You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
866 lines
22 KiB
866 lines
22 KiB
/*** |
|
* |
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
|
* |
|
* This product contains software technology licensed from Id |
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
|
* All Rights Reserved. |
|
* |
|
* This source code contains proprietary and confidential information of |
|
* Valve LLC and its suppliers. Access to this code is restricted to |
|
* persons who have executed a written SDK license with Valve. Any access, |
|
* use or distribution of this code by or to any unlicensed person is illegal. |
|
* |
|
****/ |
|
//========================================================= |
|
// Alien slave monster |
|
//========================================================= |
|
|
|
#include "extdll.h" |
|
#include "util.h" |
|
#include "cbase.h" |
|
#include "monsters.h" |
|
#include "squadmonster.h" |
|
#include "schedule.h" |
|
#include "effects.h" |
|
#include "weapons.h" |
|
#include "soundent.h" |
|
|
|
extern DLL_GLOBAL int g_iSkillLevel; |
|
|
|
//========================================================= |
|
// Monster's Anim Events Go Here |
|
//========================================================= |
|
#define ISLAVE_AE_CLAW ( 1 ) |
|
#define ISLAVE_AE_CLAWRAKE ( 2 ) |
|
#define ISLAVE_AE_ZAP_POWERUP ( 3 ) |
|
#define ISLAVE_AE_ZAP_SHOOT ( 4 ) |
|
#define ISLAVE_AE_ZAP_DONE ( 5 ) |
|
|
|
#define ISLAVE_MAX_BEAMS 8 |
|
|
|
class CISlave : public CSquadMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
void SetYawSpeed( void ); |
|
int ISoundMask( void ); |
|
int Classify ( void ); |
|
int IRelationship( CBaseEntity *pTarget ); |
|
void HandleAnimEvent( MonsterEvent_t *pEvent ); |
|
BOOL CheckRangeAttack1 ( float flDot, float flDist ); |
|
BOOL CheckRangeAttack2 ( float flDot, float flDist ); |
|
void CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation ); |
|
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); |
|
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); |
|
|
|
void DeathSound( void ); |
|
void PainSound( void ); |
|
void AlertSound( void ); |
|
void IdleSound( void ); |
|
|
|
void Killed( entvars_t *pevAttacker, int iGib ); |
|
|
|
void StartTask ( Task_t *pTask ); |
|
Schedule_t *GetSchedule( void ); |
|
Schedule_t *GetScheduleOfType ( int Type ); |
|
CUSTOM_SCHEDULES; |
|
|
|
int Save( CSave &save ); |
|
int Restore( CRestore &restore ); |
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
void ClearBeams( ); |
|
void ArmBeam( int side ); |
|
void WackBeam( int side, CBaseEntity *pEntity ); |
|
void ZapBeam( int side ); |
|
void BeamGlow( void ); |
|
|
|
int m_iBravery; |
|
|
|
CBeam *m_pBeam[ISLAVE_MAX_BEAMS]; |
|
|
|
int m_iBeams; |
|
float m_flNextAttack; |
|
|
|
int m_voicePitch; |
|
|
|
EHANDLE m_hDead; |
|
|
|
static const char *pAttackHitSounds[]; |
|
static const char *pAttackMissSounds[]; |
|
static const char *pPainSounds[]; |
|
static const char *pDeathSounds[]; |
|
}; |
|
LINK_ENTITY_TO_CLASS( monster_alien_slave, CISlave ); |
|
LINK_ENTITY_TO_CLASS( monster_vortigaunt, CISlave ); |
|
|
|
|
|
TYPEDESCRIPTION CISlave::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD( CISlave, m_iBravery, FIELD_INTEGER ), |
|
|
|
DEFINE_ARRAY( CISlave, m_pBeam, FIELD_CLASSPTR, ISLAVE_MAX_BEAMS ), |
|
DEFINE_FIELD( CISlave, m_iBeams, FIELD_INTEGER ), |
