Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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.
*
****/
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
//=========================================================
// archer
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "flyingmonster.h"
#include "nodes.h"
#include "soundent.h"
#include "animation.h"
#include "effects.h"
#include "weapons.h"
#include "ichthyosaur.h"
#define SEARCH_RETRY 16
#define ARCHER_SPEED 40
extern CGraph WorldGraph;
#define EYE_MAD 0
#define EYE_BASE 1
#define EYE_CLOSED 2
#define EYE_BACK 3
#define EYE_LOOK 4
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// UNDONE: Save/restore here
class CArcher : public CIchthyosaur
{
public:
void Spawn( void );
void Precache( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
Schedule_t *GetSchedule( void );
void StartTask( Task_t *pTask );
void MonsterThink( void );
void Stop( void );
void Swim( void );
static const char *pIdleSounds[];
static const char *pAlertSounds[];
static const char *pAttackSounds[];
static const char *pBiteSounds[];
static const char *pDieSounds[];
static const char *pPainSounds[];
void IdleSound( void );
void AlertSound( void );
void AttackSound( void );
void BiteSound( void );
void DeathSound( void );
void PainSound( void );
};
LINK_ENTITY_TO_CLASS( monster_archer, CArcher )
const char *CArcher::pIdleSounds[] =
{
"archer/arch_idle1.wav",
"archer/arch_idle2.wav",
"archer/arch_idle3.wav",
};
const char *CArcher::pAlertSounds[] =
{
"archer/arch_alert1.wav",
"archer/arch_alert2.wav",
};
const char *CArcher::pAttackSounds[] =
{
"archer/arch_attack1.wav",
"archer/arch_attack2.wav",
};
const char *CArcher::pBiteSounds[] =
{
"archer/arch_bite1.wav",
"archer/arch_bite2.wav",
};
const char *CArcher::pPainSounds[] =
{
"archer/arch_pain1.wav",
"archer/arch_pain2.wav",
"archer/arch_pain3.wav",
"archer/arch_pain4.wav",
};
const char *CArcher::pDieSounds[] =
{
"archer/arch_die1.wav",
"archer/arch_die2.wav",
"archer/arch_die3.wav",
};
#define EMIT_ICKY_SOUND( chan, array ) \
EMIT_SOUND_DYN( ENT( pev ), chan , array[RANDOM_LONG( 0, ARRAYSIZE( array ) - 1 )], 1.0, 0.6, 0, RANDOM_LONG( 95, 105 ) );
void CArcher::IdleSound( void )
{
EMIT_ICKY_SOUND( CHAN_VOICE, pIdleSounds );
}
void CArcher::AlertSound( void )
{
EMIT_ICKY_SOUND( CHAN_VOICE, pAlertSounds );
}
void CArcher::AttackSound( void )
{
EMIT_ICKY_SOUND( CHAN_VOICE, pAttackSounds );
}
void CArcher::BiteSound( void )
{
EMIT_ICKY_SOUND( CHAN_WEAPON, pBiteSounds );
}
void CArcher::DeathSound( void )
{
EMIT_ICKY_SOUND( CHAN_VOICE, pDieSounds );
}
void CArcher::PainSound( void )
{
EMIT_ICKY_SOUND( CHAN_VOICE, pPainSounds );
}
//=========================================================
// monster-specific tasks and states
//=========================================================
enum
{
TASK_ARCHER_CIRCLE_ENEMY = LAST_COMMON_TASK + 1,
TASK_ARCHER_SWIM,
TASK_ARCHER_FLOAT
};
#define ARCHER_AE_SHAKE_RIGHT 1
#define ARCHER_AE_SHAKE_LEFT 2
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CArcher::HandleAnimEvent( MonsterEvent_t *pEvent )
{
int bDidAttack = FALSE;
switch( pEvent->event )
{
case ARCHER_AE_SHAKE_RIGHT:
case ARCHER_AE_SHAKE_LEFT:
{
if( m_hEnemy != 0 && FVisible( m_hEnemy ) )
{
CBaseEntity *pHurt = m_hEnemy;
if( ( m_flEnemyTouched < gpGlobals->time - 0.2f ) && ( m_hEnemy->BodyTarget( pev->origin ) - pev->origin).Length() > ( 32 + 16 + 32 ) )
