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1022 lines
27 KiB
1022 lines
27 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Implements the bullsquid |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "game.h" |
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#include "AI_Default.h" |
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#include "AI_Schedule.h" |
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#include "AI_Hull.h" |
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#include "AI_Navigator.h" |
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#include "AI_Motor.h" |
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#include "ai_squad.h" |
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#include "npc_bullsquid.h" |
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#include "npcevent.h" |
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#include "soundent.h" |
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#include "activitylist.h" |
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#include "weapon_brickbat.h" |
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#include "npc_headcrab.h" |
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#include "player.h" |
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#include "gamerules.h" // For g_pGameRules |
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#include "ammodef.h" |
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#include "grenade_spit.h" |
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#include "grenade_brickbat.h" |
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#include "entitylist.h" |
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#include "shake.h" |
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#include "vstdlib/random.h" |
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#include "engine/IEngineSound.h" |
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#include "movevars_shared.h" |
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#include "AI_Hint.h" |
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#include "AI_Senses.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#define SQUID_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve |
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ConVar sk_bullsquid_health( "sk_bullsquid_health", "0" ); |
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ConVar sk_bullsquid_dmg_bite( "sk_bullsquid_dmg_bite", "0" ); |
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ConVar sk_bullsquid_dmg_whip( "sk_bullsquid_dmg_whip", "0" ); |
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//========================================================= |
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// monster-specific schedule types |
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//========================================================= |
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enum |
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{ |
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SCHED_SQUID_HURTHOP = LAST_SHARED_SCHEDULE + 1, |
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SCHED_SQUID_SEECRAB, |
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SCHED_SQUID_EAT, |
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SCHED_SQUID_SNIFF_AND_EAT, |
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SCHED_SQUID_WALLOW, |
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}; |
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//========================================================= |
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// monster-specific tasks |
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//========================================================= |
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enum |
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{ |
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TASK_SQUID_HOPTURN = LAST_SHARED_TASK + 1, |
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TASK_SQUID_EAT, |
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}; |
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//----------------------------------------------------------------------------- |
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// Squid Conditions |
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//----------------------------------------------------------------------------- |
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enum |
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{ |
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COND_SQUID_SMELL_FOOD = LAST_SHARED_CONDITION + 1, |
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}; |
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//========================================================= |
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// Interactions |
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//========================================================= |
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int g_interactionBullsquidThrow = 0; |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define BSQUID_AE_SPIT ( 1 ) |
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#define BSQUID_AE_BITE ( 2 ) |
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#define BSQUID_AE_BLINK ( 3 ) |
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#define BSQUID_AE_ROAR ( 4 ) |
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#define BSQUID_AE_HOP ( 5 ) |
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#define BSQUID_AE_THROW ( 6 ) |
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#define BSQUID_AE_WHIP_SND ( 7 ) |
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LINK_ENTITY_TO_CLASS( npc_bullsquid, CNPC_Bullsquid ); |
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int ACT_SQUID_EXCITED; |
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int ACT_SQUID_EAT; |
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int ACT_SQUID_DETECT_SCENT; |
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int ACT_SQUID_INSPECT_FLOOR; |
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//--------------------------------------------------------- |
