//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include "cbase.h" #include "ai_default.h" #include "ai_task.h" #include "ai_schedule.h" #include "ai_node.h" #include "ai_hull.h" #include "ai_hint.h" #include "ai_memory.h" #include "ai_route.h" #include "ai_motor.h" #include "soundent.h" #include "game.h" #include "npcevent.h" #include "entitylist.h" #include "activitylist.h" #include "animation.h" #include "basecombatweapon.h" #include "IEffects.h" #include "vstdlib/random.h" #include "engine/IEngineSound.h" #include "ammodef.h" #include "hl1_ai_basenpc.h" #include "ai_navigator.h" #include "decals.h" #include "effect_dispatch_data.h" #include "te_effect_dispatch.h" #include "Sprite.h" ConVar sk_bigmomma_health_factor( "sk_bigmomma_health_factor", "1" ); ConVar sk_bigmomma_dmg_slash( "sk_bigmomma_dmg_slash", "50" ); ConVar sk_bigmomma_dmg_blast( "sk_bigmomma_dmg_blast", "100" ); ConVar sk_bigmomma_radius_blast( "sk_bigmomma_radius_blast", "250" ); float GetCurrentGravity( void ); //========================================================= // Monster's Anim Events Go Here //========================================================= #define BIG_AE_STEP1 1 // Footstep left #define BIG_AE_STEP2 2 // Footstep right #define BIG_AE_STEP3 3 // Footstep back left #define BIG_AE_STEP4 4 // Footstep back right #define BIG_AE_SACK 5 // Sack slosh #define BIG_AE_DEATHSOUND 6 // Death sound #define BIG_AE_MELEE_ATTACKBR 8 // Leg attack #define BIG_AE_MELEE_ATTACKBL 9 // Leg attack #define BIG_AE_MELEE_ATTACK1 10 // Leg attack #define BIG_AE_MORTAR_ATTACK1 11 // Launch a mortar #define BIG_AE_LAY_CRAB 12 // Lay a headcrab #define BIG_AE_JUMP_FORWARD 13 // Jump up and forward #define BIG_AE_SCREAM 14 // alert sound #define BIG_AE_PAIN_SOUND 15 // pain sound #define BIG_AE_ATTACK_SOUND 16 // attack sound #define BIG_AE_BIRTH_SOUND 17 // birth sound #define BIG_AE_EARLY_TARGET 50 // Fire target early enum { SCHED_NODE_FAIL = LAST_SHARED_SCHEDULE, SCHED_BIG_NODE, }; enum { TASK_MOVE_TO_NODE_RANGE = LAST_SHARED_TASK, // Move within node range TASK_FIND_NODE, // Find my next node TASK_PLAY_NODE_PRESEQUENCE, // Play node pre-script TASK_PLAY_NODE_SEQUENCE, // Play node script TASK_PROCESS_NODE, // Fire targets, etc. TASK_WAIT_NODE, // Wait at the node TASK_NODE_DELAY, // Delay walking toward node for a bit. You've failed to get there TASK_NODE_YAW, // Get the best facing direction for this node TASK_CHECK_NODE_PROXIMITY, }; // User defined conditions //#define bits_COND_NODE_SEQUENCE ( COND_SPECIAL1 ) // pev->netname contains the name of a sequence to play // Attack distance constants #define BIG_ATTACKDIST 170 #define BIG_MORTARDIST 800 #define BIG_MAXCHILDREN 6 // Max # of live headcrab children #define bits_MEMORY_CHILDPAIR (bits_MEMORY_CUSTOM1) #define bits_MEMORY_ADVANCE_NODE (bits_MEMORY_CUSTOM2) #define bits_MEMORY_COMPLETED_NODE (bits_MEMORY_CUSTOM3) #define bits_MEMORY_FIRED_NODE (bits_MEMORY_CUSTOM4) int gSpitSprite, gSpitDebrisSprite; Vector VecCheckSplatToss( CBaseEntity *pEntity, const Vector &vecSpot1, Vector vecSpot2, float maxHeight ); void MortarSpray( const Vector &position, const Vector &direction, int spriteModel, int count ); #define SF_INFOBM_RUN 0x0001 #define SF_INFOBM_WAIT 0x0002 //========================================================= // Mortar shot entity //========================================================= class CBMortar : public CBaseAnimating { DECLARE_CLASS( CBMortar, CBaseAnimating ); public: void Spawn( void ); virtual void Precache(); static CBMortar *Shoot( CBaseEntity *pOwner, Vector vecStart, Vector