mirror of https://github.com/FWGS/hlsdk-xash3d
1155 lines
31 KiB
C++
Executable File
1155 lines
31 KiB
C++
Executable File
/***
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*
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* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// Cthonian - big, spotty tentacle-mouthed meanie.
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//=========================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "schedule.h"
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#include "nodes.h"
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#include "effects.h"
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#include "decals.h"
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#include "soundent.h"
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#define CTHONIAN_SPRINT_DIST 256 // how close the Cthonian has to get before starting to sprint and refusing to swerve
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int iCthonianSpitSprite;
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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_CTHONIAN_HURTREAR = LAST_COMMON_SCHEDULE + 1,
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SCHED_CTHONIAN_SMELLFOOD,
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SCHED_CTHONIAN_EAT,
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SCHED_CTHONIAN_SNIFF_AND_EAT,
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SCHED_CTHONIAN_WALLOW,
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};
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//=========================================================
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// monster-specific tasks
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//=========================================================
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enum
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{
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TASK_CTHONIAN_REARTURN = LAST_COMMON_TASK + 1,
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};
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#include "Cthonian.h"
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//=========================================================
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// Cthonian's spit projectile
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//=========================================================
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LINK_ENTITY_TO_CLASS( cthonianspit, CCthonianSpit );
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TYPEDESCRIPTION CCthonianSpit::m_SaveData[] =
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{
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DEFINE_FIELD( CCthonianSpit, m_maxFrame, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CCthonianSpit, CBaseEntity );
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void CCthonianSpit:: Spawn( void )
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{
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pev->movetype = MOVETYPE_FLY;
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pev->classname = MAKE_STRING( "cthonianspit" );
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pev->solid = SOLID_BBOX;
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pev->rendermode = kRenderTransAlpha;
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pev->renderamt = 255;
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SET_MODEL(ENT(pev), "sprites/bigspit.spr");
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pev->frame = 0;
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pev->scale = 0.5;
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UTIL_SetSize( pev, Vector( 0, 0, 0), Vector(0, 0, 0) );
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m_maxFrame = (float) MODEL_FRAMES( pev->modelindex ) - 1;
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}
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void CCthonianSpit::Animate( void )
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{
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SetNextThink( 0.1 );
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if ( pev->frame++ )
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{
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if ( pev->frame > m_maxFrame )
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{
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pev->frame = 0;
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}
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}
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}
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void CCthonianSpit::Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
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{
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CCthonianSpit *pSpit = GetClassPtr( (CCthonianSpit *)NULL );
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pSpit->Spawn();
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UTIL_SetOrigin( pSpit, vecStart );
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pSpit->pev->velocity = vecVelocity;
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pSpit->pev->owner = ENT(pevOwner);
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pSpit->SetThink ( Animate );
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pSpit->SetNextThink( 0.1 );
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}
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void CCthonianSpit :: Touch ( CBaseEntity *pOther )
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{
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TraceResult tr;
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int iPitch;
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// splat sound
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iPitch = RANDOM_FLOAT( 90, 110 );
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// use bullsquid sounds
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EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch );
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switch ( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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}
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if ( !pOther->pev->takedamage )
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{
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// make a splat on the wall
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UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr );
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UTIL_DecalTrace(&tr, DECAL_SPIT1 + RANDOM_LONG(0,1));
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// make some flecks
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, tr.vecEndPos );
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WRITE_BYTE( TE_SPRITE_SPRAY );
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WRITE_COORD( tr.vecEndPos.x); // pos
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WRITE_COORD( tr.vecEndPos.y);
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WRITE_COORD( tr.vecEndPos.z);
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WRITE_COORD( tr.vecPlaneNormal.x); // dir
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WRITE_COORD( tr.vecPlaneNormal.y);
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WRITE_COORD( tr.vecPlaneNormal.z);
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WRITE_SHORT( iCthonianSpitSprite ); // model
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WRITE_BYTE ( 5 ); // count
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WRITE_BYTE ( 30 ); // speed
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WRITE_BYTE ( 80 ); // noise ( client will divide by 100 )
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MESSAGE_END();
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}
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else
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{
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pOther->TakeDamage ( pev, pev, gSkillData.cthonianDmgSpit, DMG_ACID );
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}
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SetThink ( SUB_Remove );
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SetNextThink(0);
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}
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define CTHONIAN_AE_SPIT ( 1 )
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#define CTHONIAN_AE_BITE ( 2 )
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#define CTHONIAN_AE_BLINK ( 3 )
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#define CTHONIAN_AE_TAILWHIP ( 4 )
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#define CTHONIAN_AE_REAR ( 5 )
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#define CTHONIAN_AE_THROW ( 6 )
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LINK_ENTITY_TO_CLASS( monster_cthonian, CCthonian );
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TYPEDESCRIPTION CCthonian::m_SaveData[] =
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{
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DEFINE_FIELD( CCthonian, m_flLastHurtTime, FIELD_TIME ),
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DEFINE_FIELD( CCthonian, m_flNextSpitTime, FIELD_TIME ),
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};
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IMPLEMENT_SAVERESTORE( CCthonian, CBaseMonster );
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//=========================================================
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// IgnoreConditions
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//=========================================================
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int CCthonian::IgnoreConditions ( void )
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{
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int iIgnore = CBaseMonster::IgnoreConditions();
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if ( gpGlobals->time - m_flLastHurtTime <= 20 )
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{
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// haven't been hurt in 20 seconds, so let the Cthonian care about stink.
