//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Cute hound like Alien.
//
// $NoKeywords: $
//=============================================================================//
# include "cbase.h"
# include "game.h"
# include "ai_default.h"
# include "ai_schedule.h"
# include "ai_hull.h"
# include "ai_navigator.h"
# include "ai_route.h"
# include "ai_squad.h"
# include "ai_squadslot.h"
# include "ai_hint.h"
# include "npcevent.h"
# include "animation.h"
# include "hl1_npc_houndeye.h"
# include "gib.h"
# include "soundent.h"
# include "ndebugoverlay.h"
# include "vstdlib/random.h"
# include "engine/IEngineSound.h"
# include "movevars_shared.h"
// houndeye does 20 points of damage spread over a sphere 384 units in diameter, and each additional
// squad member increases the BASE damage by 110%, per the spec.
# define HOUNDEYE_MAX_SQUAD_SIZE 4
# define HOUNDEYE_SQUAD_BONUS (float)1.1
# define HOUNDEYE_EYE_FRAMES 4 // how many different switchable maps for the eye
# define HOUNDEYE_SOUND_STARTLE_VOLUME 128 // how loud a sound has to be to badly scare a sleeping houndeye
# define HOUNDEYE_TOP_MASS 300.0f
ConVar sk_houndeye_health ( " sk_houndeye_health " , " 20 " ) ;
ConVar sk_houndeye_dmg_blast ( " sk_houndeye_dmg_blast " , " 15 " ) ;
static int s_iSquadIndex = 0 ;
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
# define HOUND_AE_WARN 1
# define HOUND_AE_STARTATTACK 2
# define HOUND_AE_THUMP 3
# define HOUND_AE_ANGERSOUND1 4
# define HOUND_AE_ANGERSOUND2 5
# define HOUND_AE_HOPBACK 6
# define HOUND_AE_CLOSE_EYE 7
BEGIN_DATADESC ( CNPC_Houndeye )
DEFINE_FIELD ( m_iSpriteTexture , FIELD_INTEGER ) ,
DEFINE_FIELD ( m_fAsleep , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( m_fDontBlink , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( m_vecPackCenter , FIELD_POSITION_VECTOR ) ,
END_DATADESC ( )
LINK_ENTITY_TO_CLASS ( monster_houndeye , CNPC_Houndeye ) ;
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_HOUND_CLOSE_EYE = LAST_SHARED_TASK ,
TASK_HOUND_OPEN_EYE ,
TASK_HOUND_THREAT_DISPLAY ,
TASK_HOUND_FALL_ASLEEP ,
TASK_HOUND_WAKE_UP ,
TASK_HOUND_HOP_BACK ,
} ;
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_HOUND_AGITATED = LAST_SHARED_SCHEDULE ,
SCHED_HOUND_HOP_RETREAT ,
SCHED_HOUND_YELL1 ,
SCHED_HOUND_YELL2 ,
SCHED_HOUND_RANGEATTACK ,
SCHED_HOUND_SLEEP ,
SCHED_HOUND_WAKE_LAZY ,
SCHED_HOUND_WAKE_URGENT ,
SCHED_HOUND_SPECIALATTACK ,
SCHED_HOUND_COMBAT_FAIL_PVS ,
SCHED_HOUND_COMBAT_FAIL_NOPVS ,
// SCHED_HOUND_FAIL,
} ;
enum HoundEyeSquadSlots
{
SQUAD_SLOTS_HOUND_ATTACK = LAST_SHARED_SQUADSLOT ,
} ;
//=========================================================
// Spawn
//=========================================================
void CNPC_Houndeye : : Spawn ( )
{
Precache ( ) ;
SetRenderColor ( 255 , 255 , 255 , 255 ) ;
SetModel ( " models/houndeye.mdl " ) ;
SetHullType ( HULL_TINY ) ;
SetHullSizeNormal ( ) ;
SetSolid ( SOLID_BBOX ) ;
AddSolidFlags ( FSOLID_NOT_STANDABLE ) ;
SetMoveType ( MOVETYPE_STEP ) ;
m_bloodColor = BLOOD_COLOR_YELLOW ;
ClearEffects ( ) ;
m_iHealth = sk_houndeye_health . GetFloat ( ) ;
m_flFieldOfView = 0.5 ; // indicates the width of this monster's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE ;
m_fAsleep = FALSE ; // everyone spawns awake
m_fDontBlink = FALSE ;
CapabilitiesClear ( ) ;
CapabilitiesAdd ( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 ) ;
CapabilitiesAdd ( bits_CAP_SQUAD ) ;
NPCInit ( ) ;
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CNPC_Houndeye : : Precache ( )
{
PrecacheModel ( " models/houndeye.mdl " ) ;
m_iSpriteTexture = PrecacheModel ( " sprites/shockwave.vmt " ) ;
PrecacheScriptSound ( " HoundEye.Idle " ) ;
PrecacheScriptSound ( " HoundEye.Warn " ) ;
PrecacheScriptSound ( " HoundEye.Hunt " ) ;
PrecacheScriptSound ( " HoundEye.Alert " ) ;
PrecacheScriptSound ( " HoundEye.Die " ) ;
PrecacheScriptSound ( " HoundEye.Pain " ) ;
