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1167 lines
30 KiB
1167 lines
30 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Cute hound like Alien.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "game.h"
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#include "ai_default.h"
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#include "ai_schedule.h"
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#include "ai_hull.h"
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#include "ai_route.h"
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#include "ai_hint.h"
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#include "ai_navigator.h"
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#include "ai_senses.h"
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#include "npcevent.h"
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#include "animation.h"
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#include "hl1_npc_bullsquid.h"
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#include "gib.h"
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#include "soundent.h"
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#include "ndebugoverlay.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "hl1_grenade_spit.h"
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#include "util.h"
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#include "shake.h"
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#include "movevars_shared.h"
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#include "decals.h"
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#include "hl2_shareddefs.h"
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#include "ammodef.h"
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#define SQUID_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve
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ConVar sk_bullsquid_health ( "sk_bullsquid_health", "0" );
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ConVar sk_bullsquid_dmg_bite ( "sk_bullsquid_dmg_bite", "0" );
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ConVar sk_bullsquid_dmg_whip ( "sk_bullsquid_dmg_whip", "0" );
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extern ConVar sk_bullsquid_dmg_spit;
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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_SQUID_HURTHOP = LAST_SHARED_SCHEDULE,
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SCHED_SQUID_SEECRAB,
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SCHED_SQUID_EAT,
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SCHED_SQUID_SNIFF_AND_EAT,
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SCHED_SQUID_WALLOW,
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SCHED_SQUID_CHASE_ENEMY,
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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_SQUID_HOPTURN = LAST_SHARED_TASK,
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TASK_SQUID_EAT,
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};
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//-----------------------------------------------------------------------------
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// Squid Conditions
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//-----------------------------------------------------------------------------
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enum
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{
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COND_SQUID_SMELL_FOOD = LAST_SHARED_CONDITION + 1,
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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 BSQUID_AE_SPIT ( 1 )
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#define BSQUID_AE_BITE ( 2 )
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#define BSQUID_AE_BLINK ( 3 )
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#define BSQUID_AE_TAILWHIP ( 4 )
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#define BSQUID_AE_HOP ( 5 )
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#define BSQUID_AE_THROW ( 6 )
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LINK_ENTITY_TO_CLASS( monster_bullchicken, CNPC_Bullsquid );
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int ACT_SQUID_EXCITED;
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int ACT_SQUID_EAT;
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int ACT_SQUID_DETECT_SCENT;
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int ACT_SQUID_INSPECT_FLOOR;
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//=========================================================
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// Bullsquid's spit projectile
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//=========================================================
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class CSquidSpit : public CBaseEntity
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{
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DECLARE_CLASS( CSquidSpit, CBaseEntity );
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public:
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void Spawn( void );
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void Precache( void );
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static void Shoot( CBaseEntity *pOwner, Vector vecStart, Vector vecVelocity );
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void Touch( CBaseEntity *pOther );
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void Animate( void );
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int m_nSquidSpitSprite;
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DECLARE_DATADESC();
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void SetSprite( CBaseEntity *pSprite )
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{
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m_hSprite = pSprite;
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}
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CBaseEntity *GetSprite( void )
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{
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return m_hSprite.Get();
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}
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private:
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EHANDLE m_hSprite;
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};
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LINK_ENTITY_TO_CLASS( squidspit, CSquidSpit );
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BEGIN_DATADESC( CSquidSpit )
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DEFINE_FIELD( m_nSquidSpitSprite, FIELD_INTEGER ),
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DEFINE_FIELD( m_hSprite, FIELD_EHANDLE ),
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END_DATADESC()
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void CSquidSpit::Precache( void )
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{
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m_nSquidSpitSprite = PrecacheModel("sprites/bigspit.vmt");// client side spittle.
