mirror of https://github.com/FWGS/hlsdk-xash3d
993 lines
25 KiB
C++
993 lines
25 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, 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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#if !OEM_BUILD && !HLDEMO_BUILD
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//=========================================================
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// hassassin - Human assassin, fast and stealthy
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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 "squadmonster.h"
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#include "weapons.h"
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#include "soundent.h"
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#include "game.h"
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extern DLL_GLOBAL int g_iSkillLevel;
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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_ASSASSIN_EXPOSED = LAST_COMMON_SCHEDULE + 1,// cover was blown.
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SCHED_ASSASSIN_JUMP, // fly through the air
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SCHED_ASSASSIN_JUMP_ATTACK, // fly through the air and shoot
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SCHED_ASSASSIN_JUMP_LAND // hit and run away
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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_ASSASSIN_FALL_TO_GROUND = LAST_COMMON_TASK + 1 // falling and waiting to hit ground
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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 ASSASSIN_AE_SHOOT1 1
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#define ASSASSIN_AE_TOSS1 2
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#define ASSASSIN_AE_JUMP 3
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#define bits_MEMORY_BADJUMP ( bits_MEMORY_CUSTOM1 )
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class CHAssassin : public CBaseMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed ( void );
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int Classify( void );
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int ISoundMask( void);
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void Shoot( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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Schedule_t *GetSchedule( void );
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Schedule_t *GetScheduleOfType( int Type );
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BOOL CheckMeleeAttack1( float flDot, float flDist ); // jump
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// BOOL CheckMeleeAttack2( float flDot, float flDist );
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BOOL CheckRangeAttack1( float flDot, float flDist ); // shoot
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BOOL CheckRangeAttack2( float flDot, float flDist ); // throw grenade
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void StartTask( Task_t *pTask );
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void RunAI( void );
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void RunTask( Task_t *pTask );
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void DeathSound( void );
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void IdleSound( void );
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CUSTOM_SCHEDULES
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int Save( CSave &save );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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float m_flLastShot;
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float m_flDiviation;
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float m_flNextJump;
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Vector m_vecJumpVelocity;
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float m_flNextGrenadeCheck;
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Vector m_vecTossVelocity;
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BOOL m_fThrowGrenade;
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int m_iTargetRanderamt;
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int m_iFrustration;
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int m_iShell;
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};
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LINK_ENTITY_TO_CLASS( monster_human_assassin, CHAssassin )
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TYPEDESCRIPTION CHAssassin::m_SaveData[] =
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{
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DEFINE_FIELD( CHAssassin, m_flLastShot, FIELD_TIME ),
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DEFINE_FIELD( CHAssassin, m_flDiviation, FIELD_FLOAT ),
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DEFINE_FIELD( CHAssassin, m_flNextJump, FIELD_TIME ),
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DEFINE_FIELD( CHAssassin, m_vecJumpVelocity, FIELD_VECTOR ),
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DEFINE_FIELD( CHAssassin, m_flNextGrenadeCheck, FIELD_TIME ),
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DEFINE_FIELD( CHAssassin, m_vecTossVelocity, FIELD_VECTOR ),
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DEFINE_FIELD( CHAssassin, m_fThrowGrenade, FIELD_BOOLEAN ),
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DEFINE_FIELD( CHAssassin, m_iTargetRanderamt, FIELD_INTEGER ),
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DEFINE_FIELD( CHAssassin, m_iFrustration, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CHAssassin, CBaseMonster )
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//=========================================================
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// DieSound
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//=========================================================
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void CHAssassin::DeathSound( void )
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{
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}
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//=========================================================
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// IdleSound
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//=========================================================
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void CHAssassin::IdleSound( void )
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{
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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.