PrecacheScriptSound ( " HoundEye.Anger1 " ) ;
PrecacheScriptSound ( " HoundEye.Anger2 " ) ;
PrecacheScriptSound ( " HoundEye.Sonic " ) ;
BaseClass : : Precache ( ) ;
}
void CNPC_Houndeye : : Event_Killed ( const CTakeDamageInfo & info )
{
// Close the eye to make death more obvious
m_nSkin = 1 ;
BaseClass : : Event_Killed ( info ) ;
}
int CNPC_Houndeye : : RangeAttack1Conditions ( float flDot , float flDist )
{
// I'm not allowed to attack if standing in another hound eye
// (note houndeyes allowed to interpenetrate)
trace_t tr ;
UTIL_TraceHull ( GetAbsOrigin ( ) , GetAbsOrigin ( ) + Vector ( 0 , 0 , 0.1 ) ,
GetHullMins ( ) , GetHullMaxs ( ) ,
MASK_NPCSOLID , this , COLLISION_GROUP_NONE , & tr ) ;
if ( tr . startsolid )
{
CBaseEntity * pEntity = tr . m_pEnt ;
if ( pEntity - > Classify ( ) = = CLASS_ALIEN_MONSTER )
{
return ( COND_NONE ) ;
}
}
// If I'm really close to my enemy allow me to attack if
// I'm facing regardless of next attack time
if ( flDist < 100 & & flDot > = 0.3 )
{
return COND_CAN_RANGE_ATTACK1 ;
}
if ( gpGlobals - > curtime < m_flNextAttack )
{
return ( COND_NONE ) ;
}
if ( flDist > ( HOUNDEYE_MAX_ATTACK_RADIUS * 0.5 ) )
{
return COND_TOO_FAR_TO_ATTACK ;
}
if ( flDot < 0.3 )
{
return COND_NOT_FACING_ATTACK ;
}
return COND_CAN_RANGE_ATTACK1 ;
}
//=========================================================
// IdleSound
//=========================================================
void CNPC_Houndeye : : IdleSound ( void )
{
CPASAttenuationFilter filter ( this ) ;
EmitSound ( filter , entindex ( ) , " HoundEye.Idle " ) ;
}
//=========================================================
// IdleSound
//=========================================================
void CNPC_Houndeye : : WarmUpSound ( void )
{
CPASAttenuationFilter filter ( this ) ;
EmitSound ( filter , entindex ( ) , " HoundEye.Warn " ) ;
}
//=========================================================
// WarnSound
//=========================================================
void CNPC_Houndeye : : WarnSound ( void )
{
CPASAttenuationFilter filter ( this ) ;
EmitSound ( filter , entindex ( ) , " HoundEye.Hunt " ) ;
}
//=========================================================
// AlertSound
//=========================================================
void CNPC_Houndeye : : AlertSound ( void )
{
if ( m_pSquad & & ! m_pSquad - > IsLeader ( this ) )
return ; // only leader makes ALERT sound.
CPASAttenuationFilter filter ( this ) ;
EmitSound ( filter , entindex ( ) , " HoundEye.Alert " ) ;
}
//=========================================================
// DeathSound
//=========================================================
void CNPC_Houndeye : : DeathSound ( const CTakeDamageInfo & info )
{
CPASAttenuationFilter filter ( this ) ;
EmitSound ( filter , entindex ( ) , " HoundEye.Die " ) ;
}
//=========================================================
// PainSound
//=========================================================
void CNPC_Houndeye : : PainSound ( const CTakeDamageInfo & info )
{
CPASAttenuationFilter filter ( this ) ;
EmitSound ( filter , entindex ( ) , " HoundEye.Pain " ) ;
}
//=========================================================
// MaxYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
float CNPC_Houndeye : : MaxYawSpeed ( void )
{
int flYS ;
flYS = 90 ;
switch ( GetActivity ( ) )
{
case ACT_CROUCHIDLE : //sleeping!
flYS = 0 ;
break ;
case ACT_IDLE :
flYS = 60 ;
break ;
case ACT_WALK :
flYS = 90 ;
break ;
case ACT_RUN :
flYS = 90 ;
break ;
case ACT_TURN_LEFT :
case ACT_TURN_RIGHT :
flYS = 90 ;
break ;
}
return flYS ;
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
Class_T CNPC_Houndeye : : Classify ( void )
{
return CLASS_ALIEN_MONSTER ;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CNPC_Houndeye : : HandleAnimEvent ( animevent_t * pEvent )
{
switch ( pEvent - > event )
{
case HOUND_AE_WARN :
// do stuff for this event.
