/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * This source code contains proprietary and confidential information of * Valve LLC and its suppliers. Access to this code is restricted to * persons who have executed a written SDK license with Valve. Any access, * use or distribution of this code by or to any unlicensed person is illegal. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "nodes.h" #include "soundent.h" #include "animation.h" #include "effects.h" #include "explode.h" #define ROBOCOP_EYE_SPRITE_NAME "sprites/gargeye1.spr" #define ROBOCOP_EYE_BEAM_NAME "sprites/smoke.spr" #define ROBOCOP_EYE_SPOT_NAME "sprites/gargeye1.spr" #define ROBOCOP_MAX_MORTAR_RADIUS 256 #define ROBOCOP_MORTAR_CHARGE_TIME 2.0f #define ROBOCOP_MORTAR_ATTACK_DELAY 1.2f #define ROBOCOP_SHOCKWAVE_IMPACT_DELAY 0.9f #define ROBOCOP_MELEE_ATTACK_DIST 128 #define ROBOCOP_RANGE_ATTACK_DIST 512 #define ROBOCOP_MAX_CHASE_DIST 1024 #define ROBOCOP_DEATH_DURATION 2.1f #define ROBOCOP_GIB_MODEL "models/metalplategibs.mdl" // Robocop is immune to any damage but this #define ROBOCOP_DAMAGE (DMG_ENERGYBEAM|DMG_CRUSH|DMG_MORTAR|DMG_BLAST) void SpawnExplosion( Vector center, float randomRange, float time, int magnitude ); // AI Nodes for RoboCop class CInfoRCNode : public CPointEntity { public: void Spawn(void); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); static TYPEDESCRIPTION m_SaveData[]; CInfoRCNode* m_pNext; }; LINK_ENTITY_TO_CLASS(info_rc_node, CInfoRCNode); TYPEDESCRIPTION CInfoRCNode::m_SaveData[] = { DEFINE_FIELD(CInfoRCNode, m_pNext, FIELD_CLASSPTR), }; IMPLEMENT_SAVERESTORE(CInfoRCNode, CPointEntity); void CInfoRCNode::Spawn(void) { } // AI Sector for RoboCop class CInfoRCSector : public CPointEntity { public: void Spawn(void); void KeyValue(KeyValueData* pkvd); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); static TYPEDESCRIPTION m_SaveData[]; CInfoRCNode* m_pNode; CInfoRCSector* m_pNext; int m_sector; int m_nodecount; }; LINK_ENTITY_TO_CLASS(info_rc_sector, CInfoRCSector); TYPEDESCRIPTION CInfoRCSector::m_SaveData[] = { DEFINE_FIELD(CInfoRCSector, m_pNode, FIELD_CLASSPTR), DEFINE_FIELD(CInfoRCSector, m_pNext, FIELD_CLASSPTR), DEFINE_FIELD(CInfoRCSector, m_sector, FIELD_INTEGER), DEFINE_FIELD(CInfoRCSector, m_nodecount, FIELD_INTEGER), }; IMPLEMENT_SAVERESTORE(CInfoRCSector, CPointEntity); void CInfoRCSector::Spawn(void) { } void CInfoRCSector::KeyValue(KeyValueData* pkvd) { if (FStrEq(pkvd->szKeyName, "sector")) { m_sector = atof(pkvd->szValue); pkvd->fHandled = TRUE; } else CPointEntity::KeyValue(pkvd); } #define BEGIN_RC_SECTOR( sector, owner ) \ {\ CInfoRCSector* pSector = (CInfoRCSector*)CBaseEntity::Create("info_rc_sector", g_vecZero, g_vecZero, NULL);\ \ if (pSector)\ {\ pSector->m_pNext = NULL;\ pSector->m_pNode = NULL;\ pSector->m_sector = sector;\ pSector->m_nodecount = 0;\ \ if (owner)\ {\ if (owner->m_pSector == NULL)\ {\ owner->m_pSector = pSector;\ }\ else\ {\ pSector->m_pNext = owner->m_pSector;\ owner->m_pSector = pSector;\ }\ owner->m_sectorcount++;\ } #define END_RC_SECTOR() \ }\ } #define ADD_RC_NODE( coordx, coordy, coordz ) \ {\ CInfoRCNode* pNode = (CInfoRCNode*)CBaseEntity::Create("info_rc_node", Vector(coordx, coordy, coordz), g_vecZero, NULL); \ if (pNode)\ {\ if (pSector->m_pNode == NULL)\ {\ pNode->m_pNext = NULL;\ pSector->m_pNode = pNode;\ }\ else\ {\ pNode->m_pNext = pSector->m_pNode;\ pSector->m_pNode = pNode;\ }\ pSector->m_nodecount++;\ }\ } //========================================================= // Monster's Anim Events