1068 lines
29 KiB
C++
1068 lines
29 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 !defined( OEM_BUILD ) && !defined( 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 "scripted.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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float MaxYawSpeed( 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 m_iClass?m_iClass:CLASS_HUMAN_MILITARY;
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}
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//=========================================================
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// MaxYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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float CHAssassin :: MaxYawSpeed( void )
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{
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float 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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return 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 == NULL && !m_pCine) //LRC
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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 < gpGlobals->time)
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{
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m_flDiviation = 0.10;
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}
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else
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{
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m_flDiviation -= 0.01;
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if (m_flDiviation < 0.02)
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m_flDiviation = 0.02;
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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 ), 2048.0f, BULLET_NORMAL, gSkillData.monDmg9MM ); // 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(0.6, 0.8), 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(0.6, 0.8), 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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Vector vecGunPosition = pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32);
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UTIL_MakeVectors( pev->angles );
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//LRC
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if (m_pCine && m_pCine->IsAction())
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{
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Vector vecToss;
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if (m_pCine->PreciseAttack() && m_hTargetEnt != NULL)
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{
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vecToss = VecCheckToss( pev, vecGunPosition, m_hTargetEnt->pev->origin, 0.5 );
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//if (vecToss != g_vecZero)
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// ALERT(at_console,"Assassin %s throws precise grenade\n",STRING(pev->targetname));
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}
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else
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{
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//ALERT(at_console,"Assassin %s throws nonprecise grenade\n",STRING(pev->targetname));
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// what speed would be best to use, here? Borrowing the hgrunt grenade speed seems silly...
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vecToss = ((gpGlobals->v_forward*0.5)+(gpGlobals->v_up*0.5)).Normalize()*gSkillData.hgruntGrenadeSpeed;
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}
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CGrenade::ShootTimed( pev, vecGunPosition, vecToss, 2.0 );
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}
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else
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CGrenade::ShootTimed( pev, vecGunPosition, m_vecTossVelocity, 2.0 );
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m_flNextGrenadeCheck = gpGlobals->time + 6;// 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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if (m_pCine) //LRC...
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{
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pev->velocity = g_vecZero;
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if (m_pCine->PreciseAttack() && m_hTargetEnt != NULL)
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{
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Vector vecTemp = m_hTargetEnt->pev->origin;
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vecTemp.y = vecTemp.y + 50; // put her feet on the target.
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pev->velocity = VecCheckToss( pev, pev->origin, vecTemp, 0.5 );
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//if (pev->velocity != g_vecZero)
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// ALERT(at_console,"Precise jump for assassin %s\n",STRING(pev->targetname));
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//else
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// ALERT(at_console,"Precise jump failed. ");
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}
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if (pev->velocity == g_vecZero)
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{ // just jump, it doesn't matter where to.
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//ALERT(at_console,"Nonprecise jump for assassin %s\n",STRING(pev->targetname));
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float flGravity = g_psv_gravity->value;
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float time = sqrt( 160 / (0.5 * flGravity));
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float speed = flGravity * time / 160;
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UTIL_MakeVectors(pev->angles);
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Vector vecDest = pev->origin + (gpGlobals->v_forward * 32);
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vecDest.z += 160; // don't forget to jump into the air, now...
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pev->velocity= (vecDest - pev->origin) * speed;
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}
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}
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else
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pev->velocity = m_vecJumpVelocity;
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m_flNextJump = gpGlobals->time + 3.0;
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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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if (pev->model)
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SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
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else
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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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if (pev->health == 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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if (pev->model)
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PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
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else
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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 },
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 },
|
|
{ TASK_RUN_PATH, (float)0 },
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
|
|
{ TASK_TURN_LEFT, (float)179 },
|
|
};
|
|
|
|
Schedule_t slAssassinTakeCoverFromBestSound[] =
|
|
{
|
|
{
|
|
tlAssassinTakeCoverFromBestSound,
|
|
ARRAYSIZE ( tlAssassinTakeCoverFromBestSound ),
|
|
bits_COND_NEW_ENEMY,
|
|
0,
|
|
"AssassinTakeCoverFromBestSound"
|
|
},
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
//=========================================================
|
|
// AlertIdle Schedules
|
|
//=========================================================
|
|
Task_t tlAssassinHide[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_WAIT, (float)2 },
|
|
{ TASK_SET_SCHEDULE, (float)SCHED_CHASE_ENEMY },
|
|
};
|
|
|
|
Schedule_t slAssassinHide[] =
|
|
{
|
|
{
|
|
tlAssassinHide,
|
|
ARRAYSIZE ( tlAssassinHide ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_SEE_ENEMY |
|
|
bits_COND_SEE_FEAR |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_PROVOKED |
|
|
bits_COND_HEAR_SOUND,
|
|
|
|
bits_SOUND_DANGER,
|
|
"AssassinHide"
|
|
},
|
|
};
|
|
|
|
|
|
|
|
//=========================================================
|
|
// HUNT Schedules
|
|
//=========================================================
|
|
Task_t tlAssassinHunt[] =
|
|
{
|
|
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
|
|
{ TASK_RUN_PATH, (float)0 },
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
};
|
|
|
|
Schedule_t slAssassinHunt[] =
|
|
{
|
|
{
|
|
tlAssassinHunt,
|
|
ARRAYSIZE ( tlAssassinHunt ),
|
|
bits_COND_NEW_ENEMY |
|
|
// bits_COND_SEE_ENEMY |
|
|
bits_COND_CAN_RANGE_ATTACK1 |
|
|
bits_COND_HEAR_SOUND,
|
|
|
|
bits_SOUND_DANGER,
|
|
"AssassinHunt"
|
|
},
|
|
};
|
|
|
|
|
|
//=========================================================
|
|
// Jumping Schedules
|
|
//=========================================================
|
|
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 || HasMemory( bits_MEMORY_BADJUMP )) && m_hEnemy != NULL )
|
|
{
|
|
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 < 1.0)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
float flGravity = g_psv_gravity->value;
|
|
|
|
float time = sqrt( 160 / (0.5 * flGravity));
|
|
float speed = flGravity * time / 160;
|
|
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 == NULL || 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 = max( pev->renderamt - 50, m_iTargetRanderamt );
|
|
pev->rendermode = kRenderTransTexture;
|
|
}
|
|
else if (pev->renderamt < m_iTargetRanderamt)
|
|
{
|
|
pev->renderamt = 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:
|
|
SetIdealYawToTargetAndUpdate( m_vecEnemyLKP , AI_KEEP_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( );
|
|
RecalculateYawSpeed();
|
|
}
|
|
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;
|
|
}
|
|
|
|
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
|