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//=========================================================
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int CHAssassin::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_DANGER |
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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 CHAssassin::Classify( void )
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{
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return CLASS_HUMAN_MILITARY;
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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 CHAssassin::SetYawSpeed( void )
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{
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int ys;
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switch( m_Activity )
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{
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case ACT_TURN_LEFT:
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case ACT_TURN_RIGHT:
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ys = 360;
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break;
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default:
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ys = 360;
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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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// Shoot
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//=========================================================
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void CHAssassin::Shoot( void )
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{
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if( m_hEnemy == 0 )
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{
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return;
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}
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Vector vecShootOrigin = GetGunPosition();
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Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
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if( m_flLastShot + 2.0f < gpGlobals->time )
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{
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m_flDiviation = 0.10f;
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}
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else
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{
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m_flDiviation -= 0.01f;
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if( m_flDiviation < 0.02f )
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m_flDiviation = 0.02f;
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}
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m_flLastShot = gpGlobals->time;
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UTIL_MakeVectors( pev->angles );
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Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT( 40, 90 ) + gpGlobals->v_up * RANDOM_FLOAT( 75, 200 ) + gpGlobals->v_forward * RANDOM_FLOAT( -40, 40 );
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EjectBrass( pev->origin + gpGlobals->v_up * 32 + gpGlobals->v_forward * 12, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL );
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FireBullets( 1, vecShootOrigin, vecShootDir, Vector( m_flDiviation, m_flDiviation, m_flDiviation ), 2048, BULLET_MONSTER_9MM ); // shoot +-8 degrees
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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( ENT( pev ), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT( 0.6f, 0.8f ), ATTN_NORM );
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break;
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case 1:
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT( 0.6f, 0.8f ), ATTN_NORM );
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break;
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}
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pev->effects |= EF_MUZZLEFLASH;
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Vector angDir = UTIL_VecToAngles( vecShootDir );
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SetBlending( 0, angDir.x );
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m_cAmmoLoaded--;
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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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// Returns number of events handled, 0 if none.
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//=========================================================
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void CHAssassin::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case ASSASSIN_AE_SHOOT1:
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Shoot();
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break;
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case ASSASSIN_AE_TOSS1:
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{
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UTIL_MakeVectors( pev->angles );
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CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector( 0, 0, 32 ), m_vecTossVelocity, 2.0 );
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m_flNextGrenadeCheck = gpGlobals->time + 6.0f;// wait six seconds before even looking again to see if a grenade can be thrown.
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m_fThrowGrenade = FALSE;
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// !!!LATER - when in a group, only try to throw grenade if ordered.
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}
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break;
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case ASSASSIN_AE_JUMP:
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{
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// ALERT( at_console, "jumping");
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UTIL_MakeAimVectors( pev->angles );
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pev->movetype = MOVETYPE_TOSS;
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pev->flags &= ~FL_ONGROUND;
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pev->velocity = m_vecJumpVelocity;
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m_flNextJump = gpGlobals->time + 3.0f;
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}
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return;
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default:
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CBaseMonster::HandleAnimEvent( pEvent );
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break;
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}
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CHAssassin::Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/hassassin.mdl" );
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_RED;
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pev->effects = 0;
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pev->health = gSkillData.hassassinHealth;
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m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_MonsterState = MONSTERSTATE_NONE;
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m_afCapability = bits_CAP_MELEE_ATTACK1 | bits_CAP_DOORS_GROUP;
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pev->friction = 1;
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m_HackedGunPos = Vector( 0, 24, 48 );
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m_iTargetRanderamt = 20;
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pev->renderamt = 20;
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pev->rendermode = kRenderTransTexture;
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MonsterInit();
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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 CHAssassin::Precache()
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{
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PRECACHE_MODEL( "models/hassassin.mdl" );
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PRECACHE_SOUND( "weapons/pl_gun1.wav" );
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PRECACHE_SOUND( "weapons/pl_gun2.wav" );
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PRECACHE_SOUND( "debris/beamstart1.wav" );
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m_iShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell
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}
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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//=========================================================
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// Fail Schedule
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//=========================================================
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Task_t tlAssassinFail[] =
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{
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{ TASK_STOP_MOVING, 0 },
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
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{ TASK_WAIT_FACE_ENEMY, (float)2 },
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// { TASK_WAIT_PVS, (float)0 },
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{ TASK_SET_SCHEDULE, (float)SCHED_CHASE_ENEMY },
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};
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Schedule_t slAssassinFail[] =
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{
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{
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tlAssassinFail,
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ARRAYSIZE( tlAssassinFail ),
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_PROVOKED |
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bits_COND_CAN_RANGE_ATTACK1 |
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bits_COND_CAN_RANGE_ATTACK2 |
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bits_COND_CAN_MELEE_ATTACK1 |
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bits_COND_HEAR_SOUND,
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bits_SOUND_DANGER |
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bits_SOUND_PLAYER,
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"AssassinFail"
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},
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};
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//=========================================================
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// Enemy exposed Agrunt's cover
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//=========================================================
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Task_t tlAssassinExposed[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_RANGE_ATTACK1, (float)0 },
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_JUMP },
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{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY },
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};
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Schedule_t slAssassinExposed[] =
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{
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{
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tlAssassinExposed,
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ARRAYSIZE( tlAssassinExposed ),
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bits_COND_CAN_MELEE_ATTACK1,
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0,
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"AssassinExposed",
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},
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};
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//=========================================================
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// Take cover from enemy! Tries lateral cover before node
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// cover!