WarnSound ( ) ;
break ;
case HOUND_AE_STARTATTACK :
WarmUpSound ( ) ;
break ;
case HOUND_AE_HOPBACK :
{
float flGravity = GetCurrentGravity ( ) ;
Vector v_forward ;
GetVectors ( & v_forward , NULL , NULL ) ;
SetGroundEntity ( NULL ) ;
Vector vecVel = v_forward * - 200 ;
vecVel . z + = ( 0.6 * flGravity ) * 0.5 ;
SetAbsVelocity ( vecVel ) ;
break ;
}
case HOUND_AE_THUMP :
// emit the shockwaves
SonicAttack ( ) ;
break ;
case HOUND_AE_ANGERSOUND1 :
{
CPASAttenuationFilter filter ( this ) ;
EmitSound ( filter , entindex ( ) , " HoundEye.Anger1 " ) ;
}
break ;
case HOUND_AE_ANGERSOUND2 :
{
CPASAttenuationFilter filter2 ( this ) ;
EmitSound ( filter2 , entindex ( ) , " HoundEye.Anger2 " ) ;
}
break ;
case HOUND_AE_CLOSE_EYE :
if ( ! m_fDontBlink )
{
m_nSkin = HOUNDEYE_EYE_FRAMES - 1 ;
}
break ;
default :
BaseClass : : HandleAnimEvent ( pEvent ) ;
break ;
}
}
//=========================================================
// SonicAttack
//=========================================================
void CNPC_Houndeye : : SonicAttack ( void )
{
float flAdjustedDamage ;
float flDist ;
CPASAttenuationFilter filter ( this ) ;
EmitSound ( filter , entindex ( ) , " HoundEye.Sonic " ) ;
CBroadcastRecipientFilter filter2 ;
te - > BeamRingPoint ( filter2 , 0.0 ,
GetAbsOrigin ( ) , //origin
16 , //start radius
HOUNDEYE_MAX_ATTACK_RADIUS , //end radius
m_iSpriteTexture , //texture
0 , //halo index
0 , //start frame
0 , //framerate
0.2 , //life
24 , //width
16 , //spread
0 , //amplitude
WriteBeamColor ( ) . x , //r
WriteBeamColor ( ) . y , //g
WriteBeamColor ( ) . z , //b
192 , //a
0 //speed
) ;
CBroadcastRecipientFilter filter3 ;
te - > BeamRingPoint ( filter3 , 0.0 ,
GetAbsOrigin ( ) , //origin
16 , //start radius
HOUNDEYE_MAX_ATTACK_RADIUS / 2 , //end radius
m_iSpriteTexture , //texture
0 , //halo index
0 , //start frame
0 , //framerate
0.2 , //life
24 , //width
16 , //spread
0 , //amplitude
WriteBeamColor ( ) . x , //r
WriteBeamColor ( ) . y , //g
WriteBeamColor ( ) . z , //b
192 , //a
0 //speed
) ;
CBaseEntity * pEntity = NULL ;
// iterate on all entities in the vicinity.
while ( ( pEntity = gEntList . FindEntityInSphere ( pEntity , GetAbsOrigin ( ) , HOUNDEYE_MAX_ATTACK_RADIUS ) ) ! = NULL )
{
if ( pEntity - > m_takedamage ! = DAMAGE_NO )
{
if ( ! FClassnameIs ( pEntity , " monster_houndeye " ) )
{ // houndeyes don't hurt other houndeyes with their attack
// 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
if ( m_pSquad & & m_pSquad - > NumMembers ( ) > 1 )
{
// squad gets attack bonus.
flAdjustedDamage = sk_houndeye_dmg_blast . GetFloat ( ) + sk_houndeye_dmg_blast . GetFloat ( ) * ( HOUNDEYE_SQUAD_BONUS * ( m_pSquad - > NumMembers ( ) - 1 ) ) ;
}
else
{
// solo
flAdjustedDamage = sk_houndeye_dmg_blast . GetFloat ( ) ;
}
flDist = ( pEntity - > WorldSpaceCenter ( ) - GetAbsOrigin ( ) ) . Length ( ) ;
flAdjustedDamage - = ( flDist / HOUNDEYE_MAX_ATTACK_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 , " func_breakable " ) & & ! FClassnameIs ( pEntity , " 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 )
{
CTakeDamageInfo info ( this , this , flAdjustedDamage , DMG_SONIC | DMG_ALWAYSGIB ) ;
CalculateExplosiveDamageForce ( & info , ( pEntity - > GetAbsOrigin ( ) - GetAbsOrigin ( ) ) , pEntity - > GetAbsOrigin ( ) ) ;
pEntity - > TakeDamage ( info ) ;
if ( ( pEntity - > GetAbsOrigin ( ) - GetAbsOrigin ( ) ) . Length2D ( ) < = HOUNDEYE_MAX_ATTACK_RADIUS )
{
if ( pEntity - > GetMoveType ( ) = = MOVETYPE_VPHYSICS | | ( pEntity - > VPhysicsGetObject ( ) & & ! pEntity - > IsPlayer ( ) ) )
{
IPhysicsObject * pPhysObject = pEntity - > VPhysicsGetObject ( ) ;
if ( pPhysObject )
{
float flMass = pPhysObject - > GetMass ( ) ;
if ( flMass < = HOUNDEYE_TOP_MASS )
{
// Increase the vertical lift of the force
Vector vecForce = info . GetDamageForce ( ) ;
vecForce . z * = 2.0f ;
info . SetDamageForce ( vecForce ) ;
pEntity - > VPhysicsTakeDamage ( info ) ;
}
}
}
}
}
}
}
}
}
//=========================================================
// WriteBeamColor - writes a color vector to the network
// based on the size of the group.