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iIgnore = bits_COND_SMELL | bits_COND_SMELL_FOOD;
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}
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return iIgnore;
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}
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//=========================================================
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// IRelationship - overridden for Cthonian.
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//=========================================================
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int CCthonian::IRelationship ( CBaseEntity *pTarget )
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{
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return CBaseMonster :: IRelationship ( pTarget );
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}
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//=========================================================
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// TakeDamage - overridden for Cthonian so we can keep track
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// of how much time has passed since it was last injured
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//=========================================================
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int CCthonian :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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float flDist;
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Vector vecApex;
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// if the Cthonian is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy,
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// it will swerve. (whew).
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if ( m_hEnemy != NULL && IsMoving() && pevAttacker == m_hEnemy->pev && gpGlobals->time - m_flLastHurtTime > 3 )
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{
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flDist = ( pev->origin - m_hEnemy->pev->origin ).Length2D();
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if ( flDist > CTHONIAN_SPRINT_DIST )
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{
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flDist = ( pev->origin - m_Route[ m_iRouteIndex ].vecLocation ).Length2D();// reusing flDist.
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if ( FTriangulate( pev->origin, m_Route[ m_iRouteIndex ].vecLocation, flDist * 0.5, m_hEnemy, &vecApex ) )
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{
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InsertWaypoint( vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY );
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}
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}
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}
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return CBaseMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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}
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//=========================================================
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// CheckRangeAttack1
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//=========================================================
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BOOL CCthonian :: CheckRangeAttack1 ( float flDot, float flDist )
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{
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if ( IsMoving() && flDist >= 512 )
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{
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// Cthonian will far too far behind if he stops running to spit at this distance from the enemy.
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return FALSE;
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}
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if ( flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime )
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{
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if ( m_hEnemy != NULL )
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{
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if ( fabs( pev->origin.z - m_hEnemy->pev->origin.z ) > 256 )
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{
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// don't try to spit at someone up really high or down really low.
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return FALSE;
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}
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}
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if ( IsMoving() )
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{
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// don't spit again for a long time, resume chasing enemy.
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m_flNextSpitTime = gpGlobals->time + 2.5;
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}
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else
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{
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// not moving, so spit again pretty soon.
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m_flNextSpitTime = gpGlobals->time + 0.5;
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}
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// CheckMeleeAttack1 - Cthonian is a big guy, so has a longer
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// melee range than most monsters. This is the tailwhip attack
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//=========================================================
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BOOL CCthonian :: CheckMeleeAttack1 ( float flDot, float flDist )
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{
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if ( m_hEnemy->pev->health <= gSkillData.cthonianDmgWhip && flDist <= 85 && flDot >= 0.7 )
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{
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// CheckMeleeAttack2 - Cthonian is a big guy, so has a longer
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// melee range than most monsters. This is the bite attack.
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// this attack will not be performed if the tailwhip attack
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// is valid.
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//=========================================================
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BOOL CCthonian :: CheckMeleeAttack2 ( float flDot, float flDist )
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{
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if ( flDist <= 85 && flDot >= 0.7 && !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) // The player & Cthonian can be as much as their bboxes
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{ // apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3))
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// FValidateHintType
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//=========================================================
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BOOL CCthonian :: FValidateHintType ( short sHint )
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{
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int i;
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static short sCthonianHints[] =
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{
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HINT_WORLD_HUMAN_BLOOD,
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};
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for ( i = 0 ; i < ARRAYSIZE ( sCthonianHints ) ; i++ )
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{
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if ( sCthonianHints[ i ] == sHint )
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{
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return TRUE;
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}
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}
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ALERT ( at_aiconsole, "Couldn't validate hint type" );
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return FALSE;
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}
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//=========================================================
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// ISoundMask - returns a bit mask indicating which types
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// of sounds this monster regards. In the base class implementation,
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// monsters care about all sounds, but no scents.