|
DEFINE_FIELD( CISlave, m_flNextAttack, FIELD_TIME ), |
|
|
|
DEFINE_FIELD( CISlave, m_voicePitch, FIELD_INTEGER ), |
|
|
|
DEFINE_FIELD( CISlave, m_hDead, FIELD_EHANDLE ), |
|
|
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CISlave, CSquadMonster ); |
|
|
|
|
|
|
|
|
|
const char *CISlave::pAttackHitSounds[] = |
|
{ |
|
"zombie/claw_strike1.wav", |
|
"zombie/claw_strike2.wav", |
|
"zombie/claw_strike3.wav", |
|
}; |
|
|
|
const char *CISlave::pAttackMissSounds[] = |
|
{ |
|
"zombie/claw_miss1.wav", |
|
"zombie/claw_miss2.wav", |
|
}; |
|
|
|
const char *CISlave::pPainSounds[] = |
|
{ |
|
"aslave/slv_pain1.wav", |
|
"aslave/slv_pain2.wav", |
|
}; |
|
|
|
const char *CISlave::pDeathSounds[] = |
|
{ |
|
"aslave/slv_die1.wav", |
|
"aslave/slv_die2.wav", |
|
}; |
|
|
|
//========================================================= |
|
// Classify - indicates this monster's place in the |
|
// relationship table. |
|
//========================================================= |
|
int CISlave :: Classify ( void ) |
|
{ |
|
return CLASS_ALIEN_MILITARY; |
|
} |
|
|
|
|
|
int CISlave::IRelationship( CBaseEntity *pTarget ) |
|
{ |
|
if ( (pTarget->IsPlayer()) ) |
|
if ( (pev->spawnflags & SF_MONSTER_WAIT_UNTIL_PROVOKED ) && ! (m_afMemory & bits_MEMORY_PROVOKED )) |
|
return R_NO; |
|
return CBaseMonster::IRelationship( pTarget ); |
|
} |
|
|
|
|
|
void CISlave :: CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation ) |
|
{ |
|
// ALERT( at_aiconsole, "help " ); |
|
|
|
// skip ones not on my netname |
|
if ( FStringNull( pev->netname )) |
|
return; |
|
|
|
CBaseEntity *pEntity = NULL; |
|
|
|
while ((pEntity = UTIL_FindEntityByString( pEntity, "netname", STRING( pev->netname ))) != NULL) |
|
{ |
|
float d = (pev->origin - pEntity->pev->origin).Length(); |
|
if (d < flDist) |
|
{ |
|
CBaseMonster *pMonster = pEntity->MyMonsterPointer( ); |
|
if (pMonster) |
|
{ |
|
pMonster->m_afMemory |= bits_MEMORY_PROVOKED; |
|
pMonster->PushEnemy( hEnemy, vecLocation ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
//========================================================= |
|
// ALertSound - scream |
|
//========================================================= |
|
void CISlave :: AlertSound( void ) |
|
{ |
|
if ( m_hEnemy != NULL ) |
|
{ |
|
SENTENCEG_PlayRndSz(ENT(pev), "SLV_ALERT", 0.85, ATTN_NORM, 0, m_voicePitch); |
|
|
|
CallForHelp( "monster_alien_slave", 512, m_hEnemy, m_vecEnemyLKP ); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// IdleSound |
|
//========================================================= |
|
void CISlave :: IdleSound( void ) |
|
{ |
|
if (RANDOM_LONG( 0, 2 ) == 0) |
|
{ |
|
SENTENCEG_PlayRndSz(ENT(pev), "SLV_IDLE", 0.85, ATTN_NORM, 0, m_voicePitch); |
|
} |
|
|
|
#if 0 |
|
int side = RANDOM_LONG( 0, 1 ) * 2 - 1; |
|
|
|
ClearBeams( ); |
|
ArmBeam( side ); |
|
|
|
UTIL_MakeAimVectors( pev->angles ); |
|
Vector vecSrc = pev->origin + gpGlobals->v_right * 2 * side; |
|
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); |
|
WRITE_BYTE(TE_DLIGHT); |
|
WRITE_COORD(vecSrc.x); // X |
|
WRITE_COORD(vecSrc.y); // Y |
|
WRITE_COORD(vecSrc.z); // Z |
|
WRITE_BYTE( 8 ); // radius * 0.1 |
|
WRITE_BYTE( 255 ); // r |
|
WRITE_BYTE( 180 ); // g |
|
WRITE_BYTE( 96 ); // b |
|
WRITE_BYTE( 10 ); // time * 10 |
|
WRITE_BYTE( 0 ); // decay * 0.1 |
|
MESSAGE_END( ); |
|
|
|
