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1175 lines
28 KiB
1175 lines
28 KiB
![]()
2 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Bullseyes act as targets for other NPC's to attack and to trigger
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// events
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "beam_shared.h"
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#include "Sprite.h"
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#include "ai_default.h"
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#include "ai_task.h"
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#include "ai_schedule.h"
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#include "ai_node.h"
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#include "ai_hull.h"
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#include "ai_hint.h"
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#include "ai_memory.h"
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#include "ai_route.h"
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#include "ai_motor.h"
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#include "hl1_npc_gargantua.h"
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#include "soundent.h"
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#include "game.h"
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#include "npcevent.h"
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#include "entitylist.h"
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#include "activitylist.h"
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#include "animation.h"
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#include "basecombatweapon.h"
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#include "IEffects.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "ammodef.h"
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#include "shake.h"
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#include "decals.h"
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#include "particle_smokegrenade.h"
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#include "gib.h"
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#include "func_break.h"
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#include "hl1_shareddefs.h"
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extern short g_sModelIndexFireball;
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int gGargGibModel;
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//=========================================================
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// Gargantua Monster
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//=========================================================
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#define GARG_ATTACKDIST 120.0f
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// Garg animation events
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#define GARG_AE_SLASH_LEFT 1
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//#define GARG_AE_BEAM_ATTACK_RIGHT 2 // No longer used
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#define GARG_AE_LEFT_FOOT 3
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#define GARG_AE_RIGHT_FOOT 4
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#define GARG_AE_STOMP 5
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#define GARG_AE_BREATHE 6
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// Gargantua is immune to any damage but this
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#define GARG_DAMAGE ( DMG_ENERGYBEAM | DMG_CRUSH | DMG_MISSILEDEFENSE | DMG_BLAST )
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#define GARG_EYE_SPRITE_NAME "sprites/gargeye1.vmt"
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#define GARG_BEAM_SPRITE_NAME "sprites/xbeam3.vmt"
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#define GARG_BEAM_SPRITE2 "sprites/xbeam3.vmt"
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#define GARG_STOMP_SPRITE_NAME "sprites/gargeye1.vmt"
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#define GARG_FLAME_LENGTH 330
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#define GARG_GIB_MODEL "models/metalplategibs.mdl"
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#define STOMP_SPRITE_COUNT 10
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#define ATTACH_EYE 1
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ConVar sk_gargantua_health ( "sk_gargantua_health", "800" );
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ConVar sk_gargantua_dmg_slash( "sk_gargantua_dmg_slash", "10" );
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ConVar sk_gargantua_dmg_fire ( "sk_gargantua_dmg_fire", "3" );
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ConVar sk_gargantua_dmg_stomp( "sk_gargantua_dmg_stomp", "50" );
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enum
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{
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TASK_SOUND_ATTACK = LAST_SHARED_TASK,
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TASK_FLAME_SWEEP,
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};
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enum
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{
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SCHED_GARG_FLAME = LAST_SHARED_SCHEDULE,
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SCHED_GARG_SWIPE,
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SCHED_GARG_CHASE_ENEMY,
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SCHED_GARG_CHASE_ENEMY_FAILED,
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};
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LINK_ENTITY_TO_CLASS( monster_gargantua, CNPC_Gargantua );
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BEGIN_DATADESC( CNPC_Gargantua )
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DEFINE_FIELD( m_pEyeGlow, FIELD_CLASSPTR ),
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DEFINE_FIELD( m_eyeBrightness, FIELD_INTEGER ),
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DEFINE_FIELD( m_seeTime, FIELD_TIME ),
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DEFINE_FIELD( m_flameTime, FIELD_TIME ),
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DEFINE_FIELD( m_streakTime, FIELD_TIME ),
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DEFINE_ARRAY( m_pFlame, FIELD_CLASSPTR, 4 ),
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DEFINE_FIELD( m_flameX, FIELD_FLOAT ),
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DEFINE_FIELD( m_flameY, FIELD_FLOAT ),
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DEFINE_FIELD( m_flDmgTime, FIELD_TIME ),
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DEFINE_FIELD( m_painSoundTime, FIELD_TIME ),
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END_DATADESC()
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static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs )
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{
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trace_t tr;
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// Find point on floor where enemy would stand at chasePosition
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Vector floor = *position;
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floor.z -= 1024;
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UTIL_TraceHull( *position, floor, mins, maxs, MASK_NPCSOLID, ignore, COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction < 1 )
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{
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position->z = tr.endpos.z;
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}
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}
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class CStomp : public CBaseEntity
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{
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DECLARE_CLASS( CStomp, CBaseEntity );
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public:
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DECLARE_DATADESC();
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virtual void Precache();
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void Spawn( void );
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void Think( void );
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static CStomp *StompCreate( Vector &origin, Vector &end, float speed, CBaseEntity* pOwner );
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private:
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Vector m_vecMoveDir;
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float m_flScale;
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float m_flSpeed;
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unsigned int m_uiFramerate;
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float m_flDmgTime;
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CBaseEntity* m_pOwner;
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// UNDONE: re-use this sprite list instead of creating new ones all the time
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// CSprite *m_pSprites[ STOMP_SPRITE_COUNT ];
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};
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BEGIN_DATADESC(CStomp)
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DEFINE_FIELD( m_vecMoveDir, FIELD_VECTOR ),
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DEFINE_FIELD( m_flScale, FIELD_FLOAT ),
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DEFINE_FIELD( m_flSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_uiFramerate, FIELD_INTEGER ),
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DEFINE_FIELD( m_flDmgTime, FIELD_TIME ),
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DEFINE_FIELD( m_pOwner, FIELD_CLASSPTR ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( garg_stomp, CStomp );
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CStomp *CStomp::StompCreate( Vector &origin, Vector &end, float speed, CBaseEntity* pOwner )