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//=========================================================
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int CCthonian :: ISoundMask ( void )
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{
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return bits_SOUND_WORLD |
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bits_SOUND_COMBAT |
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bits_SOUND_CARCASS |
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bits_SOUND_MEAT |
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bits_SOUND_GARBAGE |
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bits_SOUND_PLAYER;
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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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int CCthonian :: Classify ( void )
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{
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return m_iClass?m_iClass:CLASS_ALIEN_PREDATOR;
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}
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//=========================================================
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// IdleSound
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//=========================================================
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#define CTHONIAN_ATTN_IDLE (float)1.5
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void CCthonian :: IdleSound ( void )
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{
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switch ( RANDOM_LONG(0,2) )
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{
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case 0:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "cthonian/cth_idle1.wav", 1, CTHONIAN_ATTN_IDLE );
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break;
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case 1:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "cthonian/cth_idle2.wav", 1, CTHONIAN_ATTN_IDLE );
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break;
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case 2:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "cthonian/cth_idle3.wav", 1, CTHONIAN_ATTN_IDLE );
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break;
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}
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CCthonian :: PainSound ( void )
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{
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int iPitch = RANDOM_LONG( 85, 120 );
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switch ( RANDOM_LONG(0,3) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "cthonian/cth_pain1.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "cthonian/cth_pain2.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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case 2:
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EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "cthonian/cth_pain3.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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case 3:
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EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "cthonian/cth_pain4.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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}
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}
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//=========================================================
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// AlertSound
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//=========================================================
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void CCthonian :: AlertSound ( void )
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{
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int iPitch = RANDOM_LONG( 140, 160 );
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switch ( RANDOM_LONG ( 0, 2 ) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "cthonian/cth_idle1.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "cthonian/cth_idle2.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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case 2:
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EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "cthonian/cth_idle3.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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}
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CCthonian :: SetYawSpeed ( void )
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{
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int ys;
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ys = 0;
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switch ( m_Activity )
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{
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case ACT_WALK: ys = 90; break;
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case ACT_RUN: ys = 90; break;
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case ACT_IDLE: ys = 90; break;
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case ACT_RANGE_ATTACK1: ys = 90; break;
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default:
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ys = 90;
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break;
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}
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pev->yaw_speed = ys;
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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 CCthonian :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case CTHONIAN_AE_SPIT:
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{
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Vector vecSpitOffset;
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Vector vecSpitDir;
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UTIL_MakeVectors ( pev->angles );
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// !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here.
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// we should be able to read the position of bones at runtime for this info.
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vecSpitOffset = ( gpGlobals->v_right * 8 + gpGlobals->v_forward * 37 + gpGlobals->v_up * 96 );
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vecSpitOffset = ( pev->origin + vecSpitOffset );
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vecSpitDir = ( ( m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs ) - vecSpitOffset ).Normalize();
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vecSpitDir.x += RANDOM_FLOAT( -0.05, 0.05 );
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vecSpitDir.y += RANDOM_FLOAT( -0.05, 0.05 );
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vecSpitDir.z += RANDOM_FLOAT( -0.05, 0 );
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// do stuff for this event.
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AttackSound();
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// spew the spittle temporary ents.
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpitOffset );
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WRITE_BYTE( TE_SPRITE_SPRAY );
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WRITE_COORD( vecSpitOffset.x); // pos
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WRITE_COORD( vecSpitOffset.y);
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WRITE_COORD( vecSpitOffset.z);
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WRITE_COORD( vecSpitDir.x); // dir
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WRITE_COORD( vecSpitDir.y);
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WRITE_COORD( vecSpitDir.z);
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WRITE_SHORT( iCthonianSpitSprite ); // model
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WRITE_BYTE ( 15 ); // count
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WRITE_BYTE ( 210 ); // speed
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WRITE_BYTE ( 25 ); // noise ( client will divide by 100 )
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MESSAGE_END();
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CCthonianSpit::Shoot( pev, vecSpitOffset, vecSpitDir * 900 );
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}
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break;
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case CTHONIAN_AE_BITE:
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{
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// SOUND HERE!
