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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_node.h"
#include "ai_hull.h"
#include "ai_hint.h"
#include "ai_memory.h"
#include "ai_route.h"
#include "ai_motor.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "animation.h"
#include "basecombatweapon.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "hl1_ai_basenpc.h"
#include "ai_navigator.h"
#include "decals.h"
#include "effect_dispatch_data.h"
#include "te_effect_dispatch.h"
#include "Sprite.h"
ConVar sk_bigmomma_health_factor( "sk_bigmomma_health_factor", "1" ); ConVar sk_bigmomma_dmg_slash( "sk_bigmomma_dmg_slash", "50" ); ConVar sk_bigmomma_dmg_blast( "sk_bigmomma_dmg_blast", "100" ); ConVar sk_bigmomma_radius_blast( "sk_bigmomma_radius_blast", "250" );
float GetCurrentGravity( void );
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define BIG_AE_STEP1 1 // Footstep left
#define BIG_AE_STEP2 2 // Footstep right
#define BIG_AE_STEP3 3 // Footstep back left
#define BIG_AE_STEP4 4 // Footstep back right
#define BIG_AE_SACK 5 // Sack slosh
#define BIG_AE_DEATHSOUND 6 // Death sound
#define BIG_AE_MELEE_ATTACKBR 8 // Leg attack
#define BIG_AE_MELEE_ATTACKBL 9 // Leg attack
#define BIG_AE_MELEE_ATTACK1 10 // Leg attack
#define BIG_AE_MORTAR_ATTACK1 11 // Launch a mortar
#define BIG_AE_LAY_CRAB 12 // Lay a headcrab
#define BIG_AE_JUMP_FORWARD 13 // Jump up and forward
#define BIG_AE_SCREAM 14 // alert sound
#define BIG_AE_PAIN_SOUND 15 // pain sound
#define BIG_AE_ATTACK_SOUND 16 // attack sound
#define BIG_AE_BIRTH_SOUND 17 // birth sound
#define BIG_AE_EARLY_TARGET 50 // Fire target early
enum { SCHED_NODE_FAIL = LAST_SHARED_SCHEDULE, SCHED_BIG_NODE, };
enum { TASK_MOVE_TO_NODE_RANGE = LAST_SHARED_TASK, // Move within node range
TASK_FIND_NODE, // Find my next node
TASK_PLAY_NODE_PRESEQUENCE, // Play node pre-script
TASK_PLAY_NODE_SEQUENCE, // Play node script
TASK_PROCESS_NODE, // Fire targets, etc.
TASK_WAIT_NODE, // Wait at the node
TASK_NODE_DELAY, // Delay walking toward node for a bit. You've failed to get there
TASK_NODE_YAW, // Get the best facing direction for this node
TASK_CHECK_NODE_PROXIMITY, };
// User defined conditions
//#define bits_COND_NODE_SEQUENCE ( COND_SPECIAL1 ) // pev->netname contains the name of a sequence to play
// Attack distance constants
#define BIG_ATTACKDIST 170
#define BIG_MORTARDIST 800
#define BIG_MAXCHILDREN 6 // Max # of live headcrab children
#define bits_MEMORY_CHILDPAIR (bits_MEMORY_CUSTOM1)
#define bits_MEMORY_ADVANCE_NODE (bits_MEMORY_CUSTOM2)
#define bits_MEMORY_COMPLETED_NODE (bits_MEMORY_CUSTOM3)
#define bits_MEMORY_FIRED_NODE (bits_MEMORY_CUSTOM4)
int gSpitSprite, gSpitDebrisSprite;
Vector VecCheckSplatToss( CBaseEntity *pEntity, const Vector &vecSpot1, Vector vecSpot2, float maxHeight ); void MortarSpray( const Vector &position, const Vector &direction, int spriteModel, int count );
#define SF_INFOBM_RUN 0x0001
#define SF_INFOBM_WAIT 0x0002
//=========================================================
// Mortar shot entity
//=========================================================
class CBMortar : public CBaseAnimating { DECLARE_CLASS( CBMortar, CBaseAnimating ); public: void Spawn( void );