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PrecacheScriptSound( "NPC_BigMomma.SpitTouch1" );
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PrecacheScriptSound( "NPC_BigMomma.SpitHit1" );
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PrecacheScriptSound( "NPC_BigMomma.SpitHit2" );
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}
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void CSquidSpit:: Spawn( void )
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{
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Precache();
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SetMoveType ( MOVETYPE_FLY );
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SetClassname( "squidspit" );
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SetSolid( SOLID_BBOX );
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m_nRenderMode = kRenderTransAlpha;
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SetRenderColorA( 255 );
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SetModel( "" );
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SetSprite( CSprite::SpriteCreate( "sprites/bigspit.vmt", GetAbsOrigin(), true ) );
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UTIL_SetSize( this, Vector( 0, 0, 0), Vector(0, 0, 0) );
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SetCollisionGroup( HL2COLLISION_GROUP_SPIT );
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}
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void CSquidSpit::Shoot( CBaseEntity *pOwner, Vector vecStart, Vector vecVelocity )
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{
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CSquidSpit *pSpit = CREATE_ENTITY( CSquidSpit, "squidspit" );
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pSpit->Spawn();
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UTIL_SetOrigin( pSpit, vecStart );
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pSpit->SetAbsVelocity( vecVelocity );
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pSpit->SetOwnerEntity( pOwner );
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CSprite *pSprite = (CSprite*)pSpit->GetSprite();
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if ( pSprite )
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{
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pSprite->SetAttachment( pSpit, 0 );
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pSprite->SetOwnerEntity( pSpit );
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pSprite->SetScale( 0.5 );
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pSprite->SetTransparency( pSpit->m_nRenderMode, pSpit->m_clrRender->r, pSpit->m_clrRender->g, pSpit->m_clrRender->b, pSpit->m_clrRender->a, pSpit->m_nRenderFX );
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}
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CPVSFilter filter( vecStart );
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VectorNormalize( vecVelocity );
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te->SpriteSpray( filter, 0.0, &vecStart , &vecVelocity, pSpit->m_nSquidSpitSprite, 210, 25, 15 );
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}
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void CSquidSpit::Touch ( CBaseEntity *pOther )
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{
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trace_t tr;
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int iPitch;
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if ( pOther->GetSolidFlags() & FSOLID_TRIGGER )
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return;
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if ( pOther->GetCollisionGroup() == HL2COLLISION_GROUP_SPIT)
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{
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return;
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}
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// splat sound
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iPitch = random->RandomFloat( 90, 110 );
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EmitSound( "NPC_BigMomma.SpitTouch1" );
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switch ( random->RandomInt( 0, 1 ) )
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{
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case 0:
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EmitSound( "NPC_BigMomma.SpitHit1" );
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break;
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case 1:
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EmitSound( "NPC_BigMomma.SpitHit2" );
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break;
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}
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if ( !pOther->m_takedamage )
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{
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// make a splat on the wall
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() * 10, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
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UTIL_DecalTrace(&tr, "BeerSplash" );
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// make some flecks
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CPVSFilter filter( tr.endpos );
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te->SpriteSpray( filter, 0.0, &tr.endpos, &tr.plane.normal, m_nSquidSpitSprite, 30, 8, 5 );
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}
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else
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{
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CTakeDamageInfo info( this, this, sk_bullsquid_dmg_spit.GetFloat(), DMG_BULLET );
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CalculateBulletDamageForce( &info, GetAmmoDef()->Index("9mmRound"), GetAbsVelocity(), GetAbsOrigin() );
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pOther->TakeDamage( info );
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}
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UTIL_Remove( m_hSprite );
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UTIL_Remove( this );
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}
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BEGIN_DATADESC( CNPC_Bullsquid )
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DEFINE_FIELD( m_fCanThreatDisplay, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flLastHurtTime, FIELD_TIME ),
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DEFINE_FIELD( m_flNextSpitTime, FIELD_TIME ),
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DEFINE_FIELD( m_flHungryTime, FIELD_TIME ),
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END_DATADESC()
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//=========================================================
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// Spawn
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//=========================================================
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void CNPC_Bullsquid::Spawn()
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{
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Precache( );
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SetModel( "models/bullsquid.mdl");
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SetHullType(HULL_WIDE_SHORT);
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SetHullSizeNormal();
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetMoveType( MOVETYPE_STEP );
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m_bloodColor = BLOOD_COLOR_GREEN;
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SetRenderColor( 255, 255, 255, 255 );
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m_iHealth = sk_bullsquid_health.GetFloat();
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_NPCState = NPC_STATE_NONE;
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CapabilitiesClear();
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CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 );
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m_fCanThreatDisplay = TRUE;
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m_flNextSpitTime = gpGlobals->curtime;
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NPCInit();
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m_flDistTooFar = 784;
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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 CNPC_Bullsquid::Precache()
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{
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BaseClass::Precache();
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PrecacheModel("models/bullsquid.mdl");
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PrecacheModel("sprites/bigspit.vmt");// spit projectile.