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pev->origin.z -= 32;
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CBaseEntity *pHurt = CheckTraceHullAttack( 90, gSkillData.cthonianDmgBite, DMG_SLASH );
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pev->origin.z += 32;
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if ( pHurt )
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{
|
|
//pHurt->pev->punchangle.z = -15;
|
|
//pHurt->pev->punchangle.x = -45;
|
|
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 100;
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CTHONIAN_AE_TAILWHIP:
|
|
{
|
|
CBaseEntity *pHurt = CheckTraceHullAttack( 90, gSkillData.cthonianDmgWhip, DMG_CLUB | DMG_ALWAYSGIB );
|
|
if ( pHurt )
|
|
{
|
|
pHurt->pev->punchangle.z = -20;
|
|
pHurt->pev->punchangle.x = 20;
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 200;
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CTHONIAN_AE_BLINK:
|
|
{
|
|
// close eye.
|
|
pev->skin = 1;
|
|
}
|
|
break;
|
|
|
|
case CTHONIAN_AE_REAR:
|
|
{
|
|
// the Cthonian does not jump, but rears...hence, no need to throw into the air
|
|
|
|
//float flGravity = CVAR_GET_FLOAT( "sv_gravity" );
|
|
|
|
// throw the cthonian up into the air on this frame.
|
|
//if ( FBitSet ( pev->flags, FL_ONGROUND ) )
|
|
//{
|
|
// pev->flags -= FL_ONGROUND;
|
|
//}
|
|
|
|
// jump into air for 0.8 (24/30) seconds
|
|
// pev->velocity.z += (0.875 * flGravity) * 0.5;
|
|
//pev->velocity.z += (0.625 * flGravity) * 0.5;
|
|
}
|
|
break;
|
|
|
|
case CTHONIAN_AE_THROW:
|
|
{
|
|
int iPitch;
|
|
|
|
// cthonian throws its prey IF the prey is a client.
|
|
CBaseEntity *pHurt = CheckTraceHullAttack( 90, 0, 0 );
|
|
|
|
|
|
if ( pHurt )
|
|
{
|
|
// croonchy bite sound : use bullsquid sounds
|
|
iPitch = RANDOM_FLOAT( 90, 110 );
|
|
switch ( RANDOM_LONG( 0, 1 ) )
|
|
{
|
|
case 0:
|
|
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "cthonian/cth_bite1.wav", 1, ATTN_NORM, 0, iPitch );
|
|
break;
|
|
case 1:
|
|
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "cthonian/cth_bite2.wav", 1, ATTN_NORM, 0, iPitch );
|
|
break;
|
|
}
|
|
|
|
|
|
//pHurt->pev->punchangle.x = RANDOM_LONG(0,34) - 5;
|
|
//pHurt->pev->punchangle.z = RANDOM_LONG(0,49) - 25;
|
|
//pHurt->pev->punchangle.y = RANDOM_LONG(0,89) - 45;
|
|
|
|
// screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels.
|
|
UTIL_ScreenShake( pHurt->pev->origin, 25.0, 1.5, 0.7, 2 );
|
|
|
|
if ( pHurt->IsPlayer() )
|
|
{
|
|
UTIL_MakeVectors( pev->angles );
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 300 + gpGlobals->v_up * 300;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
CBaseMonster::HandleAnimEvent( pEvent );
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// Spawn
|
|
//=========================================================
|
|
void CCthonian :: Spawn()
|
|
{
|
|
Precache( );
|
|
|
|
if (pev->model)
|
|
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
|
else
|
|
SET_MODEL(ENT(pev), "models/cthonian.mdl");
|
|
UTIL_SetSize( pev, Vector( -36, -36, 0 ), Vector( 36, 36, 100 ) );
|
|
|
|
pev->solid = SOLID_BBOX;
|
|
pev->movetype = MOVETYPE_STEP;
|
|
m_bloodColor = BLOOD_COLOR_GREEN;
|
|
pev->effects = 0;
|
|
if (pev->health == 0)
|
|
pev->health = gSkillData.cthonianHealth;
|
|
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
|
m_MonsterState = MONSTERSTATE_NONE;
|
|
|
|
m_flNextSpitTime = gpGlobals->time;
|
|
|
|
MonsterInit();
|
|
}
|
|
|
|
//=========================================================
|
|
// Precache - precaches all resources this monster needs
|
|
//=========================================================
|
|
void CCthonian :: Precache()
|
|
{
|
|
if (pev->model)
|
|
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
|
else
|
|
PRECACHE_MODEL("models/cthonian.mdl");
|
|
|
|
PRECACHE_MODEL("sprites/bigspit.spr");// spit projectile.
