Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "nodes.h"
#include "soundent.h"
#include "animation.h"
#include "effects.h"
#include "explode.h"
#define ROBOCOP_EYE_SPRITE_NAME "sprites/gargeye1.spr"
#define ROBOCOP_EYE_BEAM_NAME "sprites/laserbeam.spr"
#define ROBOCOP_EYE_SPOT_NAME "sprites/glow02.spr"
#define ROBOCOP_MAX_SHOCKWAVE_RADIUS 384
#define ROBOCOP_MAX_MORTAR_RADIUS 256
#define ROBOCOP_MORTAR_CHARGE_TIME 2.0f
#define ROBOCOP_MORTAR_ATTACK_DELAY 1.2f
#define ROBOCOP_SHOCKWAVE_IMPACT_DELAY 0.9f
#define ROBOCOP_MELEE_ATTACK_DIST 128
#define ROBOCOP_RANGE_ATTACK_DIST 512
#define ROBOCOP_MAX_CHASE_DIST 1024
#define ROBOCOP_DEATH_DURATION 10.0f
// AI Nodes for RoboCop
class CInfoRCNode : public CPointEntity
{
public:
void Spawn(void);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
CInfoRCNode* m_pNext;
};
LINK_ENTITY_TO_CLASS(info_rc_node, CInfoRCNode);
TYPEDESCRIPTION CInfoRCNode::m_SaveData[] =
{
DEFINE_FIELD(CInfoRCNode, m_pNext, FIELD_CLASSPTR),
};
IMPLEMENT_SAVERESTORE(CInfoRCNode, CPointEntity);
void CInfoRCNode::Spawn(void)
{
}
// AI Sector for RoboCop
class CInfoRCSector : public CPointEntity
{
public:
void Spawn(void);
void KeyValue(KeyValueData* pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
CInfoRCNode* m_pNode;
CInfoRCSector* m_pNext;
int m_sector;
int m_nodecount;
};
LINK_ENTITY_TO_CLASS(info_rc_sector, CInfoRCSector);
TYPEDESCRIPTION CInfoRCSector::m_SaveData[] =
{
DEFINE_FIELD(CInfoRCSector, m_pNode, FIELD_CLASSPTR),
DEFINE_FIELD(CInfoRCSector, m_pNext, FIELD_CLASSPTR),
DEFINE_FIELD(CInfoRCSector, m_sector, FIELD_INTEGER),
DEFINE_FIELD(CInfoRCSector, m_nodecount, FIELD_INTEGER),
};
IMPLEMENT_SAVERESTORE(CInfoRCSector, CPointEntity);
void CInfoRCSector::Spawn(void)
{
}
void CInfoRCSector::KeyValue(KeyValueData* pkvd)
{
if (FStrEq(pkvd->szKeyName, "sector"))
{
m_sector = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CPointEntity::KeyValue(pkvd);
}
#define BEGIN_RC_SECTOR( sector, owner ) \
{\
CInfoRCSector* pSector = (CInfoRCSector*)CBaseEntity::Create("info_rc_sector", g_vecZero, g_vecZero, NULL);\
\
if (pSector)\
{\
pSector->m_pNext = NULL;\
pSector->m_pNode = NULL;\
pSector->m_sector = sector;\
pSector->m_nodecount = 0;\
\
if (owner)\
{\
if (owner->m_pSector == NULL)\
{\
owner->m_pSector = pSector;\
}\
else\
{\
pSector->m_pNext = owner->m_pSector;\
owner->m_pSector = pSector;\
}\
owner->m_sectorcount++;\
}
#define END_RC_SECTOR() \
}\
}
#define ADD_RC_NODE( coordx, coordy, coordz ) \
{\
CInfoRCNode* pNode = (CInfoRCNode*)CBaseEntity::Create("info_rc_node", Vector(coordx, coordy, coordz), g_vecZero, NULL); \
if (pNode)\
{\
if (pSector->m_pNode == NULL)\
{\
pNode->m_pNext = NULL;\
pSector->m_pNode = pNode;\
}\
else\
{\
pNode->m_pNext = pSector->m_pNode;\
pSector->m_pNode = pNode;\
}\
pSector->m_nodecount++;\
}\
}
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define ROBOCOP_AE_RIGHT_FOOT 0x03
#define ROBOCOP_AE_LEFT_FOOT 0x04
#define ROBOCOP_AE_FIST 0x05
class CRoboCop : public CBaseMonster
{
public:
void Spawn(void);
void Precache(void);
void SetYawSpeed(void);
int Classify(void);
int ISoundMask(void);
void HandleAnimEvent(MonsterEvent_t *pEvent);
BOOL ShouldFadeOnDeath(void) { return TRUE; }
void MonsterThink(void);
BOOL FCanCheckAttacks(void);
BOOL CheckMeleeAttack1(float flDot, float flDist);
BOOL CheckMeleeAttack2(float flDot, float flDist) { return FALSE; }
BOOL CheckRangeAttack1(float flDot, float flDist);
BOOL CheckRangeAttack2(float flDot, float flDist) { return FALSE; }
void PrescheduleThink(void);
void ScheduleChange(void);
BOOL ShouldGibMonster(int iGib) { return FALSE; }
void Killed(entvars_t *pevAttacker, int iGib);
Schedule_t *GetSchedule(void);
Schedule_t *GetScheduleOfType(int Type);
void StartTask(Task_t *pTask);
void RunTask(Task_t *pTask);
int Save(CSave &save);
int Restore(CRestore &restore);
CUSTOM_SCHEDULES;
static TYPEDESCRIPTION m_SaveData[];
void CreateEffects(void);
void DestroyEffects(void);
void CreateEyeGlow(void);
void DestroyEyeGlow(void);
void CreateBeam(void);
void DestroyBeam(void);
void CreateSpot(void);
void DestroySpot(void);
void EyeOff(void);
void EyeOn(int level);
void EyeUpdate(void);
void BeamOff(void);
void BeamOn(int level);
void BeamUpdate(void);
void SonicAttack(void);
void MortarAttack(Vector vecSrc);
void StartMortarAttack(void);