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//=========================================================
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Task_t tlAssassinTakeCoverFromEnemy[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_WAIT, (float)0.2 },
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },
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{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
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{ TASK_RUN_PATH, (float)0 },
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
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{ TASK_FACE_ENEMY, (float)0 },
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};
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Schedule_t slAssassinTakeCoverFromEnemy[] =
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{
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{
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tlAssassinTakeCoverFromEnemy,
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ARRAYSIZE( tlAssassinTakeCoverFromEnemy ),
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bits_COND_NEW_ENEMY |
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bits_COND_CAN_MELEE_ATTACK1 |
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bits_COND_HEAR_SOUND,
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bits_SOUND_DANGER,
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"AssassinTakeCoverFromEnemy"
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},
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};
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//=========================================================
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// Take cover from enemy! Tries lateral cover before node
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// cover!
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//=========================================================
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Task_t tlAssassinTakeCoverFromEnemy2[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_WAIT, (float)0.2 },
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{ TASK_FACE_ENEMY, (float)0 },
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{ TASK_RANGE_ATTACK1, (float)0 },
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK2 },
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{ TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384 },
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{ TASK_RUN_PATH, (float)0 },
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
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{ TASK_FACE_ENEMY, (float)0 },
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};
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Schedule_t slAssassinTakeCoverFromEnemy2[] =
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{
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{
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tlAssassinTakeCoverFromEnemy2,
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ARRAYSIZE( tlAssassinTakeCoverFromEnemy2 ),
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bits_COND_NEW_ENEMY |
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bits_COND_CAN_MELEE_ATTACK2 |
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bits_COND_HEAR_SOUND,
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bits_SOUND_DANGER,
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"AssassinTakeCoverFromEnemy2"
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},
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};
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//=========================================================
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// hide from the loudest sound source
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//=========================================================
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Task_t tlAssassinTakeCoverFromBestSound[] =
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{
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_MELEE_ATTACK1 },
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 },
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{ TASK_RUN_PATH, (float)0 },
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
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{ TASK_TURN_LEFT, (float)179 },
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};
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Schedule_t slAssassinTakeCoverFromBestSound[] =
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{
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{
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tlAssassinTakeCoverFromBestSound,
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ARRAYSIZE( tlAssassinTakeCoverFromBestSound ),
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bits_COND_NEW_ENEMY,
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0,
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"AssassinTakeCoverFromBestSound"
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},
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};
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//=========================================================
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// AlertIdle Schedules
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//=========================================================