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// Save/Restore |
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//--------------------------------------------------------- |
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BEGIN_DATADESC( CNPC_Bullsquid ) |
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DEFINE_FIELD( m_fCanThreatDisplay, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_flLastHurtTime, FIELD_TIME ), |
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DEFINE_FIELD( m_flNextSpitTime, FIELD_TIME ), |
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// DEFINE_FIELD( m_nSquidSpitSprite, FIELD_INTEGER ), |
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DEFINE_FIELD( m_flHungryTime, FIELD_TIME ), |
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DEFINE_FIELD( m_nextSquidSoundTime, FIELD_TIME ), |
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END_DATADESC() |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CNPC_Bullsquid::Spawn() |
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{ |
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Precache( ); |
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SetModel( "models/bullsquid.mdl"); |
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SetHullType(HULL_WIDE_SHORT); |
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SetHullSizeNormal(); |
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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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m_bloodColor = BLOOD_COLOR_GREEN; |
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SetRenderColor( 255, 255, 255, 255 ); |
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m_iHealth = sk_bullsquid_health.GetFloat(); |
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
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m_NPCState = NPC_STATE_NONE; |
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CapabilitiesClear(); |
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CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 ); |
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m_fCanThreatDisplay = TRUE; |
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m_flNextSpitTime = gpGlobals->curtime; |
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NPCInit(); |
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m_flDistTooFar = 784; |
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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_Bullsquid::Precache() |
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{ |
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PrecacheModel( "models/bullsquid.mdl" ); |
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m_nSquidSpitSprite = PrecacheModel("sprites/greenspit1.vmt");// client side spittle. |
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UTIL_PrecacheOther( "grenade_spit" ); |
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PrecacheScriptSound( "NPC_Bullsquid.Idle" ); |
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PrecacheScriptSound( "NPC_Bullsquid.Pain" ); |
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PrecacheScriptSound( "NPC_Bullsquid.Alert" ); |
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PrecacheScriptSound( "NPC_Bullsquid.Death" ); |
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PrecacheScriptSound( "NPC_Bullsquid.Attack1" ); |
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PrecacheScriptSound( "NPC_Bullsquid.Growl" ); |
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PrecacheScriptSound( "NPC_Bullsquid.TailWhip"); |
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BaseClass::Precache(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Indicates this monster's place in the relationship table. |
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// Output : |
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//----------------------------------------------------------------------------- |
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Class_T CNPC_Bullsquid::Classify( void ) |
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{ |
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return CLASS_BULLSQUID; |
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} |
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//========================================================= |
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// IdleSound |
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//========================================================= |
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#define SQUID_ATTN_IDLE (float)1.5 |
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void CNPC_Bullsquid::IdleSound( void ) |
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{ |
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EmitSound( "NPC_Bullsquid.Idle" ); |
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} |
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//========================================================= |
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// PainSound |
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//========================================================= |
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void CNPC_Bullsquid::PainSound( const CTakeDamageInfo &info ) |
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{ |
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EmitSound( "NPC_Bullsquid.Pain" ); |
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} |
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//========================================================= |
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// AlertSound |
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//========================================================= |
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void CNPC_Bullsquid::AlertSound( void ) |
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{ |
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EmitSound( "NPC_Bullsquid.Alert" ); |
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} |