void StopMortarAttack(void);
BOOL PredictMeleeAttack(CBaseEntity* pEnemy);
void PredictEnemyPosition(CBaseEntity* pEnemy, Vector& vecResult);
BOOL IsEnemyReachable(CBaseEntity* pEnemy);
void SetupNodes(float flRadius);
int m_iSpriteTexture;
CSprite* m_pEyeGlow; // Glow around the eyes
int m_eyeBrightness; // Brightness target
CBeam* m_pBeam;
CSprite* m_pBeamSpot;
int m_beamBrightness;
float m_flMortarAttackStart;
BOOL m_bInMortarAttack;
BOOL m_bAimLocked;
Vector m_vecMortarPos;
float m_flNextMortarAttack;
BOOL m_fMortarAttackEvent;
CBeam* m_pTemp;
CInfoRCSector* m_pSector;
int m_sectorcount;
int m_lastsector;
float m_flNextSparkTime;
static const char* pSparkSounds[];
};
void CreateRoboCopNodes(CRoboCop* pOwner);
LINK_ENTITY_TO_CLASS(monster_robocop, CRoboCop);
TYPEDESCRIPTION CRoboCop::m_SaveData[] =
{
DEFINE_FIELD(CRoboCop, m_iSpriteTexture, FIELD_INTEGER),
DEFINE_FIELD(CRoboCop, m_pEyeGlow, FIELD_CLASSPTR),
DEFINE_FIELD(CRoboCop, m_eyeBrightness, FIELD_INTEGER),
DEFINE_FIELD(CRoboCop, m_pBeam, FIELD_CLASSPTR),
DEFINE_FIELD(CRoboCop, m_pBeamSpot, FIELD_CLASSPTR),
DEFINE_FIELD(CRoboCop, m_beamBrightness, FIELD_INTEGER),
DEFINE_FIELD(CRoboCop, m_flMortarAttackStart, FIELD_TIME),
DEFINE_FIELD(CRoboCop, m_bInMortarAttack, FIELD_BOOLEAN),
DEFINE_FIELD(CRoboCop, m_flNextMortarAttack, FIELD_TIME),
DEFINE_FIELD(CRoboCop, m_fMortarAttackEvent, FIELD_BOOLEAN),
DEFINE_FIELD(CRoboCop, m_bAimLocked, FIELD_BOOLEAN),
DEFINE_FIELD(CRoboCop, m_vecMortarPos, FIELD_POSITION_VECTOR),
DEFINE_FIELD(CRoboCop, m_pSector, FIELD_CLASSPTR),
DEFINE_FIELD(CRoboCop, m_sectorcount, FIELD_INTEGER),
DEFINE_FIELD(CRoboCop, m_lastsector, FIELD_INTEGER),
DEFINE_FIELD(CRoboCop, m_flNextSparkTime, FIELD_TIME),
};
IMPLEMENT_SAVERESTORE(CRoboCop, CBaseMonster);
const char* CRoboCop::pSparkSounds[] =
{
"buttons/spark1.wav",
"buttons/spark2.wav",
"buttons/spark3.wav",
"buttons/spark4.wav",
"buttons/spark5.wav",
"buttons/spark6.wav",
};
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
enum
{
SCHED_ROBOCOP_WALK = LAST_COMMON_SCHEDULE + 1,
SCHED_ROBOCOP_RANGE_ATTACK1,
};
enum
{
TASK_ROBOCOP_GET_PATH_TO_RANDOM_POSITION = LAST_COMMON_TASK + 1,
};
Task_t tlRoboCopWalk[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_ROBOCOP_GET_PATH_TO_RANDOM_POSITION, (float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slRoboCopWalk[] =
{
{
tlRoboCopWalk,
ARRAYSIZE(tlRoboCopWalk),
bits_COND_NEW_ENEMY |
bits_COND_SEE_ENEMY |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"RoboCopWalk"
},
};
// primary range attack
Task_t tlRoboCopRangeAttack1[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slRoboCopRangeAttack1[] =
{
{
tlRoboCopRangeAttack1,
ARRAYSIZE(tlRoboCopRangeAttack1),
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"RoboCopRangeAttack1"
},
};
DEFINE_CUSTOM_SCHEDULES(CRoboCop)
{
slRoboCopWalk,
slRoboCopRangeAttack1,
};
IMPLEMENT_CUSTOM_SCHEDULES(CRoboCop, CBaseMonster);
//=========================================================
// ISoundMask
//=========================================================
int CRoboCop::ISoundMask(void)
{
return 0;
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CRoboCop::Classify(void)
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CRoboCop::SetYawSpeed(void)
{
int ys;
ys = 120;
#if 0
switch (m_Activity)
{
}
#endif
pev->yaw_speed = ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CRoboCop::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch (pEvent->event)
{
case ROBOCOP_AE_RIGHT_FOOT:
case ROBOCOP_AE_LEFT_FOOT:
switch (RANDOM_LONG(0, 1))
{
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "robocop/rc_step1.wav", 1, ATTN_NORM, 0, 70); break;
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "robocop/rc_step2.wav", 1, ATTN_NORM, 0, 70); break;
}
break;
case ROBOCOP_AE_FIST:
SonicAttack();
// ALERT(at_console, "%s Shockwave attack!\n", STRING(pev->classname));
break;
default:
CBaseMonster::HandleAnimEvent(pEvent);
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CRoboCop::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/robocop.mdl");
UTIL_SetSize(pev, Vector(-64, -64, 0), Vector(64, 64, 180));
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = DONT_BLEED;
pev->health = gSkillData.robocopHealth;
pev->view_ofs = Vector(0, 0, 172);// position of the eyes relative to monster's origin.