|
|
|
|
iCthonianSpitSprite = PRECACHE_MODEL("sprites/tinyspit.spr");// client side spittle.
|
|
|
|
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
|
|
|
|
PRECACHE_SOUND("bullchicken/bc_attack2.wav");
|
|
PRECACHE_SOUND("bullchicken/bc_attack3.wav");
|
|
|
|
PRECACHE_SOUND("cthonian/cth_die1.wav");
|
|
PRECACHE_SOUND("cthonian/cth_die2.wav");
|
|
|
|
PRECACHE_SOUND("cthonian/cth_idle1.wav");
|
|
PRECACHE_SOUND("cthonian/cth_idle2.wav");
|
|
PRECACHE_SOUND("cthonian/cth_idle3.wav");
|
|
|
|
PRECACHE_SOUND("cthonian/cth_pain1.wav");
|
|
PRECACHE_SOUND("cthonian/cth_pain2.wav");
|
|
PRECACHE_SOUND("cthonian/cth_pain3.wav");
|
|
PRECACHE_SOUND("cthonian/cth_pain4.wav");
|
|
|
|
PRECACHE_SOUND("cthonian/cth_attackgrowl.wav");
|
|
//PRECACHE_SOUND("cthonian/cthonian_attackgrowl2.wav");
|
|
//PRECACHE_SOUND("cthonian/cthonian_attackgrowl3.wav");
|
|
|
|
PRECACHE_SOUND("bullchicken/bc_acid1.wav");
|
|
|
|
PRECACHE_SOUND("cthonian/cth_bite1.wav");
|
|
PRECACHE_SOUND("cthonian/cth_bite2.wav");
|
|
|
|
PRECACHE_SOUND("bullchicken/bc_spithit1.wav");
|
|
PRECACHE_SOUND("bullchicken/bc_spithit2.wav");
|
|
|
|
}
|
|
|
|
//=========================================================
|
|
// DeathSound
|
|
//=========================================================
|
|
void CCthonian :: DeathSound ( void )
|
|
{
|
|
switch ( RANDOM_LONG(0,1) )
|
|
{
|
|
case 0:
|
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "cthonian/cth_die1.wav", 1, ATTN_NORM );
|
|
break;
|
|
case 1:
|
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "cthonian/cth_die2.wav", 1, ATTN_NORM );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// AttackSound
|
|
//=========================================================
|
|
void CCthonian :: AttackSound ( void )
|
|
{
|
|
// use bullsquid sounds for spitting
|
|
switch ( RANDOM_LONG(0,1) )
|
|
{
|
|
case 0:
|
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "bullchicken/bc_attack2.wav", 1, ATTN_NORM );
|
|
break;
|
|
case 1:
|
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "bullchicken/bc_attack3.wav", 1, ATTN_NORM );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//========================================================
|
|
// RunAI - overridden for cthonian because there are things
|
|
// that need to be checked every think.
|
|
//========================================================
|
|
void CCthonian :: RunAI ( void )
|
|
{
|
|
// first, do base class stuff
|
|
CBaseMonster :: RunAI();
|
|
|
|
if ( pev->skin != 0 )
|
|
{
|
|
// close eye if it was open.
|
|
pev->skin = 0;
|
|
}
|
|
|
|
if ( RANDOM_LONG(0,39) == 0 )
|
|
{
|
|
pev->skin = 1;
|
|
}
|
|
|
|
if ( m_hEnemy != NULL && m_Activity == ACT_RUN )
|
|
{
|
|
// chasing enemy. Sprint for last bit
|
|
if ( (pev->origin - m_hEnemy->pev->origin).Length2D() < CTHONIAN_SPRINT_DIST )
|
|
{
|
|
pev->framerate = 1.25;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//========================================================
|
|
// AI Schedules Specific to this monster
|
|
//=========================================================
|
|
|
|
// primary range attack
|
|
Task_t tlCthonianRangeAttack1[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_FACE_IDEAL, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
};
|
|
|
|
Schedule_t slCthonianRangeAttack1[] =
|
|
{
|
|
{
|
|
tlCthonianRangeAttack1,
|
|
ARRAYSIZE ( tlCthonianRangeAttack1 ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_ENEMY_DEAD |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_ENEMY_OCCLUDED |
|
|
bits_COND_NO_AMMO_LOADED,
|
|
0,
|
|
"Cthonian Range Attack1"
|
|
},
|
|
};
|
|
|
|
// Chase enemy schedule
|
|
Task_t tlCthonianChaseEnemy1[] =
|
|
{
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },// !!!OEM - this will stop nasty Cthonian oscillation.