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//========================================================= |
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// DeathSound |
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//========================================================= |
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void CNPC_Bullsquid::DeathSound( const CTakeDamageInfo &info ) |
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{ |
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EmitSound( "NPC_Bullsquid.Death" ); |
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} |
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//========================================================= |
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// AttackSound |
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//========================================================= |
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void CNPC_Bullsquid::AttackSound( void ) |
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{ |
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EmitSound( "NPC_Bullsquid.Attack1" ); |
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} |
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//========================================================= |
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// GrowlSound |
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//========================================================= |
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void CNPC_Bullsquid::GrowlSound( void ) |
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{ |
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if (gpGlobals->curtime >= m_nextSquidSoundTime) |
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{ |
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EmitSound( "NPC_Bullsquid.Growl" ); |
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m_nextSquidSoundTime = gpGlobals->curtime + random->RandomInt(1.5,3.0); |
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} |
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} |
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//========================================================= |
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// SetYawSpeed - allows each sequence to have a different |
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// turn rate associated with it. |
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//========================================================= |
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float CNPC_Bullsquid::MaxYawSpeed( void ) |
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{ |
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float flYS = 0; |
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switch ( GetActivity() ) |
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{ |
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case ACT_WALK: flYS = 90; break; |
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case ACT_RUN: flYS = 90; break; |
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case ACT_IDLE: flYS = 90; break; |
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case ACT_RANGE_ATTACK1: flYS = 90; break; |
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default: |
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flYS = 90; |
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break; |
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} |
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return flYS; |
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} |
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//========================================================= |
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// HandleAnimEvent - catches the monster-specific messages |
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// that occur when tagged animation frames are played. |
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//========================================================= |
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void CNPC_Bullsquid::HandleAnimEvent( animevent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case BSQUID_AE_SPIT: |
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{ |
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if ( GetEnemy() ) |
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{ |
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Vector vSpitPos; |
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GetAttachment( "Mouth", vSpitPos ); |
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Vector vTarget = GetEnemy()->GetAbsOrigin(); |
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Vector vToss; |
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CBaseEntity* pBlocker; |
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float flGravity = SPIT_GRAVITY; |
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ThrowLimit(vSpitPos, vTarget, flGravity, 3, Vector(0,0,0), Vector(0,0,0), GetEnemy(), &vToss, &pBlocker); |
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CGrenadeSpit *pGrenade = (CGrenadeSpit*)CreateNoSpawn( "grenade_spit", vSpitPos, vec3_angle, this ); |
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//pGrenade->KeyValue( "velocity", vToss ); |
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pGrenade->Spawn( ); |
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pGrenade->SetThrower( this ); |
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pGrenade->SetOwnerEntity( this ); |
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pGrenade->SetSpitSize( 2 ); |
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pGrenade->SetAbsVelocity( vToss ); |
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// Tumble through the air |
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pGrenade->SetLocalAngularVelocity( |
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QAngle( |
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random->RandomFloat( -100, -500 ), |
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random->RandomFloat( -100, -500 ), |
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random->RandomFloat( -100, -500 ) |
