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1287 lines
31 KiB
1287 lines
31 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Cute hound like Alien. |
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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_route.h" |
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#include "ai_squad.h" |
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#include "ai_squadslot.h" |
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#include "ai_hint.h" |
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#include "npcevent.h" |
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#include "animation.h" |
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#include "hl1_npc_houndeye.h" |
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#include "gib.h" |
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#include "soundent.h" |
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#include "ndebugoverlay.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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// houndeye does 20 points of damage spread over a sphere 384 units in diameter, and each additional |
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// squad member increases the BASE damage by 110%, per the spec. |
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#define HOUNDEYE_MAX_SQUAD_SIZE 4 |
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#define HOUNDEYE_SQUAD_BONUS (float)1.1 |
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#define HOUNDEYE_EYE_FRAMES 4 // how many different switchable maps for the eye |
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#define HOUNDEYE_SOUND_STARTLE_VOLUME 128 // how loud a sound has to be to badly scare a sleeping houndeye |
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#define HOUNDEYE_TOP_MASS 300.0f |
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ConVar sk_houndeye_health ( "sk_houndeye_health", "20" ); |
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ConVar sk_houndeye_dmg_blast ( "sk_houndeye_dmg_blast", "15" ); |
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static int s_iSquadIndex = 0; |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define HOUND_AE_WARN 1 |
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#define HOUND_AE_STARTATTACK 2 |
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#define HOUND_AE_THUMP 3 |
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#define HOUND_AE_ANGERSOUND1 4 |
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#define HOUND_AE_ANGERSOUND2 5 |
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#define HOUND_AE_HOPBACK 6 |
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#define HOUND_AE_CLOSE_EYE 7 |
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BEGIN_DATADESC( CNPC_Houndeye ) |
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DEFINE_FIELD( m_iSpriteTexture, FIELD_INTEGER ), |
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DEFINE_FIELD( m_fAsleep, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_fDontBlink, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_vecPackCenter, FIELD_POSITION_VECTOR ), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( monster_houndeye, CNPC_Houndeye ); |
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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_HOUND_CLOSE_EYE = LAST_SHARED_TASK, |
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TASK_HOUND_OPEN_EYE, |
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TASK_HOUND_THREAT_DISPLAY, |
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TASK_HOUND_FALL_ASLEEP, |
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TASK_HOUND_WAKE_UP, |
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TASK_HOUND_HOP_BACK, |
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}; |
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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_HOUND_AGITATED = LAST_SHARED_SCHEDULE, |
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SCHED_HOUND_HOP_RETREAT, |
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SCHED_HOUND_YELL1, |
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SCHED_HOUND_YELL2, |
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SCHED_HOUND_RANGEATTACK, |
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SCHED_HOUND_SLEEP, |
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SCHED_HOUND_WAKE_LAZY, |
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SCHED_HOUND_WAKE_URGENT, |
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SCHED_HOUND_SPECIALATTACK, |
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SCHED_HOUND_COMBAT_FAIL_PVS, |
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SCHED_HOUND_COMBAT_FAIL_NOPVS, |
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// SCHED_HOUND_FAIL, |
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}; |
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enum HoundEyeSquadSlots |
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{ |
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SQUAD_SLOTS_HOUND_ATTACK = LAST_SHARED_SQUADSLOT, |
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}; |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CNPC_Houndeye::Spawn() |
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{ |
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Precache( ); |
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SetRenderColor( 255, 255, 255, 255 ); |
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SetModel( "models/houndeye.mdl" ); |
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SetHullType(HULL_TINY); |
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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_YELLOW; |
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ClearEffects(); |
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m_iHealth = sk_houndeye_health.GetFloat(); |
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m_flFieldOfView = 0.5;// 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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m_fAsleep = FALSE; // everyone spawns awake |
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m_fDontBlink = FALSE; |
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CapabilitiesClear(); |
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CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 ); |
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CapabilitiesAdd( bits_CAP_SQUAD); |
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NPCInit(); |
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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_Houndeye::Precache() |
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{ |
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PrecacheModel("models/houndeye.mdl"); |
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m_iSpriteTexture = PrecacheModel( "sprites/shockwave.vmt" ); |
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PrecacheScriptSound( "HoundEye.Idle" ); |
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PrecacheScriptSound( "HoundEye.Warn" ); |