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PrecacheScriptSound( "Bullsquid.Idle" );
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PrecacheScriptSound( "Bullsquid.Pain" );
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PrecacheScriptSound( "Bullsquid.Alert" );
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PrecacheScriptSound( "Bullsquid.Die" );
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PrecacheScriptSound( "Bullsquid.Attack" );
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PrecacheScriptSound( "Bullsquid.Bite" );
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PrecacheScriptSound( "Bullsquid.Growl" );
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}
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int CNPC_Bullsquid::TranslateSchedule( int scheduleType )
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{
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switch ( scheduleType )
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{
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case SCHED_CHASE_ENEMY:
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return SCHED_SQUID_CHASE_ENEMY;
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break;
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}
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return BaseClass::TranslateSchedule( scheduleType );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Indicates this monster's place in the relationship table.
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// Output :
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//-----------------------------------------------------------------------------
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Class_T CNPC_Bullsquid::Classify( void )
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{
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return CLASS_ALIEN_PREDATOR;
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}
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//=========================================================
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// IdleSound
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//=========================================================
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#define SQUID_ATTN_IDLE (float)1.5
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void CNPC_Bullsquid::IdleSound( void )
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{
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CPASAttenuationFilter filter( this, SQUID_ATTN_IDLE );
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EmitSound( filter, entindex(), "Bullsquid.Idle" );
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CNPC_Bullsquid::PainSound( const CTakeDamageInfo &info )
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{
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Bullsquid.Pain" );
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}
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//=========================================================
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// AlertSound
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//=========================================================
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void CNPC_Bullsquid::AlertSound( void )
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{
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Bullsquid.Alert" );
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}
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//=========================================================
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// DeathSound
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//=========================================================
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void CNPC_Bullsquid::DeathSound( const CTakeDamageInfo &info )
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{
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Bullsquid.Die" );
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}
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//=========================================================
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// AttackSound
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//=========================================================
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void CNPC_Bullsquid::AttackSound( void )
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{
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Bullsquid.Attack" );
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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float CNPC_Bullsquid::MaxYawSpeed( void )
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{
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float flYS = 0;
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switch ( GetActivity() )
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{
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case ACT_WALK: flYS = 90; break;
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case ACT_RUN: flYS = 90; break;
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case ACT_IDLE: flYS = 90; break;
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case ACT_RANGE_ATTACK1: flYS = 90; break;
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default:
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flYS = 90;
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break;
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}
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return flYS;
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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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void CNPC_Bullsquid::HandleAnimEvent( animevent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case BSQUID_AE_SPIT:
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{
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if ( GetEnemy() )
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{
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Vector vecSpitOffset;
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Vector vecSpitDir;
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Vector vRight, vUp, vForward;
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AngleVectors ( GetAbsAngles(), &vForward, &vRight, &vUp );
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// !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here.
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// we should be able to read the position of bones at runtime for this info.
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vecSpitOffset = ( vRight * 8 + vForward * 60 + vUp * 50 );
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vecSpitOffset = ( GetAbsOrigin() + vecSpitOffset );
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vecSpitDir = ( ( GetEnemy()->BodyTarget( GetAbsOrigin() ) ) - vecSpitOffset );
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VectorNormalize( vecSpitDir );
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vecSpitDir.x += random->RandomFloat( -0.05, 0.05 );
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vecSpitDir.y += random->RandomFloat( -0.05, 0.05 );
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vecSpitDir.z += random->RandomFloat( -0.05, 0 );
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AttackSound();
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CSquidSpit::Shoot( this, vecSpitOffset, vecSpitDir * 900 );
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}
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}
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break;
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case BSQUID_AE_BITE:
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{
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// SOUND HERE!
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_bite.GetFloat(), DMG_SLASH );
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if ( pHurt )
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{
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Vector forward, up;
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AngleVectors( GetAbsAngles(), &forward, NULL, &up );
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pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() - (forward * 100) );
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pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (up * 100) );
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pHurt->SetGroundEntity( NULL );
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}
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}
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break;
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case BSQUID_AE_TAILWHIP:
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{
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_whip.GetFloat(), DMG_SLASH | DMG_ALWAYSGIB );
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if ( pHurt )
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{
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Vector right, up;
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AngleVectors( GetAbsAngles(), NULL, &right, &up );
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if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
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pHurt->ViewPunch( QAngle( 20, 0, -20 ) );
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pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (right * 200) );
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pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (up * 100) );
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}
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}
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break;
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case BSQUID_AE_BLINK:
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{
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// close eye.