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap1.wav", 1, ATTN_NORM, 0, 100 ); |
|
#endif |
|
} |
|
|
|
//========================================================= |
|
// PainSound |
|
//========================================================= |
|
void CISlave :: PainSound( void ) |
|
{ |
|
if (RANDOM_LONG( 0, 2 ) == 0) |
|
{ |
|
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// DieSound |
|
//========================================================= |
|
|
|
void CISlave :: DeathSound( void ) |
|
{ |
|
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pDeathSounds[ RANDOM_LONG(0,ARRAYSIZE(pDeathSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); |
|
} |
|
|
|
|
|
//========================================================= |
|
// ISoundMask - returns a bit mask indicating which types |
|
// of sounds this monster regards. |
|
//========================================================= |
|
int CISlave :: ISoundMask ( void) |
|
{ |
|
return bits_SOUND_WORLD | |
|
bits_SOUND_COMBAT | |
|
bits_SOUND_DANGER | |
|
bits_SOUND_PLAYER; |
|
} |
|
|
|
|
|
void CISlave::Killed( entvars_t *pevAttacker, int iGib ) |
|
{ |
|
ClearBeams( ); |
|
CSquadMonster::Killed( pevAttacker, iGib ); |
|
} |
|
|
|
//========================================================= |
|
// SetYawSpeed - allows each sequence to have a different |
|
// turn rate associated with it. |
|
//========================================================= |
|
void CISlave :: SetYawSpeed ( void ) |
|
{ |
|
int ys; |
|
|
|
switch ( m_Activity ) |
|
{ |
|
case ACT_WALK: |
|
ys = 50; |
|
break; |
|
case ACT_RUN: |
|
ys = 70; |
|
break; |
|
case ACT_IDLE: |
|
ys = 50; |
|
break; |
|
default: |
|
ys = 90; |
|
break; |
|
} |
|
|
|
pev->yaw_speed = ys; |
|
} |
|
|
|
//========================================================= |
|
// HandleAnimEvent - catches the monster-specific messages |
|
// that occur when tagged animation frames are played. |
|
// |
|
// Returns number of events handled, 0 if none. |
|
//========================================================= |
|
void CISlave :: HandleAnimEvent( MonsterEvent_t *pEvent ) |
|
{ |
|
// ALERT( at_console, "event %d : %f\n", pEvent->event, pev->frame ); |
|
switch( pEvent->event ) |
|
{ |
|
case ISLAVE_AE_CLAW: |
|
{ |
|
// SOUND HERE! |
|
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.slaveDmgClaw, DMG_SLASH ); |
|
if ( pHurt ) |
|
{ |
|
if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) |
|
{ |
|
pHurt->pev->punchangle.z = -18; |
|
pHurt->pev->punchangle.x = 5; |
|
} |
|
// Play a random attack hit sound |
|
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); |
|
} |
|
else |
|
{ |
|
// Play a random attack miss sound |
|
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); |
|
} |
|
} |
|
break; |
|
|
|
case ISLAVE_AE_CLAWRAKE: |
|
{ |
|
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.slaveDmgClawrake, DMG_SLASH ); |
|
if ( pHurt ) |
|
{ |
|
if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) |
|
{ |
|
pHurt->pev->punchangle.z = -18; |
|
pHurt->pev->punchangle.x = 5; |
|
} |
|
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); |
|
} |
|
else |
|
{ |
|
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); |
|
} |
|
} |
|
break; |
|
|
|
case ISLAVE_AE_ZAP_POWERUP: |
|
{ |
|
// speed up attack when on hard |
|
if (g_iSkillLevel == SKILL_HARD) |
|
pev->framerate = 1.5; |
|