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) |
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); |
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AttackSound(); |
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CPVSFilter filter( vSpitPos ); |
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te->SpriteSpray( filter, 0.0, |
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&vSpitPos, &vToss, m_nSquidSpitSprite, 5, 10, 15 ); |
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} |
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} |
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break; |
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case BSQUID_AE_BITE: |
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{ |
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// SOUND HERE! |
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_bite.GetFloat(), DMG_SLASH ); |
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if ( pHurt ) |
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{ |
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Vector forward, up; |
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AngleVectors( GetAbsAngles(), &forward, NULL, &up ); |
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pHurt->ApplyAbsVelocityImpulse( 100 * (up-forward) ); |
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pHurt->SetGroundEntity( NULL ); |
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} |
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} |
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break; |
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case BSQUID_AE_WHIP_SND: |
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{ |
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EmitSound( "NPC_Bullsquid.TailWhip" ); |
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break; |
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} |
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/* |
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case BSQUID_AE_TAILWHIP: |
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{ |
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_whip.GetFloat(), DMG_SLASH | DMG_ALWAYSGIB ); |
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if ( pHurt ) |
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{ |
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Vector right, up; |
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AngleVectors( GetAbsAngles(), NULL, &right, &up ); |
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if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) ) |
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pHurt->ViewPunch( QAngle( 20, 0, -20 ) ); |
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pHurt->ApplyAbsVelocityImpulse( 100 * (up+2*right) ); |
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} |
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} |
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break; |
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*/ |
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case BSQUID_AE_BLINK: |
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{ |
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// close eye. |
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m_nSkin = 1; |
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} |
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break; |
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case BSQUID_AE_HOP: |
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{ |
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float flGravity = GetCurrentGravity(); |
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// throw the squid up into the air on this frame. |
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if ( GetFlags() & FL_ONGROUND ) |
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{ |
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SetGroundEntity( NULL ); |
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} |
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// jump 40 inches into the air |
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Vector vecVel = GetAbsVelocity(); |
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vecVel.z += sqrt( flGravity * 2.0 * 40 ); |
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SetAbsVelocity( vecVel ); |
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} |
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break; |
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case BSQUID_AE_THROW: |
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{ |
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// squid throws its prey IF the prey is a client. |
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), 0, 0 ); |
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if ( pHurt ) |
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{ |
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pHurt->ViewPunch( QAngle(20,0,-20) ); |
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// screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels. |
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UTIL_ScreenShake( pHurt->GetAbsOrigin(), 25.0, 1.5, 0.7, 2, SHAKE_START ); |
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// If the player, throw him around |
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if ( pHurt->IsPlayer()) |
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{ |
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Vector forward, up; |
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AngleVectors( GetLocalAngles(), &forward, NULL, &up ); |
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pHurt->ApplyAbsVelocityImpulse( forward * 300 + up * 300 ); |
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} |
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// If not the player see if has bullsquid throw interatcion |
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else |
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{ |
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CBaseCombatCharacter *pVictim = ToBaseCombatCharacter( pHurt ); |