virtual void Precache();
static CBMortar *Shoot( CBaseEntity *pOwner, Vector vecStart, Vector vecVelocity ); void Touch( CBaseEntity *pOther ); void Animate( void );
float m_flDmgTime;
DECLARE_DATADESC();
int m_maxFrame; int m_iFrame;
CSprite* pSprite; };
LINK_ENTITY_TO_CLASS( bmortar, CBMortar );
BEGIN_DATADESC( CBMortar ) DEFINE_FIELD( m_maxFrame, FIELD_INTEGER ), DEFINE_FIELD( m_flDmgTime, FIELD_FLOAT ), DEFINE_FUNCTION( Animate ), DEFINE_FIELD( m_iFrame, FIELD_INTEGER ), DEFINE_FIELD( pSprite, FIELD_CLASSPTR ), END_DATADESC()
// AI Nodes for Big Momma
class CInfoBM : public CPointEntity { DECLARE_CLASS( CInfoBM, CPointEntity ); public: void Spawn( void ); bool KeyValue( const char *szKeyName, const char *szValue );
// name in pev->targetname
// next in pev->target
// radius in pev->scale
// health in pev->health
// Reach target in pev->message
// Reach delay in pev->speed
// Reach sequence in pev->netname
DECLARE_DATADESC();
float m_flRadius; float m_flDelay; string_t m_iszReachTarget; string_t m_iszReachSequence; string_t m_iszPreSequence;
COutputEvent m_OnAnimationEvent; };
LINK_ENTITY_TO_CLASS( info_bigmomma, CInfoBM );
BEGIN_DATADESC( CInfoBM ) DEFINE_FIELD( m_flRadius, FIELD_FLOAT ), DEFINE_FIELD( m_flDelay, FIELD_FLOAT ), DEFINE_KEYFIELD( m_iszReachTarget, FIELD_STRING, "reachtarget" ), DEFINE_KEYFIELD( m_iszReachSequence, FIELD_STRING, "reachsequence" ), DEFINE_KEYFIELD( m_iszPreSequence, FIELD_STRING, "presequence" ), DEFINE_OUTPUT( m_OnAnimationEvent, "OnAnimationEvent" ), END_DATADESC()
void CInfoBM::Spawn( void ) { BaseClass::Spawn();
// Msg( "Name %s\n", STRING( GetEntityName() ) );
}
bool CInfoBM::KeyValue( const char *szKeyName, const char *szValue ) { if (FStrEq( szKeyName, "radius")) { m_flRadius = atof( szValue ); return true; } else if (FStrEq( szKeyName, "reachdelay" )) { m_flDelay = atof( szValue); return true; } else if (FStrEq( szKeyName, "health" )) { m_iHealth = atoi( szValue ); return true; }
return BaseClass::KeyValue(szKeyName, szValue ); }
// UNDONE:
//
#define BIG_CHILDCLASS "monster_babycrab"
class CNPC_BigMomma : public CHL1BaseNPC { DECLARE_CLASS( CNPC_BigMomma, CHL1BaseNPC ); public:
void Spawn( void ); void Precache( void );
Class_T Classify( void ) { return CLASS_ALIEN_MONSTER; }; void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); int OnTakeDamage( const CTakeDamageInfo &info ); void HandleAnimEvent( animevent_t *pEvent ); void LayHeadcrab( void ); void LaunchMortar( void ); void DeathNotice( CBaseEntity *pevChild );
int MeleeAttack1Conditions( float flDot, float flDist ); // Slash
int MeleeAttack2Conditions( float flDot, float flDist ); // Lay a crab
int RangeAttack1Conditions( float flDot, float flDist ); // Mortar launch
BOOL CanLayCrab( void ) { if ( m_crabTime < gpGlobals->curtime && m_crabCount < BIG_MAXCHILDREN ) { // Don't spawn crabs inside each other
Vector mins = GetAbsOrigin() - Vector( 32, 32, 0 ); Vector maxs = GetAbsOrigin() + Vector( 32, 32, 0 );
CBaseEntity *pList[2]; int count = UTIL_EntitiesInBox( pList, 2, mins, maxs, FL_NPC ); for ( int i = 0; i < count; i++ ) { if ( pList[i] != this ) // Don't hurt yourself!