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PrecacheScriptSound( "HoundEye.Hunt" ); |
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PrecacheScriptSound( "HoundEye.Alert" ); |
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PrecacheScriptSound( "HoundEye.Die" ); |
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PrecacheScriptSound( "HoundEye.Pain" ); |
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PrecacheScriptSound( "HoundEye.Anger1" ); |
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PrecacheScriptSound( "HoundEye.Anger2" ); |
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PrecacheScriptSound( "HoundEye.Sonic" ); |
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BaseClass::Precache(); |
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} |
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void CNPC_Houndeye::Event_Killed( const CTakeDamageInfo &info ) |
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{ |
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// Close the eye to make death more obvious |
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m_nSkin = 1; |
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BaseClass::Event_Killed( info ); |
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} |
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int CNPC_Houndeye::RangeAttack1Conditions ( float flDot, float flDist ) |
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{ |
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// I'm not allowed to attack if standing in another hound eye |
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// (note houndeyes allowed to interpenetrate) |
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trace_t tr; |
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UTIL_TraceHull( GetAbsOrigin(), GetAbsOrigin() + Vector(0,0,0.1), |
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GetHullMins(), GetHullMaxs(), |
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MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr ); |
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if (tr.startsolid) |
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{ |
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CBaseEntity *pEntity = tr.m_pEnt; |
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if (pEntity->Classify() == CLASS_ALIEN_MONSTER) |
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{ |
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return( COND_NONE ); |
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} |
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} |
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// If I'm really close to my enemy allow me to attack if |
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// I'm facing regardless of next attack time |
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if (flDist < 100 && flDot >= 0.3) |
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{ |
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return COND_CAN_RANGE_ATTACK1; |
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} |
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if ( gpGlobals->curtime < m_flNextAttack ) |
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{ |
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return( COND_NONE ); |
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} |
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if (flDist > ( HOUNDEYE_MAX_ATTACK_RADIUS * 0.5 )) |
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{ |
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return COND_TOO_FAR_TO_ATTACK; |
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} |
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if (flDot < 0.3) |
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{ |
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return COND_NOT_FACING_ATTACK; |
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} |
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return COND_CAN_RANGE_ATTACK1; |
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} |
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//========================================================= |
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// IdleSound |
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//========================================================= |
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void CNPC_Houndeye::IdleSound ( void ) |
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{ |
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CPASAttenuationFilter filter( this ); |
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EmitSound( filter, entindex(), "HoundEye.Idle" ); |
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} |
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//========================================================= |
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// IdleSound |
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//========================================================= |
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void CNPC_Houndeye::WarmUpSound ( void ) |
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{ |
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CPASAttenuationFilter filter( this ); |
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EmitSound( filter, entindex(),"HoundEye.Warn" ); |
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} |
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//========================================================= |
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// WarnSound |
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//========================================================= |
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void CNPC_Houndeye::WarnSound ( void ) |
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{ |
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CPASAttenuationFilter filter( this ); |
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EmitSound( filter, entindex(), "HoundEye.Hunt" ); |
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} |
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//========================================================= |
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// AlertSound |
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//========================================================= |
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void CNPC_Houndeye::AlertSound ( void ) |
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{ |
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if ( m_pSquad && !m_pSquad->IsLeader( this ) ) |
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return; // only leader makes ALERT sound. |
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CPASAttenuationFilter filter( this ); |
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EmitSound( filter, entindex(), "HoundEye.Alert" ); |
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} |