break;
Vector vecShootDir = ShootAtEnemy( pev->origin );
UTIL_MakeAimVectors( pev->angles );
if( DotProduct( vecShootDir, gpGlobals->v_forward ) > 0.707f )
{
m_bOnAttack = TRUE;
pHurt->pev->punchangle.z = -18;
pHurt->pev->punchangle.x = 5;
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 300;
if( pHurt->IsPlayer() )
{
pHurt->pev->angles.x += RANDOM_FLOAT( -35, 35 );
pHurt->pev->angles.y += RANDOM_FLOAT( -90, 90 );
pHurt->pev->angles.z = 0;
pHurt->pev->fixangle = TRUE;
}
pHurt->TakeDamage( pev, pev, gSkillData.ichthyosaurDmgShake / 2, DMG_SLASH );
}
}
BiteSound();
bDidAttack = TRUE;
}
break;
default:
CFlyingMonster::HandleAnimEvent( pEvent );
break;
}
if( bDidAttack )
{
Vector vecSrc = pev->origin + gpGlobals->v_forward * 32;
UTIL_Bubbles( vecSrc - Vector( 8, 8, 8 ), vecSrc + Vector( 8, 8, 8 ), 16 );
}
}
//=========================================================
// Spawn
//=========================================================
void CArcher::Spawn()
{
Precache();
SET_MODEL( ENT( pev ), "models/archer.mdl" );
UTIL_SetSize( pev, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ) );
pev->solid = SOLID_BBOX;
pev->movetype = MOVETYPE_FLY;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->health = gSkillData.ichthyosaurHealth * 0.5f;
pev->view_ofs = Vector( 0, 0, 16 );
m_flFieldOfView = VIEW_FIELD_WIDE;
m_MonsterState = MONSTERSTATE_NONE;
SetBits(pev->flags, FL_SWIM);
SetFlyingSpeed( ARCHER_SPEED );
SetFlyingMomentum( 2.5 ); // Set momentum constant
m_afCapability = bits_CAP_RANGE_ATTACK1 | bits_CAP_SWIM;
MonsterInit();
SetTouch( &CArcher::BiteTouch );
SetUse( &CArcher::CombatUse );
m_idealDist = 384;
m_flMinSpeed = 40;
m_flMaxSpeed = 50;
m_flMaxDist = 384;
Vector Forward;
UTIL_MakeVectorsPrivate( pev->angles, Forward, 0, 0 );
pev->velocity = m_flightSpeed * Forward.Normalize();
m_SaveVelocity = pev->velocity;
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CArcher::Precache()
{
PRECACHE_MODEL( "models/archer.mdl" );
PRECACHE_SOUND_ARRAY( pIdleSounds );
PRECACHE_SOUND_ARRAY( pAlertSounds );
PRECACHE_SOUND_ARRAY( pAttackSounds );
PRECACHE_SOUND_ARRAY( pBiteSounds );
PRECACHE_SOUND_ARRAY( pDieSounds );
PRECACHE_SOUND_ARRAY( pPainSounds );
}
//=========================================================
// GetSchedule
//=========================================================
Schedule_t* CArcher::GetSchedule()
{
// ALERT( at_console, "GetSchedule( )\n" );
switch( m_MonsterState )
{
case MONSTERSTATE_IDLE:
m_flightSpeed = 75;
return GetScheduleOfType( SCHED_IDLE_WALK );
break;
case MONSTERSTATE_ALERT:
m_flightSpeed = 90;
return GetScheduleOfType( SCHED_IDLE_WALK );
break;
case MONSTERSTATE_COMBAT:
m_flMaxSpeed = 200;
// eat them
if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
{
return GetScheduleOfType( SCHED_MELEE_ATTACK1 );
}
// chase them down and eat them
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType( SCHED_CHASE_ENEMY );
}
if( HasConditions( bits_COND_HEAVY_DAMAGE ) )
{
m_bOnAttack = TRUE;
}
if( pev->health < pev->max_health - 20 )
{
m_bOnAttack = TRUE;
}
return GetScheduleOfType( SCHED_STANDOFF );
break;
default:
break;
}
return CFlyingMonster::GetSchedule();
}
//=========================================================
// Start task - selects the correct activity and performs
// any necessary calculations to start the next task on the
// schedule.
