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.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//=========================================================
// Gonome.cpp
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "player.h"
#include "bullsquid.h"
#include "decals.h"
#include "animation.h"
#include "studio.h"
/* Whether gonome locks the player during the bite attack.
* This may have undesired side-effects, e.g. in combination with trigger_playerfreeze or trigger_camera,
* since both gonome and the trigger use the same technique to lock the player.
*/
#define FEATURE_GONOME_LOCK_PLAYER 1
#define GONOME_MELEE_ATTACK_RADIUS 70
enum
{
TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE = LAST_COMMON_TASK + 1
};
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define GONOME_AE_SLASH_RIGHT ( 1 )
#define GONOME_AE_SLASH_LEFT ( 2 )
#define GONOME_AE_SPIT ( 3 )
#define GONOME_AE_THROW ( 4 )
#define GONOME_AE_BITE1 ( 19 )
#define GONOME_AE_BITE2 ( 20 )
#define GONOME_AE_BITE3 ( 21 )
#define GONOME_AE_BITE4 ( 22 )
#define GONOME_SCRIPT_EVENT_SOUND ( 1011 )
//=========================================================
// Gonome's guts projectile
//=========================================================
class CGonomeGuts : public CSquidSpit
{
public:
void Spawn(void);
void Touch(CBaseEntity *pOther);
};
void CGonomeGuts::Spawn()
{
pev->movetype = MOVETYPE_FLY;
pev->classname = MAKE_STRING( "gonomeguts" );
pev->solid = SOLID_BBOX;
pev->rendermode = kRenderTransAlpha;
pev->renderamt = 255;
SET_MODEL( ENT( pev ), "sprites/bigspit.spr" );
pev->frame = 0;
pev->scale = 0.5;
pev->rendercolor.x = 255;
UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
m_maxFrame = (float)MODEL_FRAMES( pev->modelindex ) - 1;
}
void CGonomeGuts::Touch( CBaseEntity *pOther )
{
TraceResult tr;
int iPitch;
// splat sound
iPitch = RANDOM_FLOAT( 90, 110 );
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch );
switch( RANDOM_LONG( 0, 1 ) )
{
case 0:
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch );
break;
case 1:
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch );
break;
}
if( !pOther->pev->takedamage )
{
// make a splat on the wall
UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr );
UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
UTIL_BloodDrips( tr.vecEndPos, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 );
}
else
{
pOther->TakeDamage( pev, pev, gSkillData.gonomeDmgGuts, DMG_GENERIC );
}
SetThink( &CBaseEntity::SUB_Remove );
pev->nextthink = gpGlobals->time;
}
//=========================================================
// CGonome
//=========================================================
class CGonome : public CBaseMonster
{
public:
void Spawn(void);
void Precache(void);
int Classify(void);
void SetYawSpeed();
void HandleAnimEvent(MonsterEvent_t *pEvent);
int IgnoreConditions();
void IdleSound( void );
void PainSound( void );
void DeathSound( void );
void AlertSound( void );
void StartTask(Task_t *pTask);
BOOL CheckMeleeAttack2(float flDot, float flDist);
BOOL CheckRangeAttack1(float flDot, float flDist);
void SetActivity( Activity NewActivity );
Schedule_t *GetSchedule();
Schedule_t *GetScheduleOfType( int Type );
int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
void Killed(entvars_t *pevAttacker, int iGib);
void UnlockPlayer();
CGonomeGuts* GetGonomeGuts(const Vector& pos);
void ClearGuts();
int Save(CSave &save);
int Restore(CRestore &restore);
CUSTOM_SCHEDULES
static TYPEDESCRIPTION m_SaveData[];
static const char* pPainSounds[];
static const char* pIdleSounds[];
static const char* pDeathSounds[];
static const char *pAttackHitSounds[];
static const char *pAttackMissSounds[];
virtual int SizeForGrapple() { return GRAPPLE_LARGE; }
protected:
float m_flNextFlinch;
float m_flNextThrowTime;// last time the gonome used the guts attack.