vecVelocity ); void Touch( CBaseEntity *pOther ); void Animate( void ); float m_flDmgTime; DECLARE_DATADESC(); int m_maxFrame; int m_iFrame; CSprite* pSprite; }; LINK_ENTITY_TO_CLASS( bmortar, CBMortar ); BEGIN_DATADESC( CBMortar ) DEFINE_FIELD( m_maxFrame, FIELD_INTEGER ), DEFINE_FIELD( m_flDmgTime, FIELD_FLOAT ), DEFINE_FUNCTION( Animate ), DEFINE_FIELD( m_iFrame, FIELD_INTEGER ), DEFINE_FIELD( pSprite, FIELD_CLASSPTR ), END_DATADESC() // AI Nodes for Big Momma class CInfoBM : public CPointEntity { DECLARE_CLASS( CInfoBM, CPointEntity ); public: void Spawn( void ); bool KeyValue( const char *szKeyName, const char *szValue ); // name in pev->targetname // next in pev->target // radius in pev->scale // health in pev->health // Reach target in pev->message // Reach delay in pev->speed // Reach sequence in pev->netname DECLARE_DATADESC(); float m_flRadius; float m_flDelay; string_t m_iszReachTarget; string_t m_iszReachSequence; string_t m_iszPreSequence; COutputEvent m_OnAnimationEvent; }; LINK_ENTITY_TO_CLASS( info_bigmomma, CInfoBM ); BEGIN_DATADESC( CInfoBM ) DEFINE_FIELD( m_flRadius, FIELD_FLOAT ), DEFINE_FIELD( m_flDelay, FIELD_FLOAT ), DEFINE_KEYFIELD( m_iszReachTarget, FIELD_STRING, "reachtarget" ), DEFINE_KEYFIELD( m_iszReachSequence, FIELD_STRING, "reachsequence" ), DEFINE_KEYFIELD( m_iszPreSequence, FIELD_STRING, "presequence" ), DEFINE_OUTPUT( m_OnAnimationEvent, "OnAnimationEvent" ), END_DATADESC() void CInfoBM::Spawn( void ) { BaseClass::Spawn(); // Msg( "Name %s\n", STRING( GetEntityName() ) ); } bool CInfoBM::KeyValue( const char *szKeyName, const char *szValue ) { if (FStrEq( szKeyName, "radius")) { m_flRadius = atof( szValue ); return true; } else if (FStrEq( szKeyName, "reachdelay" )) { m_flDelay = atof( szValue); return true; } else if (FStrEq( szKeyName, "health" )) { m_iHealth = atoi( szValue ); return true; } return BaseClass::KeyValue(szKeyName, szValue ); } // UNDONE: // #define BIG_CHILDCLASS "monster_babycrab" class CNPC_BigMomma : public CHL1BaseNPC { DECLARE_CLASS( CNPC_BigMomma, CHL1BaseNPC ); public: void Spawn( void ); void Precache( void ); Class_T Classify( void ) { return CLASS_ALIEN_MONSTER; }; void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); int OnTakeDamage( const CTakeDamageInfo &info ); void HandleAnimEvent( animevent_t *pEvent ); void LayHeadcrab( void ); void LaunchMortar( void ); void DeathNotice( CBaseEntity *pevChild ); int MeleeAttack1Conditions( float flDot, float flDist ); // Slash int MeleeAttack2Conditions( float flDot, float flDist ); // Lay a crab int RangeAttack1Conditions( float flDot, float flDist ); // Mortar launch BOOL CanLayCrab( void ) { if ( m_crabTime < gpGlobals->curtime && m_crabCount < BIG_MAXCHILDREN ) { // Don't spawn crabs inside each other Vector mins = GetAbsOrigin() - Vector( 32, 32, 0 ); Vector maxs = GetAbsOrigin() + Vector( 32, 32, 0 ); CBaseEntity *pList[2]; int count = UTIL_EntitiesInBox( pList, 2, mins, maxs, FL_NPC ); for ( int i = 0; i < count; i++ ) { if ( pList[i] != this ) // Don't hurt yourself! return COND_NONE; } return COND_CAN_MELEE_ATTACK2; } return COND_NONE; } void Activate ( void ); void NodeReach( void ); void NodeStart( string_t iszNextNode ); bool ShouldGoToNode( void ); const char *GetNodeSequence( void ) { CInfoBM *pTarget = (CInfoBM*)GetTarget(); if ( pTarget && FClassnameIs( pTarget, "info_bigmomma" ) ) { return STRING( pTarget->m_iszReachSequence ); // netname holds node sequence } return NULL; } const char *GetNodePresequence( void ) { CInfoBM *pTarget = (CInfoBM *)GetTarget(); if ( pTarget && FClassnameIs( pTarget, "info_bigmomma" ) ) { return