |
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return FALSE; |
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} |
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if (flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime) |
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{ |
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if (m_hEnemy != 0) |
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{ |
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if (fabs(pev->origin.z - m_hEnemy->pev->origin.z) > 256) |
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{ |
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// don't try to spit at someone up really high or down really low. |
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return FALSE; |
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} |
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} |
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if (IsMoving()) |
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{ |
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// don't spit again for a long time, resume chasing enemy. |
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m_flNextSpitTime = gpGlobals->time + 5; |
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} |
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else |
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{ |
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// not moving, so spit again pretty soon. |
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m_flNextSpitTime = gpGlobals->time + 0.5; |
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} |
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return TRUE; |
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} |
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return FALSE; |
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} |
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//========================================================= |
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// CheckMeleeAttack1 - gonome is a big guy, so has a longer |
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// melee range than most monsters. |
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//========================================================= |
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BOOL CGonome::CheckMeleeAttack1(float flDot, float flDist) |
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{ |
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if( m_hEnemy->pev->health <= gSkillData.gonomeDmgOneSlash && flDist <= 85 && flDot >= 0.7 ) |
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{ |
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return TRUE; |
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} |
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return FALSE; |
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} |
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//========================================================= |
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// CheckMeleeAttack2 - both gonome's melee attacks are ACT_MELEE_ATTACK1 |
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//========================================================= |
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BOOL CGonome::CheckMeleeAttack2(float flDot, float flDist) |
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{ |
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if( flDist <= 85 && flDot >= 0.7 && !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) // The player & bullsquid can be as much as their bboxes |
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{ // apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3)) |
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return TRUE; |
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} |
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return FALSE; |
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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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void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent) |
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{ |
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switch (pEvent->event) |
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{ |
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case 1011: |
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// This may play sound twice |
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//EMIT_SOUND(ENT(pev), CHAN_VOICE, pEvent->options, 1, ATTN_NORM); |
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break; |
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case GONOME_AE_SPIT: |
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{ |
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Vector vecSpitOffset; |
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Vector vecSpitDir; |
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UTIL_MakeVectors(pev->angles); |
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Vector vecArmPos, vecArmAng; |
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GetAttachment(0, vecArmPos, vecArmAng); |
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vecSpitOffset = pev->origin + pev->view_ofs - Vector( 0, 0, 16 ); |
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UTIL_BloodDrips( vecSpitOffset, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 ); |
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vecSpitDir = ((m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs) - vecSpitOffset).Normalize(); |
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vecSpitDir.x += RANDOM_FLOAT(-0.05, 0.05); |
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vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05); |
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vecSpitDir.z += RANDOM_FLOAT(-0.05, 0); |
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// spew the spittle temporary ents. |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpitOffset ); |
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WRITE_BYTE( TE_SPRITE_SPRAY ); |
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WRITE_COORD( vecSpitOffset.x ); // pos |
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WRITE_COORD( vecSpitOffset.y ); |
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WRITE_COORD( vecSpitOffset.z ); |
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WRITE_COORD( vecSpitDir.x ); // dir |
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WRITE_COORD( vecSpitDir.y ); |
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WRITE_COORD( vecSpitDir.z ); |
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WRITE_SHORT( iGonomeSpitSprite ); // model |
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WRITE_BYTE( 15 ); // count |