m_flFieldOfView = -1.0f;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_afCapability = bits_CAP_HEAR | bits_CAP_DOORS_GROUP | bits_CAP_TURN_HEAD;
CreateEffects();
EyeOn(255);
m_bInMortarAttack = FALSE;
m_bAimLocked = FALSE;
m_fMortarAttackEvent = FALSE;
m_flNextMortarAttack = gpGlobals->time;
m_pTemp = NULL;
if (FStrEq(STRING(gpGlobals->mapname), "po_xen01") || FStrEq(STRING(gpGlobals->mapname), "pv_asl02"))
{
CreateRoboCopNodes( this );
}
MonsterInit();
m_lastsector = -1;
m_flNextSparkTime = 0;
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CRoboCop::Precache()
{
PRECACHE_MODEL("models/robocop.mdl");
PRECACHE_SOUND("robocop/rc_charge.wav");
PRECACHE_SOUND("robocop/rc_fist.wav");
PRECACHE_SOUND("robocop/rc_laser.wav");
PRECACHE_SOUND("robocop/rc_step1.wav");
PRECACHE_SOUND("robocop/rc_step2.wav");
PRECACHE_SOUND_ARRAY(pSparkSounds);
PRECACHE_MODEL(ROBOCOP_EYE_SPRITE_NAME);
PRECACHE_MODEL(ROBOCOP_EYE_BEAM_NAME);
PRECACHE_MODEL(ROBOCOP_EYE_SPOT_NAME);
m_iSpriteTexture = PRECACHE_MODEL("sprites/shockwave.spr");
}
//=========================================================
// Monster Think - calls out to core AI functions and handles this
// monster's specific animation events
//=========================================================
void CRoboCop::MonsterThink(void)
{
CBaseMonster::MonsterThink();
// Override ground speed.
if (m_Activity == ACT_WALK || m_Activity == ACT_RUN)
m_flGroundSpeed = 200;
}
//=========================================================
// FCanCheckAttacks - this is overridden for alien grunts
// because they can use their smart weapons against unseen
// enemies. Base class doesn't attack anyone it can't see.
//=========================================================
BOOL CRoboCop::FCanCheckAttacks(void)
{
if (!HasConditions(bits_COND_ENEMY_TOOFAR))
{
return TRUE;
}
else
{
return FALSE;
}
}
//=========================================================
// CheckMeleeAttack1 - bullsquid is a big guy, so has a longer
// melee range than most monsters. This is the tailwhip attack
//=========================================================
BOOL CRoboCop::CheckMeleeAttack1(float flDot, float flDist)
{
if (flDist <= ROBOCOP_MELEE_ATTACK_DIST)
{
return TRUE;
}
return FALSE;
}
//=========================================================
// CheckMeleeAttack1 - bullsquid is a big guy, so has a longer
// melee range than most monsters. This is the tailwhip attack
//=========================================================
BOOL CRoboCop::CheckRangeAttack1(float flDot, float flDist)
{
if (m_flNextMortarAttack > gpGlobals->time)
return FALSE;
if (flDist > ROBOCOP_MELEE_ATTACK_DIST && flDist < ROBOCOP_RANGE_ATTACK_DIST && !HasConditions(bits_COND_CAN_MELEE_ATTACK1))
{
return TRUE;
}
return FALSE;
}
//=========================================================
// ScheduleChange
//=========================================================
void CRoboCop::ScheduleChange(void)
{
StopMortarAttack();
CBaseMonster::ScheduleChange();
}
void CRoboCop::Killed(entvars_t *pevAttacker, int iGib)
{
EyeOff();
DestroyEffects();
if (m_pTemp)
{
UTIL_Remove(m_pTemp);
m_pTemp = NULL;
}
FCheckAITrigger();
CBaseMonster::Killed(pevAttacker, GIB_NEVER);
}
void CRoboCop::PrescheduleThink(void)
{
CBaseMonster::PrescheduleThink();
if (m_hEnemy)
{
if (PredictMeleeAttack(m_hEnemy))
{
SetConditions(bits_COND_CAN_MELEE_ATTACK1);
}
else if ((m_hEnemy->pev->origin - pev->origin).Length2D() > ROBOCOP_MAX_CHASE_DIST)
{
ClearConditions(bits_COND_NEW_ENEMY);
ClearConditions(bits_COND_SEE_ENEMY);
SetConditions(bits_COND_ENEMY_TOOFAR);
}
}
EyeUpdate();
BeamUpdate();
}
//=========================================================
// GetSchedule
//=========================================================
Schedule_t* CRoboCop::GetSchedule()
{
// ALERT( at_console, "GetSchedule( )\n" );
switch (m_MonsterState)
{
case MONSTERSTATE_SCRIPT:
return CBaseMonster::GetSchedule();
case MONSTERSTATE_IDLE:
case MONSTERSTATE_ALERT:
// Stand still.