Go Here //========================================================= #define ROBOCOP_AE_RIGHT_FOOT 0x03 #define ROBOCOP_AE_LEFT_FOOT 0x04 #define ROBOCOP_AE_FIST 0x05 class CRoboCop : public CBaseMonster { public: void Spawn(void); void Precache(void); void SetYawSpeed(void); int Classify(void); int ISoundMask(void); void HandleAnimEvent(MonsterEvent_t *pEvent); BOOL ShouldFadeOnDeath(void) { return TRUE; } void MonsterThink(void); BOOL FCanCheckAttacks(void); BOOL CheckMeleeAttack1(float flDot, float flDist); BOOL CheckMeleeAttack2(float flDot, float flDist) { return FALSE; } BOOL CheckRangeAttack1(float flDot, float flDist); BOOL CheckRangeAttack2(float flDot, float flDist) { return FALSE; } void PrescheduleThink(void); void ScheduleChange(void); BOOL ShouldGibMonster(int iGib) { return FALSE; } void Killed(entvars_t *pevAttacker, int iGib); void UpdateOnRemove(); void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); Schedule_t *GetSchedule(void); Schedule_t *GetScheduleOfType(int Type); void StartTask(Task_t *pTask); void RunTask(Task_t *pTask); int Save(CSave &save); int Restore(CRestore &restore); CUSTOM_SCHEDULES; static TYPEDESCRIPTION m_SaveData[]; void CreateEffects(void); void DestroyEffects(void); void CreateEyeGlow(void); void DestroyEyeGlow(void); void CreateBeam(void); void DestroyBeam(void); void CreateSpot(void); void DestroySpot(void); void EyeOff(void); void EyeOn(int level); void EyeUpdate(void); void BeamOff(void); void BeamOn(int level); void BeamUpdate(void); void SonicAttack(void); void MortarAttack(Vector vecSrc); void StartMortarAttack(void); void StopMortarAttack(void); BOOL PredictMeleeAttack(CBaseEntity* pEnemy); void PredictEnemyPosition(CBaseEntity* pEnemy, Vector& vecResult); BOOL IsEnemyReachable(CBaseEntity* pEnemy); void SetupNodes(float flRadius); int m_iSpriteTexture; int m_iRobocopGibModel; CSprite* m_pEyeGlow; // Glow around the eyes int m_eyeBrightness; // Brightness target CBeam* m_pBeam; CSprite* m_pBeamSpot; int m_beamBrightness; float m_flMortarAttackStart; BOOL m_bInMortarAttack; BOOL m_bAimLocked; Vector m_vecMortarPos; float m_flNextMortarAttack; BOOL m_fMortarAttackEvent; CBeam* m_pTemp; CInfoRCSector* m_pSector; int m_sectorcount; int m_lastsector; float m_flNextSparkTime; }; void CreateRoboCopNodes(CRoboCop* pOwner); LINK_ENTITY_TO_CLASS(monster_robocop, CRoboCop); TYPEDESCRIPTION CRoboCop::m_SaveData[] = { DEFINE_FIELD(CRoboCop, m_iSpriteTexture, FIELD_INTEGER), DEFINE_FIELD(CRoboCop, m_pEyeGlow, FIELD_CLASSPTR), DEFINE_FIELD(CRoboCop, m_eyeBrightness, FIELD_INTEGER), DEFINE_FIELD(CRoboCop, m_pBeam, FIELD_CLASSPTR), DEFINE_FIELD(CRoboCop, m_pBeamSpot, FIELD_CLASSPTR), DEFINE_FIELD(CRoboCop, m_beamBrightness, FIELD_INTEGER), DEFINE_FIELD(CRoboCop, m_flMortarAttackStart, FIELD_TIME), DEFINE_FIELD(CRoboCop, m_bInMortarAttack, FIELD_BOOLEAN), DEFINE_FIELD(CRoboCop, m_flNextMortarAttack, FIELD_TIME), DEFINE_FIELD(CRoboCop, m_fMortarAttackEvent, FIELD_BOOLEAN), DEFINE_FIELD(CRoboCop, m_bAimLocked, FIELD_BOOLEAN), DEFINE_FIELD(CRoboCop, m_vecMortarPos, FIELD_POSITION_VECTOR), DEFINE_FIELD(CRoboCop, m_pSector, FIELD_CLASSPTR), DEFINE_FIELD(CRoboCop, m_sectorcount, FIELD_INTEGER), DEFINE_FIELD(CRoboCop, m_lastsector, FIELD_INTEGER), DEFINE_FIELD(CRoboCop, m_flNextSparkTime, FIELD_TIME), }; IMPLEMENT_SAVERESTORE(CRoboCop, CBaseMonster); //========================================================= // AI Schedules Specific to this monster //========================================================= enum { SCHED_ROBOCOP_WALK = LAST_COMMON_SCHEDULE + 1, SCHED_ROBOCOP_RANGE_ATTACK1, }; enum { TASK_ROBOCOP_GET_PATH_TO_RANDOM_POSITION = LAST_COMMON_TASK + 1, }; Task_t tlRoboCopWalk[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_ROBOCOP_GET_PATH_TO_RANDOM_POSITION, (float)0 }, { TASK_WALK_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, }; Schedule_t slRoboCopWalk[] = { { tlRoboCopWalk, ARRAYSIZE(tlRoboCopWalk), bits_COND_NEW_ENEMY | bits_COND_SEE_ENEMY | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK1 | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "RoboCopWalk" }, }; // primary range attack Task_t tlRoboCopRangeAttack1[] = { { TASK_STOP_MOVING, 0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, }; Schedule_t slRoboCopRangeAttack1[] = { { tlRoboCopRangeAttack1, ARRAYSIZE(tlRoboCopRangeAttack1), bits_COND_CAN_MELEE_ATTACK1 | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "RoboCopRangeAttack1" }, }; DEFINE_CUSTOM_SCHEDULES(CRoboCop) { slRoboCopWalk, slRoboCopRangeAttack1, }; IMPLEMENT_CUSTOM_SCHEDULES(CRoboCop, CBaseMonster); //========================================================= // ISoundMask //========================================================= int CRoboCop::ISoundMask(void) { return 0; } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CRoboCop::Classify(void) { return CLASS_ALIEN_MONSTER; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CRoboCop::SetYawSpeed(void) { int ys; switch( m_Activity ) { case ACT_TURN_LEFT: case ACT_TURN_RIGHT: ys = 180; break; default: ys = 90; break; } pev->yaw_speed = ys; } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CRoboCop::HandleAnimEvent(MonsterEvent_t *pEvent) { switch (pEvent->event) { case ROBOCOP_AE_RIGHT_FOOT: case ROBOCOP_AE_LEFT_FOOT: UTIL_ScreenShake( pev->origin, 4.0, 3.0, 1.0, 250.0 ); EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, RANDOM_LONG( 0, 1 ) ? "robocop/rc_step2.wav" : "robocop/rc_step1.wav", 1, ATTN_NORM, 0, PITCH_NORM + RANDOM_LONG( -10, 10 ) ); break; case ROBOCOP_AE_FIST: SonicAttack(); // ALERT(at_console, "%s Shockwave attack!\n", STRING(pev->classname)); break; default: CBaseMonster::HandleAnimEvent(pEvent); break; } } //========================================================= // Spawn //========================================================= void CRoboCop::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/robocop.mdl"); UTIL_SetSize(pev, Vector(-64, -64, 0), Vector(64, 64, 180)); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = DONT_BLEED; pev->health = gSkillData.robocopHealth; pev->view_ofs = Vector(0, 0, 172);// position of the eyes relative to monster's origin. m_flFieldOfView = -1.0f;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_afCapability = bits_CAP_HEAR | bits_CAP_DOORS_GROUP | bits_CAP_TURN_HEAD; CreateEffects(); EyeOn(255); m_bInMortarAttack = FALSE; m_bAimLocked = FALSE; m_fMortarAttackEvent = FALSE; m_flNextMortarAttack = gpGlobals->time; m_pTemp = NULL; if (FStrEq(STRING(gpGlobals->mapname), "po_xen01") || FStrEq(STRING(gpGlobals->mapname), "pv_asl02")) { CreateRoboCopNodes( this ); } MonsterInit(); m_lastsector = -1; m_flNextSparkTime = 0; } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CRoboCop::Precache() { PRECACHE_MODEL("models/robocop.mdl"); PRECACHE_SOUND("robocop/rc_charge.wav"); PRECACHE_SOUND("robocop/rc_fist.wav"); PRECACHE_SOUND("robocop/rc_laser.wav"); PRECACHE_SOUND("robocop/rc_step1.wav"); PRECACHE_SOUND("robocop/rc_step2.wav"); PRECACHE_SOUND("ambience/sparks.wav"); PRECACHE_MODEL(ROBOCOP_EYE_SPRITE_NAME); PRECACHE_MODEL(ROBOCOP_EYE_BEAM_NAME); // PRECACHE_MODEL(ROBOCOP_EYE_SPOT_NAME); m_iSpriteTexture = PRECACHE_MODEL("sprites/xbeam3.spr"); m_iRobocopGibModel = PRECACHE_MODEL( ROBOCOP_GIB_MODEL ); UTIL_PrecacheOther( "monster_mortar" ); } //========================================================= // Monster Think - calls out to core AI functions and handles this // monster's specific animation events //========================================================= void CRoboCop::MonsterThink(void) { CBaseMonster::MonsterThink(); // Override ground speed. if (m_Activity == ACT_WALK || m_Activity == ACT_RUN) m_flGroundSpeed = 200; } void CRoboCop::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { bitsDamageType &= ROBOCOP_DAMAGE; if( IsAlive() && !FBitSet( bitsDamageType, ROBOCOP_DAMAGE ) ) { if( pev->dmgtime != gpGlobals->time || (RANDOM_LONG( 0, 100 ) < 20 ) ) { UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 0.5, 1.5 ) ); pev->dmgtime = gpGlobals->time; } flDamage = 0; } CBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); } int CRoboCop::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { if( IsAlive() ) { if( !FBitSet( bitsDamageType, ROBOCOP_DAMAGE ) ) flDamage *= 0.01; if( bitsDamageType & DMG_BLAST ) SetConditions( bits_COND_LIGHT_DAMAGE ); } return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } //========================================================= // FCanCheckAttacks - this is overridden for alien grunts // because they can use their smart weapons against unseen // enemies. Base class doesn't attack anyone it can't see. //========================================================= BOOL CRoboCop::FCanCheckAttacks(void) { if (!HasConditions(bits_COND_ENEMY_TOOFAR)) { return TRUE; } else { return FALSE; } } //========================================================= // CheckMeleeAttack1 - bullsquid is a big guy, so has a longer // melee range than most monsters. This is the tailwhip attack //========================================================= BOOL CRoboCop::CheckMeleeAttack1(float flDot, float flDist) { if( flDot >= 0.8f && flDist < gSkillData.robocopSWRadius ) { return TRUE; } return FALSE; } //========================================================= // CheckMeleeAttack1 - bullsquid is a big guy, so has a longer // melee range than most monsters. This is the tailwhip attack //========================================================= BOOL CRoboCop::CheckRangeAttack1(float flDot, float flDist) { if (m_flNextMortarAttack > gpGlobals->time) return FALSE; if (flDot >= 0.8f && flDist > gSkillData.robocopSWRadius && flDist < 4096.0f && !HasConditions(bits_COND_CAN_MELEE_ATTACK1)) { return TRUE; } return FALSE; } //========================================================= // ScheduleChange //========================================================= void CRoboCop::ScheduleChange(void) { StopMortarAttack(); CBaseMonster::ScheduleChange(); } void CRoboCop::Killed(entvars_t *pevAttacker, int iGib) { EyeOff(); DestroyEffects(); if (m_pTemp) { UTIL_Remove(m_pTemp); m_pTemp = NULL; } FCheckAITrigger(); CBaseMonster::Killed(pevAttacker, GIB_NEVER); } void CRoboCop::UpdateOnRemove() { CBaseEntity::UpdateOnRemove(); EyeOff(); DestroyEffects(); if (m_pTemp) { UTIL_Remove(m_pTemp); m_pTemp = NULL; } } void CRoboCop::PrescheduleThink(void) { CBaseMonster::PrescheduleThink(); if (m_hEnemy) { if (PredictMeleeAttack(m_hEnemy)) { SetConditions(bits_COND_CAN_MELEE_ATTACK1); } else if ((m_hEnemy->pev->origin - pev->origin).Length2D() > ROBOCOP_MAX_CHASE_DIST) { ClearConditions(bits_COND_NEW_ENEMY); ClearConditions(bits_COND_SEE_ENEMY); SetConditions(bits_COND_ENEMY_TOOFAR); } } EyeUpdate(); BeamUpdate(); } //========================================================= // GetSchedule //========================================================= Schedule_t* CRoboCop::GetSchedule() { // ALERT( at_console, "GetSchedule( )\n" ); switch (m_MonsterState) { case MONSTERSTATE_SCRIPT: return CBaseMonster::GetSchedule(); case MONSTERSTATE_IDLE: case MONSTERSTATE_ALERT: // Stand still. return GetScheduleOfType( SCHED_IDLE_STAND ); case MONSTERSTATE_COMBAT: if (HasConditions(bits_COND_ENEMY_DEAD)) { return CBaseMonster::GetSchedule(); } if (HasConditions(bits_COND_SEE_ENEMY) && !HasConditions( bits_COND_ENEMY_TOOFAR )) { // shockwave if (HasConditions(bits_COND_CAN_MELEE_ATTACK1)) { return GetScheduleOfType(SCHED_MELEE_ATTACK1); } // laser attack. if (HasConditions(bits_COND_CAN_RANGE_ATTACK1)) { return GetScheduleOfType(SCHED_RANGE_ATTACK1); } return GetScheduleOfType(SCHED_CHASE_ENEMY); } // Wander or simply walk. return GetScheduleOfType(SCHED_STANDOFF); default: break; } return CBaseMonster::GetSchedule(); } Schedule_t *CRoboCop::GetScheduleOfType(int Type) { switch (Type) { case SCHED_RANGE_ATTACK1: return GetScheduleOfType(SCHED_ROBOCOP_RANGE_ATTACK1); case SCHED_ROBOCOP_RANGE_ATTACK1: return slRoboCopRangeAttack1; case SCHED_STANDOFF: return slRoboCopWalk; } return CBaseMonster::GetScheduleOfType(Type); } void CRoboCop::StartTask(Task_t *pTask) { switch (pTask->iTask) { case TASK_RANGE_ATTACK1: { m_IdealActivity = ACT_RANGE_ATTACK1; StartMortarAttack(); } break; case TASK_ROBOCOP_GET_PATH_TO_RANDOM_POSITION: { int sector, node; int attempts = 0; // Choose a random sector. do { sector = RANDOM_LONG(0, m_sectorcount - 1); if (sector == m_lastsector) continue; } while (attempts++ < m_sectorcount); ASSERT(sector >= 0 && sector < m_sectorcount); CInfoRCSector* pSector = m_pSector; int i = 0; while (i < sector) { pSector = pSector->m_pNext; i++; } ASSERT(pSector != NULL); // Choose a random node. node = RANDOM_LONG(0, pSector->m_nodecount - 1); ASSERT(node >= 0 && node < pSector->m_nodecount); CInfoRCNode* pNode = pSector->m_pNode; i = 0; while (i < node) { pNode = pNode->m_pNext; i++; } ASSERT(pNode != NULL); if (BuildRoute(pNode->pev->origin, bits_MF_TO_LOCATION, NULL)) { MakeIdealYaw(pNode->pev->origin); ChangeYaw(pev->yaw_speed); m_lastsector = sector; // ALERT(at_console, "Robocop moving to sector %d\n", sector); TaskComplete(); } else { // ALERT(at_console, "Robocop failed to find proper sector.\n"); TaskFail(); } } break; case TASK_DIE: m_flWaitFinished = gpGlobals->time + ROBOCOP_DEATH_DURATION; m_flNextSparkTime = gpGlobals->time + 0.3f; pev->renderamt = 19; pev->renderfx = kRenderFxGlowShell; pev->rendercolor = Vector(67, 85, 255); pev->health = 0; default: CBaseMonster::StartTask(pTask); break; } } void CRoboCop::RunTask(Task_t *pTask) { switch (pTask->iTask) { case TASK_RANGE_ATTACK1: if (!m_hEnemy) { TaskComplete(); return; } MakeIdealYaw(m_vecEnemyLKP); ChangeYaw(pev->yaw_speed); if (!m_fSequenceFinished) { float elapsedTime = gpGlobals->time - m_flMortarAttackStart; if (elapsedTime > ROBOCOP_MORTAR_CHARGE_TIME) { if (!m_bAimLocked) { Vector vecPredictedPos; PredictEnemyPosition(m_hEnemy, vecPredictedPos); TraceResult tr; if (vecPredictedPos.z < pev->origin.z) { UTIL_TraceLine(vecPredictedPos, vecPredictedPos + Vector(0, 0, -256), dont_ignore_monsters, ENT(pev), &tr); int contents = UTIL_PointContents(tr.vecEndPos); // Enemy