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WRITE_BYTE( 210 ); // speed |
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WRITE_BYTE( 25 ); // noise ( client will divide by 100 ) |
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MESSAGE_END(); |
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CGonomeGuts::Shoot(pev, vecSpitOffset, vecSpitDir * 1200); // Default: 900 |
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} |
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break; |
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case GONOME_AE_BITE: |
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{ |
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CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneBite, DMG_SLASH); |
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if (pHurt) |
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{ |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100; |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; |
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} |
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} |
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break; |
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case GONOME_AE_SLASH: |
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{ |
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int iPitch; |
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CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_TOLERANCE_MELEE2_RANGE, gSkillData.gonomeDmgOneSlash, DMG_CLUB | DMG_ALWAYSGIB); |
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if (pHurt) |
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{ |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 200; |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 200; |
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} |
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} |
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break; |
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case GONOME_AE_THROW: |
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{ |
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, DAMAGE_NO, DMG_GENERIC ); |
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|
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if( pHurt ) |
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{ |
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// croonchy bite sound |
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const int iPitch = RANDOM_FLOAT( 110, 120 ); |
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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_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 0.7, ATTN_NORM, 0, iPitch ); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 0.7, ATTN_NORM, 0, iPitch ); |
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break; |
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} |
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|
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// screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels. |
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UTIL_ScreenShake( pHurt->pev->origin, 25.0, 1.5, 0.7, 2 ); |
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|
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// In Opposing Force enemies just go up, but not forward |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 200; |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 200; |
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} |
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//else |
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//EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG(0, ARRAYSIZE(pAttackMissSounds) - 1)], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); |
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} |
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break; |
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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 CGonome::Spawn() |
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{ |
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Precache(); |
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|
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SET_MODEL(ENT(pev), "models/gonome.mdl"); |
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UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); |
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|
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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m_bloodColor = BLOOD_COLOR_GREEN; |
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pev->effects = 0; |
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pev->health = gSkillData.gonomeHealth; |
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m_flFieldOfView = 0.2;// 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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|
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m_flNextSpitTime = gpGlobals->time; |
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|
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MonsterInit(); |
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} |
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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 CGonome::Precache() |
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{ |
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PRECACHE_MODEL("models/gonome.mdl"); |
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|
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PRECACHE_MODEL("sprites/blood_chnk.spr");// spit projectile. |
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|
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iGonomeSpitSprite = PRECACHE_MODEL("sprites/tinyspit.spr");// client side spittle. |
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|
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PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event |
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|
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PRECACHE_SOUND("gonome/gonome_eat.wav"); |
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PRECACHE_SOUND("gonome/gonome_jumpattack.wav"); |
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PRECACHE_SOUND("gonome/gonome_melee1.wav"); |
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PRECACHE_SOUND("gonome/gonome_melee2.wav"); |
|
|
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PRECACHE_SOUND_ARRAY(pIdleSounds); |
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PRECACHE_SOUND_ARRAY(pPainSounds); |
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PRECACHE_SOUND_ARRAY(pDeathSounds); |
|
|
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PRECACHE_SOUND("gonome/gonome_run.wav"); |
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|