return COND_NONE; } return COND_CAN_MELEE_ATTACK2; }
return COND_NONE; }
void Activate ( void );
void NodeReach( void ); void NodeStart( string_t iszNextNode ); bool ShouldGoToNode( void ); const char *GetNodeSequence( void ) { CInfoBM *pTarget = (CInfoBM*)GetTarget();
if ( pTarget && FClassnameIs( pTarget, "info_bigmomma" ) ) { return STRING( pTarget->m_iszReachSequence ); // netname holds node sequence
} return NULL; }
const char *GetNodePresequence( void ) { CInfoBM *pTarget = (CInfoBM *)GetTarget();
if ( pTarget && FClassnameIs( pTarget, "info_bigmomma" ) ) { return STRING( pTarget->m_iszPreSequence ); } return NULL; }
float GetNodeDelay( void ) { CInfoBM *pTarget = (CInfoBM *)GetTarget();
if ( pTarget && FClassnameIs( pTarget, "info_bigmomma" ) ) { return pTarget->m_flDelay; // Speed holds node delay
} return 0; }
float GetNodeRange( void ) { CInfoBM *pTarget = (CInfoBM *)GetTarget();
if ( pTarget && FClassnameIs( pTarget, "info_bigmomma" ) ) { return pTarget->m_flRadius; // Scale holds node delay
}
return 1e6; }
float GetNodeYaw( void ) { CBaseEntity *pTarget = GetTarget();
if ( pTarget ) { if ( pTarget->GetAbsAngles().y != 0 ) return pTarget->GetAbsAngles().y; } return GetAbsAngles().y; } // Restart the crab count on each new level
void OnRestore( void ) { BaseClass::OnRestore(); m_crabCount = 0; }
int SelectSchedule( void ); void StartTask( const Task_t *pTask ); void RunTask( const Task_t *pTask );
float MaxYawSpeed( void );
DECLARE_DATADESC();
DEFINE_CUSTOM_AI;
/*
void RunTask( Task_t *pTask ); void StartTask( Task_t *pTask ); Schedule_t *GetSchedule( void ); Schedule_t *GetScheduleOfType( int Type ); void SetYawSpeed( void );
CUSTOM_SCHEDULES; */
private: float m_nodeTime; float m_crabTime; float m_mortarTime; float m_painSoundTime; int m_crabCount; float m_flDmgTime;
bool m_bDoneWithPath;
string_t m_iszTarget; string_t m_iszNetName; float m_flWait;
Vector m_vTossDir;
};
BEGIN_DATADESC( CNPC_BigMomma ) DEFINE_FIELD( m_nodeTime, FIELD_TIME ), DEFINE_FIELD( m_crabTime, FIELD_TIME ), DEFINE_FIELD( m_mortarTime, FIELD_TIME ), DEFINE_FIELD( m_painSoundTime, FIELD_TIME ), DEFINE_KEYFIELD( m_iszNetName, FIELD_STRING, "netname" ), DEFINE_FIELD( m_flWait, FIELD_TIME ), DEFINE_FIELD( m_iszTarget, FIELD_STRING ),
DEFINE_FIELD( m_crabCount, FIELD_INTEGER ), DEFINE_FIELD( m_flDmgTime, FIELD_TIME ), DEFINE_FIELD( m_bDoneWithPath, FIELD_BOOLEAN ), DEFINE_FIELD( m_vTossDir, FIELD_VECTOR ),
END_DATADESC()
LINK_ENTITY_TO_CLASS ( monster_bigmomma, CNPC_BigMomma );
//=========================================================
// Spawn
//=========================================================
void CNPC_BigMomma::Spawn() { Precache( );
SetModel( "models/big_mom.mdl" ); UTIL_SetSize( this, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );
Vector vecSurroundingMins( -95, -95, 0 ); Vector vecSurroundingMaxs( 95, 95, 190 ); CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &vecSurroundingMins, &vecSurroundingMaxs );
SetNavType( NAV_GROUND ); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); m_bloodColor = BLOOD_COLOR_GREEN; m_iHealth = 150 * sk_bigmomma_health_factor.GetFloat();
SetHullType( HULL_WIDE_HUMAN ); SetHullSizeNormal();
CapabilitiesAdd( bits_CAP_MOVE_GROUND ); CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 );
// pev->view_ofs = Vector ( 0, 0, 128 );// position of the eyes relative to monster's origin.
m_flFieldOfView = 0.3;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
SetRenderColor( 255, 255, 255, 255 );
m_bDoneWithPath = false;
m_nodeTime = 0.0f;
m_iszTarget = m_iszNetName;
NPCInit();
BaseClass::Spawn(); }
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CNPC_BigMomma::Precache() { PrecacheModel("models/big_mom.mdl");
UTIL_PrecacheOther( BIG_CHILDCLASS );
// TEMP: Squid
PrecacheModel("sprites/mommaspit.vmt");// spit projectile.
gSpitSprite = PrecacheModel("sprites/mommaspout.vmt");// client side spittle.