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{
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CStomp *pStomp = (CStomp*)CreateEntityByName( "garg_stomp" );
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pStomp->SetAbsOrigin( origin );
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Vector dir = (end - origin);
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// pStomp->m_flScale = dir.Length();
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pStomp->m_flScale = 2048;
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pStomp->m_vecMoveDir = dir;
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VectorNormalize( pStomp->m_vecMoveDir );
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pStomp->m_flSpeed = speed;
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pStomp->m_pOwner = pOwner;
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pStomp->Spawn();
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return pStomp;
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}
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void CStomp::Precache()
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{
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BaseClass::Precache();
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PrecacheScriptSound( "Garg.Stomp" );
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PrecacheModel( GARG_STOMP_SPRITE_NAME );
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}
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void CStomp::Spawn( void )
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{
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Precache();
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SetNextThink( gpGlobals->curtime );
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SetClassname( "garg_stomp" );
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m_flDmgTime = gpGlobals->curtime;
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m_uiFramerate = 30;
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// pev->rendermode = kRenderTransTexture;
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// SetBrightness( 0 );
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Garg.Stomp" );
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}
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#define STOMP_INTERVAL 0.025
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void CStomp::Think( void )
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{
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trace_t tr;
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SetNextThink( gpGlobals->curtime + 0.1 );
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// Do damage for this frame
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Vector vecStart = GetAbsOrigin();
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vecStart.z += 30;
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Vector vecEnd = vecStart + (m_vecMoveDir * m_flSpeed * gpGlobals->frametime);
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UTIL_TraceHull( vecStart, vecEnd, Vector(-32, -32, -32), Vector(32, 32, 32), MASK_SOLID, m_pOwner, COLLISION_GROUP_NONE, &tr );
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// NDebugOverlay::Line( vecStart, vecEnd, 0, 255, 0, false, 10.0f );
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if ( tr.m_pEnt )
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{
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CBaseEntity *pEntity = tr.m_pEnt;
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CTakeDamageInfo info( this, this, 50, DMG_SONIC );
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CalculateMeleeDamageForce( &info, m_vecMoveDir, tr.endpos );
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pEntity->TakeDamage( info );
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}
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// Accelerate the effect
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m_flSpeed += (gpGlobals->frametime) * m_uiFramerate;
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m_uiFramerate += (gpGlobals->frametime) * 2000;
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// Move and spawn trails
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if ( gpGlobals->curtime - m_flDmgTime > 0.2f )
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{
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m_flDmgTime = gpGlobals->curtime - 0.2f;
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}
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while ( gpGlobals->curtime - m_flDmgTime > STOMP_INTERVAL )
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{
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SetAbsOrigin( GetAbsOrigin() + m_vecMoveDir * m_flSpeed * STOMP_INTERVAL );
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for ( int i = 0; i < 2; i++ )
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{
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CSprite *pSprite = CSprite::SpriteCreate( GARG_STOMP_SPRITE_NAME, GetAbsOrigin(), TRUE );
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if ( pSprite )
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{
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,500), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
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pSprite->SetAbsOrigin( tr.endpos );
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// pSprite->pev->velocity = Vector(RandomFloat(-200,200),RandomFloat(-200,200),175);
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pSprite->SetNextThink( gpGlobals->curtime + 0.3 );
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pSprite->SetThink( &CSprite::SUB_Remove );
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pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxFadeFast );
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}
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g_pEffects->EnergySplash( tr.endpos, tr.plane.normal );
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}
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m_flDmgTime += STOMP_INTERVAL;
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// Scale has the "life" of this effect
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m_flScale -= STOMP_INTERVAL * m_flSpeed;
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if ( m_flScale <= 0 )
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{
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// Life has run out
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UTIL_Remove(this);
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CPASAttenuationFilter filter( this );
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StopSound( entindex(), CHAN_STATIC, "Garg.Stomp" );
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}
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}
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}
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//=========================================================================
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// Gargantua
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//=========================================================================
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//=========================================================
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// Spawn
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//=========================================================
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void CNPC_Gargantua::Spawn()
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{
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Precache( );
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SetModel( "models/garg.mdl" );
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SetNavType(NAV_GROUND);
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetMoveType( MOVETYPE_STEP );
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Vector vecSurroundingMins( -80, -80, 0 );
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Vector vecSurroundingMaxs( 80, 80, 214 );
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CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &vecSurroundingMins, &vecSurroundingMaxs );
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m_bloodColor = BLOOD_COLOR_GREEN;
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m_iHealth = sk_gargantua_health.GetFloat();
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SetViewOffset( Vector ( 0, 0, 96 ) );// taken from mdl file
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m_flFieldOfView = -0.2;// width of forward view cone ( as a dotproduct result )
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m_NPCState = NPC_STATE_NONE;
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CapabilitiesAdd( bits_CAP_MOVE_GROUND );
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CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 );
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SetHullType( HULL_LARGE );
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SetHullSizeNormal();
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m_pEyeGlow = CSprite::SpriteCreate( GARG_EYE_SPRITE_NAME, GetAbsOrigin(), FALSE );
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m_pEyeGlow->SetTransparency( kRenderGlow, 255, 255, 255, 0, kRenderFxNoDissipation );
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m_pEyeGlow->SetAttachment( this, 1 );
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EyeOff();
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m_seeTime = gpGlobals->curtime + 5;
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m_flameTime = gpGlobals->curtime + 2;
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NPCInit();
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BaseClass::Spawn();
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// Give garg a healthy free knowledge.