CGonomeGuts* m_pGonomeGuts;
#if FEATURE_GONOME_LOCK_PLAYER
BOOL m_fPlayerLocked;
EHANDLE m_lockedPlayer;
#endif
};
LINK_ENTITY_TO_CLASS(monster_gonome, CGonome)
const char* CGonome::pPainSounds[] = {
"gonome/gonome_pain1.wav",
"gonome/gonome_pain2.wav",
"gonome/gonome_pain3.wav",
"gonome/gonome_pain4.wav"
};
const char* CGonome::pIdleSounds[] = {
"gonome/gonome_idle1.wav",
"gonome/gonome_idle2.wav",
"gonome/gonome_idle3.wav"
};
const char* CGonome::pDeathSounds[] = {
"gonome/gonome_death2.wav",
"gonome/gonome_death3.wav",
"gonome/gonome_death4.wav"
};
const char* CGonome::pAttackHitSounds[] =
{
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav",
};
const char* CGonome::pAttackMissSounds[] =
{
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav",
};
TYPEDESCRIPTION CGonome::m_SaveData[] =
{
DEFINE_FIELD( CGonome, m_flNextFlinch, FIELD_TIME ),
DEFINE_FIELD( CGonome, m_flNextThrowTime, FIELD_TIME ),
#if FEATURE_GONOME_LOCK_PLAYER
DEFINE_FIELD( CGonome, m_fPlayerLocked, FIELD_BOOLEAN ),
#endif
};
IMPLEMENT_SAVERESTORE( CGonome, CBaseMonster )
void CGonome::Killed(entvars_t *pevAttacker, int iGib)
{
ClearGuts();
UnlockPlayer();
CBaseMonster::Killed(pevAttacker, iGib);
}
void CGonome::UnlockPlayer()
{
#if FEATURE_GONOME_LOCK_PLAYER
if (m_fPlayerLocked)
{
CBasePlayer* player = 0;
if (m_lockedPlayer != 0 && m_lockedPlayer->IsPlayer())
player = (CBasePlayer*)((CBaseEntity*)m_lockedPlayer);
else // if ehandle is empty for some reason just unlock the first player
player = (CBasePlayer*)UTIL_FindEntityByClassname(0, "player");
if (player)
player->EnableControl(TRUE);
m_lockedPlayer = 0;
m_fPlayerLocked = FALSE;
}
#endif
}
CGonomeGuts* CGonome::GetGonomeGuts(const Vector &pos)
{
if (m_pGonomeGuts)
return m_pGonomeGuts;
CGonomeGuts *pGuts = GetClassPtr( (CGonomeGuts *)NULL );
pGuts->Spawn();
UTIL_SetOrigin( pGuts->pev, pos );
m_pGonomeGuts = pGuts;
return m_pGonomeGuts;
}
void CGonome::ClearGuts()
{
if (m_pGonomeGuts)
{
UTIL_Remove(m_pGonomeGuts);
m_pGonomeGuts = 0;
}
}
void CGonome::PainSound( void )
{
int pitch = 95 + RANDOM_LONG( 0, 9 );
if( RANDOM_LONG( 0, 5 ) < 2 )
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1.0, ATTN_NORM, 0, pitch );
}
void CGonome::DeathSound( void )
{
int pitch = 95 + RANDOM_LONG( 0, 9 );
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1.0, ATTN_NORM, 0, pitch );
}
void CGonome::IdleSound( void )
{
int pitch = 95 + RANDOM_LONG( 0, 9 );
// Play a random idle sound
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1.0, ATTN_NORM, 0, pitch );
}
void CGonome::AlertSound( void )
{
const int iPitch = RANDOM_LONG(0, 9) + 95;
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, ATTN_NORM, 0, iPitch);
}
void CGonome::SetActivity( Activity NewActivity )
{
Activity OldActivity = m_Activity;
int iSequence = ACTIVITY_NOT_AVAILABLE;
if (NewActivity != ACT_RANGE_ATTACK1)
{
ClearGuts();
}
if (NewActivity == ACT_MELEE_ATTACK1 && m_hEnemy != 0)
{
// special melee animations
if ((pev->origin - m_hEnemy->pev->origin).Length2D() >= 48 )
{
iSequence = LookupSequence("attack1");
}
else
{
iSequence = LookupSequence("attack2");
}
}
else
{
UnlockPlayer();
if (NewActivity == ACT_RUN && m_hEnemy != 0)
{
// special run animations
if ((pev->origin - m_hEnemy->pev->origin).Length2D() <= 512 )
{
iSequence = LookupSequence("runshort");
}
else
{
iSequence = LookupSequence("runlong");
}
}
else
{
iSequence = LookupActivity(NewActivity);
}
}
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
// In case someone calls this with something other than the ideal activity
m_IdealActivity = m_Activity;
// Set to the desired anim, or default anim if the desired is not present
if( iSequence > ACTIVITY_NOT_AVAILABLE )
{
if( pev->sequence != iSequence || !m_fSequenceLoops )
{
// don't reset frame between walk and run