|
|
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
|
|
{ TASK_RUN_PATH, (float)0 },
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
};
|
|
|
|
Schedule_t slCthonianChaseEnemy[] =
|
|
{
|
|
{
|
|
tlCthonianChaseEnemy1,
|
|
ARRAYSIZE ( tlCthonianChaseEnemy1 ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_ENEMY_DEAD |
|
|
bits_COND_SMELL_FOOD |
|
|
bits_COND_CAN_RANGE_ATTACK1 |
|
|
bits_COND_CAN_MELEE_ATTACK1 |
|
|
bits_COND_CAN_MELEE_ATTACK2 |
|
|
bits_COND_TASK_FAILED |
|
|
bits_COND_HEAR_SOUND,
|
|
|
|
bits_SOUND_DANGER |
|
|
bits_SOUND_MEAT,
|
|
"Cthonian Chase Enemy"
|
|
},
|
|
};
|
|
|
|
Task_t tlCthonianHurtRear[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_SOUND_WAKE, (float)0 },
|
|
{ TASK_CTHONIAN_REARTURN, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },// in case Cthonian didn't turn all the way in the air.
|
|
};
|
|
|
|
Schedule_t slCthonianHurtRear[] =
|
|
{
|
|
{
|
|
tlCthonianHurtRear,
|
|
ARRAYSIZE ( tlCthonianHurtRear ),
|
|
0,
|
|
0,
|
|
"CthonianHurtRear"
|
|
}
|
|
};
|
|
|
|
// Cthonian walks to something tasty and eats it.
|
|
Task_t tlCthonianEat[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_EAT, (float)10 },// this is in case the Cthonian can't get to the food
|
|
{ TASK_STORE_LASTPOSITION, (float)0 },
|
|
{ TASK_GET_PATH_TO_BESTSCENT, (float)0 },
|
|
{ TASK_WALK_PATH, (float)0 },
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT },
|
|
{ TASK_EAT, (float)50 },
|
|
{ TASK_GET_PATH_TO_LASTPOSITION,(float)0 },
|
|
{ TASK_WALK_PATH, (float)0 },
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
{ TASK_CLEAR_LASTPOSITION, (float)0 },
|
|
};
|
|
|
|
Schedule_t slCthonianEat[] =
|
|
{
|
|
{
|
|
tlCthonianEat,
|
|
ARRAYSIZE( tlCthonianEat ),
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_NEW_ENEMY ,
|
|
|
|
// even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask
|
|
// here or the monster won't detect these sounds at ALL while running this schedule.
|
|
bits_SOUND_MEAT |
|
|
bits_SOUND_CARCASS,
|
|
"CthonianEat"
|
|
}
|
|
};
|
|
|
|
// this is a bit different than just Eat. We use this schedule when the food is far away, occluded, or behind
|
|
// the Cthonian. This schedule plays a sniff animation before going to the source of food.
|
|
Task_t tlCthonianSniffAndEat[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_EAT, (float)10 },// this is in case the Cthonian can't get to the food
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_DETECT_SCENT },
|
|
{ TASK_STORE_LASTPOSITION, (float)0 },
|
|
{ TASK_GET_PATH_TO_BESTSCENT, (float)0 },
|
|
{ TASK_WALK_PATH, (float)0 },
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT },
|
|
{ TASK_EAT, (float)50 },
|
|
{ TASK_GET_PATH_TO_LASTPOSITION,(float)0 },
|
|
{ TASK_WALK_PATH, (float)0 },
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
{ TASK_CLEAR_LASTPOSITION, (float)0 },
|
|
};
|
|
|
|
Schedule_t slCthonianSniffAndEat[] =
|
|
{
|
|
{
|
|
tlCthonianSniffAndEat,
|
|
ARRAYSIZE( tlCthonianSniffAndEat ),
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_NEW_ENEMY ,
|
|
|
|
// even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask
|
|
// here or the monster won't detect these sounds at ALL while running this schedule.
|
|
bits_SOUND_MEAT |
|
|
bits_SOUND_CARCASS,
|
|
"CthonianSniffAndEat"
|
|
}
|
|
};
|
|
|
|
// Cthonian does this to stinky things.