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GetEnemies()->SetFreeKnowledgeDuration( 59.0f );
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CNPC_Gargantua::Precache()
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{
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PrecacheModel("models/garg.mdl");
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PrecacheModel( GARG_EYE_SPRITE_NAME );
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PrecacheModel( GARG_BEAM_SPRITE_NAME );
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PrecacheModel( GARG_BEAM_SPRITE2 );
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//gStompSprite = PRECACHE_MODEL( GARG_STOMP_SPRITE_NAME );
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gGargGibModel = PrecacheModel( GARG_GIB_MODEL );
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PrecacheScriptSound( "Garg.AttackHit" );
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PrecacheScriptSound( "Garg.AttackMiss" );
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PrecacheScriptSound( "Garg.Footstep" );
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PrecacheScriptSound( "Garg.Breath" );
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PrecacheScriptSound( "Garg.Attack" );
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PrecacheScriptSound( "Garg.Pain" );
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PrecacheScriptSound( "Garg.BeamAttackOn" );
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PrecacheScriptSound( "Garg.BeamAttackRun" );
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PrecacheScriptSound( "Garg.BeamAttackOff" );
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PrecacheScriptSound( "Garg.StompSound" );
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}
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Class_T CNPC_Gargantua::Classify ( void )
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{
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return CLASS_ALIEN_MONSTER;
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}
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void CNPC_Gargantua::PrescheduleThink( void )
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{
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if ( !HasCondition( COND_SEE_ENEMY ) )
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{
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m_seeTime = gpGlobals->curtime + 5;
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EyeOff();
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}
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else
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{
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EyeOn( 200 );
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}
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EyeUpdate();
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}
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float CNPC_Gargantua::MaxYawSpeed ( void )
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{
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float ys = 60;
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switch ( GetActivity() )
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{
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case ACT_IDLE:
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ys = 60;
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break;
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case ACT_TURN_LEFT:
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case ACT_TURN_RIGHT:
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ys = 180;
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break;
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case ACT_WALK:
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case ACT_RUN:
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ys = 60;
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break;
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default:
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ys = 60;
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break;
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}
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return ys;
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}
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int CNPC_Gargantua::MeleeAttack1Conditions( float flDot, float flDist )
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{
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if (flDot >= 0.7)
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{
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if ( flDist <= GARG_ATTACKDIST )
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{
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return COND_CAN_MELEE_ATTACK1;
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}
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}
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return COND_NONE;
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}
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// Flame thrower madness!
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int CNPC_Gargantua::MeleeAttack2Conditions( float flDot, float flDist )
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{
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if ( gpGlobals->curtime > m_flameTime )
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{
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if ( flDot >= 0.8 )
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{
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if ( flDist > GARG_ATTACKDIST )
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{
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if ( flDist <= GARG_FLAME_LENGTH )
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return COND_CAN_MELEE_ATTACK2;
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}
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||
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}
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||
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}
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return COND_NONE;
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}
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//=========================================================
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||
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// CheckRangeAttack1
|
||
|
// flDot is the cos of the angle of the cone within which
|
||
|
// the attack can occur.
|
||
|
//=========================================================
|
||
|
//
|
||
|
// Stomp attack
|
||
|
//
|
||
|
//=========================================================
|
||
|
int CNPC_Gargantua::RangeAttack1Conditions( float flDot, float flDist )
|
||
|
{
|
||
|
if ( gpGlobals->curtime > m_seeTime )
|
||
|
{
|
||
|
if ( flDot >= 0.7 )
|
||
|
{
|
||
|
if ( flDist > GARG_ATTACKDIST )
|
||
|
{
|
||
|
return COND_CAN_RANGE_ATTACK1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return COND_NONE;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// CheckTraceHullAttack - expects a length to trace, amount
|
||
|
// of damage to do, and damage type. Returns a pointer to
|
||
|
// the damaged entity in case the monster wishes to do
|
||
|
// other stuff to the victim (punchangle, etc)
|
||
|
// Used for many contact-range melee attacks. Bites, claws, etc.
|
||
|
|
||
|
// Overridden for Gargantua because his swing starts lower as
|
||
|
// a percentage of his height (otherwise he swings over the
|
||
|
// players head)
|
||
|
//=========================================================
|
||
|
CBaseEntity* CNPC_Gargantua::GargantuaCheckTraceHullAttack(float flDist, int iDamage, int iDmgType)
|
||
|
{
|
||
|
trace_t tr;
|
||
|
|
||
|
Vector vForward, vUp;
|
||
|
AngleVectors( GetAbsAngles(), &vForward, NULL, &vUp );
|
||
|
|
||
|
Vector vecStart = GetAbsOrigin();
|
||
|
vecStart.z += 64;
|
||
|
Vector vecEnd = vecStart + ( vForward * flDist) - ( vUp * flDist * 0.3);
|
||
|
|
||
|
//UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr );
|
||
|
|
||
|
UTIL_TraceEntity( this, GetAbsOrigin(), vecEnd, MASK_SOLID, &tr );
|
||
|
|
||
|
if ( tr.m_pEnt )
|
||
|
{
|
||
|
CBaseEntity *pEntity = tr.m_pEnt;
|
||
|
|
||
|
if ( iDamage > 0 )
|
||
|
{
|
||
|
CTakeDamageInfo info( this, this, iDamage, iDmgType );
|
||
|
CalculateMeleeDamageForce( &info, vForward, tr.endpos );
|
||
|
pEntity->TakeDamage( info );
|
||
|
}
|
||
|
|
||
|
return pEntity;
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
void CNPC_Gargantua::HandleAnimEvent( animevent_t *pEvent )
|
||
|
{
|
||
|
CPASAttenuationFilter filter( this );
|
||
|
|
||
|
switch( pEvent->event )
|
||
|
{
|
||
|
case GARG_AE_SLASH_LEFT:
|
||
|
{
|
||
|
// HACKHACK!!!