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//========================================================= |
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// DeathSound |
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//========================================================= |
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void CNPC_Houndeye::DeathSound( const CTakeDamageInfo &info ) |
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{ |
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CPASAttenuationFilter filter( this ); |
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EmitSound( filter, entindex(), "HoundEye.Die" ); |
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} |
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//========================================================= |
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// PainSound |
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//========================================================= |
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void CNPC_Houndeye::PainSound ( const CTakeDamageInfo &info ) |
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{ |
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CPASAttenuationFilter filter( this ); |
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EmitSound( filter, entindex(), "HoundEye.Pain" ); |
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} |
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//========================================================= |
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// MaxYawSpeed - 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_Houndeye::MaxYawSpeed ( void ) |
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{ |
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int flYS; |
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flYS = 90; |
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switch ( GetActivity() ) |
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{ |
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case ACT_CROUCHIDLE://sleeping! |
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flYS = 0; |
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break; |
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case ACT_IDLE: |
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flYS = 60; |
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break; |
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case ACT_WALK: |
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flYS = 90; |
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break; |
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case ACT_RUN: |
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flYS = 90; |
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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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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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// Classify - indicates this monster's place in the |
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// relationship table. |
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//========================================================= |
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Class_T CNPC_Houndeye::Classify ( void ) |
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{ |
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return CLASS_ALIEN_MONSTER; |
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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_Houndeye::HandleAnimEvent( animevent_t *pEvent ) |
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{ |
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switch ( pEvent->event ) |
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{ |
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case HOUND_AE_WARN: |
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// do stuff for this event. |
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WarnSound(); |
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break; |
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case HOUND_AE_STARTATTACK: |
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WarmUpSound(); |
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break; |
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case HOUND_AE_HOPBACK: |
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{ |
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float flGravity = GetCurrentGravity(); |
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Vector v_forward; |
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GetVectors( &v_forward, NULL, NULL ); |
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SetGroundEntity( NULL ); |
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Vector vecVel = v_forward * -200; |
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vecVel.z += ( 0.6 * flGravity ) * 0.5; |
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SetAbsVelocity( vecVel ); |
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break; |
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} |
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case HOUND_AE_THUMP: |
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// emit the shockwaves |
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SonicAttack(); |
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break; |
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case HOUND_AE_ANGERSOUND1: |
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{ |
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CPASAttenuationFilter filter( this ); |
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EmitSound( filter, entindex(), "HoundEye.Anger1" ); |
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} |
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break; |
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case HOUND_AE_ANGERSOUND2: |
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{ |
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CPASAttenuationFilter filter2( this ); |
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EmitSound( filter2, entindex(), "HoundEye.Anger2" ); |
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} |
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break; |
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case HOUND_AE_CLOSE_EYE: |
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if ( !m_fDontBlink ) |
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{ |
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m_nSkin = HOUNDEYE_EYE_FRAMES - 1; |
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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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break; |
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} |
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} |
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//========================================================= |
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// SonicAttack |