|
|
UTIL_MakeAimVectors( pev->angles ); |
|
|
|
if (m_iBeams == 0) |
|
{ |
|
Vector vecSrc = pev->origin + gpGlobals->v_forward * 2; |
|
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); |
|
WRITE_BYTE(TE_DLIGHT); |
|
WRITE_COORD(vecSrc.x); // X |
|
WRITE_COORD(vecSrc.y); // Y |
|
WRITE_COORD(vecSrc.z); // Z |
|
WRITE_BYTE( 12 ); // radius * 0.1 |
|
WRITE_BYTE( 255 ); // r |
|
WRITE_BYTE( 180 ); // g |
|
WRITE_BYTE( 96 ); // b |
|
WRITE_BYTE( 20 / pev->framerate ); // time * 10 |
|
WRITE_BYTE( 0 ); // decay * 0.1 |
|
MESSAGE_END( ); |
|
|
|
} |
|
if (m_hDead != NULL) |
|
{ |
|
WackBeam( -1, m_hDead ); |
|
WackBeam( 1, m_hDead ); |
|
} |
|
else |
|
{ |
|
ArmBeam( -1 ); |
|
ArmBeam( 1 ); |
|
BeamGlow( ); |
|
} |
|
|
|
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 ); |
|
pev->skin = m_iBeams / 2; |
|
} |
|
break; |
|
|
|
case ISLAVE_AE_ZAP_SHOOT: |
|
{ |
|
ClearBeams( ); |
|
|
|
if (m_hDead != NULL) |
|
{ |
|
Vector vecDest = m_hDead->pev->origin + Vector( 0, 0, 38 ); |
|
TraceResult trace; |
|
UTIL_TraceHull( vecDest, vecDest, dont_ignore_monsters, human_hull, m_hDead->edict(), &trace ); |
|
|
|
if ( !trace.fStartSolid ) |
|
{ |
|
CBaseEntity *pNew = Create( "monster_alien_slave", m_hDead->pev->origin, m_hDead->pev->angles ); |
|
CBaseMonster *pNewMonster = pNew->MyMonsterPointer( ); |
|
pNew->pev->spawnflags |= 1; |
|
WackBeam( -1, pNew ); |
|
WackBeam( 1, pNew ); |
|
UTIL_Remove( m_hDead ); |
|
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) ); |
|
|
|
/* |
|
CBaseEntity *pEffect = Create( "test_effect", pNew->Center(), pev->angles ); |
|
pEffect->Use( this, this, USE_ON, 1 ); |
|
*/ |
|
break; |
|
} |
|
} |
|
ClearMultiDamage(); |
|
|
|
UTIL_MakeAimVectors( pev->angles ); |
|
|
|
ZapBeam( -1 ); |
|
ZapBeam( 1 ); |
|
|
|
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) ); |
|
// STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" ); |
|
ApplyMultiDamage(pev, pev); |
|
|
|
m_flNextAttack = gpGlobals->time + RANDOM_FLOAT( 0.5, 4.0 ); |
|
} |
|
break; |
|
|
|
case ISLAVE_AE_ZAP_DONE: |
|
{ |
|
ClearBeams( ); |
|
} |
|
break; |
|
|
|
default: |
|
CSquadMonster::HandleAnimEvent( pEvent ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// CheckRangeAttack1 - normal beam attack |
|
//========================================================= |
|
BOOL CISlave :: CheckRangeAttack1 ( float flDot, float flDist ) |
|
{ |
|
if (m_flNextAttack > gpGlobals->time) |
|
{ |
|
return FALSE; |
|
} |
|
|
|
return CSquadMonster::CheckRangeAttack1( flDot, flDist ); |
|
} |
|
|
|
//========================================================= |
|
// CheckRangeAttack2 - check bravery and try to resurect dead comrades |
|
//========================================================= |
|
BOOL CISlave :: CheckRangeAttack2 ( float flDot, float flDist ) |
|
{ |
|
return FALSE; |
|
|
|
if (m_flNextAttack > gpGlobals->time) |
|
{ |
|
return FALSE; |
|
} |
|
|
|
m_hDead = NULL; |
|
m_iBravery = 0; |
|
|
|
CBaseEntity *pEntity = NULL; |
|
while ((pEntity = UTIL_FindEntityByClassname( pEntity, "monster_alien_slave" )) != NULL) |
|
{ |
|
TraceResult tr; |
|
|
|
UTIL_TraceLine( EyePosition( ), pEntity->EyePosition( ), ignore_monsters, ENT(pev), &tr ); |
|
if (tr.flFraction == 1.0 || tr.pHit == pEntity->edict()) |
|
{ |
|
if (pEntity->pev->deadflag == DEAD_DEAD) |
|
{ |
|
float d = (pev->origin - pEntity->pev->origin).Length(); |