//=========================================================
Vector CNPC_Houndeye : : WriteBeamColor ( void )
{
BYTE bRed , bGreen , bBlue ;
if ( m_pSquad )
{
switch ( m_pSquad - > NumMembers ( ) )
{
case 1 :
// solo houndeye - weakest beam
bRed = 188 ;
bGreen = 220 ;
bBlue = 255 ;
break ;
case 2 :
bRed = 101 ;
bGreen = 133 ;
bBlue = 221 ;
break ;
case 3 :
bRed = 67 ;
bGreen = 85 ;
bBlue = 255 ;
break ;
case 4 :
bRed = 62 ;
bGreen = 33 ;
bBlue = 211 ;
break ;
default :
Msg ( " Unsupported Houndeye SquadSize! \n " ) ;
bRed = 188 ;
bGreen = 220 ;
bBlue = 255 ;
break ;
}
}
else
{
// solo houndeye - weakest beam
bRed = 188 ;
bGreen = 220 ;
bBlue = 255 ;
}
return Vector ( bRed , bGreen , bBlue ) ;
}
bool CNPC_Houndeye : : ShouldGoToIdleState ( void )
{
if ( m_pSquad )
{
AISquadIter_t iter ;
for ( CAI_BaseNPC * pMember = m_pSquad - > GetFirstMember ( & iter ) ; pMember ; pMember = m_pSquad - > GetNextMember ( & iter ) )
{
if ( pMember ! = this & & pMember - > GetHintNode ( ) & & pMember - > GetHintNode ( ) - > HintType ( ) ! = NO_NODE )
return true ;
}
return true ;
}
return true ;
}
bool CNPC_Houndeye : : FValidateHintType ( CAI_Hint * pHint )
{
switch ( pHint - > HintType ( ) )
{
case HINT_HL1_WORLD_MACHINERY :
return true ;
break ;
case HINT_HL1_WORLD_BLINKING_LIGHT :
return true ;
break ;
case HINT_HL1_WORLD_HUMAN_BLOOD :
return true ;
break ;
case HINT_HL1_WORLD_ALIEN_BLOOD :
return true ;
break ;
}
Msg ( " Couldn't validate hint type " ) ;
return false ;
}
//=========================================================
// SetActivity
//=========================================================
void CNPC_Houndeye : : SetActivity ( Activity NewActivity )
{
int iSequence ;
if ( NewActivity = = GetActivity ( ) )
return ;
if ( m_NPCState = = NPC_STATE_COMBAT & & NewActivity = = ACT_IDLE & & random - > RandomInt ( 0 , 1 ) )
{
// play pissed idle.
iSequence = LookupSequence ( " madidle " ) ;
SetActivity ( 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
SetIdealActivity ( GetActivity ( ) ) ;
// Set to the desired anim, or default anim if the desired is not present
if ( iSequence > ACTIVITY_NOT_AVAILABLE )
{
SetSequence ( iSequence ) ; // Set to the reset anim (if it's there)
SetCycle ( 0 ) ; // FIX: frame counter shouldn't be reset when its the same activity as before
ResetSequenceInfo ( ) ;
}
}
else
{
BaseClass : : SetActivity ( NewActivity ) ;
}
}
//=========================================================
// start task
//=========================================================
void CNPC_Houndeye : : StartTask ( const Task_t * pTask )
{
switch ( pTask - > iTask )
{
case TASK_HOUND_FALL_ASLEEP :
{
m_fAsleep = TRUE ; // signal that hound is lying down (must stand again before doing anything else!)