return GetScheduleOfType( SCHED_IDLE_STAND );
case MONSTERSTATE_COMBAT:
if (HasConditions(bits_COND_ENEMY_DEAD))
{
return CBaseMonster::GetSchedule();
}
if (HasConditions(bits_COND_SEE_ENEMY) && !HasConditions( bits_COND_ENEMY_TOOFAR ))
{
// shockwave
if (HasConditions(bits_COND_CAN_MELEE_ATTACK1))
{
return GetScheduleOfType(SCHED_MELEE_ATTACK1);
}
// laser attack.
if (HasConditions(bits_COND_CAN_RANGE_ATTACK1))
{
return GetScheduleOfType(SCHED_RANGE_ATTACK1);
}
return GetScheduleOfType(SCHED_CHASE_ENEMY);
}
// Wander or simply walk.
return GetScheduleOfType(SCHED_STANDOFF);
}
return CBaseMonster::GetSchedule();
}
Schedule_t *CRoboCop::GetScheduleOfType(int Type)
{
switch (Type)
{
case SCHED_RANGE_ATTACK1:
return GetScheduleOfType(SCHED_ROBOCOP_RANGE_ATTACK1);
case SCHED_ROBOCOP_RANGE_ATTACK1:
return slRoboCopRangeAttack1;
case SCHED_STANDOFF:
return slRoboCopWalk;
}
return CBaseMonster::GetScheduleOfType(Type);
}
void CRoboCop::StartTask(Task_t *pTask)
{
switch (pTask->iTask)
{
case TASK_RANGE_ATTACK1:
{
m_IdealActivity = ACT_RANGE_ATTACK1;
StartMortarAttack();
}
break;
case TASK_ROBOCOP_GET_PATH_TO_RANDOM_POSITION:
{
int sector, node;
int attempts = 0;
// Choose a random sector.
do
{
sector = RANDOM_LONG(0, m_sectorcount - 1);
if (sector == m_lastsector)
continue;
} while (attempts++ < m_sectorcount);
ASSERT(sector >= 0 && sector < m_sectorcount);
CInfoRCSector* pSector = m_pSector;
int i = 0;
while (i < sector)
{
pSector = pSector->m_pNext;
i++;
}
ASSERT(pSector != NULL);
// Choose a random node.
node = RANDOM_LONG(0, pSector->m_nodecount - 1);
ASSERT(node >= 0 && node < pSector->m_nodecount);
CInfoRCNode* pNode = pSector->m_pNode;
i = 0;
while (i < node)
{
pNode = pNode->m_pNext;
i++;
}
ASSERT(pNode != NULL);
if (BuildRoute(pNode->pev->origin, bits_MF_TO_LOCATION, NULL))
{
MakeIdealYaw(pNode->pev->origin);
ChangeYaw(pev->yaw_speed);
m_lastsector = sector;
// ALERT(at_console, "Robocop moving to sector %d\n", sector);
TaskComplete();
}
else
{
// ALERT(at_console, "Robocop failed to find proper sector.\n");
TaskFail();
}
}
break;
case TASK_DIE:
m_flWaitFinished = gpGlobals->time + ROBOCOP_DEATH_DURATION;
m_flNextSparkTime = gpGlobals->time + RANDOM_FLOAT(0, 0.5f);
pev->renderfx = kRenderFxGlowShell;
pev->rendercolor = Vector(64, 64, 255);
CBaseMonster::StartTask(pTask);
break;
default:
CBaseMonster::StartTask(pTask);
break;
}
}
void CRoboCop::RunTask(Task_t *pTask)
{
switch (pTask->iTask)
{
case TASK_RANGE_ATTACK1:
if (!m_hEnemy)
{
TaskComplete();
return;
}
MakeIdealYaw(m_vecEnemyLKP);
ChangeYaw(pev->yaw_speed);
if (!m_fSequenceFinished)
{
float elapsedTime = gpGlobals->time - m_flMortarAttackStart;
if (elapsedTime > ROBOCOP_MORTAR_CHARGE_TIME)
{
if (!m_bAimLocked)
{
Vector vecPredictedPos;
PredictEnemyPosition(m_hEnemy, vecPredictedPos);
TraceResult tr;
if (vecPredictedPos.z < pev->origin.z)
{
UTIL_TraceLine(vecPredictedPos, vecPredictedPos + Vector(0, 0, -256), dont_ignore_monsters, ENT(pev), &tr);
int contents = UTIL_PointContents(tr.vecEndPos);
// Enemy will hurt itself, stop task and return.