gSpitDebrisSprite = PrecacheModel("sprites/mommablob.vmt" );
PrecacheScriptSound( "BigMomma.Pain" ); PrecacheScriptSound( "BigMomma.Attack" ); PrecacheScriptSound( "BigMomma.AttackHit" ); PrecacheScriptSound( "BigMomma.Alert" ); PrecacheScriptSound( "BigMomma.Birth" ); PrecacheScriptSound( "BigMomma.Sack" ); PrecacheScriptSound( "BigMomma.Die" ); PrecacheScriptSound( "BigMomma.FootstepLeft" ); PrecacheScriptSound( "BigMomma.FootstepRight" ); PrecacheScriptSound( "BigMomma.LayHeadcrab" ); PrecacheScriptSound( "BigMomma.ChildDie" ); PrecacheScriptSound( "BigMomma.LaunchMortar" ); }
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
float CNPC_BigMomma::MaxYawSpeed ( void ) { float ys = 90.0f;
switch ( GetActivity() ) { case ACT_IDLE: ys = 100.0f; break; default: ys = 90.0f; } return ys; }
void CNPC_BigMomma::Activate( void ) { if ( GetTarget() == NULL ) Remember( bits_MEMORY_ADVANCE_NODE ); // Start 'er up
BaseClass::Activate(); }
void CNPC_BigMomma::NodeStart( string_t iszNextNode ) { m_iszTarget = iszNextNode;
const char *pTargetName = STRING( m_iszTarget );
CBaseEntity *pTarget = NULL;
if ( pTargetName ) pTarget = gEntList.FindEntityByName( NULL, pTargetName );
if ( pTarget == NULL ) { //Msg( "BM: Finished the path!!\n" );
m_bDoneWithPath = true; return; }
SetTarget( pTarget ); }
void CNPC_BigMomma::NodeReach( void ) { CInfoBM *pTarget = (CInfoBM*)GetTarget();
Forget( bits_MEMORY_ADVANCE_NODE );
if ( !pTarget ) return;
if ( pTarget->m_iHealth >= 1 ) m_iMaxHealth = m_iHealth = pTarget->m_iHealth * sk_bigmomma_health_factor.GetFloat();
if ( !HasMemory( bits_MEMORY_FIRED_NODE ) ) { if ( pTarget ) { pTarget->m_OnAnimationEvent.FireOutput( this, this ); } }
Forget( bits_MEMORY_FIRED_NODE );
m_iszTarget = pTarget->m_target; if ( pTarget->m_iHealth == 0 ) Remember( bits_MEMORY_ADVANCE_NODE ); // Move on if no health at this node
else { GetNavigator()->ClearGoal(); } }
void CNPC_BigMomma::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) { CTakeDamageInfo dmgInfo = info;
if ( ptr->hitbox <= 9 ) { // didn't hit the sack?
if ( m_flDmgTime != gpGlobals->curtime || (random->RandomInt( 0, 10 ) < 1) ) { g_pEffects->Ricochet( ptr->endpos, ptr->plane.normal ); m_flDmgTime = gpGlobals->curtime; }
// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated
dmgInfo.SetDamage( 0.1 ); } else { SpawnBlood( ptr->endpos + ptr->plane.normal * 15, vecDir, m_bloodColor, 100 );
if ( gpGlobals->curtime > m_painSoundTime ) { m_painSoundTime = gpGlobals->curtime + random->RandomInt(1, 3); EmitSound( "BigMomma.Pain" ); } }
BaseClass::TraceAttack( dmgInfo, vecDir, ptr, pAccumulator ); }
int CNPC_BigMomma::OnTakeDamage( const CTakeDamageInfo &info ) { CTakeDamageInfo newInfo = info;
// Don't take any acid damage -- BigMomma's mortar is acid
if ( newInfo.GetDamageType() & DMG_ACID ) { newInfo.SetDamage( 0 ); } // never die from damage, just advance to the next node
if ( ( GetHealth() - newInfo.GetDamage() ) < 1 ) { newInfo.SetDamage( 0 ); Remember( bits_MEMORY_ADVANCE_NODE ); DevMsg( 2, "BM: Finished node health!!!\n" ); }
DevMsg( 2, "BM Health: %f\n", GetHealth() - newInfo.GetDamage() );
return BaseClass::OnTakeDamage( newInfo ); }
bool CNPC_BigMomma::ShouldGoToNode( void ) { if ( HasMemory( bits_MEMORY_ADVANCE_NODE ) ) { if ( m_nodeTime < gpGlobals->curtime ) return true; } return false; }
int CNPC_BigMomma::SelectSchedule( void ) { if ( ShouldGoToNode() ) { return SCHED_BIG_NODE; }
return BaseClass::SelectSchedule(); }
void CNPC_BigMomma::StartTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_CHECK_NODE_PROXIMITY: {
}
break; case TASK_FIND_NODE: { CBaseEntity *pTarget = GetTarget();
if ( !HasMemory( bits_MEMORY_ADVANCE_NODE ) ) { if ( pTarget ) m_iszTarget = pTarget->m_target; }