|
if (d < flDist) |
|
{ |
|
m_hDead = pEntity; |
|
flDist = d; |
|
} |
|
m_iBravery--; |
|
} |
|
else |
|
{ |
|
m_iBravery++; |
|
} |
|
} |
|
} |
|
if (m_hDead != NULL) |
|
return TRUE; |
|
else |
|
return FALSE; |
|
} |
|
|
|
|
|
//========================================================= |
|
// StartTask |
|
//========================================================= |
|
void CISlave :: StartTask ( Task_t *pTask ) |
|
{ |
|
ClearBeams( ); |
|
|
|
CSquadMonster :: StartTask ( pTask ); |
|
} |
|
|
|
|
|
//========================================================= |
|
// Spawn |
|
//========================================================= |
|
void CISlave :: Spawn() |
|
{ |
|
Precache( ); |
|
|
|
SET_MODEL(ENT(pev), "models/islave.mdl"); |
|
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); |
|
|
|
pev->solid = SOLID_SLIDEBOX; |
|
pev->movetype = MOVETYPE_STEP; |
|
m_bloodColor = BLOOD_COLOR_GREEN; |
|
pev->effects = 0; |
|
pev->health = gSkillData.slaveHealth; |
|
pev->view_ofs = Vector ( 0, 0, 64 );// position of the eyes relative to monster's origin. |
|
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello |
|
m_MonsterState = MONSTERSTATE_NONE; |
|
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_RANGE_ATTACK2 | bits_CAP_DOORS_GROUP; |
|
|
|
m_voicePitch = RANDOM_LONG( 85, 110 ); |
|
|
|
MonsterInit(); |
|
} |
|
|
|
//========================================================= |
|
// Precache - precaches all resources this monster needs |
|
//========================================================= |
|
void CISlave :: Precache() |
|
{ |
|
int i; |
|
|
|
PRECACHE_MODEL("models/islave.mdl"); |
|
PRECACHE_MODEL("sprites/lgtning.spr"); |
|
PRECACHE_SOUND("debris/zap1.wav"); |
|
PRECACHE_SOUND("debris/zap4.wav"); |
|
PRECACHE_SOUND("weapons/electro4.wav"); |
|
PRECACHE_SOUND("hassault/hw_shoot1.wav"); |
|
PRECACHE_SOUND("zombie/zo_pain2.wav"); |
|
PRECACHE_SOUND("headcrab/hc_headbite.wav"); |
|
PRECACHE_SOUND("weapons/cbar_miss1.wav"); |
|
|
|
for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) |
|
PRECACHE_SOUND((char *)pAttackHitSounds[i]); |
|
|
|
for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) |
|
PRECACHE_SOUND((char *)pAttackMissSounds[i]); |
|
|
|
for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) |
|
PRECACHE_SOUND((char *)pPainSounds[i]); |
|
|
|
for ( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ ) |
|
PRECACHE_SOUND((char *)pDeathSounds[i]); |
|
|
|
UTIL_PrecacheOther( "test_effect" ); |
|
} |
|
|
|
|
|
//========================================================= |
|
// TakeDamage - get provoked when injured |
|
//========================================================= |
|
|
|
int CISlave :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) |
|
{ |
|
// don't slash one of your own |
|
if ((bitsDamageType & DMG_SLASH) && pevAttacker && IRelationship( Instance(pevAttacker) ) < R_DL) |
|
return 0; |
|
|
|
m_afMemory |= bits_MEMORY_PROVOKED; |
|
return CSquadMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); |
|
} |
|
|
|
|
|
void CISlave::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) |
|
{ |
|
if (bitsDamageType & DMG_SHOCK) |
|
return; |
|
|
|
CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); |
|
} |
|
|
|
|
|
//========================================================= |
|
// AI Schedules Specific to this monster |
