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"
extern int iSquidSpitSprite;
#define GONOME_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve
#define GONOME_TOLERANCE_MELEE1_RANGE 95
#define GONOME_TOLERANCE_MELEE2_RANGE 85
#define GONOME_TOLERANCE_MELEE1_DOT 0.7
#define GONOME_TOLERANCE_MELEE2_DOT 0.7
#define GONOME_MELEE_ATTACK_RADIUS 70
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define GONOME_AE_SLASH_RIGHT ( 1 )
#define GONOME_AE_SLASH_LEFT ( 2 )
#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 )
//=========================================================
// CGonome
//=========================================================
class CGonome : public CBullsquid
{
public:
void Spawn(void);
void Precache(void);
int Classify(void);
void HandleAnimEvent(MonsterEvent_t *pEvent);
void IdleSound(void);
void PainSound(void);
void DeathSound(void);
void AlertSound(void);
void AttackSound(void);
void StartTask(Task_t *pTask);
BOOL CheckMeleeAttack1(float flDot, float flDist);
BOOL CheckMeleeAttack2(float flDot, float flDist);
BOOL CheckRangeAttack1(float flDot, float flDist);
void RunAI(void);
int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
int IRelationship(CBaseEntity *pTarget);
int IgnoreConditions(void);
};
LINK_ENTITY_TO_CLASS(monster_gonome, CGonome);
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CGonome::Classify(void)
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// IgnoreConditions
//=========================================================
int CGonome::IgnoreConditions(void)
{
return CBaseMonster::IgnoreConditions();
}
//=========================================================
// IRelationship - overridden for gonome
//=========================================================
int CGonome::IRelationship(CBaseEntity *pTarget)
{
return CBaseMonster::IRelationship(pTarget);
}
//=========================================================
// 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)
{
float flDist;
Vector vecApex;
// if the squid is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy,
// it will swerve. (whew).
if (m_hEnemy != NULL && IsMoving() && pevAttacker == m_hEnemy->pev && gpGlobals->time - m_flLastHurtTime > 3)
{
flDist = (pev->origin - m_hEnemy->pev->origin).Length2D();
if (flDist > GONOME_SPRINT_DIST)
{
flDist = (pev->origin - m_Route[m_iRouteIndex].vecLocation).Length2D();// reusing flDist.
if (FTriangulate(pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5, m_hEnemy, &vecApex))
{
InsertWaypoint(vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY);
}
}
}
return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
}
//=========================================================
// CheckRangeAttack1
//=========================================================
BOOL CGonome::CheckRangeAttack1(float flDot, float flDist)
{
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_flNextSpitTime)
{
if (m_hEnemy != NULL)
{
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_flNextSpitTime = gpGlobals->time + 5;
}
else
{
// not moving, so spit again pretty soon.
m_flNextSpitTime = gpGlobals->time + 0.5;
}
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 CGonome::CheckMeleeAttack1(float flDot, float flDist)
{
#if 1
if (flDist <= GONOME_TOLERANCE_MELEE1_RANGE &&
flDot >= GONOME_TOLERANCE_MELEE1_DOT)
{
return TRUE;
}
#else
if (flDist <= 85 && flDot >= 0.7)
{
return TRUE;
}
#endif
return FALSE;
}
//=========================================================
// CheckMeleeAttack2 - bullsquid is a big guy, so has a longer
// melee range than most monsters. This is the bite attack.
// this attack will not be performed if the tailwhip attack
// is valid.
//=========================================================
BOOL CGonome::CheckMeleeAttack2(float flDot, float flDist)
{
#if 1
if (flDist <= GONOME_TOLERANCE_MELEE2_RANGE &&
flDot >= GONOME_TOLERANCE_MELEE2_DOT &&
!HasConditions(bits_COND_CAN_MELEE_ATTACK1))
{
return TRUE;
}
#else
if (flDist <= 85 && flDot >= 0.7 && !HasConditions(bits_COND_CAN_MELEE_ATTACK1)) // The player & bullsquid can be as much as their bboxes
{ // apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3))
return TRUE;
}
#endif
return FALSE;
}
//=========================================================
// IdleSound
//=========================================================
#define GONOME_ATTN_IDLE (float)1.5
void CGonome::IdleSound(void)
{
switch (RANDOM_LONG(0, 2))
{
case 0:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_idle1.wav", 1, GONOME_ATTN_IDLE);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_idle2.wav", 1, GONOME_ATTN_IDLE);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_idle3.wav", 1, GONOME_ATTN_IDLE);
break;
}
}
//=========================================================
// PainSound
//=========================================================
void CGonome::PainSound(void)
{
int iPitch = RANDOM_LONG(85, 120);
switch (RANDOM_LONG(0, 3))
{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_pain1.wav", 1, ATTN_NORM, 0, iPitch);
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_pain2.wav", 1, ATTN_NORM, 0, iPitch);
break;
case 2:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_pain3.wav", 1, ATTN_NORM, 0, iPitch);
break;
case 3:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_pain4.wav", 1, ATTN_NORM, 0, iPitch);
break;
}
}
//=========================================================
// AlertSound
//=========================================================
void CGonome::AlertSound(void)
{
int iPitch = RANDOM_LONG(140, 160);
switch (RANDOM_LONG(0, 2))
{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_idle1.wav", 1, ATTN_NORM, 0, iPitch);
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_idle2.wav", 1, ATTN_NORM, 0, iPitch);
break;
case 2:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_idle3.wav", 1, ATTN_NORM, 0, iPitch);
break;
}
}
//=========================================================
// 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_AE_THROW:
{
Vector vecSpitOffset;
Vector vecSpitDir;
UTIL_MakeVectors(pev->angles);
// !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here.