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if (pVictim) |
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{ |
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if ( pVictim->DispatchInteraction( g_interactionBullsquidThrow, NULL, this ) ) |
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{ |
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Vector forward, up; |
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AngleVectors( GetLocalAngles(), &forward, NULL, &up ); |
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pVictim->ApplyAbsVelocityImpulse( forward * 300 + up * 250 ); |
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} |
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} |
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} |
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} |
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} |
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break; |
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default: |
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BaseClass::HandleAnimEvent( pEvent ); |
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} |
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} |
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int CNPC_Bullsquid::RangeAttack1Conditions( float flDot, float flDist ) |
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{ |
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if ( IsMoving() && flDist >= 512 ) |
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{ |
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// squid will far too far behind if he stops running to spit at this distance from the enemy. |
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return ( COND_NONE ); |
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} |
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if ( flDist > 85 && flDist <= 784 && flDot >= 0.5 && gpGlobals->curtime >= m_flNextSpitTime ) |
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{ |
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if ( GetEnemy() != NULL ) |
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{ |
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if ( fabs( GetAbsOrigin().z - GetEnemy()->GetAbsOrigin().z ) > 256 ) |
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{ |
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// don't try to spit at someone up really high or down really low. |
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return( COND_NONE ); |
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} |
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} |
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if ( IsMoving() ) |
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{ |
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// don't spit again for a long time, resume chasing enemy. |
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m_flNextSpitTime = gpGlobals->curtime + 5; |
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} |
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else |
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{ |
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// not moving, so spit again pretty soon. |
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m_flNextSpitTime = gpGlobals->curtime + 0.5; |
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} |
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return( COND_CAN_RANGE_ATTACK1 ); |
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} |
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return( COND_NONE ); |
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} |
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//========================================================= |
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// MeleeAttack2Conditions - bullsquid is a big guy, so has a longer |
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// melee range than most monsters. This is the tailwhip attack |
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//========================================================= |
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int CNPC_Bullsquid::MeleeAttack1Conditions( float flDot, float flDist ) |
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{ |
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if ( GetEnemy()->m_iHealth <= sk_bullsquid_dmg_whip.GetFloat() && flDist <= 85 && flDot >= 0.7 ) |
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{ |
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return ( COND_CAN_MELEE_ATTACK1 ); |
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} |
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return( COND_NONE ); |
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} |
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//========================================================= |
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// MeleeAttack2Conditions - bullsquid is a big guy, so has a longer |
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// melee range than most monsters. This is the bite attack. |
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// this attack will not be performed if the tailwhip attack |
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// is valid. |
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//========================================================= |
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int CNPC_Bullsquid::MeleeAttack2Conditions( float flDot, float flDist ) |
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{ |
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if ( flDist <= 85 && flDot >= 0.7 && !HasCondition( COND_CAN_MELEE_ATTACK1 ) ) // The player & bullsquid can be as much as their bboxes |
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return ( COND_CAN_MELEE_ATTACK2 ); |
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return( COND_NONE ); |
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} |
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bool CNPC_Bullsquid::FValidateHintType( CAI_Hint *pHint ) |
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{ |