|
||
|
CBaseEntity *pHurt = GargantuaCheckTraceHullAttack( GARG_ATTACKDIST + 10.0, sk_gargantua_dmg_slash.GetFloat(), DMG_SLASH );
|
||
|
|
||
|
if (pHurt)
|
||
|
{
|
||
|
if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
|
||
|
{
|
||
|
pHurt->ViewPunch( QAngle( -30, -30, 30 ) );
|
||
|
|
||
|
Vector vRight;
|
||
|
AngleVectors( GetAbsAngles(), NULL, &vRight, NULL );
|
||
|
pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() - vRight * 100 );
|
||
|
}
|
||
|
|
||
|
EmitSound( filter, entindex(), "Garg.AttackHit" );
|
||
|
}
|
||
|
else // Play a random attack miss sound
|
||
|
{
|
||
|
EmitSound( filter, entindex(),"Garg.AttackMiss" );
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case GARG_AE_RIGHT_FOOT:
|
||
|
case GARG_AE_LEFT_FOOT:
|
||
|
|
||
|
UTIL_ScreenShake( GetAbsOrigin(), 4.0, 3.0, 1.0, 1500, SHAKE_START );
|
||
|
EmitSound( filter, entindex(), "Garg.Footstep" );
|
||
|
break;
|
||
|
|
||
|
case GARG_AE_STOMP:
|
||
|
StompAttack();
|
||
|
m_seeTime = gpGlobals->curtime + 12;
|
||
|
break;
|
||
|
|
||
|
case GARG_AE_BREATHE:
|
||
|
EmitSound( filter, entindex(), "Garg.Breath" );
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
BaseClass::HandleAnimEvent(pEvent);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int CNPC_Gargantua::TranslateSchedule( int scheduleType )
|
||
|
{
|
||
|
//TEMP TEMP
|
||
|
if ( FlameIsOn() )
|
||
|
FlameDestroy();
|
||
|
|
||
|
switch( scheduleType )
|
||
|
{
|
||
|
case SCHED_MELEE_ATTACK2:
|
||
|
return SCHED_GARG_FLAME;
|
||
|
case SCHED_MELEE_ATTACK1:
|
||
|
return SCHED_GARG_SWIPE;
|
||
|
|
||
|
case SCHED_CHASE_ENEMY:
|
||
|
return SCHED_GARG_CHASE_ENEMY;
|
||
|
|
||
|
case SCHED_CHASE_ENEMY_FAILED:
|
||
|
return SCHED_GARG_CHASE_ENEMY_FAILED;
|
||
|
|
||
|
case SCHED_ALERT_STAND:
|
||
|
return SCHED_CHASE_ENEMY;
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return BaseClass::TranslateSchedule( scheduleType );
|
||
|
}
|
||
|
|
||
|
void CNPC_Gargantua::StartTask( const Task_t *pTask )
|
||
|
{
|
||
|
switch ( pTask->iTask )
|
||
|
{
|
||
|
case TASK_FLAME_SWEEP:
|
||
|
|
||
|
//TEMP TEMP
|
||
|
FlameCreate();
|
||
|
m_flWaitFinished = gpGlobals->curtime + pTask->flTaskData;
|
||
|
m_flameTime = gpGlobals->curtime + 6;
|
||
|
m_flameX = 0;
|
||
|
m_flameY = 0;
|
||
|
break;
|
||
|
|
||
|
case TASK_SOUND_ATTACK:
|
||
|
|
||
|
if ( random->RandomInt(0,100) < 30 )
|
||
|
{
|
||
|
CPASAttenuationFilter filter( this );
|
||
|
EmitSound( filter, entindex(), "Garg.Attack" );
|
||
|
}
|
||
|
|
||
|
TaskComplete();
|
||
|
break;
|
||
|
|
||
|
case TASK_DIE:
|
||
|
m_flWaitFinished = gpGlobals->curtime + 1.6;
|
||
|
DeathEffect();
|
||
|
// FALL THROUGH
|
||
|
default:
|
||
|
BaseClass::StartTask( pTask );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool CNPC_Gargantua::ShouldGib( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// RunTask
|
||
|
//=========================================================
|
||
|
void CNPC_Gargantua::RunTask( const Task_t *pTask )
|
||
|
{
|
||
|
switch ( pTask->iTask )
|
||
|
{
|
||
|
case TASK_DIE:
|
||
|
|
||
|
if ( gpGlobals->curtime > m_flWaitFinished )
|
||
|
{
|
||
|
//TEMP TEMP
|
||
|
m_nRenderFX = kRenderFxExplode;
|
||
|
SetRenderColor( 255, 0, 0 , 255 );
|
||
|
StopAnimation();
|
||
|
SetNextThink( gpGlobals->curtime + 0.15 );
|
||
|
SetThink( &CBaseEntity::SUB_Remove );
|
||
|
|
||
|
int i;
|
||
|
|
||
|
int parts = modelinfo->GetModelFrameCount( modelinfo->GetModel( gGargGibModel ) );
|
||
|
|
||
|
for ( i = 0; i < 10; i++ )
|
||
|
{
|
||
|
CGib *pGib = CREATE_ENTITY( CGib, "gib" );
|
||
|
|
||
|
pGib->Spawn( GARG_GIB_MODEL);
|
||
|
|
||
|
int bodyPart = 0;
|
||
|
|
||
|
if ( parts > 1 )
|
||
|
bodyPart = random->RandomInt( 0, parts-1 );
|
||
|
|
||
|