STRING( pTarget->m_iszPreSequence ); } return NULL; } float GetNodeDelay( void ) { CInfoBM *pTarget = (CInfoBM *)GetTarget(); if ( pTarget && FClassnameIs( pTarget, "info_bigmomma" ) ) { return pTarget->m_flDelay; // Speed holds node delay } return 0; } float GetNodeRange( void ) { CInfoBM *pTarget = (CInfoBM *)GetTarget(); if ( pTarget && FClassnameIs( pTarget, "info_bigmomma" ) ) { return pTarget->m_flRadius; // Scale holds node delay } return 1e6; } float GetNodeYaw( void ) { CBaseEntity *pTarget = GetTarget(); if ( pTarget ) { if ( pTarget->GetAbsAngles().y != 0 ) return pTarget->GetAbsAngles().y; } return GetAbsAngles().y; } // Restart the crab count on each new level void OnRestore( void ) { BaseClass::OnRestore(); m_crabCount = 0; } int SelectSchedule( void ); void StartTask( const Task_t *pTask ); void RunTask( const Task_t *pTask ); float MaxYawSpeed( void ); DECLARE_DATADESC(); DEFINE_CUSTOM_AI; /* void RunTask( Task_t *pTask ); void StartTask( Task_t *pTask ); Schedule_t *GetSchedule( void ); Schedule_t *GetScheduleOfType( int Type ); void SetYawSpeed( void ); CUSTOM_SCHEDULES; */ private: float m_nodeTime; float m_crabTime; float m_mortarTime; float m_painSoundTime; int m_crabCount; float m_flDmgTime; bool m_bDoneWithPath; string_t m_iszTarget; string_t m_iszNetName; float m_flWait; Vector m_vTossDir; }; BEGIN_DATADESC( CNPC_BigMomma ) DEFINE_FIELD( m_nodeTime, FIELD_TIME ), DEFINE_FIELD( m_crabTime, FIELD_TIME ), DEFINE_FIELD( m_mortarTime, FIELD_TIME ), DEFINE_FIELD( m_painSoundTime, FIELD_TIME ), DEFINE_KEYFIELD( m_iszNetName, FIELD_STRING, "netname" ), DEFINE_FIELD( m_flWait, FIELD_TIME ), DEFINE_FIELD( m_iszTarget, FIELD_STRING ), DEFINE_FIELD( m_crabCount, FIELD_INTEGER ), DEFINE_FIELD( m_flDmgTime, FIELD_TIME ), DEFINE_FIELD( m_bDoneWithPath, FIELD_BOOLEAN ), DEFINE_FIELD( m_vTossDir, FIELD_VECTOR ), END_DATADESC() LINK_ENTITY_TO_CLASS ( monster_bigmomma, CNPC_BigMomma ); //========================================================= // Spawn //========================================================= void CNPC_BigMomma::Spawn() { Precache( ); SetModel( "models/big_mom.mdl" ); UTIL_SetSize( this, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) ); Vector vecSurroundingMins( -95, -95, 0 ); Vector vecSurroundingMaxs( 95, 95, 190 ); CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &vecSurroundingMins, &vecSurroundingMaxs ); SetNavType( NAV_GROUND ); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); m_bloodColor = BLOOD_COLOR_GREEN; m_iHealth = 150 * sk_bigmomma_health_factor.GetFloat(); SetHullType( HULL_WIDE_HUMAN ); SetHullSizeNormal(); CapabilitiesAdd( bits_CAP_MOVE_GROUND ); CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 ); // pev->view_ofs = Vector ( 0, 0, 128 );// position of the eyes relative to monster's origin. m_flFieldOfView = 0.3;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_NPCState = NPC_STATE_NONE; SetRenderColor( 255, 255, 255, 255 ); m_bDoneWithPath = false; m_nodeTime = 0.0f; m_iszTarget = m_iszNetName; NPCInit(); BaseClass::Spawn(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CNPC_BigMomma::Precache() { PrecacheModel("models/big_mom.mdl"); UTIL_PrecacheOther( BIG_CHILDCLASS ); // TEMP: Squid PrecacheModel("sprites/mommaspit.vmt");// spit projectile. gSpitSprite = PrecacheModel("sprites/mommaspout.vmt");// client side spittle. gSpitDebrisSprite = PrecacheModel("sprites/mommablob.vmt" ); PrecacheScriptSound( "BigMomma.Pain" ); PrecacheScriptSound( "BigMomma.Attack" ); PrecacheScriptSound( "BigMomma.AttackHit" ); PrecacheScriptSound( "BigMomma.Alert" ); PrecacheScriptSound( "BigMomma.Birth" ); PrecacheScriptSound( "BigMomma.Sack" ); PrecacheScriptSound( "BigMomma.Die" ); PrecacheScriptSound( "BigMomma.FootstepLeft" ); PrecacheScriptSound( "BigMomma.FootstepRight" ); PrecacheScriptSound( "BigMomma.LayHeadcrab" ); PrecacheScriptSound( "BigMomma.ChildDie" ); PrecacheScriptSound( "BigMomma.LaunchMortar" ); } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= float CNPC_BigMomma::MaxYawSpeed ( void ) { float ys = 90.0f; switch ( GetActivity() ) { case ACT_IDLE: ys = 100.0f; break; default: ys = 90.0f; } return ys; } void CNPC_BigMomma::Activate( void ) { if ( GetTarget() == NULL ) Remember( bits_MEMORY_ADVANCE_NODE ); // Start 'er up BaseClass::Activate(); } void CNPC_BigMomma::NodeStart( string_t iszNextNode ) { m_iszTarget = iszNextNode; const char *pTargetName = STRING( m_iszTarget ); CBaseEntity *pTarget = NULL; if ( pTargetName ) pTarget = gEntList.FindEntityByName( NULL, pTargetName ); if ( pTarget == NULL ) { //Msg( "BM: Finished the path!!\n" ); m_bDoneWithPath = true; return; } SetTarget( pTarget ); } void CNPC_BigMomma::NodeReach( void ) { CInfoBM *pTarget = (CInfoBM*)GetTarget(); Forget( bits_MEMORY_ADVANCE_NODE ); if ( !pTarget ) return; if ( pTarget->m_iHealth >= 1 ) m_iMaxHealth = m_iHealth = pTarget->m_iHealth * sk_bigmomma_health_factor.GetFloat(); if ( !HasMemory( bits_MEMORY_FIRED_NODE ) ) { if ( pTarget ) { pTarget->m_OnAnimationEvent.FireOutput( this, this ); } } Forget( bits_MEMORY_FIRED_NODE ); m_iszTarget = pTarget->m_target; if ( pTarget->m_iHealth == 0 ) Remember( bits_MEMORY_ADVANCE_NODE ); // Move on if no health at this node else { GetNavigator()->ClearGoal(); } } void CNPC_BigMomma::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) { CTakeDamageInfo dmgInfo = info; if ( ptr->hitbox <= 9 ) { // didn't hit the sack? if ( m_flDmgTime != gpGlobals->curtime || (random->RandomInt( 0, 10 ) < 1) ) { g_pEffects->Ricochet( ptr->endpos, ptr->plane.normal ); m_flDmgTime = gpGlobals->curtime; } // don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated dmgInfo.SetDamage( 0.1 ); } else { SpawnBlood( ptr->endpos + ptr->plane.normal * 15, vecDir, m_bloodColor, 100 ); if ( gpGlobals->curtime > m_painSoundTime ) { m_painSoundTime = gpGlobals->curtime + random->RandomInt(1, 3); EmitSound( "BigMomma.Pain" ); } } BaseClass::TraceAttack( dmgInfo, vecDir, ptr, pAccumulator ); } int CNPC_BigMomma::OnTakeDamage( const CTakeDamageInfo &info ) { CTakeDamageInfo newInfo = info; // Don't take any acid damage -- BigMomma's mortar is acid if ( newInfo.GetDamageType() & DMG_ACID ) { newInfo.SetDamage( 0 ); } // never die from damage, just advance to the next node if ( ( GetHealth() - newInfo.GetDamage() ) < 1 ) { newInfo.SetDamage( 0 ); Remember( bits_MEMORY_ADVANCE_NODE ); DevMsg( 2, "BM: Finished node health!!!\n" ); } DevMsg( 2, "BM Health: %f\n", GetHealth() - newInfo.GetDamage() ); return BaseClass::OnTakeDamage( newInfo ); } bool CNPC_BigMomma::ShouldGoToNode( void ) { if ( HasMemory( bits_MEMORY_ADVANCE_NODE ) ) { if ( m_nodeTime < gpGlobals->curtime ) return true; } return false; } int CNPC_BigMomma::SelectSchedule( void ) { if ( ShouldGoToNode() ) { return SCHED_BIG_NODE; } return BaseClass::SelectSchedule(); } void CNPC_BigMomma::StartTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_CHECK_NODE_PROXIMITY: { } break; case TASK_FIND_NODE: { CBaseEntity *pTarget = GetTarget(); if ( !HasMemory( bits_MEMORY_ADVANCE_NODE ) ) { if ( pTarget ) m_iszTarget = pTarget->m_target; } NodeStart( m_iszTarget ); TaskComplete(); //Msg( "BM: Found node %s\n", STRING( m_iszTarget ) ); } break; case