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if ( pHint->HintType() == HINT_HL1_WORLD_HUMAN_BLOOD ) |
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return true; |
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DevMsg( "Couldn't validate hint type" ); |
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return false; |
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} |
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void CNPC_Bullsquid::RemoveIgnoredConditions( void ) |
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{ |
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if ( m_flHungryTime > gpGlobals->curtime ) |
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ClearCondition( COND_SQUID_SMELL_FOOD ); |
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if ( gpGlobals->curtime - m_flLastHurtTime <= 20 ) |
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{ |
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// haven't been hurt in 20 seconds, so let the squid care about stink. |
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ClearCondition( COND_SMELL ); |
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} |
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if ( GetEnemy() != NULL ) |
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{ |
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// ( Unless after a tasty headcrab, yumm ^_^ ) |
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if ( FClassnameIs( GetEnemy(), "monster_headcrab" ) ) |
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ClearCondition( COND_SMELL ); |
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} |
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} |
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Disposition_t CNPC_Bullsquid::IRelationType( CBaseEntity *pTarget ) |
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{ |
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if ( gpGlobals->curtime - m_flLastHurtTime < 5 && FClassnameIs( pTarget, "monster_headcrab" ) ) |
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{ |
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// if squid has been hurt in the last 5 seconds, and is getting relationship for a headcrab, |
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// tell squid to disregard crab. |
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return D_NU; |
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} |
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return BaseClass::IRelationType( pTarget ); |
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} |
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//========================================================= |
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// TakeDamage - overridden for bullsquid so we can keep track |
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// of how much time has passed since it was last injured |
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//========================================================= |
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int CNPC_Bullsquid::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo ) |
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{ |
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#if 0 //Fix later. |
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float flDist; |
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Vector vecApex, vOffset; |
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// if the squid is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy, |
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// it will swerve. (whew). |
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if ( GetEnemy() != NULL && IsMoving() && pevAttacker == GetEnemy() && gpGlobals->curtime - m_flLastHurtTime > 3 ) |
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{ |
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flDist = ( GetAbsOrigin() - GetEnemy()->GetAbsOrigin() ).Length2D(); |
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if ( flDist > SQUID_SPRINT_DIST ) |
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{ |
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AI_Waypoint_t* pRoute = GetNavigator()->GetPath()->Route(); |
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if ( pRoute ) |
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{ |
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flDist = ( GetAbsOrigin() - pRoute[ pRoute->iNodeID ].vecLocation ).Length2D();// reusing flDist. |
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if ( GetNavigator()->GetPath()->BuildTriangulationRoute( GetAbsOrigin(), pRoute[ pRoute->iNodeID ].vecLocation, flDist * 0.5, GetEnemy(), &vecApex, &vOffset, NAV_GROUND ) ) |
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{ |
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GetNavigator()->PrependWaypoint( vecApex, bits_WP_TO_DETOUR | bits_WP_DONT_SIMPLIFY ); |
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} |
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} |
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} |
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} |
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#endif |
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if ( !FClassnameIs( inputInfo.GetAttacker(), "monster_headcrab" ) ) |
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{ |
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// don't forget about headcrabs if it was a headcrab that hurt the squid. |
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m_flLastHurtTime = gpGlobals->curtime; |
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} |
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return BaseClass::OnTakeDamage_Alive( inputInfo ); |
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} |
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//========================================================= |
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// GetSoundInterests - returns a bit mask indicating which types |
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// of sounds this monster regards. In the base class implementation, |