TaskComplete ( ) ;
break ;
}
case TASK_HOUND_WAKE_UP :
{
m_fAsleep = FALSE ; // signal that hound is standing again
TaskComplete ( ) ;
break ;
}
case TASK_HOUND_OPEN_EYE :
{
m_fDontBlink = FALSE ; // turn blinking back on and that code will automatically open the eye
TaskComplete ( ) ;
break ;
}
case TASK_HOUND_CLOSE_EYE :
{
m_nSkin = 0 ;
m_fDontBlink = TRUE ; // tell blink code to leave the eye alone.
break ;
}
case TASK_HOUND_THREAT_DISPLAY :
{
SetIdealActivity ( ACT_IDLE_ANGRY ) ;
break ;
}
case TASK_HOUND_HOP_BACK :
{
SetIdealActivity ( ACT_LEAP ) ;
break ;
}
case TASK_RANGE_ATTACK1 :
{
SetIdealActivity ( ACT_RANGE_ATTACK1 ) ;
break ;
}
case TASK_SPECIAL_ATTACK1 :
{
SetIdealActivity ( ACT_SPECIAL_ATTACK1 ) ;
break ;
}
default :
{
BaseClass : : StartTask ( pTask ) ;
break ;
}
}
}
//=========================================================
// RunTask
//=========================================================
void CNPC_Houndeye : : RunTask ( const Task_t * pTask )
{
switch ( pTask - > iTask )
{
case TASK_HOUND_THREAT_DISPLAY :
{
if ( GetEnemy ( ) )
{
float idealYaw ;
idealYaw = UTIL_VecToYaw ( GetEnemy ( ) - > GetAbsOrigin ( ) - GetAbsOrigin ( ) ) ;
GetMotor ( ) - > SetIdealYawAndUpdate ( idealYaw ) ;
}
if ( IsSequenceFinished ( ) )
{
TaskComplete ( ) ;
}
break ;
}
case TASK_HOUND_CLOSE_EYE :
{
if ( m_nSkin < HOUNDEYE_EYE_FRAMES - 1 )
m_nSkin + + ;
break ;
}
case TASK_HOUND_HOP_BACK :
{
if ( IsSequenceFinished ( ) )
{
TaskComplete ( ) ;
}
break ;
}
case TASK_SPECIAL_ATTACK1 :
{
m_nSkin = random - > RandomInt ( 0 , HOUNDEYE_EYE_FRAMES - 1 ) ;
float idealYaw ;
idealYaw = UTIL_VecToYaw ( GetNavigator ( ) - > GetGoalPos ( ) ) ;
GetMotor ( ) - > SetIdealYawAndUpdate ( idealYaw ) ;
float life ;
life = ( ( 255 - GetCycle ( ) ) / ( m_flPlaybackRate * m_flPlaybackRate ) ) ;
if ( life < 0.1 )
{
life = 0.1 ;
}
/* MessageBegin( MSG_PAS, SVC_TEMPENTITY, GetAbsOrigin() );
WRITE_BYTE ( TE_IMPLOSION ) ;
WRITE_COORD ( GetAbsOrigin ( ) . x ) ;
WRITE_COORD ( GetAbsOrigin ( ) . y ) ;
WRITE_COORD ( GetAbsOrigin ( ) . z + 16 ) ;
WRITE_BYTE ( 50 * life + 100 ) ; // radius
WRITE_BYTE ( pev - > frame / 25.0 ) ; // count
WRITE_BYTE ( life * 10 ) ; // life
MessageEnd ( ) ; */
if ( IsSequenceFinished ( ) )
{
SonicAttack ( ) ;
TaskComplete ( ) ;
}
break ;
}
default :
{
BaseClass : : RunTask ( pTask ) ;
break ;
}
}
}
//=========================================================
// PrescheduleThink
//=========================================================
void CNPC_Houndeye : : PrescheduleThink ( void )
{
BaseClass : : PrescheduleThink ( ) ;
// if the hound is mad and is running, make hunt noises.
if ( m_NPCState = = NPC_STATE_COMBAT & & GetActivity ( ) = = ACT_RUN & & random - > RandomFloat ( 0 , 1 ) < 0.2 )
{
WarnSound ( ) ;
}
// at random, initiate a blink if not already blinking or sleeping
if ( ! m_fDontBlink )
{
if ( ( m_nSkin = = 0 ) & & random - > RandomInt ( 0 , 0x7F ) = = 0 )
{ // start blinking!
m_nSkin = HOUNDEYE_EYE_FRAMES - 1 ;
}
else if ( m_nSkin ! = 0 )
{ // already blinking
m_nSkin - - ;
}
}
// if you are the leader, average the origins of each pack member to get an approximate center.