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PRECACHE_SOUND("bullchicken/bc_acid1.wav"); |
|
|
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PRECACHE_SOUND("bullchicken/bc_bite2.wav"); |
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PRECACHE_SOUND("bullchicken/bc_bite3.wav"); |
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|
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PRECACHE_SOUND("bullchicken/bc_spithit1.wav"); |
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PRECACHE_SOUND("bullchicken/bc_spithit2.wav"); |
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} |
|
|
|
//======================================================== |
|
// RunAI - overridden for gonome because there are things |
|
// that need to be checked every think. |
|
//======================================================== |
|
void CGonome::RunAI(void) |
|
{ |
|
// first, do base class stuff |
|
CBaseMonster::RunAI(); |
|
|
|
if (m_hEnemy != 0 && m_Activity == ACT_RUN) |
|
{ |
|
// chasing enemy. Sprint for last bit |
|
if ((pev->origin - m_hEnemy->pev->origin).Length2D() < GONOME_SPRINT_DIST) |
|
{ |
|
pev->framerate = 1.25; |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// GetSchedule |
|
//========================================================= |
|
Schedule_t *CGonome::GetSchedule( void ) |
|
{ |
|
switch( m_MonsterState ) |
|
{ |
|
case MONSTERSTATE_COMBAT: |
|
{ |
|
// dead enemy |
|
if( HasConditions( bits_COND_ENEMY_DEAD ) ) |
|
{ |
|
// call base class, all code to handle dead enemies is centralized there. |
|
return CBaseMonster::GetSchedule(); |
|
} |
|
|
|
if( HasConditions( bits_COND_NEW_ENEMY ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_WAKE_ANGRY ); |
|
} |
|
|
|
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); |
|
} |
|
|
|
if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_MELEE_ATTACK1 ); |
|
} |
|
|
|
if( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_MELEE_ATTACK2 ); |
|
} |
|
|
|
return GetScheduleOfType( SCHED_CHASE_ENEMY ); |
|
break; |
|
} |
|
default: |
|
break; |
|
} |
|
|
|
return CBaseMonster::GetSchedule(); |
|
} |
|
|
|
// primary range attack |
|
Task_t tlGonomeRangeAttack1[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_FACE_IDEAL, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
}; |
|
|
|
Schedule_t slGonomeRangeAttack1[] = |
|
{ |
|
{ |
|
tlGonomeRangeAttack1, |
|
ARRAYSIZE( tlGonomeRangeAttack1 ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_ENEMY_OCCLUDED | |
|
bits_COND_NO_AMMO_LOADED, |
|
0, |
|
"Gonome Range Attack1" |
|
}, |
|
}; |
|
|
|
// Chase enemy schedule |
|
Task_t tlGonomeChaseEnemy1[] = |
|
{ |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },// !!!OEM - this will stop nasty squid oscillation. |
|
{ TASK_GET_PATH_TO_ENEMY, (float)0 }, |
|
{ TASK_RUN_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
}; |
|
|
|
Schedule_t slGonomeChaseEnemy[] = |
|
{ |
|
{ |
|
tlGonomeChaseEnemy1, |
|
ARRAYSIZE( tlGonomeChaseEnemy1 ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_SMELL_FOOD | |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_CAN_MELEE_ATTACK1 | |
|
bits_COND_CAN_MELEE_ATTACK2 | |
|
bits_COND_TASK_FAILED, |
|
0, |
|
"Gonome Chase Enemy" |
|
}, |
|
}; |
|
|
|
// victory dance (eating body) |
|
Task_t tlGonomeVictoryDance[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_WAIT, (float)0.1 }, |
|
{ TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE, (float)0 }, |
|
{ TASK_WALK_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE } |
|
}; |
|
|
|
Schedule_t slGonomeVictoryDance[] = |
|
{ |
|
{ |
|
tlGonomeVictoryDance, |
|
ARRAYSIZE( tlGonomeVictoryDance ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE, |
|
0, |
|
"GonomeVictoryDance" |
|
}, |
|
}; |
|
|
|
DEFINE_CUSTOM_SCHEDULES( CGonome ) |
|
{ |
|
slGonomeRangeAttack1, |
|
slGonomeChaseEnemy, |
|
slGonomeVictoryDance, |
|
}; |
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CGonome, CBaseMonster ) |
|
|
|
Schedule_t* CGonome::GetScheduleOfType(int Type) |
|
{ |
|
switch ( Type ) |
|
{ |
|
case SCHED_RANGE_ATTACK1: |
|
return &slGonomeRangeAttack1[0]; |
|
break; |
|
case SCHED_CHASE_ENEMY: |
|
return &slGonomeChaseEnemy[0]; |
|
break; |
|
case SCHED_VICTORY_DANCE: |
|
return &slGonomeVictoryDance[0]; |
|
break; |
|
default: |
|
break; |
|
} |
|
return CBaseMonster::GetScheduleOfType(Type); |
|
} |
|
|
|
//========================================================= |
|
// Start task - selects the correct activity and performs |
|
// any necessary calculations to start the next task on the |
|
// schedule. |
|
//========================================================= |
|
void CGonome::StartTask(Task_t *pTask) |
|
{ |
|
m_iTaskStatus = TASKSTATUS_RUNNING; |
|
|
|
switch (pTask->iTask) |
|
{ |
|
case TASK_MELEE_ATTACK1: |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee1.wav", 1, ATTN_NORM); |
|
CBaseMonster::StartTask(pTask); |
|
} |
|
break; |
|
case TASK_MELEE_ATTACK2: |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee2.wav", 1, ATTN_NORM); |
|
CBaseMonster::StartTask(pTask); |
|
} |
|
break; |
|
case TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE: |
|
{ |
|
UTIL_MakeVectors( pev->angles ); |
|
if( BuildRoute( m_vecEnemyLKP - gpGlobals->v_forward * 40, bits_MF_TO_LOCATION, NULL ) ) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
ALERT( at_aiconsole, "GonomeGetPathToEnemyCorpse failed!!\n" ); |
|
TaskFail(); |
|
} |
|
} |
|
break; |
|
default: |
|
CBaseMonster::StartTask(pTask); |
|
break; |
|
|
|
} |
|
} |
|
|
|
//========================================================= |
|
// DEAD GONOME PROP |
|
//========================================================= |
|
class CDeadGonome : public CBaseMonster |
|
{ |
|
public: |
|
void Spawn(void); |
|
int Classify(void) { return CLASS_ALIEN_MONSTER; } |
|
void KeyValue( KeyValueData *pkvd ); |
|
int m_iPose; |
|
static const char *m_szPoses[3]; |
|
}; |
|
|
|
const char *CDeadGonome::m_szPoses[] = { "dead_on_stomach1", "dead_on_back", "dead_on_side" }; |
|
|
|
void CDeadGonome::KeyValue( KeyValueData *pkvd ) |
|
{ |
|
if( FStrEq( pkvd->szKeyName, "pose" ) ) |
|
{ |
|
m_iPose = atoi( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseMonster::KeyValue( pkvd ); |
|
} |
|
|
|
LINK_ENTITY_TO_CLASS(monster_gonome_dead, CDeadGonome) |
|
|
|
//========================================================= |
|
// ********** DeadGonome SPAWN ********** |
|
//========================================================= |
|
void CDeadGonome::Spawn(void) |
|
{ |
|
PRECACHE_MODEL("models/gonome.mdl"); |
|
SET_MODEL(ENT(pev), "models/gonome.mdl"); |
|
|
|
pev->effects = 0; |
|
pev->yaw_speed = 8; |
|
pev->sequence = 0; |
|
m_bloodColor = BLOOD_COLOR_GREEN; |
|
|
|
pev->sequence = LookupSequence( m_szPoses[m_iPose] ); |
|
if( pev->sequence == -1 ) |
|
{ |
|
ALERT( at_console, "Dead gonome with bad pose\n" ); |
|
} |
|
|
|
// Corpses have less health |
|
pev->health = 8; |
|
|
|
MonsterInitDead(); |
|
}
|
|
|