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//========================================================= |
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void CNPC_Houndeye::SonicAttack ( void ) |
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{ |
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float flAdjustedDamage; |
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float flDist; |
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CPASAttenuationFilter filter( this ); |
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EmitSound( filter, entindex(), "HoundEye.Sonic"); |
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CBroadcastRecipientFilter filter2; |
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te->BeamRingPoint( filter2, 0.0, |
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GetAbsOrigin(), //origin |
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16, //start radius |
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HOUNDEYE_MAX_ATTACK_RADIUS,//end radius |
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m_iSpriteTexture, //texture |
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0, //halo index |
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0, //start frame |
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0, //framerate |
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0.2, //life |
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24, //width |
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16, //spread |
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0, //amplitude |
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WriteBeamColor().x, //r |
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WriteBeamColor().y, //g |
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WriteBeamColor().z, //b |
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192, //a |
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0 //speed |
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); |
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CBroadcastRecipientFilter filter3; |
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te->BeamRingPoint( filter3, 0.0, |
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GetAbsOrigin(), //origin |
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16, //start radius |
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HOUNDEYE_MAX_ATTACK_RADIUS / 2, //end radius |
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m_iSpriteTexture, //texture |
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0, //halo index |
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0, //start frame |
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0, //framerate |
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0.2, //life |
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24, //width |
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16, //spread |
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0, //amplitude |
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WriteBeamColor().x, //r |
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WriteBeamColor().y, //g |
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WriteBeamColor().z, //b |
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192, //a |
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0 //speed |
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); |
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CBaseEntity *pEntity = NULL; |
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// iterate on all entities in the vicinity. |
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while ((pEntity = gEntList.FindEntityInSphere( pEntity, GetAbsOrigin(), HOUNDEYE_MAX_ATTACK_RADIUS )) != NULL) |
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{ |
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if ( pEntity->m_takedamage != DAMAGE_NO ) |
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{ |
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if ( !FClassnameIs(pEntity, "monster_houndeye") ) |
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{// houndeyes don't hurt other houndeyes with their attack |
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// houndeyes do FULL damage if the ent in question is visible. Half damage otherwise. |
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// This means that you must get out of the houndeye's attack range entirely to avoid damage. |
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// Calculate full damage first |
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if ( m_pSquad && m_pSquad->NumMembers() > 1 ) |
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{ |
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// squad gets attack bonus. |
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flAdjustedDamage = sk_houndeye_dmg_blast.GetFloat() + sk_houndeye_dmg_blast.GetFloat() * ( HOUNDEYE_SQUAD_BONUS * ( m_pSquad->NumMembers() - 1 ) ); |
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} |
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else |
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{ |
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// solo |
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flAdjustedDamage =sk_houndeye_dmg_blast.GetFloat(); |
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} |
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flDist = (pEntity->WorldSpaceCenter() - GetAbsOrigin()).Length(); |
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flAdjustedDamage -= ( flDist / HOUNDEYE_MAX_ATTACK_RADIUS ) * flAdjustedDamage; |
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if ( !FVisible( pEntity ) ) |
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{ |
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if ( pEntity->IsPlayer() ) |
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{ |
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// if this entity is a client, and is not in full view, inflict half damage. We do this so that players still |
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// take the residual damage if they don't totally leave the houndeye's effective radius. We restrict it to clients |
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// so that monsters in other parts of the level don't take the damage and get pissed. |
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flAdjustedDamage *= 0.5; |
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} |
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else if ( !FClassnameIs( pEntity, "func_breakable" ) && !FClassnameIs( pEntity, "func_pushable" ) ) |
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{ |
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// do not hurt nonclients through walls, but allow damage to be done to breakables |
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flAdjustedDamage = 0; |
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} |
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} |
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//ALERT ( at_aiconsole, "Damage: %f\n", flAdjustedDamage ); |