if( !( OldActivity == ACT_WALK || OldActivity == ACT_RUN ) || !( NewActivity == ACT_WALK || NewActivity == ACT_RUN ) )
pev->frame = 0;
}
pev->sequence = iSequence; // Set to the reset anim (if it's there)
ResetSequenceInfo();
SetYawSpeed();
}
else
{
// Not available try to get default anim
ALERT( at_aiconsole, "%s has no sequence for act:%d\n", STRING( pev->classname ), NewActivity );
pev->sequence = 0; // Set to the reset anim (if it's there)
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CGonome::Classify(void)
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// TakeDamage - overridden for gonome so we can keep track
// of how much time has passed since it was last injured
//=========================================================
int CGonome::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
{
// Take 15% damage from bullets
if( bitsDamageType == DMG_BULLET )
{
Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
vecDir = vecDir.Normalize();
float flForce = DamageForce( flDamage );
pev->velocity = pev->velocity + vecDir * flForce;
flDamage *= 0.15;
}
// HACK HACK -- until we fix this.
if( IsAlive() )
PainSound();
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
//=========================================================
// CheckRangeAttack1
//=========================================================
BOOL CGonome::CheckRangeAttack1(float flDot, float flDist)
{
if (flDist < 256)
return FALSE;
if (IsMoving() && flDist >= 512)
{
// squid will far too far behind if he stops running to spit at this distance from the enemy.
return FALSE;
}
if (flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextThrowTime)
{
if (m_hEnemy != 0)
{
if (fabs(pev->origin.z - m_hEnemy->pev->origin.z) > 256)
{
// don't try to spit at someone up really high or down really low.
return FALSE;
}
}
if (IsMoving())
{
// don't spit again for a long time, resume chasing enemy.
m_flNextThrowTime = gpGlobals->time + 5;
}
else
{
// not moving, so spit again pretty soon.
m_flNextThrowTime = gpGlobals->time + 0.5;
}
return TRUE;
}
return FALSE;
}
//=========================================================
// CheckMeleeAttack2 - both gonome's melee attacks are ACT_MELEE_ATTACK1
//=========================================================
BOOL CGonome::CheckMeleeAttack2(float flDot, float flDist)
{
return FALSE;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CGonome::SetYawSpeed( void )
{
pev->yaw_speed = 120;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch (pEvent->event)
{
case GONOME_SCRIPT_EVENT_SOUND:
EMIT_SOUND(ENT(pev), CHAN_BODY, pEvent->options, 1, ATTN_NORM);
break;
case GONOME_AE_SPIT:
{
Vector vecArmPos, vecArmAng;
GetAttachment(0, vecArmPos, vecArmAng);
if (GetGonomeGuts(vecArmPos))
{
m_pGonomeGuts->pev->body = 1;
m_pGonomeGuts->pev->aiment = ENT(pev);
m_pGonomeGuts->pev->movetype = MOVETYPE_FOLLOW;
}
UTIL_BloodDrips( vecArmPos, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 );
}
break;
case GONOME_AE_THROW:
{
UTIL_MakeVectors(pev->angles);
Vector vecArmPos, vecArmAng;
GetAttachment(0, vecArmPos, vecArmAng);
if (GetGonomeGuts(vecArmPos))
{
Vector vecSpitDir;
Vector vecEnemyPosition;
if (m_hEnemy != 0)
vecEnemyPosition = (m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs);
else
vecEnemyPosition = m_vecEnemyLKP;
vecSpitDir = (vecEnemyPosition - vecArmPos).Normalize();
vecSpitDir.x += RANDOM_FLOAT(-0.05, 0.05);
vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05);
vecSpitDir.z += RANDOM_FLOAT(-0.05, 0);
m_pGonomeGuts->pev->body = 0;
m_pGonomeGuts->pev->skin = 0;
m_pGonomeGuts->pev->owner = ENT( pev );
m_pGonomeGuts->pev->aiment = 0;
m_pGonomeGuts->pev->movetype = MOVETYPE_FLY;
m_pGonomeGuts->pev->velocity = vecSpitDir * 900;
m_pGonomeGuts->SetThink( &CGonomeGuts::Animate );
m_pGonomeGuts->pev->nextthink = gpGlobals->time + 0.1;