//=========================================================
void CArcher::StartTask( Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_ARCHER_FLOAT:
SetSequenceByName( RANDOM_LONG( 0, 1 ) ? "die2" : "die1" );
break;
default:
CIchthyosaur::StartTask( pTask );
break;
}
}
void CArcher::MonsterThink( void )
{
CFlyingMonster::MonsterThink();
if( pev->deadflag == DEAD_NO )
{
if( m_MonsterState != MONSTERSTATE_SCRIPT )
{
Swim();
}
}
}
void CArcher::Stop( void )
{
if( !m_bOnAttack )
m_flightSpeed = 40.0f;
}
void CArcher::Swim()
{
//int retValue = 0;
Vector start = pev->origin;
Vector Angles;
Vector Forward, Right, Up;
if( FBitSet( pev->flags, FL_ONGROUND ) )
{
pev->angles.x = 0;
pev->angles.y += RANDOM_FLOAT( -45, 45 );
ClearBits( pev->flags, FL_ONGROUND );
Angles = Vector( -pev->angles.x, pev->angles.y, pev->angles.z );
UTIL_MakeVectorsPrivate( Angles, Forward, Right, Up );
pev->velocity = Forward * 200 + Up * 200;
return;
}
if( m_bOnAttack && m_flightSpeed < m_flMaxSpeed )
{
m_flightSpeed += 40;
}
if( m_flightSpeed < 90 )
{
if( m_IdealActivity == ACT_RUN )
SetActivity( ACT_WALK );
if( m_IdealActivity == ACT_WALK )
pev->framerate = m_flightSpeed / 150.0f;
// ALERT( at_console, "walk %.2f\n", pev->framerate );
}
else
{
if( m_IdealActivity == ACT_WALK )
SetActivity( ACT_RUN );
if( m_IdealActivity == ACT_RUN)
pev->framerate = m_flightSpeed / 75.0f;
// ALERT( at_console, "run %.2f\n", pev->framerate );
}
/*
if( !m_pBeam )
{
m_pBeam = CBeam::BeamCreate( "sprites/laserbeam.spr", 80 );
m_pBeam->PointEntInit( pev->origin + m_SaveVelocity, entindex() );
m_pBeam->SetEndAttachment( 1 );
m_pBeam->SetColor( 255, 180, 96 );
m_pBeam->SetBrightness( 192 );
}
*/
#define PROBE_LENGTH 150
Angles = UTIL_VecToAngles( m_SaveVelocity );
Angles.x = -Angles.x;
UTIL_MakeVectorsPrivate( Angles, Forward, Right, Up );
Vector f, u, l, r, d;
f = DoProbe( start + PROBE_LENGTH * Forward );
r = DoProbe( start + PROBE_LENGTH / 3 * Forward + Right );
l = DoProbe( start + PROBE_LENGTH / 3 * Forward - Right );
u = DoProbe( start + PROBE_LENGTH / 3 * Forward + Up );
d = DoProbe( start + PROBE_LENGTH / 3 * Forward - Up );
Vector SteeringVector = f + r + l + u + d;
m_SaveVelocity = ( m_SaveVelocity + SteeringVector / 2 ).Normalize();
Angles = Vector( -pev->angles.x, pev->angles.y, pev->angles.z );
UTIL_MakeVectorsPrivate( Angles, Forward, Right, Up );
// ALERT( at_console, "%f : %f\n", Angles.x, Forward.z );
float flDot = DotProduct( Forward, m_SaveVelocity );