NodeStart( m_iszTarget ); TaskComplete(); //Msg( "BM: Found node %s\n", STRING( m_iszTarget ) );
} break;
case TASK_NODE_DELAY: m_nodeTime = gpGlobals->curtime + pTask->flTaskData; TaskComplete(); //Msg( "BM: FAIL! Delay %.2f\n", pTask->flTaskData );
break;
case TASK_PROCESS_NODE: //Msg( "BM: Reached node %s\n", STRING( m_iszTarget ) );
NodeReach(); TaskComplete(); break;
case TASK_PLAY_NODE_PRESEQUENCE: case TASK_PLAY_NODE_SEQUENCE: { const char *pSequence = NULL; int iSequence;
if ( pTask->iTask == TASK_PLAY_NODE_SEQUENCE ) pSequence = GetNodeSequence(); else pSequence = GetNodePresequence();
//Msg( "BM: Playing node sequence %s\n", pSequence );
if ( pSequence ) //ugh
{ iSequence = LookupSequence( pSequence );
if ( iSequence != -1 ) { SetIdealActivity( ACT_DO_NOT_DISTURB ); SetSequence( iSequence ); SetCycle( 0.0f );
ResetSequenceInfo(); //Msg( "BM: Sequence %s %f\n", GetNodeSequence(), gpGlobals->curtime );
return; } } TaskComplete(); } break;
case TASK_NODE_YAW: GetMotor()->SetIdealYaw( GetNodeYaw() ); TaskComplete(); break;
case TASK_WAIT_NODE: m_flWait = gpGlobals->curtime + GetNodeDelay();
/*if ( GetTarget() && GetTarget()->GetSpawnFlags() & SF_INFOBM_WAIT )
Msg( "BM: Wait at node %s forever\n", STRING( m_iszTarget) ); else Msg( "BM: Wait at node %s for %.2f\n", STRING( m_iszTarget ), GetNodeDelay() );*/ break;
case TASK_MOVE_TO_NODE_RANGE: { CBaseEntity *pTarget = GetTarget();
if ( !pTarget ) TaskFail( FAIL_NO_TARGET ); else { if ( ( pTarget->GetAbsOrigin() - GetAbsOrigin() ).Length() < GetNodeRange() ) TaskComplete(); else { Activity act = ACT_WALK; if ( pTarget->GetSpawnFlags() & SF_INFOBM_RUN ) act = ACT_RUN;
AI_NavGoal_t goal( GOALTYPE_TARGETENT, vec3_origin, act );
if ( !GetNavigator()->SetGoal( goal ) ) { TaskFail( NO_TASK_FAILURE ); } } } } //Msg( "BM: Moving to node %s\n", STRING( m_iszTarget ) );
break;
case TASK_MELEE_ATTACK1: {
// Play an attack sound here
CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "BigMomma.Attack" );
BaseClass::StartTask( pTask ); } break;
default: BaseClass::StartTask( pTask ); break; } }
//=========================================================
// RunTask
//=========================================================
void CNPC_BigMomma::RunTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_CHECK_NODE_PROXIMITY: { float distance;
if ( GetTarget() == NULL ) TaskFail( FAIL_NO_TARGET ); else { if ( GetNavigator()->IsGoalActive() ) { distance = ( GetTarget()->GetAbsOrigin() - GetAbsOrigin() ).Length2D(); // Set the appropriate activity based on an overlapping range
// overlap the range to prevent oscillation
if ( distance < GetNodeRange() ) { //Msg( "BM: Reached node PROXIMITY!!\n" );
TaskComplete(); GetNavigator()->ClearGoal(); // Stop moving
} } else TaskComplete(); } }
break;
case TASK_WAIT_NODE: if ( GetTarget() != NULL && (GetTarget()->GetSpawnFlags() & SF_INFOBM_WAIT) ) return;
if ( gpGlobals->curtime > m_flWaitFinished ) TaskComplete(); //Msg( "BM: The WAIT is over!\n" );
break;
case TASK_PLAY_NODE_PRESEQUENCE: case TASK_PLAY_NODE_SEQUENCE:
if ( IsSequenceFinished() ) { CBaseEntity *pTarget = NULL;
if ( GetTarget() ) pTarget = gEntList.FindEntityByName( NULL, STRING( GetTarget()->m_target ) );
if ( pTarget ) { SetActivity( ACT_IDLE ); TaskComplete(); } } break;
default: BaseClass::RunTask( pTask ); break; } }
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CNPC_BigMomma::HandleAnimEvent( animevent_t *pEvent ) { CPASAttenuationFilter filter( this );
Vector vecFwd, vecRight, vecUp; QAngle angles; angles = GetAbsAngles(); AngleVectors( angles, &vecFwd, &vecRight, &vecUp );