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m_nSkin = 1;
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}
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break;
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case BSQUID_AE_HOP:
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{
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float flGravity = GetCurrentGravity();
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// throw the squid up into the air on this frame.
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if ( GetFlags() & FL_ONGROUND )
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{
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SetGroundEntity( NULL );
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}
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// jump into air for 0.8 (24/30) seconds
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Vector vecVel = GetAbsVelocity();
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vecVel.z += ( 0.625 * flGravity ) * 0.5;
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SetAbsVelocity( vecVel );
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}
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break;
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case BSQUID_AE_THROW:
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{
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// squid throws its prey IF the prey is a client.
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), 0, 0 );
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if ( pHurt )
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{
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// croonchy bite sound
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Bullsquid.Bite" );
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// screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels.
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UTIL_ScreenShake( pHurt->GetAbsOrigin(), 25.0, 1.5, 0.7, 2, SHAKE_START );
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if ( pHurt->IsPlayer() )
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{
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Vector forward, up;
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AngleVectors( GetAbsAngles(), &forward, NULL, &up );
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pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + forward * 300 + up * 300 );
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}
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}
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}
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break;
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default:
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BaseClass::HandleAnimEvent( pEvent );
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}
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}
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int CNPC_Bullsquid::RangeAttack1Conditions( float flDot, float flDist )
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{
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if ( IsMoving() && flDist >= 512 )
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{
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// squid will far too far behind if he stops running to spit at this distance from the enemy.
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return ( COND_NONE );
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}
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|
|
if ( flDist > 85 && flDist <= 784 && flDot >= 0.5 && gpGlobals->curtime >= m_flNextSpitTime )
|
|
{
|
|
if ( GetEnemy() != NULL )
|
|
{
|
|
if ( fabs( GetAbsOrigin().z - GetEnemy()->GetAbsOrigin().z ) > 256 )
|
|
{
|
|
// don't try to spit at someone up really high or down really low.
|
|
return( COND_NONE );
|
|
}
|
|
}
|
|
|
|
if ( IsMoving() )
|
|
{
|
|
// don't spit again for a long time, resume chasing enemy.
|
|
m_flNextSpitTime = gpGlobals->curtime + 5;
|
|
}
|
|
else
|
|
{
|
|
// not moving, so spit again pretty soon.
|
|
m_flNextSpitTime = gpGlobals->curtime + 0.5;
|
|
}
|
|
|
|
return( COND_CAN_RANGE_ATTACK1 );
|
|
}
|
|
|
|
return( COND_NONE );
|
|
}
|
|
|
|
//=========================================================
|
|
// MeleeAttack2Conditions - bullsquid is a big guy, so has a longer
|
|
// melee range than most monsters. This is the tailwhip attack
|
|
//=========================================================
|
|
int CNPC_Bullsquid::MeleeAttack1Conditions( float flDot, float flDist )
|
|
{
|
|
if ( GetEnemy()->m_iHealth <= sk_bullsquid_dmg_whip.GetFloat() && flDist <= 85 && flDot >= 0.7 )
|
|
{
|
|
return ( COND_CAN_MELEE_ATTACK1 );
|
|
}
|
|
|
|
return( COND_NONE );
|
|
}
|
|
|
|
//=========================================================
|
|
// MeleeAttack2Conditions - bullsquid is a big guy, so has a longer
|
|
// melee range than most monsters. This is the bite attack.
|
|
// this attack will not be performed if the tailwhip attack
|
|
// is valid.
|
|
//=========================================================
|
|
int CNPC_Bullsquid::MeleeAttack2Conditions( float flDot, float flDist )
|
|
{
|
|
if ( flDist <= 85 && flDot >= 0.7 && !HasCondition( COND_CAN_MELEE_ATTACK1 ) ) // The player & bullsquid can be as much as their bboxes
|
|
return ( COND_CAN_MELEE_ATTACK2 );
|
|
|
|
return( COND_NONE );
|
|
}
|
|
|
|
bool CNPC_Bullsquid::FValidateHintType ( CAI_Hint *pHint )
|
|
{
|
|
if ( pHint->HintType() == HINT_HL1_WORLD_HUMAN_BLOOD )
|
|
return true;
|
|
|
|
Msg ( "Couldn't validate hint type" );
|
|
|
|
return false;
|
|
}
|
|
|
|
void CNPC_Bullsquid::RemoveIgnoredConditions( void )
|
|
{
|
|
if ( m_flHungryTime > gpGlobals->curtime )
|
|
ClearCondition( COND_SQUID_SMELL_FOOD );
|
|
|
|
if ( gpGlobals->curtime - m_flLastHurtTime <= 20 )
|
|
{
|
|
// haven't been hurt in 20 seconds, so let the squid care about stink.