|
//========================================================= |
|
|
|
|
|
|
|
// primary range attack |
|
Task_t tlSlaveAttack1[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_FACE_IDEAL, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
}; |
|
|
|
Schedule_t slSlaveAttack1[] = |
|
{ |
|
{ |
|
tlSlaveAttack1, |
|
ARRAYSIZE ( tlSlaveAttack1 ), |
|
bits_COND_CAN_MELEE_ATTACK1 | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_HEAVY_DAMAGE, |
|
|
|
bits_SOUND_DANGER, |
|
"Slave Range Attack1" |
|
}, |
|
}; |
|
|
|
|
|
DEFINE_CUSTOM_SCHEDULES( CISlave ) |
|
{ |
|
slSlaveAttack1, |
|
}; |
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CISlave, CSquadMonster ); |
|
|
|
|
|
//========================================================= |
|
//========================================================= |
|
Schedule_t *CISlave :: GetSchedule( void ) |
|
{ |
|
ClearBeams( ); |
|
|
|
/* |
|
if (pev->spawnflags) |
|
{ |
|
pev->spawnflags = 0; |
|
return GetScheduleOfType( SCHED_RELOAD ); |
|
} |
|
*/ |
|
|
|
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->m_iType & bits_SOUND_COMBAT ) |
|
m_afMemory |= bits_MEMORY_PROVOKED; |
|
} |
|
|
|
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 (pev->health < 20 || m_iBravery < 0) |
|
{ |
|
if (!HasConditions( bits_COND_CAN_MELEE_ATTACK1 )) |
|
{ |
|
m_failSchedule = SCHED_CHASE_ENEMY; |
|
if (HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE)) |
|
{ |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
if ( HasConditions ( bits_COND_SEE_ENEMY ) && HasConditions ( bits_COND_ENEMY_FACING_ME ) ) |
|
{ |
|
// ALERT( at_console, "exposed\n"); |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
} |
|
} |
|
break; |
|
} |
|
return CSquadMonster::GetSchedule( ); |
|
} |
|
|
|
|
|
Schedule_t *CISlave :: GetScheduleOfType ( int Type ) |
|
{ |
|
switch ( Type ) |
|
{ |
|
case SCHED_FAIL: |
|
if (HasConditions( bits_COND_CAN_MELEE_ATTACK1 )) |
|
{ |
|
return CSquadMonster :: GetScheduleOfType( SCHED_MELEE_ATTACK1 ); ; |
|
} |
|
break; |
|
case SCHED_RANGE_ATTACK1: |
|
return slSlaveAttack1; |
|
case SCHED_RANGE_ATTACK2: |
|
return slSlaveAttack1; |
|
} |
|
return CSquadMonster :: GetScheduleOfType( Type ); |
|
} |
|
|
|
|
|
//========================================================= |
|
// ArmBeam - small beam from arm to nearby geometry |
|
//========================================================= |
|
|
|
void CISlave :: ArmBeam( int side ) |
|
{ |
|
TraceResult tr; |
|
float flDist = 1.0; |
|
|
|
if (m_iBeams >= ISLAVE_MAX_BEAMS) |
|
return; |
|
|
|
UTIL_MakeAimVectors( pev->angles ); |
|
Vector vecSrc = pev->origin + gpGlobals->v_up * 36 + gpGlobals->v_right * side * 16 + gpGlobals->v_forward * 32; |
|
|
|
for (int i = 0; i < 3; i++) |
|
{ |
|
Vector vecAim = gpGlobals->v_right * side * RANDOM_FLOAT( 0, 1 ) + gpGlobals->v_up * RANDOM_FLOAT( -1, 1 ); |
|
TraceResult tr1; |
|
UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 512, dont_ignore_monsters, ENT( pev ), &tr1); |
|
if (flDist > tr1.flFraction) |
|
{ |
|
tr = tr1; |
|
flDist = tr.flFraction; |
|
} |
|
} |
|
|
|
// Couldn't find anything close enough |
|
if ( flDist == 1.0 ) |
|
return; |
|
|
|
DecalGunshot( &tr, BULLET_PLAYER_CROWBAR ); |
|
|
|
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 ); |
|
if (!m_pBeam[m_iBeams]) |
|
return; |
|
|
|
m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex( ) ); |