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Task_t tlAssassinHide[] =
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{
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{ TASK_STOP_MOVING, 0 },
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
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{ TASK_WAIT, (float)2 },
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{ TASK_SET_SCHEDULE, (float)SCHED_CHASE_ENEMY },
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};
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Schedule_t slAssassinHide[] =
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{
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{
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tlAssassinHide,
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ARRAYSIZE( tlAssassinHide ),
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bits_COND_NEW_ENEMY |
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bits_COND_SEE_ENEMY |
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bits_COND_SEE_FEAR |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_PROVOKED |
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bits_COND_HEAR_SOUND,
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bits_SOUND_DANGER,
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"AssassinHide"
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},
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};
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//=========================================================
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// HUNT Schedules
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//=========================================================
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Task_t tlAssassinHunt[] =
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{
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{ TASK_GET_PATH_TO_ENEMY, (float)0 },
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{ TASK_RUN_PATH, (float)0 },
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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};
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Schedule_t slAssassinHunt[] =
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{
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{
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tlAssassinHunt,
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ARRAYSIZE( tlAssassinHunt ),
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bits_COND_NEW_ENEMY |
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// bits_COND_SEE_ENEMY |
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bits_COND_CAN_RANGE_ATTACK1 |
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bits_COND_HEAR_SOUND,
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bits_SOUND_DANGER,
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"AssassinHunt"
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},
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};
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//=========================================================
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// Jumping Schedules
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//=========================================================
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Task_t tlAssassinJump[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_HOP },
|
|
{ TASK_SET_SCHEDULE, (float)SCHED_ASSASSIN_JUMP_ATTACK },
|
|
};
|
|
|
|
Schedule_t slAssassinJump[] =
|
|
{
|
|
{
|
|
tlAssassinJump,
|
|
ARRAYSIZE( tlAssassinJump ),
|
|
0,
|
|
0,
|
|
"AssassinJump"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// repel
|
|
//=========================================================
|
|
Task_t tlAssassinJumpAttack[] =
|
|
{
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_JUMP_LAND },
|
|
// { TASK_SET_ACTIVITY, (float)ACT_FLY },
|
|
{ TASK_ASSASSIN_FALL_TO_GROUND, (float)0 },
|
|
};
|
|
|
|
Schedule_t slAssassinJumpAttack[] =
|
|
{
|
|
{
|
|
tlAssassinJumpAttack,
|
|
ARRAYSIZE( tlAssassinJumpAttack ),
|
|
0,
|
|
0,
|
|
"AssassinJumpAttack"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// repel
|
|
//=========================================================
|
|
Task_t tlAssassinJumpLand[] =
|
|
{
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_EXPOSED },
|
|
// { TASK_SET_FAIL_SCHEDULE, (float)SCHED_MELEE_ATTACK1 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_REMEMBER, (float)bits_MEMORY_BADJUMP },
|
|
{ TASK_FIND_NODE_COVER_FROM_ENEMY, (float)0 },
|
|
{ TASK_RUN_PATH, (float)0 },
|
|
{ TASK_FORGET, (float)bits_MEMORY_BADJUMP },
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },
|
|
};
|
|
|
|
Schedule_t slAssassinJumpLand[] =
|
|
{
|
|
{
|
|
tlAssassinJumpLand,
|
|
ARRAYSIZE( tlAssassinJumpLand ),
|
|
0,
|
|
0,
|
|
"AssassinJumpLand"
|
|
},
|
|
};
|
|
|
|
DEFINE_CUSTOM_SCHEDULES( CHAssassin )
|
|
{
|
|
slAssassinFail,
|
|
slAssassinExposed,
|
|
slAssassinTakeCoverFromEnemy,
|
|
slAssassinTakeCoverFromEnemy2,
|
|
slAssassinTakeCoverFromBestSound,
|
|
slAssassinHide,
|
|
slAssassinHunt,
|
|
slAssassinJump,
|
|
slAssassinJumpAttack,
|
|
slAssassinJumpLand,
|
|
};
|
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CHAssassin, CBaseMonster )
|
|
|
|
//=========================================================
|
|
// CheckMeleeAttack1 - jump like crazy if the enemy gets too close.