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// monsters care about all sounds, but no scents. |
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//========================================================= |
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int CNPC_Bullsquid::GetSoundInterests( void ) |
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{ |
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return SOUND_WORLD | |
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SOUND_COMBAT | |
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SOUND_CARCASS | |
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SOUND_MEAT | |
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SOUND_GARBAGE | |
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SOUND_PLAYER; |
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} |
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//========================================================= |
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// OnListened - monsters dig through the active sound list for |
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// any sounds that may interest them. (smells, too!) |
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//========================================================= |
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void CNPC_Bullsquid::OnListened( void ) |
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{ |
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AISoundIter_t iter; |
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|
|
CSound *pCurrentSound; |
|
|
|
static int conditionsToClear[] = |
|
{ |
|
COND_SQUID_SMELL_FOOD, |
|
}; |
|
|
|
ClearConditions( conditionsToClear, ARRAYSIZE( conditionsToClear ) ); |
|
|
|
pCurrentSound = GetSenses()->GetFirstHeardSound( &iter ); |
|
|
|
while ( pCurrentSound ) |
|
{ |
|
// the npc cares about this sound, and it's close enough to hear. |
|
int condition = COND_NONE; |
|
|
|
if ( !pCurrentSound->FIsSound() ) |
|
{ |
|
// if not a sound, must be a smell - determine if it's just a scent, or if it's a food scent |
|
if ( pCurrentSound->m_iType & ( SOUND_MEAT | SOUND_CARCASS ) ) |
|
{ |
|
// the detected scent is a food item |
|
condition = COND_SQUID_SMELL_FOOD; |
|
} |
|
} |
|
|
|
if ( condition != COND_NONE ) |
|
SetCondition( condition ); |
|
|
|
pCurrentSound = GetSenses()->GetNextHeardSound( &iter ); |
|
} |
|
|
|
BaseClass::OnListened(); |
|
} |
|
|
|
//======================================================== |
|
// RunAI - overridden for bullsquid because there are things |
|
// that need to be checked every think. |
|
//======================================================== |
|
void CNPC_Bullsquid::RunAI( void ) |
|
{ |
|
// first, do base class stuff |
|
BaseClass::RunAI(); |
|
|
|
if ( m_nSkin != 0 ) |
|
{ |
|
// close eye if it was open. |
|
m_nSkin = 0; |
|
} |
|
|
|
if ( random->RandomInt( 0,39 ) == 0 ) |
|
{ |
|
m_nSkin = 1; |
|
} |
|
|
|
if ( GetEnemy() != NULL && GetActivity() == ACT_RUN ) |
|
{ |
|
// chasing enemy. Sprint for last bit |
|
if ( (GetAbsOrigin() - GetEnemy()->GetAbsOrigin()).Length2D() < SQUID_SPRINT_DIST ) |
|
{ |
|
m_flPlaybackRate = 1.25; |
|
} |
|
} |
|
|
|
} |
|
|
|
//========================================================= |
|
// GetSchedule |
|
//========================================================= |
|
int CNPC_Bullsquid::SelectSchedule( void ) |
|
{ |
|
switch ( m_NPCState ) |
|
{ |
|
case NPC_STATE_ALERT: |
|
{ |
|
if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) ) |
|
{ |
|
return SCHED_SQUID_HURTHOP; |
|
} |
|
|
|
if ( HasCondition( COND_SQUID_SMELL_FOOD ) ) |
|
{ |
|
CSound *pSound; |
|
|
|
pSound = GetBestScent(); |
|
|
|
if ( pSound && (!FInViewCone( pSound->GetSoundOrigin() ) || !FVisible( pSound->GetSoundOrigin() )) ) |
|
{ |
|
// scent is behind or occluded |
|
return SCHED_SQUID_SNIFF_AND_EAT; |
|
} |
|
|
|
// food is right out in the open. Just go get it. |
|
return SCHED_SQUID_EAT; |
|
} |
|
|
|
if ( HasCondition( COND_SMELL ) ) |
|
{ |
|
// there's something stinky. |
|
CSound *pSound; |
|
|
|
pSound = GetBestScent(); |
|
if ( pSound ) |
|
return SCHED_SQUID_WALLOW; |
|
} |
|
|
|
break; |
|
} |
|
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_NEW_ENEMY ) ) |
|
{ |
|
if ( m_fCanThreatDisplay && IRelationType( GetEnemy() ) == D_HT && FClassnameIs( GetEnemy(), "monster_headcrab" ) ) |
|
{ |
|
// this means squid sees a headcrab! |
|
m_fCanThreatDisplay = FALSE;// only do the headcrab dance once per lifetime. |
|
return SCHED_SQUID_SEECRAB; |
|
} |
|
else |
|
{ |
|
return SCHED_WAKE_ANGRY; |
|
} |
|
} |
|
|
|
if ( HasCondition( COND_SQUID_SMELL_FOOD ) ) |
|
{ |
|
CSound *pSound; |
|
|
|
pSound = GetBestScent(); |
|
|
|
if ( pSound && (!FInViewCone( pSound->GetSoundOrigin() ) || !FVisible( pSound->GetSoundOrigin() )) ) |
|
{ |
|
// scent is behind or occluded |
|
return SCHED_SQUID_SNIFF_AND_EAT; |
|
} |
|
|
|
// food is right out in the open. Just go get it. |
|
return SCHED_SQUID_EAT; |
|
} |
|
|
|
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
return SCHED_RANGE_ATTACK1; |
|
} |
|
|
|
if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) ) |
|
{ |
|
return SCHED_MELEE_ATTACK1; |
|
} |
|
|
|
if ( HasCondition( COND_CAN_MELEE_ATTACK2 ) ) |
|
{ |
|
return SCHED_MELEE_ATTACK2; |
|
} |
|
|
|
return SCHED_CHASE_ENEMY; |
|
|
|
break; |
|
} |
|
} |
|
|
|
return BaseClass::SelectSchedule(); |
|
} |
|
|
|
//========================================================= |
|
// FInViewCone - returns true is the passed vector is in |
|
// the caller's forward view cone. The dot product is performed |
|
// in 2d, making the view cone infinitely tall. |
|
//========================================================= |
|
bool CNPC_Bullsquid::FInViewCone( Vector pOrigin ) |
|
{ |
|
Vector los = ( pOrigin - GetAbsOrigin() ); |
|
|
|
// do this in 2D |
|
los.z = 0; |
|
VectorNormalize( los ); |
|
|
|
Vector facingDir = EyeDirection2D( ); |
|
|
|
float flDot = DotProduct( los, facingDir ); |
|
|
|
if ( flDot > m_flFieldOfView ) |
|
return true; |
|
|
|
return false; |
|
} |
|
|
|
//========================================================= |
|
// Start task - selects the correct activity and performs |
|