pGib->SetBodygroup( 0, bodyPart );
|
||
|
pGib->SetBloodColor( BLOOD_COLOR_YELLOW );
|
||
|
pGib->m_material = matNone;
|
||
|
pGib->SetAbsOrigin( GetAbsOrigin() );
|
||
|
pGib->SetAbsVelocity( UTIL_RandomBloodVector() * random->RandomFloat( 300, 500 ) );
|
||
|
|
||
|
pGib->SetNextThink( gpGlobals->curtime + 1.25 );
|
||
|
pGib->SetThink( &CBaseEntity::SUB_FadeOut );
|
||
|
}
|
||
|
|
||
|
Vector vecSize = Vector( 200, 200, 128 );
|
||
|
CPVSFilter filter( GetAbsOrigin() );
|
||
|
te->BreakModel( filter, 0.0, GetAbsOrigin(), vec3_angle, vecSize, vec3_origin,
|
||
|
gGargGibModel, 200, 50, 3.0, BREAK_FLESH );
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
BaseClass::RunTask( pTask );
|
||
|
break;
|
||
|
|
||
|
case TASK_FLAME_SWEEP:
|
||
|
if ( gpGlobals->curtime > m_flWaitFinished )
|
||
|
{
|
||
|
//TEMP TEMP
|
||
|
FlameDestroy();
|
||
|
TaskComplete();
|
||
|
FlameControls( 0, 0 );
|
||
|
SetBoneController( 0, 0 );
|
||
|
SetBoneController( 1, 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bool cancel = false;
|
||
|
|
||
|
QAngle angles = QAngle( 0, 0, 0 );
|
||
|
|
||
|
//TEMP TEMP
|
||
|
FlameUpdate();
|
||
|
CBaseEntity *pEnemy = GetEnemy();
|
||
|
|
||
|
if ( pEnemy )
|
||
|
{
|
||
|
Vector org = GetAbsOrigin();
|
||
|
org.z += 64;
|
||
|
Vector dir = pEnemy->BodyTarget(org) - org;
|
||
|
|
||
|
VectorAngles( dir, angles );
|
||
|
angles.x = -angles.x;
|
||
|
angles.y -= GetAbsAngles().y;
|
||
|
|
||
|
if ( dir.Length() > 400 )
|
||
|
cancel = true;
|
||
|
}
|
||
|
if ( fabs(angles.y) > 60 )
|
||
|
cancel = true;
|
||
|
|
||
|
if ( cancel )
|
||
|
{
|
||
|
m_flWaitFinished -= 0.5;
|
||
|
m_flameTime -= 0.5;
|
||
|
}
|
||
|
|
||
|
//TEMP TEMP
|
||
|
//FlameControls( angles.x + 2 * sin(gpGlobals->curtime*8), angles.y + 28 * sin(gpGlobals->curtime*8.5) );
|
||
|
FlameControls( angles.x, angles.y );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
BaseClass::RunTask( pTask );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CNPC_Gargantua::FlameCreate( void )
|
||
|
{
|
||
|
int i;
|
||
|
Vector posGun;
|
||
|
QAngle angleGun;
|
||
|
|
||
|
trace_t trace;
|
||
|
|
||
|
Vector vForward;
|
||
|
|
||
|
AngleVectors( GetAbsAngles(), &vForward );
|
||
|
|
||
|
for ( i = 0; i < 4; i++ )
|
||
|
{
|
||
|
if ( i < 2 )
|
||
|
m_pFlame[i] = CBeam::BeamCreate( GARG_BEAM_SPRITE_NAME, 24.0 );
|
||
|
else
|
||
|
m_pFlame[i] = CBeam::BeamCreate( GARG_BEAM_SPRITE2, 14.0 );
|
||
|
if ( m_pFlame[i] )
|
||
|
{
|
||
|
int attach = i%2;
|
||
|
// attachment is 0 based in GetAttachment
|
||
|
GetAttachment( attach+1, posGun, angleGun );
|
||
|
|
||
|
Vector vecEnd = ( vForward * GARG_FLAME_LENGTH) + posGun;
|
||
|
//UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &trace );
|
||
|
|
||
|
UTIL_TraceLine ( posGun, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &trace);
|
||
|
// NDebugOverlay::Line( posGun, vecEnd, 255, 255, 255, false, 10.0f );
|
||
|
|
||
|
m_pFlame[i]->PointEntInit( trace.endpos, this );
|
||
|
if ( i < 2 )
|
||
|
m_pFlame[i]->SetColor( 255, 130, 90 );
|
||
|
else
|
||
|
m_pFlame[i]->SetColor( 0, 120, 255 );
|
||
|
m_pFlame[i]->SetBrightness( 190 );
|
||
|
m_pFlame[i]->SetBeamFlags( FBEAM_SHADEIN );
|
||
|
m_pFlame[i]->SetScrollRate( 20 );
|
||
|
// attachment is 1 based in SetEndAttachment
|
||
|
m_pFlame[i]->SetEndAttachment( attach + 2 );
|
||
|
CSoundEnt::InsertSound( SOUND_COMBAT, posGun, 384, 0.3 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CPASAttenuationFilter filter4( this );
|
||
|
EmitSound( filter4, entindex(), "Garg.BeamAttackOn" );
|
||
|
EmitSound( filter4, entindex(), "Garg.BeamAttackRun" );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CNPC_Gargantua::FlameControls( float angleX, float angleY )
|
||
|
{
|
||
|
if ( angleY < -180 )
|
||