if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA || contents == CONTENTS_SLIME)
{
TaskComplete();
return;
}
}
Vector vecEyePos, vecAngles;
GetAttachment(0, vecEyePos, vecAngles);
if (m_hEnemy->pev->velocity.z <= 30 && (m_hEnemy->pev->origin.z < vecEyePos.z))
{
// Trace a line to our ground.
vecPredictedPos.z = pev->origin.z;
UTIL_TraceLine(vecEyePos, vecPredictedPos, dont_ignore_monsters, ENT(pev), &tr);
}
else
{
// Trace a line to enemy ground entity.
UTIL_TraceLine(m_hEnemy->Center(), m_hEnemy->Center() + Vector(0, 0, -2048), ignore_monsters, ENT(pev), &tr);
UTIL_TraceLine(vecEyePos, tr.vecEndPos, ignore_monsters, ENT(pev), &tr);
}
m_vecMortarPos = tr.vecEndPos;
m_bAimLocked = TRUE;
}
else
{
if (!m_pBeam)
{
CreateBeam();
}
if (!m_pBeamSpot)
{
CreateSpot();
}
BeamOn(220);
BeamUpdate();
m_pBeam->SetEndAttachment(1);
m_pBeam->SetStartPos( m_vecMortarPos );
m_pBeamSpot->pev->origin = m_vecMortarPos;
// Spawn the explosion.
if (elapsedTime > (ROBOCOP_MORTAR_CHARGE_TIME + ROBOCOP_MORTAR_ATTACK_DELAY) && !m_fMortarAttackEvent)
{
MortarAttack( m_vecMortarPos );
m_fMortarAttackEvent = TRUE;
}
}
}
}
else
{
m_IdealActivity = ACT_IDLE;
StopMortarAttack();
m_flNextMortarAttack = gpGlobals->time + RANDOM_FLOAT(2.0f, 4.0f);
TaskComplete();
}
break;
case TASK_DIE:
if (m_flWaitFinished > gpGlobals->time)
{
if (gpGlobals->time > m_flNextSparkTime)
{
float flRemainingWaitTime = m_flWaitFinished - gpGlobals->time;
float flRemainingProp = flRemainingWaitTime / ROBOCOP_DEATH_DURATION;
if (flRemainingProp < 0)
flRemainingProp = 0;
Vector vSparkPos = pev->origin;
Vector forward, right, up;
Vector angles = pev->angles;
angles.x = 0;
UTIL_MakeVectors(angles);
forward = gpGlobals->v_forward;
right = gpGlobals->v_right;
up = gpGlobals->v_up;
float halfHeight = pev->view_ofs.z * 0.5f;
float halfWidth = 32;
float flMinHeight = 4;
float flMaxHeight = flMinHeight + flRemainingProp * pev->view_ofs.z;
float flCenterZ = (flMinHeight + flMaxHeight) / 2;
vSparkPos = vSparkPos + forward * ((1 - flRemainingProp) * 180);
vSparkPos = vSparkPos + right * halfWidth * (RANDOM_LONG(-1, 1) + RANDOM_FLOAT(0, 1));
vSparkPos = vSparkPos + up * (flCenterZ + RANDOM_LONG(-1, 1) * RANDOM_FLOAT(0, 1));
UTIL_Sparks(vSparkPos);
EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, RANDOM_SOUND_ARRAY(pSparkSounds), 1.0, 0.6, 0, RANDOM_LONG(95, 105));
m_flNextSparkTime = gpGlobals->time + RANDOM_FLOAT(0.3f, 0.5f);
}
}
else
{
pev->renderfx = kRenderFxNone;
pev->rendercolor.x =
pev->rendercolor.y =
pev->rendercolor.z = 255;
m_flNextSparkTime = 0;
CBaseMonster::RunTask(pTask);
}
break;
default:
CBaseMonster::RunTask(pTask);
break;
}
}
//=========================================================
// SonicAttack
//=========================================================
void CRoboCop::SonicAttack(void)
{
float flAdjustedDamage;
float flDist;
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "robocop/rc_fist.wav", 1, ATTN_NORM);
// blast circles
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_BEAMCYLINDER);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 16);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 16 + ROBOCOP_MAX_SHOCKWAVE_RADIUS / .2); // reach damage radius over .3 seconds
WRITE_SHORT(m_iSpriteTexture);
WRITE_BYTE(0); // startframe
WRITE_BYTE(0); // framerate
WRITE_BYTE(2); // life
WRITE_BYTE(16); // width
WRITE_BYTE(0); // noise
WRITE_BYTE(62); // r
WRITE_BYTE(33); // g
WRITE_BYTE(211); // b
WRITE_BYTE(255); //brightness
WRITE_BYTE(0); // speed
MESSAGE_END();
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_BEAMCYLINDER);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 16);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 16 + (ROBOCOP_MAX_SHOCKWAVE_RADIUS / 2) / .2); // reach damage radius over .3 seconds
WRITE_SHORT(m_iSpriteTexture);
WRITE_BYTE(0); // startframe
WRITE_BYTE(0); // framerate
WRITE_BYTE(2); // life
WRITE_BYTE(16); // width
WRITE_BYTE(0); // noise
WRITE_BYTE(62); // r
WRITE_BYTE(33); // g
WRITE_BYTE(211); // b
WRITE_BYTE(255); //brightness
WRITE_BYTE(0); // speed
MESSAGE_END();
// Shake the screen.