if ( m_pSquad & & m_pSquad - > IsLeader ( this ) )
{
int iSquadCount = 0 ;
AISquadIter_t iter ;
for ( CAI_BaseNPC * pSquadMember = m_pSquad - > GetFirstMember ( & iter ) ; pSquadMember ; pSquadMember = m_pSquad - > GetNextMember ( & iter ) )
{
iSquadCount + + ;
m_vecPackCenter = m_vecPackCenter + pSquadMember - > GetAbsOrigin ( ) ;
}
m_vecPackCenter = m_vecPackCenter / iSquadCount ;
}
}
//=========================================================
// GetScheduleOfType
//=========================================================
int CNPC_Houndeye : : TranslateSchedule ( int scheduleType )
{
if ( m_fAsleep )
{
// if the hound is sleeping, must wake and stand!
if ( HasCondition ( COND_HEAR_DANGER ) | | HasCondition ( COND_HEAR_THUMPER ) | | HasCondition ( COND_HEAR_COMBAT ) | |
HasCondition ( COND_HEAR_WORLD ) | | HasCondition ( COND_HEAR_PLAYER ) | | HasCondition ( COND_HEAR_BULLET_IMPACT ) )
{
CSound * pWakeSound ;
pWakeSound = GetBestSound ( ) ;
ASSERT ( pWakeSound ! = NULL ) ;
if ( pWakeSound )
{
GetMotor ( ) - > SetIdealYawToTarget ( pWakeSound - > GetSoundOrigin ( ) ) ;
if ( FLSoundVolume ( pWakeSound ) > = HOUNDEYE_SOUND_STARTLE_VOLUME )
{
// awakened by a loud sound
return SCHED_HOUND_WAKE_URGENT ;
}
}
// sound was not loud enough to scare the bejesus out of houndeye
return SCHED_HOUND_WAKE_LAZY ;
}
else if ( HasCondition ( COND_NEW_ENEMY ) )
{
// get up fast, to fight.
return SCHED_HOUND_WAKE_URGENT ;
}
else
{
// hound is waking up on its own
return SCHED_HOUND_WAKE_LAZY ;
}
}
switch ( scheduleType )
{
case SCHED_IDLE_STAND :
{
// we may want to sleep instead of stand!
if ( m_pSquad & & ! m_pSquad - > IsLeader ( this ) & & ! m_fAsleep & & random - > RandomInt ( 0 , 29 ) < 1 )
{
return SCHED_HOUND_SLEEP ;
}
else
{
return BaseClass : : TranslateSchedule ( scheduleType ) ;
}
}
case SCHED_RANGE_ATTACK1 :
return SCHED_HOUND_RANGEATTACK ;
case SCHED_SPECIAL_ATTACK1 :
return SCHED_HOUND_SPECIALATTACK ;
case SCHED_FAIL :
{
if ( m_NPCState = = NPC_STATE_COMBAT )
{
if ( ! FNullEnt ( UTIL_FindClientInPVS ( edict ( ) ) ) )
{
// client in PVS
return SCHED_HOUND_COMBAT_FAIL_PVS ;
}
else
{
// client has taken off!
return SCHED_HOUND_COMBAT_FAIL_NOPVS ;
}
}
else
{
return BaseClass : : TranslateSchedule ( scheduleType ) ;
}
}
default :
{
return BaseClass : : TranslateSchedule ( scheduleType ) ;
}
}
}
int CNPC_Houndeye : : SelectSchedule ( void )
{
switch ( m_NPCState )
{
case NPC_STATE_COMBAT :
{
// dead enemy
if ( HasCondition ( COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return BaseClass : : SelectSchedule ( ) ;
}
if ( HasCondition ( COND_LIGHT_DAMAGE ) | | HasCondition ( COND_HEAVY_DAMAGE ) )
{
if ( random - > RandomFloat ( 0 , 1 ) < = 0.4 )
{
trace_t trace ;
Vector v_forward ;
GetVectors ( & v_forward , NULL , NULL ) ;
UTIL_TraceEntity ( this , GetAbsOrigin ( ) , GetAbsOrigin ( ) + v_forward * - 128 , MASK_SOLID , & trace ) ;
if ( trace . fraction = = 1.0 )
{
// it's clear behind, so the hound will jump
return SCHED_HOUND_HOP_RETREAT ;
}
}
return SCHED_TAKE_COVER_FROM_ENEMY ;
}
if ( HasCondition ( COND_CAN_RANGE_ATTACK1 ) )
{
// don't constraint attacks based on squad slots, just let em all go for it
// if ( OccupyStrategySlot ( SQUAD_SLOTS_HOUND_ATTACK ) )
return SCHED_RANGE_ATTACK1 ;
}
break ;
}
}
return BaseClass : : SelectSchedule ( ) ;
}
//=========================================================
// FLSoundVolume - subtracts the volume of the given sound
// from the distance the sound source is from the caller,
// and returns that value, which is considered to be the 'local'
// volume of the sound.