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if (flAdjustedDamage > 0 ) |
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{ |
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CTakeDamageInfo info( this, this, flAdjustedDamage, DMG_SONIC | DMG_ALWAYSGIB ); |
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CalculateExplosiveDamageForce( &info, (pEntity->GetAbsOrigin() - GetAbsOrigin()), pEntity->GetAbsOrigin() ); |
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pEntity->TakeDamage( info ); |
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if ( (pEntity->GetAbsOrigin() - GetAbsOrigin()).Length2D() <= HOUNDEYE_MAX_ATTACK_RADIUS ) |
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{ |
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if ( pEntity->GetMoveType() == MOVETYPE_VPHYSICS || (pEntity->VPhysicsGetObject() && !pEntity->IsPlayer()) ) |
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{ |
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IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject(); |
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if ( pPhysObject ) |
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{ |
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float flMass = pPhysObject->GetMass(); |
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if ( flMass <= HOUNDEYE_TOP_MASS ) |
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{ |
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// Increase the vertical lift of the force |
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Vector vecForce = info.GetDamageForce(); |
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vecForce.z *= 2.0f; |
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info.SetDamageForce( vecForce ); |
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pEntity->VPhysicsTakeDamage( info ); |
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} |
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} |
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} |
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} |
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} |
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} |
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} |
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} |
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} |
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//========================================================= |
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// WriteBeamColor - writes a color vector to the network |
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// based on the size of the group. |
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//========================================================= |
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Vector CNPC_Houndeye::WriteBeamColor ( void ) |
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{ |
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BYTE bRed, bGreen, bBlue; |
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|
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if ( m_pSquad ) |
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{ |
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switch ( m_pSquad->NumMembers() ) |
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{ |
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case 1: |
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// solo houndeye - weakest beam |
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bRed = 188; |
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bGreen = 220; |
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bBlue = 255; |
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break; |
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case 2: |
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bRed = 101; |
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bGreen = 133; |
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bBlue = 221; |
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break; |
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case 3: |
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bRed = 67; |
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bGreen = 85; |
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bBlue = 255; |
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break; |
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case 4: |
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bRed = 62; |
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bGreen = 33; |
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bBlue = 211; |
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break; |
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default: |
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Msg ( "Unsupported Houndeye SquadSize!\n" ); |
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bRed = 188; |
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bGreen = 220; |
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bBlue = 255; |
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break; |
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} |
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} |
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else |
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{ |
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// solo houndeye - weakest beam |
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bRed = 188; |
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bGreen = 220; |
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bBlue = 255; |
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} |
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return Vector ( bRed, bGreen, bBlue ); |
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} |
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bool CNPC_Houndeye::ShouldGoToIdleState( void ) |
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{ |
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if ( m_pSquad ) |
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{ |
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AISquadIter_t iter; |
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for (CAI_BaseNPC *pMember = m_pSquad->GetFirstMember( &iter ); pMember; pMember = m_pSquad->GetNextMember( &iter ) ) |
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{ |
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if ( pMember != this && pMember->GetHintNode() && pMember->GetHintNode()->HintType() != NO_NODE ) |
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return true; |
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} |
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|
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return true; |
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} |
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|
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return true; |
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} |