UTIL_ScreenShake(pev->origin, 12.0, 100.0, 2.0, 1000);
CBaseEntity *pEntity = NULL;
// iterate on all entities in the vicinity.
while ((pEntity = UTIL_FindEntityInSphere(pEntity, pev->origin, ROBOCOP_MAX_SHOCKWAVE_RADIUS)) != NULL)
{
if ( pEntity->pev->takedamage != DAMAGE_NO )
{
// Robocop does not take damage from it's own attacks.
if (pEntity != this)
{
// houndeyes do FULL damage if the ent in question is visible. Half damage otherwise.
// This means that you must get out of the houndeye's attack range entirely to avoid damage.
// Calculate full damage first
// solo
flAdjustedDamage = gSkillData.robocopDmgFist;
flDist = (pEntity->Center() - pev->origin).Length();
flAdjustedDamage -= (flDist / ROBOCOP_MAX_SHOCKWAVE_RADIUS) * flAdjustedDamage;
if (!FVisible(pEntity))
{
if (pEntity->IsPlayer())
{
// if this entity is a client, and is not in full view, inflict half damage. We do this so that players still
// take the residual damage if they don't totally leave the houndeye's effective radius. We restrict it to clients
// so that monsters in other parts of the level don't take the damage and get pissed.
flAdjustedDamage *= 0.5;
}
else if (!FClassnameIs(pEntity->pev, "func_breakable") && !FClassnameIs(pEntity->pev, "func_pushable"))
{
// do not hurt nonclients through walls, but allow damage to be done to breakables
flAdjustedDamage = 0;
}
}
//ALERT ( at_aiconsole, "Damage: %f\n", flAdjustedDamage );
if (flAdjustedDamage > 0)
{
pEntity->TakeDamage(pev, pev, flAdjustedDamage, DMG_SONIC | DMG_ALWAYSGIB);
}
}
}
}
}
//=========================================================
// SonicAttack
//=========================================================
void CRoboCop::MortarAttack(Vector vecSrc)
{
float flAdjustedDamage;
float flDist;
// blast circles
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, vecSrc);
WRITE_BYTE(TE_BEAMCYLINDER);
WRITE_COORD(vecSrc.x);
WRITE_COORD(vecSrc.y);
WRITE_COORD(vecSrc.z + 16);
WRITE_COORD(vecSrc.x);
WRITE_COORD(vecSrc.y);
WRITE_COORD(vecSrc.z + 16 + ROBOCOP_MAX_MORTAR_RADIUS / .2); // reach damage radius over .3 seconds
WRITE_SHORT(m_iSpriteTexture);
WRITE_BYTE(0); // startframe
WRITE_BYTE(0); // framerate
WRITE_BYTE(2); // life
WRITE_BYTE(12); // width // 16
WRITE_BYTE(0); // noise
WRITE_BYTE(255); // r
WRITE_BYTE(128); // g
WRITE_BYTE(64); // b
WRITE_BYTE(255); //brightness
WRITE_BYTE(0); // speed
MESSAGE_END();
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_BEAMCYLINDER);
WRITE_COORD(vecSrc.x);
WRITE_COORD(vecSrc.y);
WRITE_COORD(vecSrc.z + 16);
WRITE_COORD(vecSrc.x);
WRITE_COORD(vecSrc.y);
WRITE_COORD(vecSrc.z + 16 + (ROBOCOP_MAX_MORTAR_RADIUS / 2) / .2); // reach damage radius over .3 seconds
WRITE_SHORT(m_iSpriteTexture);
WRITE_BYTE(0); // startframe
WRITE_BYTE(0); // framerate
WRITE_BYTE(2); // life
WRITE_BYTE(12); // width // 16
WRITE_BYTE(0); // noise
WRITE_BYTE(255); // r
WRITE_BYTE(128); // g
WRITE_BYTE(64); // b
WRITE_BYTE(255); //brightness
WRITE_BYTE(0); // speed
MESSAGE_END();
// Explosion
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, vecSrc);
WRITE_BYTE( TE_EXPLOSION ); // This makes a dynamic light and the explosion sprites/sound
WRITE_COORD(vecSrc.x); // Send to PAS because of the sound
WRITE_COORD(vecSrc.y);
WRITE_COORD(vecSrc.z);
WRITE_SHORT( g_sModelIndexFireball );
WRITE_BYTE( 50 ); // scale * 10
WRITE_BYTE( 15 ); // framerate
WRITE_BYTE(TE_EXPLFLAG_NONE | TE_EXPLFLAG_NODLIGHTS);
MESSAGE_END();
CBaseEntity *pEntity = NULL;
// iterate on all entities in the vicinity.
while ((pEntity = UTIL_FindEntityInSphere(pEntity, vecSrc, ROBOCOP_MAX_MORTAR_RADIUS)) != NULL)
{
if (pEntity->pev->takedamage != DAMAGE_NO)
{
// Robocop does not take damage from it's own attacks.
if (pEntity != this)
{
// houndeyes do FULL damage if the ent in question is visible. Half damage otherwise.