TASK_NODE_DELAY: m_nodeTime = gpGlobals->curtime + pTask->flTaskData; TaskComplete(); //Msg( "BM: FAIL! Delay %.2f\n", pTask->flTaskData ); break; case TASK_PROCESS_NODE: //Msg( "BM: Reached node %s\n", STRING( m_iszTarget ) ); NodeReach(); TaskComplete(); break; case TASK_PLAY_NODE_PRESEQUENCE: case TASK_PLAY_NODE_SEQUENCE: { const char *pSequence = NULL; int iSequence; if ( pTask->iTask == TASK_PLAY_NODE_SEQUENCE ) pSequence = GetNodeSequence(); else pSequence = GetNodePresequence(); //Msg( "BM: Playing node sequence %s\n", pSequence ); if ( pSequence ) //ugh { iSequence = LookupSequence( pSequence ); if ( iSequence != -1 ) { SetIdealActivity( ACT_DO_NOT_DISTURB ); SetSequence( iSequence ); SetCycle( 0.0f ); ResetSequenceInfo(); //Msg( "BM: Sequence %s %f\n", GetNodeSequence(), gpGlobals->curtime ); return; } } TaskComplete(); } break; case TASK_NODE_YAW: GetMotor()->SetIdealYaw( GetNodeYaw() ); TaskComplete(); break; case TASK_WAIT_NODE: m_flWait = gpGlobals->curtime + GetNodeDelay(); /*if ( GetTarget() && GetTarget()->GetSpawnFlags() & SF_INFOBM_WAIT ) Msg( "BM: Wait at node %s forever\n", STRING( m_iszTarget) ); else Msg( "BM: Wait at node %s for %.2f\n", STRING( m_iszTarget ), GetNodeDelay() );*/ break; case TASK_MOVE_TO_NODE_RANGE: { CBaseEntity *pTarget = GetTarget(); if ( !pTarget ) TaskFail( FAIL_NO_TARGET ); else { if ( ( pTarget->GetAbsOrigin() - GetAbsOrigin() ).Length() < GetNodeRange() ) TaskComplete(); else { Activity act = ACT_WALK; if ( pTarget->GetSpawnFlags() & SF_INFOBM_RUN ) act = ACT_RUN; AI_NavGoal_t goal( GOALTYPE_TARGETENT, vec3_origin, act ); if ( !GetNavigator()->SetGoal( goal ) ) { TaskFail( NO_TASK_FAILURE ); } } } } //Msg( "BM: Moving to node %s\n", STRING( m_iszTarget ) ); break; case TASK_MELEE_ATTACK1: { // Play an attack sound here CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "BigMomma.Attack" ); BaseClass::StartTask( pTask ); } break; default: BaseClass::StartTask( pTask ); break; } } //========================================================= // RunTask //========================================================= void CNPC_BigMomma::RunTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_CHECK_NODE_PROXIMITY: { float distance; if ( GetTarget() == NULL ) TaskFail( FAIL_NO_TARGET ); else { if ( GetNavigator()->IsGoalActive() ) { distance = ( GetTarget()->GetAbsOrigin() - GetAbsOrigin() ).Length2D(); // Set the appropriate activity based on an overlapping range // overlap the range to prevent oscillation if ( distance < GetNodeRange() ) { //Msg( "BM: Reached node PROXIMITY!!\n" ); TaskComplete(); GetNavigator()->ClearGoal(); // Stop moving } } else TaskComplete(); } } break; case TASK_WAIT_NODE: if ( GetTarget() != NULL && (GetTarget()->GetSpawnFlags() & SF_INFOBM_WAIT) ) return; if ( gpGlobals->curtime > m_flWaitFinished ) TaskComplete(); //Msg( "BM: The WAIT is over!\n" ); break; case TASK_PLAY_NODE_PRESEQUENCE: case TASK_PLAY_NODE_SEQUENCE: if ( IsSequenceFinished() ) { CBaseEntity *pTarget = NULL; if ( GetTarget() ) pTarget = gEntList.FindEntityByName( NULL, STRING( GetTarget()->m_target ) ); if ( pTarget ) { SetActivity( ACT_IDLE ); TaskComplete(); } } break; default: BaseClass::RunTask( pTask ); break; } } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. // // Returns number of events handled, 0 if none. //========================================================= void CNPC_BigMomma::HandleAnimEvent( animevent_t *pEvent ) { CPASAttenuationFilter filter( this ); Vector vecFwd, vecRight, vecUp; QAngle angles; angles = GetAbsAngles(); AngleVectors( angles, &vecFwd, &vecRight, &vecUp ); switch( pEvent->event ) { case BIG_AE_MELEE_ATTACKBR: case BIG_AE_MELEE_ATTACKBL: case BIG_AE_MELEE_ATTACK1: { Vector center = GetAbsOrigin() + vecFwd * 128; Vector mins = center - Vector( 64, 64, 0 ); Vector maxs = center + Vector( 64, 64, 64 ); CBaseEntity *pList[8]; int count = UTIL_EntitiesInBox( pList, 8, mins, maxs, FL_NPC | FL_CLIENT ); CBaseEntity *pHurt = NULL; for ( int i = 0; i < count && !pHurt; i++ ) { if ( pList[i] != this ) { if ( pList[i]->GetOwnerEntity() != this ) { pHurt = pList[i]; } } } if ( pHurt ) { CTakeDamageInfo info( this, this, 15, DMG_CLUB | DMG_SLASH ); CalculateMeleeDamageForce( &info, (pHurt->GetAbsOrigin() - GetAbsOrigin()), pHurt->GetAbsOrigin() ); pHurt->TakeDamage( info ); QAngle newAngles = angles; newAngles.x = 15; if ( pHurt->IsPlayer() ) { ((CBasePlayer *)pHurt)->SetPunchAngle( newAngles ); } switch( pEvent->event ) { case BIG_AE_MELEE_ATTACKBR: // pHurt->pev->velocity = pHurt->pev->velocity + (vecFwd * 150) + Vector(0,0,250) - (vecRight * 200); pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (vecFwd * 150) + Vector(0,0,250) - (vecRight * 200) ); break; case BIG_AE_MELEE_ATTACKBL: pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (vecFwd * 150) + Vector(0,0,250) + (vecRight * 200) ); break; case BIG_AE_MELEE_ATTACK1: pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (vecFwd * 220) + Vector(0,0,200) ); break; } pHurt->SetGroundEntity( NULL ); EmitSound( filter, entindex(), "BigMomma.AttackHit" ); } } break; case BIG_AE_SCREAM: EmitSound( filter, entindex(), "BigMomma.Alert" ); break; case BIG_AE_PAIN_SOUND: EmitSound( filter, entindex(), "BigMomma.Pain" ); break; case BIG_AE_ATTACK_SOUND: EmitSound( filter, entindex(), "BigMomma.Attack" ); break; case BIG_AE_BIRTH_SOUND: EmitSound( filter, entindex(), "BigMomma.Birth" ); break; case BIG_AE_SACK: if ( RandomInt(0,100) < 30 ) { EmitSound( filter, entindex(), "BigMomma.Sack" ); } break; case BIG_AE_DEATHSOUND: EmitSound( filter, entindex(), "BigMomma.Die" ); break; case BIG_AE_STEP1: // Footstep left case BIG_AE_STEP3: // Footstep back left EmitSound( filter, entindex(), "BigMomma.FootstepLeft" ); break; case BIG_AE_STEP4: // Footstep back right case BIG_AE_STEP2: // Footstep right EmitSound( filter, entindex(), "BigMomma.FootstepRight" ); break; case BIG_AE_MORTAR_ATTACK1: LaunchMortar(); break; case BIG_AE_LAY_CRAB: LayHeadcrab(); break; case BIG_AE_JUMP_FORWARD: SetGroundEntity( NULL ); SetAbsOrigin(GetAbsOrigin() + Vector ( 0 , 0 , 1) );// take him off ground so engine doesn't instantly reset onground SetAbsVelocity(vecFwd * 200 + vecUp * 500 ); break; case BIG_AE_EARLY_TARGET: { CInfoBM *pTarget = (CInfoBM*) GetTarget(); if ( pTarget ) { pTarget->m_OnAnimationEvent.FireOutput( this, this ); } Remember( bits_MEMORY_FIRED_NODE ); } break; default: BaseClass::HandleAnimEvent( pEvent ); break; } } void CNPC_BigMomma::LayHeadcrab( void ) { CBaseEntity *pChild = CBaseEntity::Create( BIG_CHILDCLASS, GetAbsOrigin(), GetAbsAngles(), this ); pChild->AddSpawnFlags( SF_NPC_FALL_TO_GROUND ); pChild->SetOwnerEntity( this ); // Is this the second crab in a pair? if ( HasMemory( bits_MEMORY_CHILDPAIR ) ) { m_crabTime = gpGlobals->curtime + RandomFloat( 5, 10 ); Forget( bits_MEMORY_CHILDPAIR ); } else { m_crabTime = gpGlobals->curtime + RandomFloat( 0.5, 2.5 ); Remember( bits_MEMORY_CHILDPAIR ); } trace_t tr; UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,100), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); UTIL_DecalTrace( &tr, "MommaBlob" ); CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "BigMomma.LayHeadcrab" ); m_crabCount++; } void