will hurt itself, stop task and return. if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA || contents == CONTENTS_SLIME) { TaskComplete(); return; } } Vector vecEyePos, vecAngles; GetAttachment(0, vecEyePos, vecAngles); if (m_hEnemy->pev->velocity.z <= 30 && (m_hEnemy->pev->origin.z < vecEyePos.z)) { // Trace a line to our ground. vecPredictedPos.z = pev->origin.z; UTIL_TraceLine(vecEyePos, vecPredictedPos, dont_ignore_monsters, ENT(pev), &tr); } else { // Trace a line to enemy ground entity. UTIL_TraceLine(m_hEnemy->Center(), m_hEnemy->Center() + Vector(0, 0, -2048), ignore_monsters, ENT(pev), &tr); UTIL_TraceLine(vecEyePos, tr.vecEndPos, ignore_monsters, ENT(pev), &tr); } m_vecMortarPos = tr.vecEndPos; m_bAimLocked = TRUE; } else { if (!m_pBeam) { CreateBeam(); } if (!m_pBeamSpot) { CreateSpot(); } BeamOn(220); BeamUpdate(); m_pBeam->SetEndAttachment(1); m_pBeam->SetStartPos( m_vecMortarPos ); m_pBeamSpot->pev->origin = m_vecMortarPos; // Spawn the explosion. if (elapsedTime > (ROBOCOP_MORTAR_CHARGE_TIME + ROBOCOP_MORTAR_ATTACK_DELAY) && !m_fMortarAttackEvent) { MortarAttack( m_vecMortarPos ); m_fMortarAttackEvent = TRUE; } } } } else { m_IdealActivity = ACT_IDLE; StopMortarAttack(); m_flNextMortarAttack = gpGlobals->time + RANDOM_FLOAT(2.0f, 4.0f); TaskComplete(); } break; case TASK_DIE: if (m_flWaitFinished > gpGlobals->time) { if( pev->frame >= 255.0f ) { EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM, 0, 100); MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_BREAKMODEL ); // position WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); // size WRITE_COORD( 200 ); WRITE_COORD( 200 ); WRITE_COORD( 128 ); // velocity WRITE_COORD( 0 ); WRITE_COORD( 0 ); WRITE_COORD( 0 ); // randomization WRITE_BYTE( 200 ); // Model WRITE_SHORT( m_iRobocopGibModel ); //model id# // # of shards WRITE_BYTE( 20 ); // duration WRITE_BYTE( 20 );// 3.0 seconds // flags WRITE_BYTE( BREAK_FLESH ); MESSAGE_END(); SpawnExplosion( pev->origin, 70, 0, 150 ); int trailCount = RANDOM_LONG( 2, 4 ); for( int i = 0; i < trailCount; i++ ) Create( "fire_trail", pev->origin, Vector( 0, 0, 1 ), NULL ); SetBodygroup( 0, 1 ); return; } } if (gpGlobals->time > m_flNextSparkTime) { Create( "spark_shower", pev->origin, Vector( 0, 0, 1 ), NULL ); EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "ambience/sparks.wav", 1.0, ATTN_NORM, 0, 100); m_flNextSparkTime = gpGlobals->time + 0.3f; return; } default: CBaseMonster::RunTask(pTask); break; } } //========================================================= // SonicAttack //========================================================= void CRoboCop::SonicAttack(void) { float flAdjustedDamage; float flDist; Vector vecDist; int i, r, g, b; UTIL_MakeVectors( pev->angles ); Vector vecSrc = pev->origin + 12 * gpGlobals->v_right + 95 * gpGlobals->v_forward; for( i = 0; i < 3; i++ ) { switch( i ) { case 0: r = 101, g = 133, b = 221; break; case 1: r = 67, g = 85, b = 255; break; case 2: r = 62, g = 33, b = 211; break; } // blast circles MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_BEAMCYLINDER ); WRITE_COORD( vecSrc.x ); WRITE_COORD( vecSrc.y ); WRITE_COORD( vecSrc.z + 16 ); WRITE_COORD( vecSrc.x ); WRITE_COORD( vecSrc.y ); WRITE_COORD( vecSrc.z + gSkillData.robocopSWRadius / ( ( i + 1 ) * .2 ) ); // reach damage radius over .3 seconds WRITE_SHORT( m_iSpriteTexture ); WRITE_BYTE( 0 ); // startframe WRITE_BYTE( 10 ); // framerate WRITE_BYTE( i + 2 ); // life WRITE_BYTE( 32 ); // width WRITE_BYTE( 0 ); // noise WRITE_BYTE( r ); // r WRITE_BYTE( g ); // g WRITE_BYTE( b ); // b WRITE_BYTE( 255 ); //brightness WRITE_BYTE( 0 ); // speed MESSAGE_END(); } // Shake the screen. UTIL_ScreenShake(pev->origin, 12.0, 100.0, 2.0, 1000); CBaseEntity *pEntity = NULL; // iterate on all entities in the vicinity. while ((pEntity = UTIL_FindEntityInSphere(pEntity, pev->origin, gSkillData.robocopSWRadius)) != NULL) { if ( pEntity->pev->takedamage != DAMAGE_NO ) { // Robocop does not take damage from it's own attacks. if (pEntity != this) { // houndeyes do FULL damage if the ent in question is visible. Half damage otherwise. // This means that you must get out of the houndeye's attack range entirely to avoid damage. // Calculate full damage first vecDist = pEntity->Center() - vecSrc; flDist = Q_max( 0, gSkillData.robocopSWRadius - vecDist.Length() ); flDist = flDist / gSkillData.robocopSWRadius; if (!FVisible(pEntity)) { if (pEntity->IsPlayer()) { // if this entity is a client, and is not in full view, inflict half damage. We do this so that players still // take the residual damage if they don't totally leave the houndeye's effective radius. We restrict it to clients // so that monsters in other parts of the level don't take the damage and get pissed. flDist *= 0.5; } else if (!FClassnameIs(pEntity->pev, "func_breakable") && !FClassnameIs(pEntity->pev, "func_pushable")) { // do not hurt nonclients through walls, but allow damage to be done to breakables flDist = 0; } } flAdjustedDamage = gSkillData.robocopDmgFist * flDist; //ALERT ( at_aiconsole, "Damage: %f\n", flAdjustedDamage ); if (flAdjustedDamage > 0) { pEntity->TakeDamage(pev, pev, flAdjustedDamage, DMG_SONIC); } if( pEntity->IsPlayer() ) { vecDist = vecDist.Normalize(); vecDist.x = vecDist.x * flDist * 600.0f; vecDist.y = vecDist.y * flDist * 600.0f; vecDist.z = flDist * 450.0f; pEntity->pev->velocity = vecDist + pEntity->pev->velocity; pEntity->pev->punchangle.x = 5; } } } } EMIT_SOUND_DYN( edict(), CHAN_WEAPON, "robocop/rc_fist.wav", 1.0, ATTN_NORM, 0, PITCH_NORM + RANDOM_LONG( -10, 10 ) ); } //========================================================= // SonicAttack //========================================================= void CRoboCop::MortarAttack(Vector vecSrc) { CBaseEntity *pMortar = Create( "monster_mortar", vecSrc, g_vecZero, 0 ); pMortar->pev->nextthink = gpGlobals->time + 0.1; pMortar->pev->dmg = gSkillData.robocopDmgMortar; } void CRoboCop::StartMortarAttack(void) { m_bInMortarAttack = TRUE; EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "robocop/rc_charge.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM); m_flMortarAttackStart = gpGlobals->time; } void CRoboCop::StopMortarAttack(void) { BeamOff(); STOP_SOUND( ENT(pev), CHAN_BODY, "robocop/rc_charge.wav" ); m_bInMortarAttack = FALSE; m_bAimLocked = FALSE; m_fMortarAttackEvent = FALSE; m_flMortarAttackStart = 0; } BOOL CRoboCop::PredictMeleeAttack(CBaseEntity* pEnemy) { ASSERT(pEnemy != NULL); Vector vecSrc, vecVelocity; Vector vecPredictedPos; vecSrc = pEnemy->pev->origin; vecVelocity = pEnemy->pev->velocity; float speed = vecVelocity.Length(); float distance = speed * ROBOCOP_SHOCKWAVE_IMPACT_DELAY; vecPredictedPos = vecSrc + vecVelocity.Normalize() * distance; TraceResult tr; UTIL_TraceLine(vecSrc, vecSrc + vecVelocity.Normalize() * distance, dont_ignore_monsters, ENT(pev), &tr); if ((tr.vecEndPos - pev->origin).Length() < ROBOCOP_MELEE_ATTACK_DIST) return TRUE; return FALSE; } void CRoboCop::PredictEnemyPosition(CBaseEntity* pEnemy, Vector& vecResult) { Vector