// This means that you must get out of the houndeye's attack range entirely to avoid damage.
// Calculate full damage first
// solo
flAdjustedDamage = 20;// gSkillData.robocopDmgMortar;
flDist = (pEntity->Center() - vecSrc).Length();
flAdjustedDamage -= (flDist / ROBOCOP_MAX_MORTAR_RADIUS) * flAdjustedDamage;
if (!FVisible(pEntity))
{
if (pEntity->IsPlayer())
{
// if this entity is a client, and is not in full view, inflict half damage. We do this so that players still
// take the residual damage if they don't totally leave the houndeye's effective radius. We restrict it to clients
// so that monsters in other parts of the level don't take the damage and get pissed.
flAdjustedDamage *= 0.5;
}
else if (!FClassnameIs(pEntity->pev, "func_breakable") && !FClassnameIs(pEntity->pev, "func_pushable"))
{
// do not hurt nonclients through walls, but allow damage to be done to breakables
flAdjustedDamage = 0;
}
}
//ALERT ( at_aiconsole, "Damage: %f\n", flAdjustedDamage );
if (flAdjustedDamage > 0)
{
pEntity->TakeDamage(pev, pev, flAdjustedDamage, DMG_SONIC | DMG_ALWAYSGIB);
}
}
}
}
}
void CRoboCop::StartMortarAttack(void)
{
m_bInMortarAttack = TRUE;
EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "robocop/rc_charge.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
m_flMortarAttackStart = gpGlobals->time;
}
void CRoboCop::StopMortarAttack(void)
{
BeamOff();
STOP_SOUND( ENT(pev), CHAN_BODY, "robocop/rc_charge.wav" );
m_bInMortarAttack = FALSE;
m_bAimLocked = FALSE;
m_fMortarAttackEvent = FALSE;
m_flMortarAttackStart = 0;
}
BOOL CRoboCop::PredictMeleeAttack(CBaseEntity* pEnemy)
{
ASSERT(pEnemy != NULL);
Vector vecSrc, vecVelocity;
Vector vecPredictedPos;
vecSrc = pEnemy->pev->origin;
vecVelocity = pEnemy->pev->velocity;
float speed = vecVelocity.Length();
float distance = speed * ROBOCOP_SHOCKWAVE_IMPACT_DELAY;
vecPredictedPos = vecSrc + vecVelocity.Normalize() * distance;
TraceResult tr;
UTIL_TraceLine(vecSrc, vecSrc + vecVelocity.Normalize() * distance, dont_ignore_monsters, ENT(pev), &tr);
if ((tr.vecEndPos - pev->origin).Length() < ROBOCOP_MELEE_ATTACK_DIST)
return TRUE;
return FALSE;
}
void CRoboCop::PredictEnemyPosition(CBaseEntity* pEnemy, Vector& vecResult)
{
Vector vecSrc, vecVelocity;
Vector vecPredictedPos;
vecSrc = pEnemy->pev->origin;
vecVelocity = pEnemy->pev->velocity;
float speed = vecVelocity.Length();
float distance = speed * ROBOCOP_MORTAR_ATTACK_DELAY;
vecPredictedPos = vecSrc + vecVelocity.Normalize() * distance;
TraceResult tr;
UTIL_TraceLine(vecSrc, vecPredictedPos, dont_ignore_monsters, ENT(pev), &tr);
vecResult = tr.vecEndPos;
}
BOOL CRoboCop::IsEnemyReachable(CBaseEntity* pEnemy)
{
ASSERT( pEnemy != NULL );
Vector vecGroundEnemyPos = pEnemy->pev->origin;
vecGroundEnemyPos.z = pev->origin.z;
if (BuildRoute(vecGroundEnemyPos, bits_MF_TO_ENEMY, pEnemy))
{
return TRUE;
}
return FALSE;
}
void CRoboCop::CreateEyeGlow(void)
{
m_pEyeGlow = CSprite::SpriteCreate(ROBOCOP_EYE_SPRITE_NAME, pev->origin, FALSE);
m_pEyeGlow->SetTransparency(kRenderGlow, 255, 255, 255, 0, kRenderFxNoDissipation);
m_pEyeGlow->SetAttachment(edict(), 1);
m_pEyeGlow->SetScale(0.5f);