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bool CNPC_Houndeye::FValidateHintType ( CAI_Hint *pHint ) |
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{ |
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switch( pHint->HintType() ) |
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{ |
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case HINT_HL1_WORLD_MACHINERY: |
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return true; |
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break; |
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case HINT_HL1_WORLD_BLINKING_LIGHT: |
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return true; |
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break; |
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case HINT_HL1_WORLD_HUMAN_BLOOD: |
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return true; |
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break; |
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case HINT_HL1_WORLD_ALIEN_BLOOD: |
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return true; |
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break; |
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} |
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Msg ( "Couldn't validate hint type" ); |
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return false; |
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} |
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|
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//========================================================= |
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// SetActivity |
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//========================================================= |
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void CNPC_Houndeye::SetActivity ( Activity NewActivity ) |
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{ |
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int iSequence; |
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|
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if ( NewActivity == GetActivity() ) |
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return; |
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|
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if ( m_NPCState == NPC_STATE_COMBAT && NewActivity == ACT_IDLE && random->RandomInt( 0, 1 ) ) |
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{ |
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// play pissed idle. |
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iSequence = LookupSequence( "madidle" ); |
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|
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SetActivity( NewActivity ); // Go ahead and set this so it doesn't keep trying when the anim is not present |
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|
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// In case someone calls this with something other than the ideal activity |
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SetIdealActivity( GetActivity() ); |
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|
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// Set to the desired anim, or default anim if the desired is not present |
|
if ( iSequence > ACTIVITY_NOT_AVAILABLE ) |
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{ |
|
SetSequence( iSequence ); // Set to the reset anim (if it's there) |
|
SetCycle( 0 ); // FIX: frame counter shouldn't be reset when its the same activity as before |
|
ResetSequenceInfo(); |
|
} |
|
} |
|
else |
|
{ |
|
BaseClass::SetActivity ( NewActivity ); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// start task |
|
//========================================================= |
|
void CNPC_Houndeye::StartTask ( const Task_t *pTask ) |
|
{ |
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_HOUND_FALL_ASLEEP: |
|
{ |
|
m_fAsleep = TRUE; // signal that hound is lying down (must stand again before doing anything else!) |
|
TaskComplete(); |
|
break; |
|
} |
|
case TASK_HOUND_WAKE_UP: |
|
{ |
|
m_fAsleep = FALSE; // signal that hound is standing again |
|
TaskComplete(); |
|
break; |
|
} |
|
case TASK_HOUND_OPEN_EYE: |
|
{ |
|
m_fDontBlink = FALSE; // turn blinking back on and that code will automatically open the eye |
|
TaskComplete(); |
|
break; |
|
} |
|
case TASK_HOUND_CLOSE_EYE: |
|
{ |
|
m_nSkin = 0; |
|
m_fDontBlink = TRUE; // tell blink code to leave the eye alone. |
|
break; |
|
} |
|
case TASK_HOUND_THREAT_DISPLAY: |
|
{ |
|
SetIdealActivity( ACT_IDLE_ANGRY ); |
|
break; |
|
} |
|
case TASK_HOUND_HOP_BACK: |
|
{ |
|
SetIdealActivity( ACT_LEAP ); |
|
break; |
|
} |
|
case TASK_RANGE_ATTACK1: |
|
{ |
|
SetIdealActivity( ACT_RANGE_ATTACK1 ); |
|
break; |
|
} |
|
case TASK_SPECIAL_ATTACK1: |
|
{ |
|
SetIdealActivity( ACT_SPECIAL_ATTACK1 ); |
|
break; |
|
} |
|
default: |
|
{ |
|
BaseClass::StartTask(pTask); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// RunTask |
|
//========================================================= |
|
void CNPC_Houndeye::RunTask ( const Task_t *pTask ) |
|
{ |
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_HOUND_THREAT_DISPLAY: |
|
{ |
|
if ( GetEnemy() ) |
|
{ |
|
float idealYaw; |
|
idealYaw = UTIL_VecToYaw( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ); |
|
GetMotor()->SetIdealYawAndUpdate( idealYaw ); |
|
} |
|
|
|
if ( IsSequenceFinished() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
|
|
break; |
|
} |
|
case TASK_HOUND_CLOSE_EYE: |
|
{ |
|
if ( m_nSkin < HOUNDEYE_EYE_FRAMES - 1 ) |
|
m_nSkin++; |
|
break; |
|
} |
|
case TASK_HOUND_HOP_BACK: |
|
{ |
|
if ( IsSequenceFinished() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
case TASK_SPECIAL_ATTACK1: |
|
{ |
|
m_nSkin = random->RandomInt(0, HOUNDEYE_EYE_FRAMES - 1); |
|
|
|
float idealYaw; |
|
idealYaw = UTIL_VecToYaw( GetNavigator()->GetGoalPos() ); |
|
GetMotor()->SetIdealYawAndUpdate( idealYaw ); |
|
|
|
float life; |
|
life = ((255 - GetCycle()) / ( m_flPlaybackRate * m_flPlaybackRate)); |
|
if (life < 0.1) |
|
{ |
|
life = 0.1; |
|
} |
|
|
|
/* MessageBegin( MSG_PAS, SVC_TEMPENTITY, GetAbsOrigin() ); |
|
WRITE_BYTE( TE_IMPLOSION); |
|
WRITE_COORD( GetAbsOrigin().x); |
|
WRITE_COORD( GetAbsOrigin().y); |
|
WRITE_COORD( GetAbsOrigin().z + 16); |
|
WRITE_BYTE( 50 * life + 100); // radius |
|
WRITE_BYTE( pev->frame / 25.0 ); // count |
|
WRITE_BYTE( life * 10 ); // life |
|
MessageEnd();*/ |
|
|
|
if ( IsSequenceFinished() ) |
|
{ |
|
SonicAttack(); |
|
TaskComplete(); |
|
} |
|
|
|
break; |
|
} |
|
default: |
|
{ |
|
BaseClass::RunTask(pTask); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// PrescheduleThink |
|
//========================================================= |
|
void CNPC_Houndeye::PrescheduleThink ( void ) |
|
{ |
|
BaseClass::PrescheduleThink(); |
|
|
|
// if the hound is mad and is running, make hunt noises. |
|
if ( m_NPCState == NPC_STATE_COMBAT && GetActivity() == ACT_RUN && random->RandomFloat( 0, 1 ) < 0.2 ) |
|
{ |
|
WarnSound(); |
|
} |
|
|
|
// at random, initiate a blink if not already blinking or sleeping |
|
if ( !m_fDontBlink ) |
|
{ |