|
|
//=========================================================
|
|
BOOL CHAssassin::CheckMeleeAttack1( float flDot, float flDist )
|
|
{
|
|
if( m_flNextJump < gpGlobals->time && ( flDist <= 128.0f || HasMemory( bits_MEMORY_BADJUMP ) ) && m_hEnemy != 0 )
|
|
{
|
|
TraceResult tr;
|
|
|
|
Vector vecDest = pev->origin + Vector( RANDOM_FLOAT( -64, 64), RANDOM_FLOAT( -64, 64 ), 160 );
|
|
|
|
UTIL_TraceHull( pev->origin + Vector( 0, 0, 36 ), vecDest + Vector( 0, 0, 36 ), dont_ignore_monsters, human_hull, ENT( pev ), &tr );
|
|
|
|
if( tr.fStartSolid || tr.flFraction < 1.0f )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
float flGravity = g_psv_gravity->value;
|
|
|
|
float time = sqrt( 160.0f / ( 0.5f * flGravity ) );
|
|
float speed = flGravity * time / 160.0f;
|
|
m_vecJumpVelocity = ( vecDest - pev->origin ) * speed;
|
|
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
//=========================================================
|
|
// CheckRangeAttack1 - drop a cap in their ass
|
|
//
|
|
//=========================================================
|
|
BOOL CHAssassin::CheckRangeAttack1( float flDot, float flDist )
|
|
{
|
|
if( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist > 64 && flDist <= 2048 /* && flDot >= 0.5 */ /* && NoFriendlyFire() */ )
|
|
{
|
|
TraceResult tr;
|
|
|
|
Vector vecSrc = GetGunPosition();
|
|
|
|
// verify that a bullet fired from the gun will hit the enemy before the world.
|
|
UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget( vecSrc ), dont_ignore_monsters, ENT( pev ), &tr );
|
|
|
|
if( tr.flFraction == 1 || tr.pHit == m_hEnemy->edict() )
|
|
{
|
|
return TRUE;
|
|
}
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
//=========================================================
|
|
// CheckRangeAttack2 - toss grenade is enemy gets in the way and is too close.
|
|
//=========================================================
|
|
BOOL CHAssassin::CheckRangeAttack2( float flDot, float flDist )
|
|
{
|
|
m_fThrowGrenade = FALSE;
|
|
if( !FBitSet( m_hEnemy->pev->flags, FL_ONGROUND ) )
|
|
{
|
|
// don't throw grenades at anything that isn't on the ground!
|
|
return FALSE;
|
|
}
|
|
|
|
// don't get grenade happy unless the player starts to piss you off
|
|
if( m_iFrustration <= 2 )
|
|
return FALSE;
|
|
|
|
if( m_flNextGrenadeCheck < gpGlobals->time && !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 512 /* && flDot >= 0.5 */ /* && NoFriendlyFire() */ )
|
|
{
|
|
Vector vecToss = VecCheckThrow( pev, GetGunPosition(), m_hEnemy->Center(), flDist, 0.5 ); // use dist as speed to get there in 1 second
|
|
|
|
if( vecToss != g_vecZero )
|
|
{
|
|
m_vecTossVelocity = vecToss;
|
|
|
|
// throw a hand grenade
|
|
m_fThrowGrenade = TRUE;
|
|
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
//=========================================================
|
|
// RunAI
|
|
//=========================================================
|
|
void CHAssassin::RunAI( void )
|
|
{
|
|
CBaseMonster::RunAI();
|
|
|
|
// always visible if moving
|
|
// always visible is not on hard
|
|
if( g_iSkillLevel != SKILL_HARD || m_hEnemy == 0 || pev->deadflag != DEAD_NO || m_Activity == ACT_RUN || m_Activity == ACT_WALK || !( pev->flags & FL_ONGROUND ) )
|
|
m_iTargetRanderamt = 255;
|
|
else
|
|
m_iTargetRanderamt = 20;
|
|
|
|
if( pev->renderamt > m_iTargetRanderamt )
|
|
{
|
|
if( pev->renderamt == 255 )
|
|
{
|
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "debris/beamstart1.wav", 0.2, ATTN_NORM );
|
|
}
|
|
|
|
pev->renderamt = Q_max( pev->renderamt - 50, m_iTargetRanderamt );
|
|
pev->rendermode = kRenderTransTexture;
|
|
}
|
|
else if( pev->renderamt < m_iTargetRanderamt )
|
|
{
|
|
pev->renderamt = Q_min( pev->renderamt + 50, m_iTargetRanderamt );
|
|
if( pev->renderamt == 255 )
|
|
pev->rendermode = kRenderNormal;
|
|
}
|
|
|
|
if( m_Activity == ACT_RUN || m_Activity == ACT_WALK )