// any necessary calculations to start the next task on the |
|
// schedule. OVERRIDDEN for bullsquid because it needs to |
|
// know explicitly when the last attempt to chase the enemy |
|
// failed, since that impacts its attack choices. |
|
//========================================================= |
|
void CNPC_Bullsquid::StartTask( const Task_t *pTask ) |
|
{ |
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_MELEE_ATTACK2: |
|
{ |
|
if (GetEnemy()) |
|
{ |
|
GrowlSound(); |
|
|
|
m_flLastAttackTime = gpGlobals->curtime; |
|
|
|
BaseClass::StartTask( pTask ); |
|
} |
|
break; |
|
} |
|
case TASK_SQUID_HOPTURN: |
|
{ |
|
SetActivity( ACT_HOP ); |
|
|
|
if ( GetEnemy() ) |
|
{ |
|
Vector vecFacing = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ); |
|
VectorNormalize( vecFacing ); |
|
|
|
GetMotor()->SetIdealYaw( vecFacing ); |
|
} |
|
|
|
break; |
|
} |
|
case TASK_SQUID_EAT: |
|
{ |
|
m_flHungryTime = gpGlobals->curtime + pTask->flTaskData; |
|
TaskComplete(); |
|
break; |
|
} |
|
default: |
|
{ |
|
BaseClass::StartTask( pTask ); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// RunTask |
|
//========================================================= |
|
void CNPC_Bullsquid::RunTask( const Task_t *pTask ) |
|
{ |
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_SQUID_HOPTURN: |
|
{ |
|
if ( GetEnemy() ) |
|
{ |
|
Vector vecFacing = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ); |
|
VectorNormalize( vecFacing ); |
|
GetMotor()->SetIdealYaw( vecFacing ); |
|
} |
|
|
|
if ( IsSequenceFinished() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
default: |
|
{ |
|
BaseClass::RunTask( pTask ); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// GetIdealState - Overridden for Bullsquid to deal with |
|
// the feature that makes it lose interest in headcrabs for |
|
// a while if something injures it. |
|
//========================================================= |
|
NPC_STATE CNPC_Bullsquid::SelectIdealState( void ) |
|
{ |
|
// If no schedule conditions, the new ideal state is probably the reason we're in here. |
|
switch ( m_NPCState ) |
|
{ |
|
case NPC_STATE_COMBAT: |
|
{ |
|
// COMBAT goes to ALERT upon death of enemy |
|
if ( GetEnemy() != NULL && ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) ) && FClassnameIs( GetEnemy(), "monster_headcrab" ) ) |
|
{ |
|
// if the squid has a headcrab enemy and something hurts it, it's going to forget about the crab for a while. |
|
SetEnemy( NULL ); |
|
return NPC_STATE_ALERT; |
|
} |
|
break; |
|
} |
|
} |
|
|
|
return BaseClass::SelectIdealState(); |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// |
|
// Schedules |
|
// |
|
//------------------------------------------------------------------------------ |
|
|
|
AI_BEGIN_CUSTOM_NPC( npc_bullsquid, CNPC_Bullsquid ) |
|
|
|
DECLARE_TASK( TASK_SQUID_HOPTURN ) |
|
DECLARE_TASK( TASK_SQUID_EAT ) |
|
|
|
DECLARE_CONDITION( COND_SQUID_SMELL_FOOD ) |
|
|
|
DECLARE_ACTIVITY( ACT_SQUID_EXCITED ) |
|
DECLARE_ACTIVITY( ACT_SQUID_EAT ) |
|
DECLARE_ACTIVITY( ACT_SQUID_DETECT_SCENT ) |
|
DECLARE_ACTIVITY( ACT_SQUID_INSPECT_FLOOR ) |
|
|
|
DECLARE_INTERACTION( g_interactionBullsquidThrow ) |
|
|
|
//========================================================= |
|
// > SCHED_SQUID_HURTHOP |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_SQUID_HURTHOP, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_SOUND_WAKE 0" |
|
" TASK_SQUID_HOPTURN 0" |
|
" TASK_FACE_ENEMY 0" |
|
" " |
|
" Interrupts" |
|
) |
|
|
|
//========================================================= |
|
// > SCHED_SQUID_SEECRAB |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_SQUID_SEECRAB, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_SOUND_WAKE 0" |
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EXCITED" |
|
" TASK_FACE_ENEMY 0" |
|
" " |
|
" Interrupts" |
|
" COND_LIGHT_DAMAGE" |
|
" COND_HEAVY_DAMAGE" |
|
) |
|
|
|
//========================================================= |
|
// > SCHED_SQUID_EAT |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_SQUID_EAT, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_SQUID_EAT 10" |
|
" TASK_STORE_LASTPOSITION 0" |
|
" TASK_GET_PATH_TO_BESTSCENT 0" |
|
" TASK_WALK_PATH 0" |
|
" TASK_WAIT_FOR_MOVEMENT 0" |
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT" |
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT" |
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT" |
|
" TASK_SQUID_EAT 50" |
|
" TASK_GET_PATH_TO_LASTPOSITION 0" |
|
" TASK_WALK_PATH 0" |
|
" TASK_WAIT_FOR_MOVEMENT 0" |
|
" TASK_CLEAR_LASTPOSITION 0" |
|
" " |
|
" Interrupts" |
|
" COND_LIGHT_DAMAGE" |
|
" COND_HEAVY_DAMAGE" |
|
" COND_NEW_ENEMY" |
|
" COND_SMELL" |
|
) |
|
|
|
//========================================================= |
|
// > SCHED_SQUID_SNIFF_AND_EAT |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_SQUID_SNIFF_AND_EAT, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_SQUID_EAT 10" |
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_DETECT_SCENT" |
|
" TASK_STORE_LASTPOSITION 0" |
|
" TASK_GET_PATH_TO_BESTSCENT 0" |
|
" TASK_WALK_PATH 0" |
|
" TASK_WAIT_FOR_MOVEMENT 0" |
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT" |
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT" |
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT" |
|
" TASK_SQUID_EAT 50" |
|
" TASK_GET_PATH_TO_LASTPOSITION 0" |
|
" TASK_WALK_PATH 0" |
|
" TASK_WAIT_FOR_MOVEMENT 0" |
|
" TASK_CLEAR_LASTPOSITION 0" |
|
" " |
|
" Interrupts" |
|
" COND_LIGHT_DAMAGE" |
|
" COND_HEAVY_DAMAGE" |
|
" COND_NEW_ENEMY" |
|
" COND_SMELL" |
|
) |
|
|
|
//========================================================= |
|
// > SCHED_SQUID_WALLOW |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_SQUID_WALLOW, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_SQUID_EAT 10" |
|
" TASK_STORE_LASTPOSITION 0" |
|
" TASK_GET_PATH_TO_BESTSCENT 0" |
|
" TASK_WALK_PATH 0" |
|
" TASK_WAIT_FOR_MOVEMENT 0" |
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_INSPECT_FLOOR" |
|
" TASK_SQUID_EAT 50" |
|
" TASK_GET_PATH_TO_LASTPOSITION 0" |
|
" TASK_WALK_PATH 0" |
|
" TASK_WAIT_FOR_MOVEMENT 0" |
|
" TASK_CLEAR_LASTPOSITION 0" |
|
" " |
|
" Interrupts" |
|
" COND_LIGHT_DAMAGE" |
|
" COND_HEAVY_DAMAGE" |
|
" COND_NEW_ENEMY" |
|
) |
|
|
|
AI_END_CUSTOM_NPC()
|
|
|