|
if ( ( m_nSkin == 0 ) && random->RandomInt(0,0x7F) == 0 ) |
|
{// start blinking! |
|
m_nSkin = HOUNDEYE_EYE_FRAMES - 1; |
|
} |
|
else if ( m_nSkin != 0 ) |
|
{// already blinking |
|
m_nSkin--; |
|
} |
|
} |
|
|
|
// if you are the leader, average the origins of each pack member to get an approximate center. |
|
if ( m_pSquad && m_pSquad->IsLeader( this ) ) |
|
{ |
|
int iSquadCount = 0; |
|
|
|
AISquadIter_t iter; |
|
for (CAI_BaseNPC *pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) ) |
|
{ |
|
iSquadCount++; |
|
m_vecPackCenter = m_vecPackCenter + pSquadMember->GetAbsOrigin(); |
|
} |
|
|
|
m_vecPackCenter = m_vecPackCenter / iSquadCount; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// GetScheduleOfType |
|
//========================================================= |
|
int CNPC_Houndeye::TranslateSchedule( int scheduleType ) |
|
{ |
|
if ( m_fAsleep ) |
|
{ |
|
// if the hound is sleeping, must wake and stand! |
|
if ( HasCondition( COND_HEAR_DANGER ) || HasCondition( COND_HEAR_THUMPER ) || HasCondition( COND_HEAR_COMBAT ) || |
|
HasCondition( COND_HEAR_WORLD ) || HasCondition( COND_HEAR_PLAYER ) || HasCondition( COND_HEAR_BULLET_IMPACT ) ) |
|
{ |
|
CSound *pWakeSound; |
|
|
|
pWakeSound = GetBestSound(); |
|
ASSERT( pWakeSound != NULL ); |
|
if ( pWakeSound ) |
|
{ |
|
GetMotor()->SetIdealYawToTarget ( pWakeSound->GetSoundOrigin() ); |
|
|
|
if ( FLSoundVolume ( pWakeSound ) >= HOUNDEYE_SOUND_STARTLE_VOLUME ) |
|
{ |
|
// awakened by a loud sound |
|
return SCHED_HOUND_WAKE_URGENT; |
|
} |
|
} |
|
// sound was not loud enough to scare the bejesus out of houndeye |
|
return SCHED_HOUND_WAKE_LAZY; |
|
} |
|
else if ( HasCondition( COND_NEW_ENEMY ) ) |
|
{ |
|
// get up fast, to fight. |
|
return SCHED_HOUND_WAKE_URGENT; |
|
} |
|
|
|
else |
|
{ |
|
// hound is waking up on its own |
|
return SCHED_HOUND_WAKE_LAZY; |
|
} |
|
} |
|
switch ( scheduleType ) |
|
{ |
|
case SCHED_IDLE_STAND: |
|
{ |
|
// we may want to sleep instead of stand! |
|
if ( m_pSquad && !m_pSquad->IsLeader( this ) && !m_fAsleep && random->RandomInt( 0,29 ) < 1 ) |
|
{ |
|
return SCHED_HOUND_SLEEP; |
|
} |
|
else |
|
{ |
|
return BaseClass::TranslateSchedule( scheduleType ); |
|
} |
|
} |
|
|
|
case SCHED_RANGE_ATTACK1: |
|
return SCHED_HOUND_RANGEATTACK; |
|
case SCHED_SPECIAL_ATTACK1: |
|
return SCHED_HOUND_SPECIALATTACK; |
|
|
|
case SCHED_FAIL: |
|
{ |
|
if ( m_NPCState == NPC_STATE_COMBAT ) |
|
{ |
|
if ( !FNullEnt( UTIL_FindClientInPVS( edict() ) ) ) |
|
{ |
|
// client in PVS |
|
return SCHED_HOUND_COMBAT_FAIL_PVS; |
|
} |
|
else |
|
{ |
|
// client has taken off! |
|
return SCHED_HOUND_COMBAT_FAIL_NOPVS; |
|
} |
|
} |
|
else |
|
{ |
|
return BaseClass::TranslateSchedule ( scheduleType ); |
|
} |
|
} |
|
default: |
|
{ |
|
return BaseClass::TranslateSchedule ( scheduleType ); |
|
} |
|
} |
|
} |
|
|
|
int CNPC_Houndeye::SelectSchedule( void ) |
|
{ |
|
switch ( m_NPCState ) |
|
{ |
|
case NPC_STATE_COMBAT: |
|
{ |
|
// dead enemy |
|
if ( HasCondition( COND_ENEMY_DEAD ) ) |
|
{ |
|
// call base class, all code to handle dead enemies is centralized there. |
|
return BaseClass::SelectSchedule(); |
|
} |
|
|
|
if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) ) |
|
{ |
|
if ( random->RandomFloat( 0 , 1 ) <= 0.4 ) |
|
{ |
|
trace_t trace; |
|
Vector v_forward; |
|
GetVectors( &v_forward, NULL, NULL ); |
|
UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin() + v_forward * -128, MASK_SOLID, &trace ); |
|
|
|
if ( trace.fraction == 1.0 ) |
|
{ |
|
// it's clear behind, so the hound will jump |
|
return SCHED_HOUND_HOP_RETREAT; |
|
} |
|
} |
|
|
|
return SCHED_TAKE_COVER_FROM_ENEMY; |
|
} |
|
|
|
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
// don't constraint attacks based on squad slots, just let em all go for it |
|
// if ( OccupyStrategySlot ( SQUAD_SLOTS_HOUND_ATTACK ) ) |
|
return SCHED_RANGE_ATTACK1; |
|
} |
|
break; |
|
} |
|
} |
|
|
|
return BaseClass::SelectSchedule(); |
|
} |
|
|
|
|
|
//========================================================= |
|
// FLSoundVolume - subtracts the volume of the given sound |
|
// from the distance the sound source is from the caller, |
|
// and returns that value, which is considered to be the 'local' |
|
// volume of the sound. |
|
//========================================================= |
|
float CNPC_Houndeye::FLSoundVolume( CSound *pSound ) |
|
{ |
|
return ( pSound->Volume() - ( ( pSound->GetSoundOrigin() - GetAbsOrigin() ).Length() ) ); |
|
} |
|
|
|
|
|
//========================================================= |
|
// |
|
// SquadRecruit(), get some monsters of my classification and |
|
// link them as a group. returns the group size |
|
// |
|
//========================================================= |
|
int CNPC_Houndeye::SquadRecruit( int searchRadius, int maxMembers ) |
|
{ |
|
int squadCount; |
|
int iMyClass = Classify();// cache this monster's class |
|
|
|
if ( maxMembers < 2 ) |
|
return 0; |
|
|
|
// I am my own leader |
|
squadCount = 1; |
|
|
|
CBaseEntity *pEntity = NULL; |
|
|
|
if ( m_SquadName != NULL_STRING ) |
|
{ |
|
// I have a netname, so unconditionally recruit everyone else with that name. |
|
pEntity = gEntList.FindEntityByClassname( pEntity, "monster_houndeye" ); |
|
|
|
while ( pEntity && squadCount < maxMembers ) |
|
{ |
|
CNPC_Houndeye *pRecruit = (CNPC_Houndeye*)pEntity->MyNPCPointer(); |
|
|
|
if ( pRecruit ) |
|
{ |
|
if ( !pRecruit->m_pSquad && pRecruit->Classify() == iMyClass && pRecruit != this ) |
|
{ |
|
// minimum protection here against user error.in worldcraft. |
|
if ( pRecruit->m_SquadName != NULL_STRING && FStrEq( STRING( m_SquadName ), STRING( pRecruit->m_SquadName ) ) ) |
|
{ |
|
pRecruit->InitSquad(); |
|
squadCount++; |
|
} |
|
} |
|
} |
|
|
|
pEntity = gEntList.FindEntityByClassname( pEntity, "monster_houndeye" ); |
|
} |
|
|
|
return squadCount; |
|
} |
|
else |
|
{ |
|
char szSquadName[64]; |
|
Q_snprintf( szSquadName, sizeof( szSquadName ), "squad%d\n", s_iSquadIndex ); |
|
|
|
m_SquadName = MAKE_STRING( szSquadName ); |
|
|
|
while ( ( pEntity = gEntList.FindEntityInSphere( pEntity, GetAbsOrigin(), searchRadius ) ) != NULL && squadCount < maxMembers ) |
|
{ |
|
if ( !FClassnameIs ( pEntity, "monster_houndeye" ) ) |
|
continue; |
|
|
|
CNPC_Houndeye *pRecruit = (CNPC_Houndeye*)pEntity->MyNPCPointer(); |
|
|
|
if ( pRecruit && pRecruit != this && pRecruit->IsAlive() && !pRecruit->m_hCine ) |
|
{ |
|
// Can we recruit this guy? |
|
if ( !pRecruit->m_pSquad && pRecruit->Classify() == iMyClass && |
|
( (iMyClass != CLASS_ALIEN_MONSTER) || FClassnameIs( this, pRecruit->GetClassname() ) ) && |
|
!pRecruit->m_SquadName ) |
|
{ |
|
trace_t tr; |
|
UTIL_TraceLine( GetAbsOrigin() + GetViewOffset(), pRecruit->GetAbsOrigin() + GetViewOffset(), MASK_NPCSOLID_BRUSHONLY, pRecruit, COLLISION_GROUP_NONE, &tr );// try to hit recruit with a traceline. |
|
|
|
if ( tr.fraction == 1.0 ) |
|
{ |
|
//We're ready to recruit people, so start a squad if I don't have one. |
|
if ( !m_pSquad ) |
|
{ |
|
InitSquad(); |
|
} |
|
|
|
pRecruit->m_SquadName = m_SquadName; |
|
|
|
pRecruit->CapabilitiesAdd ( bits_CAP_SQUAD ); |
|
pRecruit->InitSquad(); |
|
|
|
squadCount++; |
|
} |
|
} |
|
} |
|
} |
|
|
|