|
|
{
|
|
static int iStep = 0;
|
|
iStep = !iStep;
|
|
if( iStep )
|
|
{
|
|
switch( RANDOM_LONG( 0, 3 ) )
|
|
{
|
|
case 0:
|
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_step1.wav", 0.5, ATTN_NORM );
|
|
break;
|
|
case 1:
|
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_step3.wav", 0.5, ATTN_NORM );
|
|
break;
|
|
case 2:
|
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_step2.wav", 0.5, ATTN_NORM );
|
|
break;
|
|
case 3:
|
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_step4.wav", 0.5, ATTN_NORM );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// StartTask
|
|
//=========================================================
|
|
void CHAssassin::StartTask( Task_t *pTask )
|
|
{
|
|
switch( pTask->iTask )
|
|
{
|
|
case TASK_RANGE_ATTACK2:
|
|
if( !m_fThrowGrenade )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
CBaseMonster::StartTask( pTask );
|
|
}
|
|
break;
|
|
case TASK_ASSASSIN_FALL_TO_GROUND:
|
|
break;
|
|
default:
|
|
CBaseMonster::StartTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// RunTask
|
|
//=========================================================
|
|
void CHAssassin::RunTask( Task_t *pTask )
|
|
{
|
|
switch( pTask->iTask )
|
|
{
|
|
case TASK_ASSASSIN_FALL_TO_GROUND:
|
|
MakeIdealYaw( m_vecEnemyLKP );
|
|
ChangeYaw( pev->yaw_speed );
|
|
|
|
if( m_fSequenceFinished )
|
|
{
|
|
if( pev->velocity.z > 0 )
|
|
{
|
|
pev->sequence = LookupSequence( "fly_up" );
|
|
}
|
|
else if( HasConditions( bits_COND_SEE_ENEMY ) )
|
|
{
|
|
pev->sequence = LookupSequence( "fly_attack" );
|
|
pev->frame = 0;
|
|
}
|
|
else
|
|
{
|
|
pev->sequence = LookupSequence( "fly_down" );
|
|
pev->frame = 0;
|
|
}
|
|
|
|
ResetSequenceInfo();
|
|
SetYawSpeed();
|
|
}
|
|
if( pev->flags & FL_ONGROUND )
|
|
{
|
|
// ALERT( at_console, "on ground\n" );
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
default:
|
|
CBaseMonster::RunTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// GetSchedule - Decides which type of schedule best suits
|
|
// the monster's current state and conditions. Then calls
|
|
// monster's member function to get a pointer to a schedule
|
|
// of the proper type.
|
|
//=========================================================
|
|
Schedule_t *CHAssassin::GetSchedule( void )
|
|
{
|
|
switch( m_MonsterState )
|
|
{
|
|
case MONSTERSTATE_IDLE:
|
|
case MONSTERSTATE_ALERT:
|
|
{
|
|
if( HasConditions( bits_COND_HEAR_SOUND ) )
|
|
{
|
|
CSound *pSound;
|
|
pSound = PBestSound();
|
|
|
|
ASSERT( pSound != NULL );
|
|
if( pSound &&( pSound->m_iType & bits_SOUND_DANGER ) )
|
|
{
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
|
|
}
|
|
if( pSound &&( pSound->m_iType & bits_SOUND_COMBAT ) )
|
|
{
|
|
return GetScheduleOfType( SCHED_INVESTIGATE_SOUND );
|
|
}
|
|
}
|
|
}
|
|
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();
|
|
}
|
|
|
|
// flying?
|
|
if( pev->movetype == MOVETYPE_TOSS )
|
|
{
|
|
if( pev->flags & FL_ONGROUND )
|
|
{
|
|
// ALERT( at_console, "landed\n" );
|
|
// just landed
|
|
pev->movetype = MOVETYPE_STEP;
|
|
return GetScheduleOfType ( SCHED_ASSASSIN_JUMP_LAND );
|
|
}
|
|
else
|
|
{
|
|
// ALERT( at_console, "jump\n" );
|
|
// jump or jump/shoot
|
|
if( m_MonsterState == MONSTERSTATE_COMBAT )
|
|
return GetScheduleOfType( SCHED_ASSASSIN_JUMP );
|
|
else
|
|
return GetScheduleOfType( SCHED_ASSASSIN_JUMP_ATTACK );
|
|
}
|
|
}
|
|
|
|
if( HasConditions( bits_COND_HEAR_SOUND ) )
|
|
{
|
|
CSound *pSound;
|
|
pSound = PBestSound();
|
|
|
|
ASSERT( pSound != NULL );
|
|
if( pSound && ( pSound->m_iType & bits_SOUND_DANGER ) )
|
|
{
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
|
|
}
|
|
}
|
|
|
|
if( HasConditions( bits_COND_LIGHT_DAMAGE ) )
|
|
{
|
|
m_iFrustration++;
|
|
}
|
|
if( HasConditions( bits_COND_HEAVY_DAMAGE ) )
|
|
{
|
|
m_iFrustration++;
|
|
}
|
|
|
|
// jump player!