|
|
ClearCondition( COND_SMELL );
|
|
}
|
|
|
|
if ( GetEnemy() != NULL )
|
|
{
|
|
// ( Unless after a tasty headcrab, yumm ^_^ )
|
|
if ( FClassnameIs( GetEnemy(), "monster_headcrab" ) )
|
|
ClearCondition( COND_SMELL );
|
|
}
|
|
}
|
|
|
|
Disposition_t CNPC_Bullsquid::IRelationType( CBaseEntity *pTarget )
|
|
{
|
|
if ( gpGlobals->curtime - m_flLastHurtTime < 5 && FClassnameIs ( pTarget, "monster_headcrab" ) )
|
|
{
|
|
// if squid has been hurt in the last 5 seconds, and is getting relationship for a headcrab,
|
|
// tell squid to disregard crab.
|
|
return D_NU;
|
|
}
|
|
|
|
return BaseClass::IRelationType ( pTarget );
|
|
}
|
|
|
|
//=========================================================
|
|
// TakeDamage - overridden for bullsquid so we can keep track
|
|
// of how much time has passed since it was last injured
|
|
//=========================================================
|
|
int CNPC_Bullsquid::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
|
|
{
|
|
|
|
#if 0 //Fix later.
|
|
|
|
float flDist;
|
|
Vector vecApex, vOffset;
|
|
|
|
// if the squid is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy,
|
|
// it will swerve. (whew).
|
|
if ( GetEnemy() != NULL && IsMoving() && pevAttacker == GetEnemy() && gpGlobals->curtime - m_flLastHurtTime > 3 )
|
|
{
|
|
flDist = ( GetAbsOrigin() - GetEnemy()->GetAbsOrigin() ).Length2D();
|
|
|
|
if ( flDist > SQUID_SPRINT_DIST )
|
|
{
|
|
AI_Waypoint_t* pRoute = GetNavigator()->GetPath()->Route();
|
|
|
|
if ( pRoute )
|
|
{
|
|
flDist = ( GetAbsOrigin() - pRoute[ pRoute->iNodeID ].vecLocation ).Length2D();// reusing flDist.
|
|
|
|
if ( GetNavigator()->GetPath()->BuildTriangulationRoute( GetAbsOrigin(), pRoute[ pRoute->iNodeID ].vecLocation, flDist * 0.5, GetEnemy(), &vecApex, &vOffset, NAV_GROUND ) )
|
|
{
|
|
GetNavigator()->PrependWaypoint( vecApex, bits_WP_TO_DETOUR | bits_WP_DONT_SIMPLIFY );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if ( !FClassnameIs ( inputInfo.GetAttacker(), "monster_headcrab" ) )
|
|
{
|
|
// don't forget about headcrabs if it was a headcrab that hurt the squid.
|
|
m_flLastHurtTime = gpGlobals->curtime;
|
|
}
|
|
|
|
return BaseClass::OnTakeDamage_Alive ( inputInfo );
|
|
}
|
|
|
|
//=========================================================
|
|
// GetSoundInterests - 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 CNPC_Bullsquid::GetSoundInterests ( void )
|
|
{
|
|
return SOUND_WORLD |
|
|
SOUND_COMBAT |
|
|
SOUND_CARCASS |
|
|
SOUND_MEAT |
|
|
SOUND_GARBAGE |
|
|
SOUND_PLAYER;
|
|
}
|
|
|
|
//=========================================================
|
|
// OnListened - monsters dig through the active sound list for
|
|
// any sounds that may interest them. (smells, too!)