vecSrc, vecVelocity; Vector vecPredictedPos; vecSrc = pEnemy->pev->origin; vecVelocity = pEnemy->pev->velocity; float speed = vecVelocity.Length(); float distance = speed * ROBOCOP_MORTAR_ATTACK_DELAY; vecPredictedPos = vecSrc + vecVelocity.Normalize() * distance; TraceResult tr; UTIL_TraceLine(vecSrc, vecPredictedPos, dont_ignore_monsters, ENT(pev), &tr); vecResult = tr.vecEndPos; } BOOL CRoboCop::IsEnemyReachable(CBaseEntity* pEnemy) { ASSERT( pEnemy != NULL ); Vector vecGroundEnemyPos = pEnemy->pev->origin; vecGroundEnemyPos.z = pev->origin.z; if (BuildRoute(vecGroundEnemyPos, bits_MF_TO_ENEMY, pEnemy)) { return TRUE; } return FALSE; } void CRoboCop::CreateEyeGlow(void) { m_pEyeGlow = CSprite::SpriteCreate(ROBOCOP_EYE_SPRITE_NAME, pev->origin, FALSE); m_pEyeGlow->SetTransparency(kRenderTransAdd, 255, 255, 255, 0, kRenderFxNoDissipation); m_pEyeGlow->SetAttachment(edict(), 1); m_pEyeGlow->SetScale(0.5f); } void CRoboCop::DestroyEyeGlow(void) { UTIL_Remove(m_pEyeGlow); m_pEyeGlow = NULL; } void CRoboCop::CreateBeam(void) { m_pBeam = CBeam::BeamCreate(ROBOCOP_EYE_BEAM_NAME, 30); m_pBeam->PointEntInit(pev->origin, entindex()); m_pBeam->SetEndAttachment(1); m_pBeam->SetBrightness(0); m_pBeam->SetColor(255, 0, 0); } void CRoboCop::DestroyBeam(void) { UTIL_Remove(m_pBeam); m_pBeam = NULL; } void CRoboCop::CreateSpot(void) { m_pBeamSpot = CSprite::SpriteCreate(ROBOCOP_EYE_SPOT_NAME, pev->origin, FALSE); m_pBeamSpot->SetTransparency(kRenderTransAdd, 255, 255, 255, 0, kRenderFxNoDissipation); m_pBeamSpot->SetScale(0.30f); } void CRoboCop::DestroySpot(void) { UTIL_Remove(m_pBeamSpot); m_pBeamSpot = NULL; } void CRoboCop::CreateEffects(void) { if (!m_pEyeGlow) { CreateEyeGlow(); } if (!m_pBeam) { CreateBeam(); } if (!m_pBeamSpot) { CreateSpot(); } } void CRoboCop::DestroyEffects(void) { if (m_pEyeGlow) { DestroyEyeGlow(); } if (m_pBeam) { DestroyBeam(); } if (m_pBeamSpot) { DestroySpot(); } } void CRoboCop::EyeOn(int level) { m_eyeBrightness = level; } void CRoboCop::EyeOff(void) { m_eyeBrightness = 0; } void CRoboCop::EyeUpdate(void) { if (!m_pEyeGlow) { CreateEyeGlow(); } if (m_pEyeGlow) { m_pEyeGlow->pev->renderamt = UTIL_Approach(m_eyeBrightness, m_pEyeGlow->pev->renderamt, 30); if (m_pEyeGlow->pev->renderamt == 0) m_pEyeGlow->pev->effects |= EF_NODRAW; else m_pEyeGlow->pev->effects &= ~EF_NODRAW; UTIL_SetOrigin(m_pEyeGlow->pev, pev->origin); } } void CRoboCop::BeamOn(int level) { m_beamBrightness = level; } void CRoboCop::BeamOff(void) { m_beamBrightness = 0; } void CRoboCop::BeamUpdate(void) { if (!m_pBeam) { CreateBeam(); } if (!m_pBeamSpot) { CreateSpot(); } if (m_pBeam) { m_pBeam->pev->renderamt = UTIL_Approach(m_beamBrightness, m_pBeam->pev->renderamt, 60); if (m_pBeam->pev->renderamt == 0) m_pBeam->pev->effects |= EF_NODRAW; else m_pBeam->pev->effects &= ~EF_NODRAW; } if (m_pBeamSpot) { m_pBeamSpot->pev->renderamt = UTIL_Approach(Q_min(m_beamBrightness + 25, 255), m_pBeamSpot->pev->renderamt, 60); if (m_pBeamSpot->pev->renderamt == 0) m_pBeamSpot->pev->effects |= EF_NODRAW; else m_pBeamSpot->pev->effects &= ~EF_NODRAW; } } void CreateRoboCopNodes(CRoboCop* pOwner) { BEGIN_RC_SECTOR(0, pOwner) ADD_RC_NODE(1920, -320, 744); ADD_RC_NODE(2168, -264, 744); ADD_RC_NODE(2272, -416, 744); ADD_RC_NODE(2120, -504, 744); ADD_RC_NODE(2392, -608, 744); ADD_RC_NODE(2208, -640, 744); ADD_RC_NODE(2032, -672, 744); ADD_RC_NODE(2112, -832, 744); ADD_RC_NODE(2272, -896, 744); ADD_RC_NODE(2112, -960, 744); ADD_RC_NODE(2120, -1080, 744); ADD_RC_NODE(2120, -1192, 744); END_RC_SECTOR() }