|
angleY += 360;
|
||
|
else if ( angleY > 180 )
|
||
|
angleY -= 360;
|
||
|
|
||
|
if ( angleY < -45 )
|
||
|
angleY = -45;
|
||
|
else if ( angleY > 45 )
|
||
|
angleY = 45;
|
||
|
|
||
|
m_flameX = UTIL_ApproachAngle( angleX, m_flameX, 4 );
|
||
|
m_flameY = UTIL_ApproachAngle( angleY, m_flameY, 8 );
|
||
|
SetBoneController( 0, m_flameY );
|
||
|
SetBoneController( 1, m_flameX );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CNPC_Gargantua::FlameUpdate( void )
|
||
|
{
|
||
|
int i;
|
||
|
static float offset[2] = { 60, -60 };
|
||
|
trace_t trace;
|
||
|
Vector vecStart;
|
||
|
QAngle angleGun;
|
||
|
BOOL streaks = FALSE;
|
||
|
|
||
|
Vector vForward;
|
||
|
|
||
|
for ( i = 0; i < 2; i++ )
|
||
|
{
|
||
|
if ( m_pFlame[i] )
|
||
|
{
|
||
|
QAngle vecAim = GetAbsAngles();
|
||
|
vecAim.x += -m_flameX;
|
||
|
vecAim.y += m_flameY;
|
||
|
|
||
|
AngleVectors( vecAim, &vForward );
|
||
|
|
||
|
GetAttachment( i + 2, vecStart, angleGun );
|
||
|
Vector vecEnd = vecStart + ( vForward * GARG_FLAME_LENGTH); // - offset[i] * gpGlobals->v_right;
|
||
|
|
||
|
UTIL_TraceLine ( vecStart, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &trace);
|
||
|
|
||
|
m_pFlame[i]->SetStartPos( trace.endpos );
|
||
|
m_pFlame[i+2]->SetStartPos( (vecStart * 0.6) + (trace.endpos * 0.4) );
|
||
|
|
||
|
if ( trace.fraction != 1.0 && gpGlobals->curtime > m_streakTime )
|
||
|
{
|
||
|
g_pEffects->Sparks( trace.endpos, 1, 1, &trace.plane.normal );
|
||
|
streaks = TRUE;
|
||
|
UTIL_DecalTrace( &trace, "SmallScorch" );
|
||
|
}
|
||
|
// RadiusDamage( trace.vecEndPos, pev, pev, gSkillData.gargantuaDmgFire, CLASS_ALIEN_MONSTER, DMG_BURN );
|
||
|
FlameDamage( vecStart, trace.endpos, this, this, sk_gargantua_dmg_fire.GetFloat(), CLASS_ALIEN_MONSTER, DMG_BURN );
|
||
|
|
||
|
CBroadcastRecipientFilter filter;
|
||
|
GetAttachment(i + 2, vecStart, angleGun);
|
||
|
te->DynamicLight( filter, 0.0, &vecStart, 255, 0, 0, 0, 48, 0.2, 150 );
|
||
|
}
|
||
|
}
|
||
|
if ( streaks )
|
||
|
m_streakTime = gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void CNPC_Gargantua::FlameDamage( Vector vecStart, Vector vecEnd, CBaseEntity *pevInflictor, CBaseEntity *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType )
|
||
|
{
|
||
|
CBaseEntity *pEntity = NULL;
|
||
|
trace_t tr;
|
||
|
float flAdjustedDamage;
|
||
|
Vector vecSpot;
|
||
|
|
||
|
Vector vecMid = (vecStart + vecEnd) * 0.5;
|
||
|
|
||
|
// float searchRadius = (vecStart - vecMid).Length();
|
||
|
float searchRadius = GARG_FLAME_LENGTH;
|
||
|
float maxDamageRadius = searchRadius / 2.0;
|
||
|
|
||
|
Vector vecAim = (vecEnd - vecStart);
|
||
|
|
||
|
VectorNormalize( vecAim );
|
||
|
|
||
|
// iterate on all entities in the vicinity.
|
||
|
while ((pEntity = gEntList.FindEntityInSphere( pEntity, GetAbsOrigin(), searchRadius )) != NULL)
|
||
|
{
|
||
|
|
||
|
if ( pEntity->m_takedamage != DAMAGE_NO )
|
||
|
{
|
||
|
// UNDONE: this should check a damage mask, not an ignore
|
||
|
if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore )
|
||
|
{// houndeyes don't hurt other houndeyes with their attack
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
vecSpot = pEntity->BodyTarget( vecMid );
|
||
|
|
||
|
float dist = DotProduct( vecAim, vecSpot - vecMid );
|
||
|
if (dist > searchRadius)
|
||
|
dist = searchRadius;
|
||
|
else if (dist < -searchRadius)
|
||
|
dist = searchRadius;
|
||
|
|
||
|
Vector vecSrc = vecMid + dist * vecAim;
|
||
|
|
||
|
UTIL_TraceLine ( vecStart, vecSpot, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
|
||
|
// NDebugOverlay::Line( vecStart, vecSpot, 0, 255, 0, false, 10.0f );
|
||
|
|
||
|
if ( tr.fraction == 1.0 || tr.m_pEnt == pEntity )
|
||
|
{// the explosion can 'see' this entity, so hurt them!