if( flDot > 0.5f )
pev->velocity = m_SaveVelocity = m_SaveVelocity * m_flightSpeed;
else if( flDot > 0.0f )
pev->velocity = m_SaveVelocity = m_SaveVelocity * m_flightSpeed * ( flDot + 0.5f );
else
pev->velocity = m_SaveVelocity = m_SaveVelocity * 40;
// ALERT( at_console, "%.0f %.0f\n", m_flightSpeed, pev->velocity.Length() );
// ALERT( at_console, "Steer %f %f %f\n", SteeringVector.x, SteeringVector.y, SteeringVector.z );
/*
m_pBeam->SetStartPos( pev->origin + pev->velocity );
m_pBeam->RelinkBeam();
*/
// ALERT( at_console, "speed %f\n", m_flightSpeed );
Angles = UTIL_VecToAngles( m_SaveVelocity );
// Smooth Pitch
//
if( Angles.x > 180 )
Angles.x = Angles.x - 360;
pev->angles.x = UTIL_Approach( Angles.x, pev->angles.x, 50 * 0.1f );
if( pev->angles.x < -180 )
pev->angles.x = -180;
if( pev->angles.x > 180 )
pev->angles.x = 180;
// Smooth Yaw and generate Roll
//
float turn = 360;
// ALERT( at_console, "Y %.0f %.0f\n", Angles.y, pev->angles.y );
if( fabs( Angles.y - pev->angles.y ) < fabs( turn ) )
{
turn = Angles.y - pev->angles.y;
}
if( fabs( Angles.y - pev->angles.y + 360 ) < fabs( turn ) )
{
turn = Angles.y - pev->angles.y + 360;
}
if( fabs( Angles.y - pev->angles.y - 360 ) < fabs( turn ) )
{
turn = Angles.y - pev->angles.y - 360;
}
float speed = m_flightSpeed * 0.1f;
// ALERT( at_console, "speed %.0f %f\n", turn, speed );
if( fabs( turn ) > speed )
{
if( turn < 0.0f )
{
turn = -speed;
}
else
{
turn = speed;
}
}
pev->angles.y += turn;
pev->angles.z -= turn;
pev->angles.y = fmod( ( pev->angles.y + 360.0f ), 360.0f );
static float yaw_adj;
yaw_adj = yaw_adj * 0.8f + turn;
// ALERT( at_console, "yaw %f : %f\n", turn, yaw_adj );
SetBoneController( 0, -yaw_adj * 0.25f );
// Roll Smoothing
//
turn = 360;
if( fabs( Angles.z - pev->angles.z ) < fabs( turn ) )
{
turn = Angles.z - pev->angles.z;
}
if( fabs( Angles.z - pev->angles.z + 360 ) < fabs( turn ) )
{
turn = Angles.z - pev->angles.z + 360;
}
if( fabs( Angles.z - pev->angles.z - 360 ) < fabs( turn ) )
{
turn = Angles.z - pev->angles.z - 360;
}
speed = m_flightSpeed / 2 * 0.1f;
if( fabs( turn ) < speed )
{
pev->angles.z += turn;
}
else
{
if( turn < 0.0f )
{
pev->angles.z -= speed;
}
else
{
pev->angles.z += speed;
}
}
if( pev->angles.z < -20 )
pev->angles.z = -20;
if( pev->angles.z > 20 )
pev->angles.z = 20;
UTIL_MakeVectorsPrivate( Vector( -Angles.x, Angles.y, Angles.z ), Forward, Right, Up );
// UTIL_MoveToOrigin ( ENT( pev ), pev->origin + Forward * speed, speed, MOVE_STRAFE );
}
#endif