//=========================================================
float CNPC_Houndeye : : FLSoundVolume ( CSound * pSound )
{
return ( pSound - > Volume ( ) - ( ( pSound - > GetSoundOrigin ( ) - GetAbsOrigin ( ) ) . Length ( ) ) ) ;
}
//=========================================================
//
// SquadRecruit(), get some monsters of my classification and
// link them as a group. returns the group size
//
//=========================================================
int CNPC_Houndeye : : SquadRecruit ( int searchRadius , int maxMembers )
{
int squadCount ;
int iMyClass = Classify ( ) ; // cache this monster's class
if ( maxMembers < 2 )
return 0 ;
// I am my own leader
squadCount = 1 ;
CBaseEntity * pEntity = NULL ;
if ( m_SquadName ! = NULL_STRING )
{
// I have a netname, so unconditionally recruit everyone else with that name.
pEntity = gEntList . FindEntityByClassname ( pEntity , " monster_houndeye " ) ;
while ( pEntity & & squadCount < maxMembers )
{
CNPC_Houndeye * pRecruit = ( CNPC_Houndeye * ) pEntity - > MyNPCPointer ( ) ;
if ( pRecruit )
{
if ( ! pRecruit - > m_pSquad & & pRecruit - > Classify ( ) = = iMyClass & & pRecruit ! = this )
{
// minimum protection here against user error.in worldcraft.
if ( pRecruit - > m_SquadName ! = NULL_STRING & & FStrEq ( STRING ( m_SquadName ) , STRING ( pRecruit - > m_SquadName ) ) )
{
pRecruit - > InitSquad ( ) ;
squadCount + + ;
}
}
}
pEntity = gEntList . FindEntityByClassname ( pEntity , " monster_houndeye " ) ;
}
return squadCount ;
}
else
{
char szSquadName [ 64 ] ;
Q_snprintf ( szSquadName , sizeof ( szSquadName ) , " squad%d \n " , s_iSquadIndex ) ;
m_SquadName = AllocPooledString ( szSquadName ) ;
while ( ( pEntity = gEntList . FindEntityInSphere ( pEntity , GetAbsOrigin ( ) , searchRadius ) ) ! = NULL & & squadCount < maxMembers )
{
if ( ! FClassnameIs ( pEntity , " monster_houndeye " ) )
continue ;
CNPC_Houndeye * pRecruit = ( CNPC_Houndeye * ) pEntity - > MyNPCPointer ( ) ;
if ( pRecruit & & pRecruit ! = this & & pRecruit - > IsAlive ( ) & & ! pRecruit - > m_hCine )
{
// Can we recruit this guy?
if ( ! pRecruit - > m_pSquad & & pRecruit - > Classify ( ) = = iMyClass & &
( ( iMyClass ! = CLASS_ALIEN_MONSTER ) | | FClassnameIs ( this , pRecruit - > GetClassname ( ) ) ) & &
! pRecruit - > m_SquadName )
{
trace_t tr ;
UTIL_TraceLine ( GetAbsOrigin ( ) + GetViewOffset ( ) , pRecruit - > GetAbsOrigin ( ) + GetViewOffset ( ) , MASK_NPCSOLID_BRUSHONLY , pRecruit , COLLISION_GROUP_NONE , & tr ) ; // try to hit recruit with a traceline.
if ( tr . fraction = = 1.0 )
{
//We're ready to recruit people, so start a squad if I don't have one.
if ( ! m_pSquad )
{
InitSquad ( ) ;
}
pRecruit - > m_SquadName = m_SquadName ;
pRecruit - > CapabilitiesAdd ( bits_CAP_SQUAD ) ;
pRecruit - > InitSquad ( ) ;
squadCount + + ;
}
}
}
}
if ( squadCount > 1 )
{
s_iSquadIndex + + ;
}
}
return squadCount ;
}
void CNPC_Houndeye : : StartNPC ( void )
{
if ( ! m_pSquad )
{
if ( m_SquadName ! = NULL_STRING )
{
BaseClass : : StartNPC ( ) ;
return ;
}
else
{
int iSquadSize = SquadRecruit ( 1024 , 4 ) ;
if ( iSquadSize )
{
Msg ( " Squad of %d %s formed \n " , iSquadSize , GetClassname ( ) ) ;
}
}
}
BaseClass : : StartNPC ( ) ;
}
//------------------------------------------------------------------------------
//
// Schedules
//
//------------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC ( monster_houndeye , CNPC_Houndeye )
DECLARE_TASK ( TASK_HOUND_CLOSE_EYE )
DECLARE_TASK ( TASK_HOUND_OPEN_EYE )
DECLARE_TASK ( TASK_HOUND_THREAT_DISPLAY )
DECLARE_TASK ( TASK_HOUND_FALL_ASLEEP )
DECLARE_TASK ( TASK_HOUND_WAKE_UP )
DECLARE_TASK ( TASK_HOUND_HOP_BACK )
//=========================================================
// > SCHED_HOUND_RANGEATTACK
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HOUND_RANGEATTACK ,
