Paranoia2/dlls/monster_superofficer.cpp
2020-08-31 19:50:41 +03:00

883 lines
22 KiB
C++

//=====================================================================================================
//
// Written by MaSTeR for PARANOIA 2
//
//=====================================================================================================
//Super Officer - an infected officer that spits his infected blood and kicks the player (melee attack)
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "nodes.h"
#include "effects.h"
#include "decals.h"
#include "soundent.h"
#include "game.h"
//Specific defines
#define OFFICER_RUN_SPEED 100
#define OFFICER_WALK_SPEED 70
#define OFFICER_WALK_INJURED_SPEED 50
#define OFFICER_SPIT_DISTANCE 256
#define OFFICER_MELEE_ATTACK_MIN_DIST 32
#define OFFICER_NEXT_SPIT_TIME 1.5f
int iOfficerBlood;
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_OFFICER_HOP = LAST_COMMON_SCHEDULE + 1,
};
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_OFFICER_HOP = LAST_COMMON_TASK + 1,
};
//=========================================================
// Oficer's infected blood projectile
//=========================================================
class COfficerBlood : public CBaseEntity
{
public:
void Spawn( void );
static void Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity );
void Touch( CBaseEntity *pOther );
void EXPORT Animate( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_maxFrame;
};
LINK_ENTITY_TO_CLASS( officerblood, COfficerBlood );
TYPEDESCRIPTION COfficerBlood::m_SaveData[] =
{
DEFINE_FIELD( COfficerBlood, m_maxFrame, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( COfficerBlood, CBaseEntity );
void COfficerBlood::Spawn( void )
{
pev->movetype = MOVETYPE_FLY;
pev->classname = MAKE_STRING( "officerblood" );
pev->solid = SOLID_BBOX;
pev->rendermode = kRenderTransAlpha;
pev->renderamt = 255;
SET_MODEL(ENT(pev), "sprites/bigspit.spr");
pev->frame = 0;
pev->scale = 0.5;
UTIL_SetSize( pev, Vector( 0, 0, 0), Vector(0, 0, 0) );
m_maxFrame = (float) MODEL_FRAMES( pev->modelindex ) - 1;
}
void COfficerBlood::Animate( void )
{
pev->nextthink = gpGlobals->time + 0.1;
if ( pev->frame++ )
{
if ( pev->frame > m_maxFrame )
{
pev->frame = 0;
}
}
}
void COfficerBlood::Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
{
COfficerBlood *pBlood = GetClassPtr( (COfficerBlood *)NULL );
pBlood->Spawn();
UTIL_SetOrigin( pBlood, vecStart );
pBlood->pev->velocity = vecVelocity;
pBlood->pev->gravity = 1000;
pBlood->pev->owner = ENT(pevOwner);
pBlood->SetThink ( Animate );
pBlood->pev->nextthink = gpGlobals->time + 0.1;
}
void COfficerBlood :: Touch ( CBaseEntity *pOther )
{
TraceResult tr;
int iPitch;
// splat sound
iPitch = RANDOM_FLOAT( 90, 110 );
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "superofficer/acid1.wav", 1, ATTN_NORM, 0, iPitch );
switch ( RANDOM_LONG( 0, 1 ) )
{
case 0:
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "superofficer/spithit1.wav", 1, ATTN_NORM, 0, iPitch );
break;
case 1:
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "superofficer/spithit2.wav", 1, ATTN_NORM, 0, iPitch );
break;
}
if ( !pOther->pev->takedamage )
{
// make a splat on the wall
UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr );
UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_GREEN );
// make some flecks
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, tr.vecEndPos );
WRITE_BYTE( TE_SPRITE_SPRAY );