switch( pEvent->event ) { case BIG_AE_MELEE_ATTACKBR: case BIG_AE_MELEE_ATTACKBL: case BIG_AE_MELEE_ATTACK1: { Vector center = GetAbsOrigin() + vecFwd * 128; Vector mins = center - Vector( 64, 64, 0 ); Vector maxs = center + Vector( 64, 64, 64 );
CBaseEntity *pList[8]; int count = UTIL_EntitiesInBox( pList, 8, mins, maxs, FL_NPC | FL_CLIENT ); CBaseEntity *pHurt = NULL;
for ( int i = 0; i < count && !pHurt; i++ ) { if ( pList[i] != this ) { if ( pList[i]->GetOwnerEntity() != this ) { pHurt = pList[i]; } } } if ( pHurt ) { CTakeDamageInfo info( this, this, 15, DMG_CLUB | DMG_SLASH ); CalculateMeleeDamageForce( &info, (pHurt->GetAbsOrigin() - GetAbsOrigin()), pHurt->GetAbsOrigin() ); pHurt->TakeDamage( info ); QAngle newAngles = angles; newAngles.x = 15; if ( pHurt->IsPlayer() ) { ((CBasePlayer *)pHurt)->SetPunchAngle( newAngles ); } switch( pEvent->event ) { case BIG_AE_MELEE_ATTACKBR: // pHurt->pev->velocity = pHurt->pev->velocity + (vecFwd * 150) + Vector(0,0,250) - (vecRight * 200);
pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (vecFwd * 150) + Vector(0,0,250) - (vecRight * 200) ); break;
case BIG_AE_MELEE_ATTACKBL: pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (vecFwd * 150) + Vector(0,0,250) + (vecRight * 200) ); break;
case BIG_AE_MELEE_ATTACK1: pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (vecFwd * 220) + Vector(0,0,200) ); break; }
pHurt->SetGroundEntity( NULL ); EmitSound( filter, entindex(), "BigMomma.AttackHit" ); } } break; case BIG_AE_SCREAM: EmitSound( filter, entindex(), "BigMomma.Alert" ); break; case BIG_AE_PAIN_SOUND: EmitSound( filter, entindex(), "BigMomma.Pain" ); break; case BIG_AE_ATTACK_SOUND: EmitSound( filter, entindex(), "BigMomma.Attack" ); break;
case BIG_AE_BIRTH_SOUND: EmitSound( filter, entindex(), "BigMomma.Birth" ); break;
case BIG_AE_SACK: if ( RandomInt(0,100) < 30 ) { EmitSound( filter, entindex(), "BigMomma.Sack" ); } break;
case BIG_AE_DEATHSOUND: EmitSound( filter, entindex(), "BigMomma.Die" ); break;
case BIG_AE_STEP1: // Footstep left
case BIG_AE_STEP3: // Footstep back left
EmitSound( filter, entindex(), "BigMomma.FootstepLeft" ); break;
case BIG_AE_STEP4: // Footstep back right
case BIG_AE_STEP2: // Footstep right
EmitSound( filter, entindex(), "BigMomma.FootstepRight" ); break;
case BIG_AE_MORTAR_ATTACK1: LaunchMortar(); break;
case BIG_AE_LAY_CRAB: LayHeadcrab(); break;
case BIG_AE_JUMP_FORWARD: SetGroundEntity( NULL ); SetAbsOrigin(GetAbsOrigin() + Vector ( 0 , 0 , 1) );// take him off ground so engine doesn't instantly reset onground
SetAbsVelocity(vecFwd * 200 + vecUp * 500 ); break;
case BIG_AE_EARLY_TARGET: { CInfoBM *pTarget = (CInfoBM*) GetTarget();
if ( pTarget ) { pTarget->m_OnAnimationEvent.FireOutput( this, this ); } Remember( bits_MEMORY_FIRED_NODE ); } break;
default: BaseClass::HandleAnimEvent( pEvent ); break; } }
void CNPC_BigMomma::LayHeadcrab( void ) { CBaseEntity *pChild = CBaseEntity::Create( BIG_CHILDCLASS, GetAbsOrigin(), GetAbsAngles(), this );
pChild->AddSpawnFlags( SF_NPC_FALL_TO_GROUND );
pChild->SetOwnerEntity( this );
// Is this the second crab in a pair?
if ( HasMemory( bits_MEMORY_CHILDPAIR ) ) { m_crabTime = gpGlobals->curtime + RandomFloat( 5, 10 ); Forget( bits_MEMORY_CHILDPAIR ); } else { m_crabTime = gpGlobals->curtime + RandomFloat( 0.5, 2.5 ); Remember( bits_MEMORY_CHILDPAIR ); }
trace_t tr; UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,100), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); UTIL_DecalTrace( &tr, "Splash" );
CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "BigMomma.LayHeadcrab" );
m_crabCount++; }
void CNPC_BigMomma::DeathNotice( CBaseEntity *pevChild ) { if ( m_crabCount > 0 ) // Some babies may cross a transition, but we reset the count then
{ m_crabCount--; } if ( IsAlive() ) { // Make the "my baby's dead" noise!
CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "BigMomma.ChildDie" ); } }
void CNPC_BigMomma::LaunchMortar( void ) { m_mortarTime = gpGlobals->curtime + RandomFloat( 2, 15 ); Vector startPos = GetAbsOrigin(); startPos.z += 180;
CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "BigMomma.LaunchMortar" );
CBMortar *pBomb = CBMortar::Shoot( this, startPos, m_vTossDir ); pBomb->SetGravity( 1.0 ); MortarSpray( startPos, Vector(0,0,10), gSpitSprite, 24 ); }
int CNPC_BigMomma::MeleeAttack1Conditions( float flDot, float flDist ) { if (flDot >= 0.7) { if ( flDist > BIG_ATTACKDIST ) return COND_TOO_FAR_TO_ATTACK; else return COND_CAN_MELEE_ATTACK1; } else { return COND_NOT_FACING_ATTACK; }
return COND_NONE; }
// Lay a crab
int CNPC_BigMomma::MeleeAttack2Conditions( float flDot, float flDist ) { return CanLayCrab(); }
Vector VecCheckSplatToss( CBaseEntity *pEnt, const Vector &vecSpot1, Vector vecSpot2, float maxHeight ) { trace_t tr; Vector vecMidPoint;// halfway point between Spot1 and Spot2
Vector vecApex;// highest point
Vector vecScale; Vector vecGrenadeVel; Vector vecTemp; float flGravity = GetCurrentGravity();
// calculate the midpoint and apex of the 'triangle'
vecMidPoint = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5; UTIL_TraceLine(vecMidPoint, vecMidPoint + Vector(0,0,maxHeight), MASK_SOLID_BRUSHONLY, pEnt, COLLISION_GROUP_NONE, &tr ); vecApex = tr.endpos; UTIL_TraceLine(vecSpot1, vecApex, MASK_SOLID, pEnt, COLLISION_GROUP_NONE, &tr ); if (tr.fraction != 1.0) { // fail!
return vec3_origin; }
// Don't worry about actually hitting the target, this won't hurt us!
// How high should the grenade travel (subtract 15 so the grenade doesn't hit the ceiling)?
float height = (vecApex.z - vecSpot1.z) - 15;
//HACK HACK
if ( height < 0 ) height *= -1;
// How fast does the grenade need to travel to reach that height given gravity?
float speed = sqrt( 2 * flGravity * height );
// How much time does it take to get there?
float time = speed / flGravity; vecGrenadeVel = (vecSpot2 - vecSpot1); vecGrenadeVel.z = 0; // Travel half the distance to the target in that time (apex is at the midpoint)
vecGrenadeVel = vecGrenadeVel * ( 0.5 / time ); // Speed to offset gravity at the desired height
vecGrenadeVel.z = speed;
return vecGrenadeVel; }
// Mortar launch
int CNPC_BigMomma::RangeAttack1Conditions( float flDot, float flDist ) { if ( flDist > BIG_MORTARDIST ) return COND_TOO_FAR_TO_ATTACK;
if ( flDist <= BIG_MORTARDIST && m_mortarTime < gpGlobals->curtime ) { CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy ) { Vector startPos = GetAbsOrigin(); startPos.z += 180;
m_vTossDir = VecCheckSplatToss( this, startPos, pEnemy->BodyTarget( GetAbsOrigin() ), random->RandomFloat( 150, 500 ) );
if ( m_vTossDir != vec3_origin ) return COND_CAN_RANGE_ATTACK1; } } return COND_NONE; }
// ---------------------------------
//
// Mortar
//
// ---------------------------------
void MortarSpray( const Vector &position, const Vector &direction, int spriteModel, int count ) { CPVSFilter filter( position ); te->SpriteSpray( filter, 0.0, &position, &direction, spriteModel, 200, 80, count ); }
// UNDONE: right now this is pretty much a copy of the squid spit with minor changes to the way it does damage
void CBMortar:: Spawn( void ) { SetMoveType( MOVETYPE_FLYGRAVITY ); SetClassname( "bmortar" ); SetSolid( SOLID_BBOX );
pSprite = CSprite::SpriteCreate( "sprites/mommaspit.vmt", GetAbsOrigin(), true );
if ( pSprite ) { pSprite->SetAttachment( this, 0 ); pSprite->m_flSpriteFramerate = 5;