" Tasks "
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HOUND_YELL1 "
" "
" Interrupts "
" COND_LIGHT_DAMAGE "
" COND_HEAVY_DAMAGE "
)
//=========================================================
// > SCHED_HOUND_AGITATED
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HOUND_AGITATED ,
" Tasks "
" TASK_STOP_MOVING 0 "
" TASK_HOUND_THREAT_DISPLAY 0 "
" "
" Interrupts "
" COND_NEW_ENEMY "
" COND_HEAVY_DAMAGE "
)
//=========================================================
// > SCHED_HOUND_HOP_RETREAT
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HOUND_HOP_RETREAT ,
" Tasks "
" TASK_STOP_MOVING 0 "
" TASK_HOUND_HOP_BACK 0 "
" TASK_SET_SCHEDULE SCHEDULE:SCHED_TAKE_COVER_FROM_ENEMY "
" "
" Interrupts "
)
//=========================================================
// > SCHED_HOUND_YELL1
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HOUND_YELL1 ,
" Tasks "
" TASK_STOP_MOVING 0 "
" TASK_FACE_IDEAL 0 "
" TASK_RANGE_ATTACK1 0 "
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HOUND_AGITATED "
" "
" Interrupts "
)
//=========================================================
// > SCHED_HOUND_YELL2
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HOUND_YELL2 ,
" Tasks "
" TASK_STOP_MOVING 0 "
" TASK_FACE_IDEAL 0 "
" TASK_RANGE_ATTACK1 0 "
" "
" Interrupts "
)
//=========================================================
// > SCHED_HOUND_SLEEP
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HOUND_SLEEP ,
" Tasks "
" TASK_STOP_MOVING 0 "
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE "
" TASK_WAIT_RANDOM 5 "
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCH "
" TASK_SET_ACTIVITY ACTIVITY:ACT_CROUCHIDLE "
" TASK_HOUND_FALL_ASLEEP 0 "
" TASK_WAIT_RANDOM 25 "
" TASK_HOUND_CLOSE_EYE 0 "
" "
" Interrupts "
" COND_LIGHT_DAMAGE "
" COND_HEAVY_DAMAGE "
" COND_NEW_ENEMY "
" COND_HEAR_COMBAT "
" COND_HEAR_DANGER "
" COND_HEAR_PLAYER "
" COND_HEAR_WORLD "
)
//=========================================================
// > SCHED_HOUND_WAKE_LAZY
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HOUND_WAKE_LAZY ,
" Tasks "
" TASK_STOP_MOVING 0 "
" TASK_HOUND_OPEN_EYE 0 "
" TASK_WAIT_RANDOM 2.5 "
" TASK_PLAY_SEQUENCE ACT_STAND "
" TASK_HOUND_WAKE_UP 0 "
" "
" Interrupts "
)
//=========================================================
// > SCHED_HOUND_WAKE_URGENT
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HOUND_WAKE_URGENT ,
" Tasks "
" TASK_HOUND_OPEN_EYE 0 "
" TASK_PLAY_SEQUENCE ACT_HOP "
" TASK_FACE_IDEAL 0 "
" TASK_HOUND_WAKE_UP 0 "
" "
" Interrupts "
)
//=========================================================
// > SCHED_HOUND_SPECIALATTACK
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HOUND_SPECIALATTACK ,
" Tasks "
" TASK_STOP_MOVING 0 "
" TASK_FACE_IDEAL 0 "
" TASK_SPECIAL_ATTACK1 0 "
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_IDLE_ANGRY "
" "
" Interrupts "
" "
" COND_NEW_ENEMY "
" COND_LIGHT_DAMAGE "
" COND_HEAVY_DAMAGE "
" COND_ENEMY_OCCLUDED "
)
//=========================================================
// > SCHED_HOUND_COMBAT_FAIL_PVS
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HOUND_COMBAT_FAIL_PVS ,
" Tasks "
" TASK_STOP_MOVING 0 "
" TASK_HOUND_THREAT_DISPLAY 0 "
" TASK_WAIT_FACE_ENEMY 1 "
" "
" Interrupts "
" "
" COND_NEW_ENEMY "
" COND_LIGHT_DAMAGE "
" COND_HEAVY_DAMAGE "
)
//=========================================================
// > SCHED_HOUND_COMBAT_FAIL_NOPVS
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HOUND_COMBAT_FAIL_NOPVS ,
" Tasks "
" TASK_STOP_MOVING 0 "
" TASK_HOUND_THREAT_DISPLAY 0 "
" TASK_WAIT_FACE_ENEMY 1 "
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE "
" TASK_WAIT_PVS 0 "
" "
" Interrupts "
" COND_NEW_ENEMY "
" COND_LIGHT_DAMAGE "
" COND_HEAVY_DAMAGE "
)
AI_END_CUSTOM_NPC ( )