WRITE_COORD( tr.vecEndPos.x); // pos
WRITE_COORD( tr.vecEndPos.y);
WRITE_COORD( tr.vecEndPos.z);
WRITE_COORD( tr.vecPlaneNormal.x); // dir
WRITE_COORD( tr.vecPlaneNormal.y);
WRITE_COORD( tr.vecPlaneNormal.z);
WRITE_SHORT( iOfficerBlood ); // model
WRITE_BYTE ( 5 ); // count
WRITE_BYTE ( 30 ); // speed
WRITE_BYTE ( 80 ); // noise ( client will divide by 100 )
MESSAGE_END();
}
else
{
pOther->TakeDamage ( pev, pev, gSkillData.superofficerDmgBlood, DMG_GENERIC );
}
SetThink ( SUB_Remove );
pev->nextthink = gpGlobals->time;
}
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define OFFICER_AE_SPIT ( 1 )
#define OFFICER_AE_PUNCH ( 2 )
#define OFFICER_AE_KICK ( 3 )
class CSuperOfficer : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
int ISoundMask( void );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
float MaxYawSpeed( void );
void IdleSound( void );
void PainSound( void );
void DeathSound( void );
void AlertSound ( void );
void AttackSound( void );
void StartTask ( Task_t *pTask );
void RunTask ( Task_t *pTask );
BOOL CheckMeleeAttack1 ( float flDot, float flDist );
BOOL CheckMeleeAttack2 ( float flDot, float flDist );
BOOL CheckRangeAttack1 ( float flDot, float flDist );
BOOL CheckHop();
Schedule_t *GetSchedule( void );
Schedule_t *GetScheduleOfType ( int Type );
int Save( CSave &save );
int Restore( CRestore &restore );
CUSTOM_SCHEDULES;
static TYPEDESCRIPTION m_SaveData[];
float m_flNextSpitTime;
};
LINK_ENTITY_TO_CLASS( monster_superofficer, CSuperOfficer );
TYPEDESCRIPTION CSuperOfficer::m_SaveData[] =
{
DEFINE_FIELD( CSuperOfficer, m_flNextSpitTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CSuperOfficer, CBaseMonster );
//=========================================================
// CheckRangeAttack1
//=========================================================
BOOL CSuperOfficer :: CheckRangeAttack1 ( float flDot, float flDist )
{
if ( IsMoving() && flDist >= OFFICER_SPIT_DISTANCE)
{
return FALSE;
}
if ( flDist > 64 && flDist <= 128 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime )
{
if ( m_hEnemy != NULL )
{
if ( fabs( pev->origin.z - m_hEnemy->pev->origin.z ) > 64 )
{
// don't try to spit at someone up really high or down really low.
return FALSE;
}
}
if ( IsMoving() )
{
// don't spit again for a long time, resume chasing enemy.
m_flNextSpitTime = gpGlobals->time + 5;
}
else
{
// not moving, so spit again pretty soon.
m_flNextSpitTime = gpGlobals->time + OFFICER_NEXT_SPIT_TIME;
}
return TRUE;
}
return FALSE;
}
BOOL CSuperOfficer :: CheckMeleeAttack1 ( float flDot, float flDist )
{
if ( flDist <= 64 && flDot >= 0.7 )
{
return TRUE;
}
return FALSE;
}
BOOL CSuperOfficer :: CheckMeleeAttack2 ( float flDot, float flDist )
{
if (flDist <= 85 && flDot >= 0.7)
{
return TRUE;
}
return FALSE;
}
BOOL CSuperOfficer :: CheckHop()
{
TraceResult tr;
Vector vecHopCheck = ( 0,0, gpGlobals->v_up * 128 );
if (m_hEnemy)
{
if( fabs(m_hEnemy->pev->origin.z - pev->origin.z) >= 32)
{
ALERT(at_console,"checking jump");
float flDist1;
UTIL_TraceLine ( pev->origin, pev->origin + gpGlobals->v_forward * 64, ignore_monsters,ignore_glass, pev->owner, & tr);
flDist1 = (pev->origin - tr.vecEndPos).Length2D();
ALERT(at_console,"Dist1 %f \n",flDist1);
if (flDist1 <= 36)
return TRUE;
}
else
return FALSE;
}
return FALSE;
}
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards. In the base class implementation,
// monsters care about all sounds, but no scents.