|
|
Task_t tlCthonianWallow[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_EAT, (float)10 },// this is in case the Cthonian can't get to the stinkiness
|
|
{ TASK_STORE_LASTPOSITION, (float)0 },
|
|
{ TASK_GET_PATH_TO_BESTSCENT, (float)0 },
|
|
{ TASK_WALK_PATH, (float)0 },
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_INSPECT_FLOOR},
|
|
{ TASK_EAT, (float)50 },// keeps Cthonian from eating or sniffing anything else for a while.
|
|
{ TASK_GET_PATH_TO_LASTPOSITION,(float)0 },
|
|
{ TASK_WALK_PATH, (float)0 },
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
{ TASK_CLEAR_LASTPOSITION, (float)0 },
|
|
};
|
|
|
|
Schedule_t slCthonianWallow[] =
|
|
{
|
|
{
|
|
tlCthonianWallow,
|
|
ARRAYSIZE( tlCthonianWallow ),
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_NEW_ENEMY ,
|
|
|
|
// even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask
|
|
// here or the monster won't detect these sounds at ALL while running this schedule.
|
|
bits_SOUND_GARBAGE,
|
|
|
|
"CthonianWallow"
|
|
}
|
|
};
|
|
|
|
DEFINE_CUSTOM_SCHEDULES( CCthonian )
|
|
{
|
|
slCthonianRangeAttack1,
|
|
slCthonianChaseEnemy,
|
|
slCthonianHurtRear,
|
|
slCthonianEat,
|
|
slCthonianSniffAndEat,
|
|
slCthonianWallow
|
|
};
|
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CCthonian, CBaseMonster );
|
|
|
|
//=========================================================
|
|
// GetSchedule
|
|
//=========================================================
|
|
Schedule_t *CCthonian :: GetSchedule( void )
|
|
{
|
|
switch ( m_MonsterState )
|
|
{
|
|
case MONSTERSTATE_ALERT:
|
|
{
|
|
if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE) )
|
|
{
|
|
return GetScheduleOfType ( SCHED_CTHONIAN_HURTREAR );
|
|
}
|
|
|
|
if ( HasConditions(bits_COND_SMELL_FOOD) )
|
|
{
|
|
CSound *pSound;
|
|
|
|
pSound = PBestScent();
|
|
|
|
if ( pSound && (!FInViewCone ( &pSound->m_vecOrigin ) || !FVisible ( pSound->m_vecOrigin )) )
|
|
{
|
|
// scent is behind or occluded
|
|
return GetScheduleOfType( SCHED_CTHONIAN_SNIFF_AND_EAT );
|
|
}
|
|
|
|
// food is right out in the open. Just go get it.
|
|
return GetScheduleOfType( SCHED_CTHONIAN_EAT );
|
|
}
|
|
|
|
if ( HasConditions(bits_COND_SMELL) )
|
|
{
|
|
// there's something stinky.
|
|
CSound *pSound;
|
|
|
|
pSound = PBestScent();
|
|
if ( pSound )
|
|
return GetScheduleOfType( SCHED_CTHONIAN_WALLOW);
|
|
}
|
|
|
|
break;
|
|
}
|
|
case MONSTERSTATE_COMBAT:
|
|
{
|
|
// dead enemy
|
|
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
|
|
{
|
|
// call base class, all code to handle dead enemies is centralized there.
|
|
return CBaseMonster :: GetSchedule();
|
|
}
|
|
|
|
if ( HasConditions(bits_COND_NEW_ENEMY) )
|
|
{
|
|
return GetScheduleOfType ( SCHED_WAKE_ANGRY );
|
|
}
|
|
|
|
if ( HasConditions(bits_COND_SMELL_FOOD) )
|
|
{
|
|
CSound *pSound;
|
|
|
|
pSound = PBestScent();
|
|
|
|
if ( pSound && (!FInViewCone ( &pSound->m_vecOrigin ) || !FVisible ( pSound->m_vecOrigin )) )
|
|
{
|
|
// scent is behind or occluded
|
|
return GetScheduleOfType( SCHED_CTHONIAN_SNIFF_AND_EAT );
|
|
}
|
|
|
|
// food is right out in the open. Just go get it.