|
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 ); |
|
// m_pBeam[m_iBeams]->SetColor( 180, 255, 96 ); |
|
m_pBeam[m_iBeams]->SetColor( 96, 128, 16 ); |
|
m_pBeam[m_iBeams]->SetBrightness( 64 ); |
|
m_pBeam[m_iBeams]->SetNoise( 80 ); |
|
m_iBeams++; |
|
} |
|
|
|
|
|
//========================================================= |
|
// BeamGlow - brighten all beams |
|
//========================================================= |
|
void CISlave :: BeamGlow( ) |
|
{ |
|
int b = m_iBeams * 32; |
|
if (b > 255) |
|
b = 255; |
|
|
|
for (int i = 0; i < m_iBeams; i++) |
|
{ |
|
if (m_pBeam[i]->GetBrightness() != 255) |
|
{ |
|
m_pBeam[i]->SetBrightness( b ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//========================================================= |
|
// WackBeam - regenerate dead colleagues |
|
//========================================================= |
|
void CISlave :: WackBeam( int side, CBaseEntity *pEntity ) |
|
{ |
|
Vector vecDest; |
|
float flDist = 1.0; |
|
|
|
if (m_iBeams >= ISLAVE_MAX_BEAMS) |
|
return; |
|
|
|
if (pEntity == NULL) |
|
return; |
|
|
|
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 ); |
|
if (!m_pBeam[m_iBeams]) |
|
return; |
|
|
|
m_pBeam[m_iBeams]->PointEntInit( pEntity->Center(), entindex( ) ); |
|
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 ); |
|
m_pBeam[m_iBeams]->SetColor( 180, 255, 96 ); |
|
m_pBeam[m_iBeams]->SetBrightness( 255 ); |
|
m_pBeam[m_iBeams]->SetNoise( 80 ); |
|
m_iBeams++; |
|
} |
|
|
|
//========================================================= |
|
// ZapBeam - heavy damage directly forward |
|
//========================================================= |
|
void CISlave :: ZapBeam( int side ) |
|
{ |
|
Vector vecSrc, vecAim; |
|
TraceResult tr; |
|
CBaseEntity *pEntity; |
|
|
|
if (m_iBeams >= ISLAVE_MAX_BEAMS) |
|
return; |
|
|
|
vecSrc = pev->origin + gpGlobals->v_up * 36; |
|
vecAim = ShootAtEnemy( vecSrc ); |
|
float deflection = 0.01; |
|
vecAim = vecAim + side * gpGlobals->v_right * RANDOM_FLOAT( 0, deflection ) + gpGlobals->v_up * RANDOM_FLOAT( -deflection, deflection ); |
|
UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 1024, dont_ignore_monsters, ENT( pev ), &tr); |
|
|
|
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 50 ); |
|
if (!m_pBeam[m_iBeams]) |
|
return; |
|
|
|
m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex( ) ); |
|
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 ); |
|
m_pBeam[m_iBeams]->SetColor( 180, 255, 96 ); |
|
m_pBeam[m_iBeams]->SetBrightness( 255 ); |
|
m_pBeam[m_iBeams]->SetNoise( 20 ); |
|
m_iBeams++; |
|
|
|
pEntity = CBaseEntity::Instance(tr.pHit); |
|
if (pEntity != NULL && pEntity->pev->takedamage) |
|
{ |
|
pEntity->TraceAttack( pev, gSkillData.slaveDmgZap, vecAim, &tr, DMG_SHOCK ); |
|
} |
|
UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) ); |
|
} |
|
|
|
|
|
//========================================================= |
|
// ClearBeams - remove all beams |
|
//========================================================= |
|
void CISlave :: ClearBeams( ) |
|
{ |
|
for (int i = 0; i < ISLAVE_MAX_BEAMS; i++) |
|
{ |
|
if (m_pBeam[i]) |
|
{ |
|
UTIL_Remove( m_pBeam[i] ); |
|
m_pBeam[i] = NULL; |
|
} |
|
} |
|
m_iBeams = 0; |
|
pev->skin = 0; |
|
|
|
STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" ); |
|
}
|
|
|