//=========================================================
int CSuperOfficer :: ISoundMask ( void )
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_CARCASS |
bits_SOUND_MEAT |
bits_SOUND_GARBAGE |
bits_SOUND_PLAYER;
}
//=========================================================
// RunTask
//=========================================================
void CSuperOfficer :: RunTask ( Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_OFFICER_HOP:
{
{
SetActivity(ACT_HOP);
ClearBits( pev->flags, FL_ONGROUND );
UTIL_SetOrigin (this, pev->origin + Vector ( 0 , 0 , 1) );// take him off ground so engine doesn't instantly reset onground
UTIL_MakeVectors ( pev->angles );
Vector vecJumpDir;
if (m_hEnemy != NULL)
{
float gravity = g_psv_gravity->value;
if (gravity <= 1)
gravity = 1;
// How fast does the headcrab need to travel to reach that height given gravity?
float height = (m_hEnemy->pev->origin.z + m_hEnemy->pev->view_ofs.z - pev->origin.z);
if (height < 8)
height = 8;
float speed = sqrt( 2 * gravity * height );
float time = speed / gravity;
// Scale the sideways velocity to get there at the right time
vecJumpDir = (m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs - pev->origin);
vecJumpDir = vecJumpDir * ( 1.0 / time );
// Speed to offset gravity at the desired height
vecJumpDir.z = speed;
// Don't jump too far/fast
float distance = vecJumpDir.Length();
if (distance > 650)
{
vecJumpDir = vecJumpDir * ( 650.0 / distance );
}
}
else
{
// jump hop, don't care where
vecJumpDir = Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_up.z ) * 350;
}
pev->velocity = vecJumpDir;
m_flNextAttack = gpGlobals->time + 2;
}
break;
}
case TASK_MELEE_ATTACK1:
{
if ( m_fSequenceFinished )
{
m_iTaskStatus = TASKSTATUS_COMPLETE;
}
break;
}
case TASK_MELEE_ATTACK2:
{
if ( m_fSequenceFinished )
{
m_iTaskStatus = TASKSTATUS_COMPLETE;
}
break;
}
default:
{
CBaseMonster :: RunTask( pTask );
break;
}
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CSuperOfficer :: Classify ( void )
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// IdleSound
//=========================================================
void CSuperOfficer :: IdleSound ( void )
{
switch ( RANDOM_LONG(0,4) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/idle1.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/idle2.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/idle3.wav", 1, ATTN_NORM );
break;
case 3:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/idle4.wav", 1, ATTN_NORM );
break;
case 4:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/idle5.wav", 1, ATTN_NORM );
break;
}
}
//=========================================================
// PainSound
//=========================================================
void CSuperOfficer :: PainSound ( void )
{
int iPitch = RANDOM_LONG( 85, 120 );
switch ( RANDOM_LONG(0,3) )
{
case 0:
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "superofficer/pain1.wav", 1, ATTN_NORM, 0, iPitch );
break;
case 1:
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "superofficer/pain2.wav", 1, ATTN_NORM, 0, iPitch );
break;
case 2:
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "superofficer/pain3.wav", 1, ATTN_NORM, 0, iPitch );
break;
case 3:
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "superofficer/pain4.wav", 1, ATTN_NORM, 0, iPitch );
break;
}
}
//=========================================================
// AlertSound
//=========================================================
void CSuperOfficer :: AlertSound ( void )
{
int iPitch = RANDOM_LONG( 140, 160 );
switch ( RANDOM_LONG ( 0, 1 ) )
{
case 0:
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "superofficer/alert1.wav", 1, ATTN_NORM, 0, iPitch );
break;
case 1:
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "superofficer/alert2.wav", 1, ATTN_NORM, 0, iPitch );
break;
}
}
//=========================================================
// MaxYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
float CSuperOfficer :: MaxYawSpeed( void )
{
float ys;
ys = 0;
switch ( m_Activity )
{
case ACT_WALK: ys = 90; break;
case ACT_RUN: ys = 90; break;
case ACT_IDLE: ys = 90; break;
case ACT_RANGE_ATTACK1: ys = 90; break;
default:
ys = 90;
break;
}
return ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CSuperOfficer :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case OFFICER_AE_SPIT:
{
Vector vecSpitOffset;
Vector vecSpitDir;
UTIL_MakeVectors ( pev->angles );
// !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here.