pSprite->m_nRenderMode = kRenderTransAlpha; pSprite->SetBrightness( 255 );
m_iFrame = 0;
pSprite->SetScale( 2.5f ); }
UTIL_SetSize( this, Vector( 0, 0, 0), Vector(0, 0, 0) );
m_maxFrame = (float)modelinfo->GetModelFrameCount( GetModel() ) - 1; m_flDmgTime = gpGlobals->curtime + 0.4; }
void CBMortar::Animate( void ) { SetNextThink( gpGlobals->curtime + 0.1 );
Vector vVelocity = GetAbsVelocity();
VectorNormalize( vVelocity );
if ( gpGlobals->curtime > m_flDmgTime ) { m_flDmgTime = gpGlobals->curtime + 0.2; MortarSpray( GetAbsOrigin() + Vector( 0, 0, 15 ), -vVelocity, gSpitSprite, 3 ); } if ( m_iFrame++ ) { if ( m_iFrame > m_maxFrame ) { m_iFrame = 0; } } }
CBMortar *CBMortar::Shoot( CBaseEntity *pOwner, Vector vecStart, Vector vecVelocity ) { CBMortar *pSpit = CREATE_ENTITY( CBMortar, "bmortar" ); pSpit->Spawn(); UTIL_SetOrigin( pSpit, vecStart ); pSpit->SetAbsVelocity( vecVelocity ); pSpit->SetOwnerEntity( pOwner ); pSpit->SetThink ( &CBMortar::Animate ); pSpit->SetNextThink( gpGlobals->curtime + 0.1 );
return pSpit; }
void CBMortar::Precache() { BaseClass::Precache();
PrecacheScriptSound( "NPC_BigMomma.SpitTouch1" ); PrecacheScriptSound( "NPC_BigMomma.SpitHit1" ); PrecacheScriptSound( "NPC_BigMomma.SpitHit2" ); }
void CBMortar::Touch( CBaseEntity *pOther ) { trace_t tr; int iPitch;
// splat sound
iPitch = random->RandomFloat( 90, 110 );
EmitSound( "NPC_BigMomma.SpitTouch1" );
switch ( random->RandomInt( 0, 1 ) ) { case 0: EmitSound( "NPC_BigMomma.SpitHit1" ); break; case 1: EmitSound( "NPC_BigMomma.SpitHit2" ); break; }
if ( pOther->IsBSPModel() ) { // make a splat on the wall
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() * 10, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); UTIL_DecalTrace( &tr, "Splash" ); } else { tr.endpos = GetAbsOrigin();
Vector vVelocity = GetAbsVelocity(); VectorNormalize( vVelocity );
tr.plane.normal = -1 * vVelocity; } // make some flecks
MortarSpray( tr.endpos + Vector( 0, 0, 15 ), tr.plane.normal, gSpitSprite, 24 );
CBaseEntity *pOwner = GetOwnerEntity();
RadiusDamage( CTakeDamageInfo( this, pOwner, sk_bigmomma_dmg_blast.GetFloat(), DMG_ACID ), GetAbsOrigin(), sk_bigmomma_radius_blast.GetFloat(), CLASS_NONE, NULL ); UTIL_Remove( pSprite ); UTIL_Remove( this ); }
AI_BEGIN_CUSTOM_NPC( monster_bigmomma, CNPC_BigMomma )
DECLARE_TASK( TASK_MOVE_TO_NODE_RANGE ) DECLARE_TASK( TASK_FIND_NODE ) DECLARE_TASK( TASK_PLAY_NODE_PRESEQUENCE ) DECLARE_TASK( TASK_PLAY_NODE_SEQUENCE ) DECLARE_TASK( TASK_PROCESS_NODE ) DECLARE_TASK( TASK_WAIT_NODE ) DECLARE_TASK( TASK_NODE_DELAY ) DECLARE_TASK( TASK_NODE_YAW ) DECLARE_TASK( TASK_CHECK_NODE_PROXIMITY )
//=========================================================
// > SCHED_BIG_NODE
//=========================================================
DEFINE_SCHEDULE ( SCHED_NODE_FAIL,
" Tasks" " TASK_NODE_DELAY 3" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " " " Interrupts" )
//=========================================================
// > SCHED_BIG_NODE
//=========================================================
DEFINE_SCHEDULE ( SCHED_BIG_NODE,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_NODE_FAIL" " TASK_STOP_MOVING 0" " TASK_FIND_NODE 0" " TASK_PLAY_NODE_PRESEQUENCE 0" " TASK_MOVE_TO_NODE_RANGE 0" " TASK_CHECK_NODE_PROXIMITY 0" " TASK_STOP_MOVING 0" " TASK_NODE_YAW 0" " TASK_FACE_IDEAL 0" " TASK_WAIT_NODE 0" " TASK_PLAY_NODE_SEQUENCE 0" " TASK_PROCESS_NODE 0" " " " Interrupts" )
AI_END_CUSTOM_NPC()
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