UTIL_SetOrigin(m_pGonomeGuts->pev, vecArmPos);
m_pGonomeGuts = 0;
}
UTIL_BloodDrips( vecArmPos, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 );
}
break;
case GONOME_AE_SLASH_LEFT:
{
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_SLASH);
if (pHurt)
{
if (FBitSet(pHurt->pev->flags, FL_MONSTER|FL_CLIENT))
{
pHurt->pev->punchangle.z = 9;
pHurt->pev->punchangle.x = 5;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 25;
}
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5));
}
else
{
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5));
}
}
break;
case GONOME_AE_SLASH_RIGHT:
{
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_SLASH);
if (pHurt)
{
if (FBitSet(pHurt->pev->flags, FL_MONSTER|FL_CLIENT))
{
pHurt->pev->punchangle.z = -9;
pHurt->pev->punchangle.x = 5;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -25;
}
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5));
}
else
{
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5));
}
}
break;
case GONOME_AE_BITE1:
case GONOME_AE_BITE2:
case GONOME_AE_BITE3:
case GONOME_AE_BITE4:
{
int iPitch;
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneBite, DMG_SLASH);
if (pHurt)
{
// croonchy bite sound
iPitch = RANDOM_FLOAT(90, 110);
switch (RANDOM_LONG(0, 1))
{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 1, ATTN_NORM, 0, iPitch);
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 1, ATTN_NORM, 0, iPitch);
break;
}
if (FBitSet(pHurt->pev->flags, FL_MONSTER|FL_CLIENT))
{
if (pEvent->event == GONOME_AE_BITE4)
{
pHurt->pev->punchangle.x = 15;
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 75;
}
else
{
pHurt->pev->punchangle.x = 9;
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 25;
}
}
#if FEATURE_GONOME_LOCK_PLAYER
if (pEvent->event == GONOME_AE_BITE4)
{
UnlockPlayer();
}
else if (pHurt->IsPlayer() && pHurt->IsAlive())
{
if (!m_fPlayerLocked)
{
CBasePlayer* player = (CBasePlayer*)pHurt;
player->EnableControl(FALSE);
m_lockedPlayer = player;
m_fPlayerLocked = TRUE;
}
}
#endif
}
}
break;
default:
CBaseMonster::HandleAnimEvent(pEvent);
}
}
#define GONOME_FLINCH_DELAY 2
int CGonome::IgnoreConditions( void )
{
int iIgnore = CBaseMonster::IgnoreConditions();
if( m_Activity == ACT_MELEE_ATTACK1 )
{
if( m_flNextFlinch >= gpGlobals->time )
iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE );
}
if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) )
{
if( m_flNextFlinch < gpGlobals->time )
m_flNextFlinch = gpGlobals->time + GONOME_FLINCH_DELAY;
}
return iIgnore;
}
//=========================================================
// Spawn
//=========================================================
void CGonome::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/gonome.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.gonomeHealth;
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_flNextThrowTime = gpGlobals->time;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CGonome::Precache()
{
PRECACHE_MODEL("models/gonome.mdl");
PRECACHE_MODEL("sprites/bigspit.spr");// spit projectile.
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
PRECACHE_SOUND("gonome/gonome_eat.wav");
PRECACHE_SOUND("gonome/gonome_jumpattack.wav");
PRECACHE_SOUND("gonome/gonome_melee1.wav");
PRECACHE_SOUND("gonome/gonome_melee2.wav");
PRECACHE_SOUND_ARRAY(pIdleSounds);
PRECACHE_SOUND_ARRAY(pPainSounds);
PRECACHE_SOUND_ARRAY(pDeathSounds);
PRECACHE_SOUND("gonome/gonome_run.wav");
PRECACHE_SOUND("bullchicken/bc_acid1.wav");
PRECACHE_SOUND("bullchicken/bc_bite2.wav");
PRECACHE_SOUND("bullchicken/bc_bite3.wav");
PRECACHE_SOUND("bullchicken/bc_spithit1.wav");
PRECACHE_SOUND("bullchicken/bc_spithit2.wav");
}
//=========================================================
// 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_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();
}