|
||
|
// decrease damage for an ent that's farther from the flame.
|
||
|
dist = ( vecSrc - tr.endpos ).Length();
|
||
|
|
||
|
if (dist > maxDamageRadius)
|
||
|
{
|
||
|
flAdjustedDamage = flDamage - (dist - maxDamageRadius) * 0.4;
|
||
|
if (flAdjustedDamage <= 0)
|
||
|
continue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flAdjustedDamage = flDamage;
|
||
|
}
|
||
|
|
||
|
// ALERT( at_console, "hit %s\n", STRING( pEntity->pev->classname ) );
|
||
|
if (tr.fraction != 1.0)
|
||
|
{
|
||
|
ClearMultiDamage( );
|
||
|
|
||
|
Vector vDir = (tr.endpos - vecSrc);
|
||
|
VectorNormalize( vDir );
|
||
|
|
||
|
CTakeDamageInfo info( pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType );
|
||
|
CalculateMeleeDamageForce( &info, vDir, tr.endpos );
|
||
|
pEntity->DispatchTraceAttack( info, vDir, &tr );
|
||
|
ApplyMultiDamage();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pEntity->TakeDamage( CTakeDamageInfo( pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType ) );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CNPC_Gargantua::FlameDestroy( void )
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
CPASAttenuationFilter filter4( this );
|
||
|
EmitSound( filter4, entindex(), "Garg.BeamAttackOff" );
|
||
|
|
||
|
for ( i = 0; i < 4; i++ )
|
||
|
{
|
||
|
if ( m_pFlame[i] )
|
||
|
{
|
||
|
UTIL_Remove( m_pFlame[i] );
|
||
|
m_pFlame[i] = NULL;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CNPC_Gargantua::EyeOn( int level )
|
||
|
{
|
||
|
m_eyeBrightness = level;
|
||
|
}
|
||
|
|
||
|
void CNPC_Gargantua::EyeOff( void )
|
||
|
{
|
||
|
m_eyeBrightness = 0;
|
||
|
}
|
||
|
|
||
|
void CNPC_Gargantua::EyeUpdate( void )
|
||
|
{
|
||
|
if ( m_pEyeGlow )
|
||
|
{
|
||
|
m_pEyeGlow->SetBrightness( UTIL_Approach( m_eyeBrightness, m_pEyeGlow->GetBrightness(), 26 ), 0.5f );
|
||
|
if ( m_pEyeGlow->GetBrightness() == 0 )
|
||
|
{
|
||
|
m_pEyeGlow->AddEffects( EF_NODRAW );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_pEyeGlow->RemoveEffects( EF_NODRAW );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CNPC_Gargantua::StompAttack( void )
|
||
|
{
|
||
|
trace_t trace;
|
||
|
|
||
|
Vector vecForward;
|
||
|
AngleVectors(GetAbsAngles(), &vecForward );
|
||
|
Vector vecStart = GetAbsOrigin() + Vector(0,0,60) + 35 * vecForward;
|
||
|
|
||
|
CBaseEntity* pPlayer = GetEnemy();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
Vector vecAim = pPlayer->GetAbsOrigin() - GetAbsOrigin();
|
||
|
VectorNormalize( vecAim );
|
||
|
Vector vecEnd = (vecAim * 1024) + vecStart;
|
||
|
|
||
|
UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &trace );
|
||
|
// NDebugOverlay::Line( vecStart, vecEnd, 255, 0, 0, false, 10.0f );
|
||
|
|
||
|
CStomp::StompCreate( vecStart, trace.endpos, 0, this );
|
||
|
UTIL_ScreenShake( GetAbsOrigin(), 12.0, 100.0, 2.0, 1000, SHAKE_START );
|
||
|
CPASAttenuationFilter filter( this );
|
||
|
EmitSound( filter, entindex(), "Garg.StompSound" );
|
||
|
|
||
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,20), MASK_SOLID, this, COLLISION_GROUP_NONE, &trace );
|
||
|
if ( trace.fraction < 1.0 )
|
||
|
{
|
||
|
UTIL_DecalTrace( &trace, "SmallScorch" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CNPC_Gargantua::DeathEffect( void )
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
Vector vForward;
|
||
|
AngleVectors( GetAbsAngles(), &vForward );
|
||
|
Vector deathPos = GetAbsOrigin() + vForward * 100;
|
||
|
|
||
|
Vector position = GetAbsOrigin();
|
||
|
position.z += 32;
|
||
|
|
||
|
CPASFilter filter( GetAbsOrigin() );
|
||
|
for ( i = 0; i < 7; i++)
|
||
|
{
|
||
|
te->Explosion( filter, i * 0.2, &GetAbsOrigin(), g_sModelIndexFireball, 10, 15, TE_EXPLFLAG_NONE, 100, 0 );
|
||
|
position.z += 15;
|
||
|
}
|
||
|
|
||
|
UTIL_Smoke(GetAbsOrigin(),random->RandomInt(10, 15), 10);
|
||
|
UTIL_ScreenShake( GetAbsOrigin(), 25.0, 100.0, 5.0, 1000, SHAKE_START );
|
||
|
|
||
|
}
|
||
|
|
||
|
void CNPC_Gargantua::Event_Killed( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
EyeOff();
|
||
|
UTIL_Remove( m_pEyeGlow );
|
||
|
m_pEyeGlow = NULL;
|
||
|
BaseClass::Event_Killed( info );
|
||
|
m_takedamage = DAMAGE_NO;
|
||
|
}
|
||
|
|
||
|
void CNPC_Gargantua::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
|
||
|
{
|
||
|
CTakeDamageInfo subInfo = info;
|
||
|
|
||
|
if ( !IsAlive() )
|
||
|
{
|
||
|
BaseClass::TraceAttack( subInfo, vecDir, ptr, pAccumulator );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// UNDONE: Hit group specific damage?