// we should be able to read the position of bones at runtime for this info.
vecSpitOffset = ( 0,0, gpGlobals->v_up * 64 );
vecSpitOffset = ( pev->origin + vecSpitOffset );
vecSpitDir = ( ( m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs ) - vecSpitOffset ).Normalize();
vecSpitDir.x += RANDOM_FLOAT( -0.05, 0.05 );
vecSpitDir.y += RANDOM_FLOAT( -0.05, 0.05 );
vecSpitDir.z += RANDOM_FLOAT( -0.05, 0 );
// do stuff for this event.
AttackSound();
// spew the spittle temporary ents.
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpitOffset );
WRITE_BYTE( TE_SPRITE_SPRAY );
WRITE_COORD( vecSpitOffset.x); // pos
WRITE_COORD( vecSpitOffset.y);
WRITE_COORD( vecSpitOffset.z);
WRITE_COORD( vecSpitDir.x); // dir
WRITE_COORD( vecSpitDir.y);
WRITE_COORD( vecSpitDir.z);
WRITE_SHORT( iOfficerBlood ); // model
WRITE_BYTE ( 15 ); // count
WRITE_BYTE ( 210 ); // speed
WRITE_BYTE ( 25 ); // noise ( client will divide by 100 )
MESSAGE_END();
COfficerBlood::Shoot( pev, vecSpitOffset, vecSpitDir * 900 );
}
break;
case OFFICER_AE_PUNCH:
{
// SOUND HERE!
CBaseEntity *pHurt = CheckTraceHullAttack( 70, RANDOM_LONG(8,13), DMG_SLASH );
if ( pHurt )
{
//pHurt->pev->punchangle.z = -15;
//pHurt->pev->punchangle.x = -45;
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 100;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
}
}
break;
case OFFICER_AE_KICK:
{
CBaseEntity *pHurt = CheckTraceHullAttack( 70, 10, DMG_CLUB | DMG_ALWAYSGIB );
if ( pHurt )
{
pHurt->pev->punchangle.z = -20;
pHurt->pev->punchangle.x = 20;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 200;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
}
}
break;
default:
CBaseMonster::HandleAnimEvent( pEvent );
}
}
//=========================================================
// Spawn
//=========================================================
void CSuperOfficer :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/monsters/monster_superofficer.mdl");
UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->effects = 0;
pev->health = gSkillData.superofficerHealth;
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_flNextSpitTime = gpGlobals->time;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CSuperOfficer :: Precache()
{
PRECACHE_MODEL("models/monsters/monster_superofficer.mdl");
PRECACHE_MODEL("sprites/bigspit.spr");// spit projectile.
iOfficerBlood = PRECACHE_MODEL("sprites/tinyspit.spr");// client side spittle.
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
PRECACHE_SOUND("superofficer/attack1.wav");
PRECACHE_SOUND("superofficer/attack2.wav");
PRECACHE_SOUND("superofficer/attackgrowl.wav");
PRECACHE_SOUND("superofficer/attackgrowl2.wav");
PRECACHE_SOUND("superofficer/attackgrowl3.wav");
PRECACHE_SOUND("superofficer/die1.wav");
PRECACHE_SOUND("superofficer/die2.wav");
PRECACHE_SOUND("superofficer/die3.wav");
PRECACHE_SOUND("superofficer/idle1.wav");
PRECACHE_SOUND("superofficer/idle2.wav");
PRECACHE_SOUND("superofficer/idle3.wav");
PRECACHE_SOUND("superofficer/idle4.wav");
PRECACHE_SOUND("superofficer/idle5.wav");
PRECACHE_SOUND("superofficer/pain1.wav");
PRECACHE_SOUND("superofficer/pain2.wav");
PRECACHE_SOUND("superofficer/pain3.wav");
PRECACHE_SOUND("superofficer/pain4.wav");
PRECACHE_SOUND("superofficer/acid1.wav");
PRECACHE_SOUND("superofficer/spithit1.wav");
PRECACHE_SOUND("superofficer/spithit2.wav");
}
//=========================================================
// DeathSound
//=========================================================
void CSuperOfficer :: DeathSound ( void )
{
switch ( RANDOM_LONG(0,2) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/die1.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/die2.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/die3.wav", 1, ATTN_NORM );
break;
}
}
//=========================================================
// AttackSound
//=========================================================
void CSuperOfficer :: AttackSound ( void )
{
switch ( RANDOM_LONG(0,1) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "superofficer/attack1.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "superofficer/attack2.wav", 1, ATTN_NORM );