// we should be able to read the position of bones at runtime for this info.
Vector vecArmPos, vecArmAng;
GetAttachment(0, vecArmPos, vecArmAng);
//vecSpitOffset = (gpGlobals->v_right * 8 + gpGlobals->v_forward * 37 + gpGlobals->v_up * 23);
//vecSpitOffset = (pev->origin + vecSpitOffset);
vecSpitOffset = vecArmPos;
vecSpitDir = ((m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs) - vecSpitOffset).Normalize();
vecSpitDir.x += RANDOM_FLOAT(-0.05, 0.05);
vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05);
vecSpitDir.z += RANDOM_FLOAT(-0.05, 0);
#if 0
// do stuff for this event.
AttackSound();
#endif
// spew the spittle temporary ents.
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSpitOffset);
WRITE_BYTE(TE_SPRITE_SPRAY);
WRITE_COORD(vecSpitOffset.x); // pos
WRITE_COORD(vecSpitOffset.y);
WRITE_COORD(vecSpitOffset.z);
WRITE_COORD(vecSpitDir.x); // dir
WRITE_COORD(vecSpitDir.y);
WRITE_COORD(vecSpitDir.z);
WRITE_SHORT(iSquidSpitSprite); // model
WRITE_BYTE(15); // count
WRITE_BYTE(210); // speed
WRITE_BYTE(25); // noise ( client will divide by 100 )
MESSAGE_END();
CSquidSpit::Shoot(pev, vecSpitOffset, vecSpitDir * 1200); // Default: 900
}
break;
case GONOME_AE_SLASH_LEFT:
{
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_CLUB);
if (pHurt)
{
pHurt->pev->punchangle.z = 20;
pHurt->pev->punchangle.x = 20;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 200;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
}
}
break;
case GONOME_AE_SLASH_RIGHT:
{
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_CLUB);
if (pHurt)
{
pHurt->pev->punchangle.z = -20;
pHurt->pev->punchangle.x = 20;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -200;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
}
}
break;
case GONOME_AE_BITE1:
case GONOME_AE_BITE2:
case GONOME_AE_BITE3:
case GONOME_AE_BITE4:
{
int iPitch;
// SOUND HERE!
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_TOLERANCE_MELEE2_RANGE, 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;
}
pHurt->pev->punchangle.z = RANDOM_LONG(-10, 10);
pHurt->pev->punchangle.x = RANDOM_LONG(-35, -45);
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 50;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 50;
}
}
break;
default:
CBaseMonster::HandleAnimEvent(pEvent);
}
}
//=========================================================
// 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_fCanThreatDisplay = TRUE;
m_flNextSpitTime = 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.
iSquidSpitSprite = PRECACHE_MODEL("sprites/tinyspit.spr");// client side spittle.
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
PRECACHE_SOUND("gonome/gonome_death2.wav");
PRECACHE_SOUND("gonome/gonome_death3.wav");
PRECACHE_SOUND("gonome/gonome_death4.wav");
PRECACHE_SOUND("gonome/gonome_eat.wav");
PRECACHE_SOUND("gonome/gonome_idle1.wav");
PRECACHE_SOUND("gonome/gonome_idle2.wav");
PRECACHE_SOUND("gonome/gonome_idle3.wav");
PRECACHE_SOUND("gonome/gonome_jumpattack.wav");
PRECACHE_SOUND("gonome/gonome_melee1.wav");
PRECACHE_SOUND("gonome/gonome_melee2.wav");
PRECACHE_SOUND("gonome/gonome_pain1.wav");
PRECACHE_SOUND("gonome/gonome_pain2.wav");
PRECACHE_SOUND("gonome/gonome_pain3.wav");
PRECACHE_SOUND("gonome/gonome_pain4.wav");
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");
}
//=========================================================
// DeathSound
//=========================================================
void CGonome::DeathSound(void)
{
switch (RANDOM_LONG(0, 2))
{
case 0:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_death2.wav", 1, ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_death3.wav", 1, ATTN_NORM);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_death4.wav", 1, ATTN_NORM);
break;
}
}
//=========================================================
// AttackSound
//=========================================================
void CGonome::AttackSound(void)
{
}
//========================================================
// 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 != NULL && 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;
}
}
}
//=========================================================
// Start task - selects the correct activity and performs
// any necessary calculations to start the next task on the
// schedule. OVERRIDDEN for bullsquid because it needs to
// know explicitly when the last attempt to chase the enemy
// failed, since that impacts its attack choices.
//=========================================================
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;
default:
CBullsquid::StartTask(pTask);
break;
}
}
//=========================================================
// DEAD GONOME PROP
//=========================================================
class CDeadGonome : public CBaseMonster
{
public:
void Spawn(void);
int Classify(void) { return CLASS_HUMAN_MILITARY; }
void KeyValue(KeyValueData *pkvd);
int m_iPose;// which sequence to display -- temporary, don't need to save
static char *m_szPoses[3];
};
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;
pev->body = 1;
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");
pev->sequence = 0;
pev->effects = EF_BRIGHTFIELD;
}
// Corpses have less health
pev->health = 8;
MonsterInitDead();
}