|
||
|
if ( subInfo.GetDamageType() & ( GARG_DAMAGE | DMG_BLAST ) )
|
||
|
{
|
||
|
if ( m_painSoundTime < gpGlobals->curtime )
|
||
|
{
|
||
|
CPASAttenuationFilter filter( this );
|
||
|
EmitSound( filter, entindex(), "Garg.Pain" );
|
||
|
|
||
|
m_painSoundTime = gpGlobals->curtime + random->RandomFloat( 2.5, 4 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int bitsDamageType = subInfo.GetDamageType();
|
||
|
|
||
|
bitsDamageType &= GARG_DAMAGE;
|
||
|
|
||
|
subInfo.SetDamageType( bitsDamageType );
|
||
|
|
||
|
if ( subInfo.GetDamageType() == 0 )
|
||
|
{
|
||
|
if ( m_flDmgTime != gpGlobals->curtime || (random->RandomInt( 0, 100 ) < 20) )
|
||
|
{
|
||
|
g_pEffects->Ricochet(ptr->endpos, -vecDir );
|
||
|
m_flDmgTime = gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
subInfo.SetDamage( 0 );
|
||
|
}
|
||
|
|
||
|
BaseClass::TraceAttack( subInfo, vecDir, ptr, pAccumulator );
|
||
|
}
|
||
|
|
||
|
int CNPC_Gargantua::OnTakeDamage_Alive( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
if( GetState() == NPC_STATE_SCRIPT )
|
||
|
{
|
||
|
// Invulnerable while scripted. This fixes the problem where garg wouldn't
|
||
|
// explode in C2A1 because for some reason he wouldn't die while scripted, he'd
|
||
|
// only freeze in place. Now he's just immune until he gets to the script and stops.
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
CTakeDamageInfo subInfo = info;
|
||
|
|
||
|
float flDamage = subInfo.GetDamage();
|
||
|
|
||
|
if ( IsAlive() )
|
||
|
{
|
||
|
if ( !(subInfo.GetDamageType() & GARG_DAMAGE) )
|
||
|
{
|
||
|
flDamage *= 0.01;
|
||
|
subInfo.SetDamage( flDamage );
|
||
|
}
|
||
|
if ( subInfo.GetDamageType() & DMG_BLAST )
|
||
|
{
|
||
|
SetCondition( COND_LIGHT_DAMAGE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return BaseClass::OnTakeDamage_Alive( subInfo );
|
||
|
}
|
||
|
|
||
|
AI_BEGIN_CUSTOM_NPC( monster_gargantua, CNPC_Gargantua )
|
||
|
|
||
|
DECLARE_TASK ( TASK_SOUND_ATTACK )
|
||
|
DECLARE_TASK ( TASK_FLAME_SWEEP )
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_GARG_FLAME
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_GARG_FLAME,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_FACE_ENEMY 0"
|
||
|
" TASK_SOUND_ATTACK 0"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_MELEE_ATTACK2"
|
||
|
" TASK_FLAME_SWEEP 4.5"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_GARG_SWIPE
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_GARG_SWIPE,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_FACE_ENEMY 0"
|
||
|
" TASK_MELEE_ATTACK1 0"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_CAN_MELEE_ATTACK2"
|
||
|
)
|
||
|
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_GARG_CHASE_ENEMY,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_GARG_CHASE_ENEMY_FAILED"
|
||
|
" TASK_GET_CHASE_PATH_TO_ENEMY 300"
|
||
|
" TASK_RUN_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
" TASK_FACE_ENEMY 0"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_ENEMY_DEAD"
|
||
|
" COND_ENEMY_UNREACHABLE"
|
||
|
" COND_CAN_RANGE_ATTACK1"
|
||
|
" COND_CAN_MELEE_ATTACK1"
|
||
|
" COND_CAN_RANGE_ATTACK2"
|
||
|
" COND_CAN_MELEE_ATTACK2"
|
||
|
" COND_TOO_CLOSE_TO_ATTACK"
|
||
|
" COND_LOST_ENEMY"
|
||
|
);
|
||
|
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_GARG_CHASE_ENEMY_FAILED,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SET_ROUTE_SEARCH_TIME 2" // Spend 2 seconds trying to build a path if stuck
|
||
|
" TASK_GET_PATH_TO_RANDOM_NODE 180"
|
||
|
" TASK_WALK_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_ENEMY_DEAD"
|
||
|
" COND_CAN_RANGE_ATTACK1"
|
||
|
" COND_CAN_MELEE_ATTACK1"
|
||
|
" COND_CAN_RANGE_ATTACK2"
|
||
|
" COND_CAN_MELEE_ATTACK2"
|
||
|
);
|
||
|
|
||
|
AI_END_CUSTOM_NPC()
|