|
|
return GetScheduleOfType( SCHED_CTHONIAN_EAT );
|
|
}
|
|
|
|
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
return GetScheduleOfType ( SCHED_RANGE_ATTACK1 );
|
|
}
|
|
|
|
if ( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
|
|
{
|
|
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
|
|
}
|
|
|
|
if ( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) )
|
|
{
|
|
return GetScheduleOfType ( SCHED_MELEE_ATTACK2 );
|
|
}
|
|
|
|
return GetScheduleOfType ( SCHED_CHASE_ENEMY );
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
return CBaseMonster :: GetSchedule();
|
|
}
|
|
|
|
//=========================================================
|
|
// GetScheduleOfType
|
|
//=========================================================
|
|
Schedule_t* CCthonian :: GetScheduleOfType ( int Type )
|
|
{
|
|
switch ( Type )
|
|
{
|
|
case SCHED_RANGE_ATTACK1:
|
|
return &slCthonianRangeAttack1[ 0 ];
|
|
break;
|
|
case SCHED_CTHONIAN_HURTREAR:
|
|
return &slCthonianHurtRear[ 0 ];
|
|
break;
|
|
case SCHED_CTHONIAN_EAT:
|
|
return &slCthonianEat[ 0 ];
|
|
break;
|
|
case SCHED_CTHONIAN_SNIFF_AND_EAT:
|
|
return &slCthonianSniffAndEat[ 0 ];
|
|
break;
|
|
case SCHED_CTHONIAN_WALLOW:
|
|
return &slCthonianWallow[ 0 ];
|
|
break;
|
|
case SCHED_CHASE_ENEMY:
|
|
return &slCthonianChaseEnemy[ 0 ];
|
|
break;
|
|
}
|
|
|
|
return CBaseMonster :: GetScheduleOfType ( Type );
|
|
}
|
|
|
|
//=========================================================
|
|
// Start task - selects the correct activity and performs
|
|
// any necessary calculations to start the next task on the
|
|
// schedule. OVERRIDDEN for Cthonian because it needs to
|
|
// know explicitly when the last attempt to chase the enemy
|
|
// failed, since that impacts its attack choices.
|
|
//=========================================================
|
|
void CCthonian :: StartTask ( Task_t *pTask )
|
|
{
|
|
m_iTaskStatus = TASKSTATUS_RUNNING;
|
|
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_MELEE_ATTACK2:
|
|
{
|
|
//switch ( RANDOM_LONG ( 0, 2 ) )
|
|
//{
|
|
//case 0:
|
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "cthonian/cth_attackgrowl.wav", 1, ATTN_NORM );
|
|
// break;
|
|
//}
|
|
|
|
CBaseMonster :: StartTask ( pTask );
|
|
break;
|
|
}
|
|
case TASK_CTHONIAN_REARTURN:
|
|
{
|
|
SetActivity ( ACT_HOP ); // this is not actually a hop, but a rear up...
|
|
MakeIdealYaw ( m_vecEnemyLKP );
|
|
break;
|
|
}
|
|
case TASK_GET_PATH_TO_ENEMY:
|
|
{
|
|
if ( BuildRoute ( m_hEnemy->pev->origin, bits_MF_TO_ENEMY, m_hEnemy ) )
|
|
{
|
|
m_iTaskStatus = TASKSTATUS_COMPLETE;
|
|
}
|
|
else
|
|
{
|
|
ALERT ( at_aiconsole, "GetPathToEnemy failed!!\n" );
|
|
TaskFail();
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
CBaseMonster :: StartTask ( pTask );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// RunTask
|
|
//=========================================================
|
|
void CCthonian :: RunTask ( Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_CTHONIAN_REARTURN:
|
|
{
|
|
MakeIdealYaw( m_vecEnemyLKP );
|
|
ChangeYaw( pev->yaw_speed );
|
|
|
|
if ( m_fSequenceFinished )
|
|
{
|
|
m_iTaskStatus = TASKSTATUS_COMPLETE;
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
CBaseMonster :: RunTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// GetIdealState - Overridden for Cthonian.
|
|
//=========================================================
|
|
MONSTERSTATE CCthonian :: GetIdealState ( void )
|
|
{
|
|
int iConditions;
|
|
|
|
iConditions = IScheduleFlags();
|
|
|
|
// If no schedule conditions, the new ideal state is probably the reason we're in here.
|
|
switch ( m_MonsterState )
|
|
{
|
|
case MONSTERSTATE_COMBAT:
|
|
/*
|
|
COMBAT goes to ALERT upon death of enemy
|
|
*/
|
|
{
|
|
m_hEnemy = NULL;
|
|
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
|
break;
|
|
}
|
|
}
|
|
|
|
m_IdealMonsterState = CBaseMonster :: GetIdealState();
|
|
|
|
return m_IdealMonsterState;
|
|
}
|
|
|