break;
}
}
//========================================================
// AI Schedules Specific to this monster
//=========================================================
//Hop
Task_t tlOfficerHop[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_OFFICER_HOP, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slOfficerHop[] =
{
{
tlOfficerHop,
ARRAYSIZE( tlOfficerHop ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2 |
bits_COND_TASK_FAILED,
0,
"Officer Hop"
},
};
// primary range attack
Task_t tlOfficerRangeAttack1[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
};
Schedule_t slOfficerRangeAttack1[] =
{
{
tlOfficerRangeAttack1,
ARRAYSIZE ( tlOfficerRangeAttack1 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED,
0,
"Officer Range Attack1"
},
};
// Chase enemy schedule
Task_t tlOfficerChaseEnemy1[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },
{ TASK_GET_PATH_TO_TARGET, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slOfficerChaseEnemy[] =
{
{
tlOfficerChaseEnemy1,
ARRAYSIZE ( tlOfficerChaseEnemy1 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2 |
bits_COND_TASK_FAILED |
bits_COND_HEAR_SOUND,
0,
"Officer Chase Enemy"
},
};
DEFINE_CUSTOM_SCHEDULES( CSuperOfficer )
{
slOfficerRangeAttack1,
slOfficerChaseEnemy,
};
IMPLEMENT_CUSTOM_SCHEDULES( CSuperOfficer, CBaseMonster );
//=========================================================
// GetSchedule
//=========================================================
Schedule_t *CSuperOfficer :: GetSchedule( void )
{
switch ( m_MonsterState )
{
case MONSTERSTATE_COMBAT:
{
// dead enemy
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster :: GetSchedule();
}
if ( HasConditions(bits_COND_NEW_ENEMY) )
{
return GetScheduleOfType ( SCHED_WAKE_ANGRY );
}
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) && !HasConditions( bits_COND_CAN_MELEE_ATTACK2 ))
{
return GetScheduleOfType ( SCHED_RANGE_ATTACK1 );
}
if ( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) && !HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
}
if ( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) && !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ))
{
return GetScheduleOfType ( SCHED_MELEE_ATTACK2 );
}
return GetScheduleOfType ( SCHED_CHASE_ENEMY );
break;
}
}
return CBaseMonster :: GetSchedule();
}
//=========================================================
// GetScheduleOfType
//=========================================================
Schedule_t* CSuperOfficer :: GetScheduleOfType ( int Type )
{
switch ( Type )
{
case SCHED_OFFICER_HOP:
return &slOfficerHop[0];
break;
case SCHED_RANGE_ATTACK1:
return &slOfficerRangeAttack1[ 0 ];
break;
case SCHED_CHASE_ENEMY:
return &slOfficerChaseEnemy[ 0 ];
break;
}
return CBaseMonster :: GetScheduleOfType ( Type );
}
//=========================================================
// Start task - selects the correct activity and performs
// any necessary calculations to start the next task on the
// schedule. OVERRIDDEN for bullsquid because it needs to
// know explicitly when the last attempt to chase the enemy
// failed, since that impacts its attack choices.
//=========================================================
void CSuperOfficer :: StartTask ( Task_t *pTask )
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch ( pTask->iTask )
{
case TASK_MELEE_ATTACK1:
{
SetActivity(ACT_MELEE_ATTACK1);
break;
}
case TASK_MELEE_ATTACK2:
{
SetActivity(ACT_MELEE_ATTACK2);
switch ( RANDOM_LONG ( 0, 2 ) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/attackgrowl.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/attackgrowl2.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/attackgrowl3.wav", 1, ATTN_NORM );
break;
}
break;
}
case TASK_GET_PATH_TO_ENEMY:
{
if ( BuildRoute ( m_hEnemy->pev->origin, bits_MF_TO_ENEMY, m_hEnemy ) )
{
m_iTaskStatus = TASKSTATUS_COMPLETE;
}
else
{
ALERT ( at_aiconsole, "GetPathToEnemy failed!!\n" );
TaskFail();
}
break;
}
default:
{
CBaseMonster :: StartTask ( pTask );
break;
}
}
}