if ( squadCount > 1 ) |
|
{ |
|
s_iSquadIndex++; |
|
} |
|
} |
|
|
|
return squadCount; |
|
} |
|
|
|
|
|
|
|
void CNPC_Houndeye::StartNPC ( void ) |
|
{ |
|
if ( !m_pSquad ) |
|
{ |
|
if ( m_SquadName != NULL_STRING ) |
|
{ |
|
BaseClass::StartNPC(); |
|
return; |
|
} |
|
else |
|
{ |
|
int iSquadSize = SquadRecruit( 1024, 4 ); |
|
|
|
if ( iSquadSize ) |
|
{ |
|
Msg ( "Squad of %d %s formed\n", iSquadSize, GetClassname() ); |
|
} |
|
} |
|
} |
|
|
|
BaseClass::StartNPC(); |
|
} |
|
|
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// |
|
// Schedules |
|
// |
|
//------------------------------------------------------------------------------ |
|
|
|
AI_BEGIN_CUSTOM_NPC( monster_houndeye, CNPC_Houndeye ) |
|
|
|
DECLARE_TASK ( TASK_HOUND_CLOSE_EYE ) |
|
DECLARE_TASK ( TASK_HOUND_OPEN_EYE ) |
|
DECLARE_TASK ( TASK_HOUND_THREAT_DISPLAY ) |
|
DECLARE_TASK ( TASK_HOUND_FALL_ASLEEP ) |
|
DECLARE_TASK ( TASK_HOUND_WAKE_UP ) |
|
DECLARE_TASK ( TASK_HOUND_HOP_BACK ) |
|
|
|
//========================================================= |
|
// > SCHED_HOUND_RANGEATTACK |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_HOUND_RANGEATTACK, |
|
|
|
" Tasks" |
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HOUND_YELL1" |
|
" " |
|
" Interrupts" |
|
" COND_LIGHT_DAMAGE" |
|
" COND_HEAVY_DAMAGE" |
|
) |
|
|
|
//========================================================= |
|
// > SCHED_HOUND_AGITATED |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_HOUND_AGITATED, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_HOUND_THREAT_DISPLAY 0" |
|
" " |
|
" Interrupts" |
|
" COND_NEW_ENEMY" |
|
" COND_HEAVY_DAMAGE" |
|
) |
|
|
|
//========================================================= |
|
// > SCHED_HOUND_HOP_RETREAT |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_HOUND_HOP_RETREAT, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_HOUND_HOP_BACK 0" |
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_TAKE_COVER_FROM_ENEMY" |
|
" " |
|
" Interrupts" |
|
) |
|
|
|
//========================================================= |
|
// > SCHED_HOUND_YELL1 |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_HOUND_YELL1, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_FACE_IDEAL 0" |
|
" TASK_RANGE_ATTACK1 0" |
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HOUND_AGITATED" |
|
" " |
|
" Interrupts" |
|
) |
|
|
|
//========================================================= |
|
// > SCHED_HOUND_YELL2 |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_HOUND_YELL2, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_FACE_IDEAL 0" |
|
" TASK_RANGE_ATTACK1 0" |
|
" " |
|
" Interrupts" |
|
) |
|
|
|
|
|
//========================================================= |
|
// > SCHED_HOUND_SLEEP |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_HOUND_SLEEP, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" |
|
" TASK_WAIT_RANDOM 5" |
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCH" |
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_CROUCHIDLE" |
|
" TASK_HOUND_FALL_ASLEEP 0" |
|
" TASK_WAIT_RANDOM 25" |
|
" TASK_HOUND_CLOSE_EYE 0" |
|
" " |
|
" Interrupts" |
|
" COND_LIGHT_DAMAGE" |
|
" COND_HEAVY_DAMAGE" |
|
" COND_NEW_ENEMY" |
|
" COND_HEAR_COMBAT" |
|
" COND_HEAR_DANGER" |
|
" COND_HEAR_PLAYER" |
|
" COND_HEAR_WORLD" |
|
) |
|
|
|
//========================================================= |
|
// > SCHED_HOUND_WAKE_LAZY |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_HOUND_WAKE_LAZY, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_HOUND_OPEN_EYE 0" |
|
" TASK_WAIT_RANDOM 2.5" |
|
" TASK_PLAY_SEQUENCE ACT_STAND" |
|
" TASK_HOUND_WAKE_UP 0" |
|
" " |
|
" Interrupts" |
|
) |
|
|
|
//========================================================= |
|
// > SCHED_HOUND_WAKE_URGENT |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_HOUND_WAKE_URGENT, |
|
|
|
" Tasks" |
|
" TASK_HOUND_OPEN_EYE 0" |
|
" TASK_PLAY_SEQUENCE ACT_HOP" |
|
" TASK_FACE_IDEAL 0" |
|
" TASK_HOUND_WAKE_UP 0" |
|
" " |
|
" Interrupts" |
|
) |
|
|
|
//========================================================= |
|
// > SCHED_HOUND_SPECIALATTACK |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_HOUND_SPECIALATTACK, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_FACE_IDEAL 0" |
|
" TASK_SPECIAL_ATTACK1 0" |
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_IDLE_ANGRY" |
|
" " |
|
" Interrupts" |
|
" " |
|
" COND_NEW_ENEMY" |
|
" COND_LIGHT_DAMAGE" |
|
" COND_HEAVY_DAMAGE" |
|
" COND_ENEMY_OCCLUDED" |
|
) |
|
|
|
//========================================================= |
|
// > SCHED_HOUND_COMBAT_FAIL_PVS |
|
//========================================================= |
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DEFINE_SCHEDULE |
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( |
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SCHED_HOUND_COMBAT_FAIL_PVS, |
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" Tasks" |
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" TASK_STOP_MOVING 0" |
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" TASK_HOUND_THREAT_DISPLAY 0" |
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" TASK_WAIT_FACE_ENEMY 1" |
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" " |
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" Interrupts" |
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" " |
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" COND_NEW_ENEMY" |
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" COND_LIGHT_DAMAGE" |
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" COND_HEAVY_DAMAGE" |
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) |
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//========================================================= |
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// > SCHED_HOUND_COMBAT_FAIL_NOPVS |
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//========================================================= |
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DEFINE_SCHEDULE |
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( |
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SCHED_HOUND_COMBAT_FAIL_NOPVS, |
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" Tasks" |
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" TASK_STOP_MOVING 0" |
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" TASK_HOUND_THREAT_DISPLAY 0" |
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" TASK_WAIT_FACE_ENEMY 1" |
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" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" |
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" TASK_WAIT_PVS 0" |
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" " |
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" Interrupts" |
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" COND_NEW_ENEMY" |
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" COND_LIGHT_DAMAGE" |
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" COND_HEAVY_DAMAGE" |
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) |
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AI_END_CUSTOM_NPC()
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