|
|
if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
|
|
{
|
|
// ALERT( at_console, "melee attack 1\n" );
|
|
return GetScheduleOfType( SCHED_MELEE_ATTACK1 );
|
|
}
|
|
|
|
// throw grenade
|
|
if( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) )
|
|
{
|
|
// ALERT( at_console, "range attack 2\n");
|
|
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
|
}
|
|
|
|
// spotted
|
|
if( HasConditions( bits_COND_SEE_ENEMY ) && HasConditions( bits_COND_ENEMY_FACING_ME ) )
|
|
{
|
|
// ALERT( at_console, "exposed\n" );
|
|
m_iFrustration++;
|
|
return GetScheduleOfType( SCHED_ASSASSIN_EXPOSED );
|
|
}
|
|
|
|
// can attack
|
|
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
// ALERT( at_console, "range attack 1\n" );
|
|
m_iFrustration = 0;
|
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
|
}
|
|
|
|
if( HasConditions( bits_COND_SEE_ENEMY ) )
|
|
{
|
|
// ALERT( at_console, "face\n" );
|
|
return GetScheduleOfType( SCHED_COMBAT_FACE );
|
|
}
|
|
|
|
// new enemy
|
|
if( HasConditions( bits_COND_NEW_ENEMY ) )
|
|
{
|
|
// ALERT( at_console, "take cover\n" );
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
|
}
|
|
|
|
// ALERT( at_console, "stand\n" );
|
|
return GetScheduleOfType( SCHED_ALERT_STAND );
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return CBaseMonster::GetSchedule();
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
Schedule_t *CHAssassin::GetScheduleOfType( int Type )
|
|
{
|
|
// ALERT( at_console, "%d\n", m_iFrustration );
|
|
switch( Type )
|
|
{
|
|
case SCHED_TAKE_COVER_FROM_ENEMY:
|
|
if( pev->health > 30 )
|
|
return slAssassinTakeCoverFromEnemy;
|
|
else
|
|
return slAssassinTakeCoverFromEnemy2;
|
|
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
|
|
return slAssassinTakeCoverFromBestSound;
|
|
case SCHED_ASSASSIN_EXPOSED:
|
|
return slAssassinExposed;
|
|
case SCHED_FAIL:
|
|
if( m_MonsterState == MONSTERSTATE_COMBAT )
|
|
return slAssassinFail;
|
|
break;
|
|
case SCHED_ALERT_STAND:
|
|
if( m_MonsterState == MONSTERSTATE_COMBAT )
|
|
return slAssassinHide;
|
|
break;
|
|
case SCHED_CHASE_ENEMY:
|
|
return slAssassinHunt;
|
|
case SCHED_MELEE_ATTACK1:
|
|
if( pev->flags & FL_ONGROUND )
|
|
{
|
|
if( m_flNextJump > gpGlobals->time )
|
|
{
|
|
// can't jump yet, go ahead and fail
|
|
return slAssassinFail;
|
|
}
|
|
else
|
|
{
|
|
return slAssassinJump;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return slAssassinJumpAttack;
|
|
}
|
|
case SCHED_ASSASSIN_JUMP:
|
|
case SCHED_ASSASSIN_JUMP_ATTACK:
|
|
return slAssassinJumpAttack;
|
|
case SCHED_ASSASSIN_JUMP_LAND:
|
|
return slAssassinJumpLand;
|
|
}
|
|
|
|
return CBaseMonster::GetScheduleOfType( Type );
|
|
}
|
|
#endif
|