Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

1313 lines
31 KiB

//========= 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()