CNPC_BigMomma::DeathNotice( CBaseEntity *pevChild ) { if ( m_crabCount > 0 ) // Some babies may cross a transition, but we reset the count then { m_crabCount--; } if ( IsAlive() ) { // Make the "my baby's dead" noise! CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "BigMomma.ChildDie" ); } } void CNPC_BigMomma::LaunchMortar( void ) { m_mortarTime = gpGlobals->curtime + RandomFloat( 2, 15 ); Vector startPos = GetAbsOrigin(); startPos.z += 180; CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "BigMomma.LaunchMortar" ); CBMortar *pBomb = CBMortar::Shoot( this, startPos, m_vTossDir ); pBomb->SetGravity( 1.0 ); MortarSpray( startPos, Vector(0,0,10), gSpitSprite, 24 ); } int CNPC_BigMomma::MeleeAttack1Conditions( float flDot, float flDist ) { if (flDot >= 0.7) { if ( flDist > BIG_ATTACKDIST ) return COND_TOO_FAR_TO_ATTACK; else return COND_CAN_MELEE_ATTACK1; } else { return COND_NOT_FACING_ATTACK; } return COND_NONE; } // Lay a crab int CNPC_BigMomma::MeleeAttack2Conditions( float flDot, float flDist ) { return CanLayCrab(); } Vector VecCheckSplatToss( CBaseEntity *pEnt, const Vector &vecSpot1, Vector vecSpot2, float maxHeight ) { trace_t tr; Vector vecMidPoint;// halfway point between Spot1 and Spot2 Vector vecApex;// highest point Vector vecScale; Vector vecGrenadeVel; Vector vecTemp; float flGravity = GetCurrentGravity(); // calculate the midpoint and apex of the 'triangle' vecMidPoint = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5; UTIL_TraceLine(vecMidPoint, vecMidPoint + Vector(0,0,maxHeight), MASK_SOLID_BRUSHONLY, pEnt, COLLISION_GROUP_NONE, &tr ); vecApex = tr.endpos; UTIL_TraceLine(vecSpot1, vecApex, MASK_SOLID, pEnt, COLLISION_GROUP_NONE, &tr ); if (tr.fraction != 1.0) { // fail! return vec3_origin; } // Don't worry about actually hitting the target, this won't hurt us! // How high should the grenade travel (subtract 15 so the grenade doesn't hit the ceiling)? float height = (vecApex.z - vecSpot1.z) - 15; //HACK HACK if ( height < 0 ) height *= -1; // How fast does the grenade need to travel to reach that height given gravity? float speed = sqrt( 2 * flGravity * height ); // How much time does it take to get there? float time = speed / flGravity; vecGrenadeVel = (vecSpot2 - vecSpot1); vecGrenadeVel.z = 0; // Travel half the distance to the target in that time (apex is at the midpoint) vecGrenadeVel = vecGrenadeVel * ( 0.5 / time ); // Speed to offset gravity at the desired height vecGrenadeVel.z = speed; return vecGrenadeVel; } // Mortar launch int CNPC_BigMomma::RangeAttack1Conditions( float flDot, float flDist ) { if ( flDist > BIG_MORTARDIST ) return COND_TOO_FAR_TO_ATTACK; if ( flDist <= BIG_MORTARDIST && m_mortarTime < gpGlobals->curtime ) { CBaseEntity *pEnemy = GetEnemy(); if ( pEnemy ) { Vector startPos = GetAbsOrigin(); startPos.z += 180; m_vTossDir = VecCheckSplatToss( this, startPos, pEnemy->BodyTarget( GetAbsOrigin() ), random->RandomFloat( 150, 500 ) ); if ( m_vTossDir != vec3_origin ) return COND_CAN_RANGE_ATTACK1; } } return COND_NONE; } // --------------------------------- // // Mortar // // --------------------------------- void MortarSpray( const Vector &position, const Vector &direction, int spriteModel, int count ) { CPVSFilter filter( position ); te->SpriteSpray( filter, 0.0, &position, &direction, spriteModel, 200, 80, count ); } // UNDONE: right now this is pretty much a copy of the squid spit with minor changes to the way it does damage void CBMortar:: Spawn( void ) { SetMoveType( MOVETYPE_FLYGRAVITY ); SetClassname( "bmortar" ); SetSolid( SOLID_BBOX ); pSprite = CSprite::SpriteCreate( "sprites/mommaspit.vmt", GetAbsOrigin(), true ); if ( pSprite ) { pSprite->SetAttachment( this, 0 ); pSprite->m_flSpriteFramerate = 5; pSprite->m_nRenderMode = kRenderTransAlpha; pSprite->SetBrightness( 255 ); m_iFrame = 0; pSprite->SetScale( 2.5f ); } UTIL_SetSize( this, Vector( 0, 0, 0), Vector(0, 0, 0) ); m_maxFrame = (float)modelinfo->GetModelFrameCount( GetModel() ) - 1; m_flDmgTime = gpGlobals->curtime + 0.4; } void CBMortar::Animate( void ) { SetNextThink( gpGlobals->curtime + 0.1 ); Vector vVelocity = GetAbsVelocity(); VectorNormalize( vVelocity ); if ( gpGlobals->curtime > m_flDmgTime ) { m_flDmgTime = gpGlobals->curtime + 0.2; MortarSpray( GetAbsOrigin() + Vector( 0, 0, 15 ), -vVelocity, gSpitSprite, 3 ); } if ( m_iFrame++ ) { if ( m_iFrame > m_maxFrame ) { m_iFrame = 0; } } } CBMortar *CBMortar::Shoot( CBaseEntity *pOwner, Vector vecStart, Vector vecVelocity ) { CBMortar *pSpit = CREATE_ENTITY( CBMortar, "bmortar" ); pSpit->Spawn(); UTIL_SetOrigin( pSpit, vecStart ); pSpit->SetAbsVelocity( vecVelocity ); pSpit->SetOwnerEntity( pOwner ); pSpit->SetThink ( &CBMortar::Animate ); pSpit->SetNextThink( gpGlobals->curtime + 0.1 ); return pSpit; } void CBMortar::Precache() { BaseClass::Precache(); PrecacheScriptSound( "NPC_BigMomma.SpitTouch1" ); PrecacheScriptSound( "NPC_BigMomma.SpitHit1" ); PrecacheScriptSound( "NPC_BigMomma.SpitHit2" ); } void CBMortar::Touch( CBaseEntity *pOther ) { trace_t tr; int iPitch; // splat sound iPitch = random->RandomFloat( 90, 110 ); EmitSound( "NPC_BigMomma.SpitTouch1" ); switch ( random->RandomInt( 0, 1 ) ) { case 0: EmitSound( "NPC_BigMomma.SpitHit1" ); break; case 1: EmitSound( "NPC_BigMomma.SpitHit2" ); break; } if ( pOther->IsBSPModel() ) { // make a splat on the wall UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() * 10, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); UTIL_DecalTrace( &tr, "MommaBlob" ); } else { tr.endpos = GetAbsOrigin(); Vector vVelocity = GetAbsVelocity(); VectorNormalize( vVelocity ); tr.plane.normal = -1 * vVelocity; } // make some flecks MortarSpray( tr.endpos + Vector( 0, 0, 15 ), tr.plane.normal, gSpitSprite, 24 ); CBaseEntity *pOwner = GetOwnerEntity(); RadiusDamage( CTakeDamageInfo( this, pOwner, sk_bigmomma_dmg_blast.GetFloat(), DMG_ACID ), GetAbsOrigin(), sk_bigmomma_radius_blast.GetFloat(), CLASS_NONE, NULL ); UTIL_Remove( pSprite ); UTIL_Remove( this ); } AI_BEGIN_CUSTOM_NPC( monster_bigmomma, CNPC_BigMomma ) DECLARE_TASK( TASK_MOVE_TO_NODE_RANGE ) DECLARE_TASK( TASK_FIND_NODE ) DECLARE_TASK( TASK_PLAY_NODE_PRESEQUENCE ) DECLARE_TASK( TASK_PLAY_NODE_SEQUENCE ) DECLARE_TASK( TASK_PROCESS_NODE ) DECLARE_TASK( TASK_WAIT_NODE ) DECLARE_TASK( TASK_NODE_DELAY ) DECLARE_TASK( TASK_NODE_YAW ) DECLARE_TASK( TASK_CHECK_NODE_PROXIMITY ) //========================================================= // > SCHED_BIG_NODE //========================================================= DEFINE_SCHEDULE ( SCHED_NODE_FAIL, " Tasks" " TASK_NODE_DELAY 3" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " " " Interrupts" ) //========================================================= // > SCHED_BIG_NODE //========================================================= DEFINE_SCHEDULE ( SCHED_BIG_NODE, " Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_NODE_FAIL" " TASK_STOP_MOVING 0" " TASK_FIND_NODE 0" " TASK_PLAY_NODE_PRESEQUENCE 0" " TASK_MOVE_TO_NODE_RANGE 0" " TASK_CHECK_NODE_PROXIMITY 0" " TASK_STOP_MOVING 0" " TASK_NODE_YAW 0" " TASK_FACE_IDEAL 0" " TASK_WAIT_NODE 0" " TASK_PLAY_NODE_SEQUENCE 0" " TASK_PROCESS_NODE 0" " " " Interrupts" ) AI_END_CUSTOM_NPC()