}
void CRoboCop::DestroyEyeGlow(void)
{
UTIL_Remove(m_pEyeGlow);
m_pEyeGlow = NULL;
}
void CRoboCop::CreateBeam(void)
{
m_pBeam = CBeam::BeamCreate(ROBOCOP_EYE_BEAM_NAME, 20);
m_pBeam->PointEntInit(pev->origin, entindex());
m_pBeam->SetEndAttachment(1);
m_pBeam->SetBrightness(0);
m_pBeam->SetColor(255, 0, 0);
}
void CRoboCop::DestroyBeam(void)
{
UTIL_Remove(m_pBeam);
m_pBeam = NULL;
}
void CRoboCop::CreateSpot(void)
{
m_pBeamSpot = CSprite::SpriteCreate(ROBOCOP_EYE_SPOT_NAME, pev->origin, FALSE);
m_pBeamSpot->SetTransparency(kRenderGlow, 255, 0, 0, 0, kRenderFxNoDissipation);
m_pBeamSpot->SetScale(0.15f);
}
void CRoboCop::DestroySpot(void)
{
UTIL_Remove(m_pBeamSpot);
m_pBeamSpot = NULL;
}
void CRoboCop::CreateEffects(void)
{
if (!m_pEyeGlow)
{
CreateEyeGlow();
}
if (!m_pBeam)
{
CreateBeam();
}
if (!m_pBeamSpot)
{
CreateSpot();
}
}
void CRoboCop::DestroyEffects(void)
{
if (m_pEyeGlow)
{
DestroyEyeGlow();
}
if (m_pBeam)
{
DestroyBeam();
}
if (m_pBeamSpot)
{
DestroySpot();
}
}
void CRoboCop::EyeOn(int level)
{
m_eyeBrightness = level;
}
void CRoboCop::EyeOff(void)
{
m_eyeBrightness = 0;
}
void CRoboCop::EyeUpdate(void)
{
if (!m_pEyeGlow)
{
CreateEyeGlow();
}
if (m_pEyeGlow)
{
m_pEyeGlow->pev->renderamt = UTIL_Approach(m_eyeBrightness, m_pEyeGlow->pev->renderamt, 26);
if (m_pEyeGlow->pev->renderamt == 0)
m_pEyeGlow->pev->effects |= EF_NODRAW;
else
m_pEyeGlow->pev->effects &= ~EF_NODRAW;
UTIL_SetOrigin(m_pEyeGlow->pev, pev->origin);
}
}
void CRoboCop::BeamOn(int level)
{
m_beamBrightness = level;
}
void CRoboCop::BeamOff(void)
{
m_beamBrightness = 0;
}
void CRoboCop::BeamUpdate(void)
{
if (!m_pBeam)
{
CreateBeam();
}
if (!m_pBeamSpot)
{
CreateSpot();
}
if (m_pBeam)
{
m_pBeam->pev->renderamt = UTIL_Approach(m_beamBrightness, m_pBeam->pev->renderamt, 60);
if (m_pBeam->pev->renderamt == 0)
m_pBeam->pev->effects |= EF_NODRAW;
else
m_pBeam->pev->effects &= ~EF_NODRAW;
}
if (m_pBeamSpot)
{
m_pBeamSpot->pev->renderamt = UTIL_Approach(min(m_beamBrightness + 25, 255), m_pBeamSpot->pev->renderamt, 60);
if (m_pBeamSpot->pev->renderamt == 0)
m_pBeamSpot->pev->effects |= EF_NODRAW;
else
m_pBeamSpot->pev->effects &= ~EF_NODRAW;
}
}
void CreateRoboCopNodes(CRoboCop* pOwner)
{
BEGIN_RC_SECTOR(0, pOwner)
ADD_RC_NODE(-256, 2272, 256);
ADD_RC_NODE(-768, 2272, 256);
ADD_RC_NODE(-416, 1856, 256);
ADD_RC_NODE(-256, 1728, 256);
ADD_RC_NODE(-380, 1472, 256);
END_RC_SECTOR()
BEGIN_RC_SECTOR(1, pOwner)
ADD_RC_NODE(-1792, 2272, 256);
ADD_RC_NODE(-1280, 2272, 256);
ADD_RC_NODE(-1536, 2016, 256);
ADD_RC_NODE(-1104, 1856, 256);
ADD_RC_NODE(-1792, 1728, 256);
ADD_RC_NODE(-1280, 1728, 256);
ADD_RC_NODE(-1536, 1472, 256);
ADD_RC_NODE(-1232, 1472, 256);
END_RC_SECTOR()
BEGIN_RC_SECTOR(2, pOwner)
ADD_RC_NODE(-1792, 672, 256);
ADD_RC_NODE(-1280, 672, 256);
ADD_RC_NODE(-1536, 928, 256);
ADD_RC_NODE(-1024, 896, 256);
ADD_RC_NODE(-1792, 1184, 256);
ADD_RC_NODE(-1424, 1200, 256);
ADD_RC_NODE(-1120, 1120, 256);
END_RC_SECTOR()
BEGIN_RC_SECTOR(3, pOwner)
ADD_RC_NODE(-256, 672, 256);
ADD_RC_NODE(-768, 672, 256);
ADD_RC_NODE(-512, 896, 256);
ADD_RC_NODE(-416, 1120, 256);
ADD_RC_NODE(-256, 1184, 256);
END_RC_SECTOR()
}