|
|
//=========================================================
|
|
void CNPC_Bullsquid::OnListened( void )
|
|
{
|
|
AISoundIter_t iter;
|
|
|
|
CSound *pCurrentSound;
|
|
|
|
static int conditionsToClear[] =
|
|
{
|
|
COND_SQUID_SMELL_FOOD,
|
|
};
|
|
|
|
ClearConditions( conditionsToClear, ARRAYSIZE( conditionsToClear ) );
|
|
|
|
pCurrentSound = GetSenses()->GetFirstHeardSound( &iter );
|
|
|
|
while ( pCurrentSound )
|
|
{
|
|
// the npc cares about this sound, and it's close enough to hear.
|
|
int condition = COND_NONE;
|
|
|
|
if ( !pCurrentSound->FIsSound() )
|
|
{
|
|
// if not a sound, must be a smell - determine if it's just a scent, or if it's a food scent
|
|
if ( pCurrentSound->IsSoundType( SOUND_MEAT | SOUND_CARCASS ) )
|
|
{
|
|
// the detected scent is a food item
|
|
condition = COND_SQUID_SMELL_FOOD;
|
|
}
|
|
}
|
|
|
|
if ( condition != COND_NONE )
|
|
SetCondition( condition );
|
|
|
|
pCurrentSound = GetSenses()->GetNextHeardSound( &iter );
|
|
}
|
|
|
|
BaseClass::OnListened();
|
|
}
|
|
|
|
//========================================================
|
|
// RunAI - overridden for bullsquid because there are things
|
|
// that need to be checked every think.
|
|
//========================================================
|
|
void CNPC_Bullsquid::RunAI ( void )
|
|
{
|
|
// first, do base class stuff
|
|
BaseClass::RunAI();
|
|
|
|
if ( m_nSkin != 0 )
|
|
{
|
|
// close eye if it was open.
|
|
m_nSkin = 0;
|
|
}
|
|
|
|
if ( random->RandomInt( 0,39 ) == 0 )
|
|
{
|
|
m_nSkin = 1;
|
|
}
|
|
|
|
if ( GetEnemy() != NULL && GetActivity() == ACT_RUN )
|
|
{
|
|
// chasing enemy. Sprint for last bit
|
|
if ( (GetAbsOrigin() - GetEnemy()->GetAbsOrigin()).Length2D() < SQUID_SPRINT_DIST )
|
|
{
|
|
m_flPlaybackRate = 1.25;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//=========================================================
|
|
// GetSchedule
|
|
//=========================================================
|
|
int CNPC_Bullsquid::SelectSchedule( void )
|
|
{
|
|
switch ( m_NPCState )
|
|
{
|
|
case NPC_STATE_ALERT:
|
|
{
|
|
if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
|
|
{
|
|
return SCHED_SQUID_HURTHOP;
|
|
}
|
|
|
|
if ( HasCondition( COND_SQUID_SMELL_FOOD ) )
|
|
{
|
|
CSound *pSound;
|
|
|
|
pSound = GetBestScent();
|
|
|
|
if ( pSound && (!FInViewCone ( pSound->GetSoundOrigin() ) || !FVisible ( pSound->GetSoundOrigin() )) )
|
|
{
|
|
// scent is behind or occluded
|
|
return SCHED_SQUID_SNIFF_AND_EAT;
|
|
}
|
|
|
|
// food is right out in the open. Just go get it.
|
|
return SCHED_SQUID_EAT;
|
|
}
|
|
|
|
if ( HasCondition( COND_SMELL ) )
|
|
{
|
|
// there's something stinky.
|
|
CSound *pSound;
|
|
|
|
pSound = GetBestScent();
|
|
if ( pSound )
|
|
return SCHED_SQUID_WALLOW;
|
|
}
|
|
|
|
break;
|
|
}
|
|
case NPC_STATE_COMBAT:
|
|
{
|
|
// dead enemy
|
|
if ( HasCondition( COND_ENEMY_DEAD ) )
|
|
{
|
|
// call base class, all code to handle dead enemies is centralized there.
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
if ( HasCondition( COND_NEW_ENEMY ) )
|
|
{
|
|
if ( m_fCanThreatDisplay && IRelationType( GetEnemy() ) == D_HT && FClassnameIs( GetEnemy(), "monster_headcrab" ) )
|
|
{
|
|
// this means squid sees a headcrab!
|
|
m_fCanThreatDisplay = FALSE;// only do the headcrab dance once per lifetime.
|
|
return SCHED_SQUID_SEECRAB;
|
|
}
|
|
else
|
|
{
|
|
return SCHED_WAKE_ANGRY;
|
|
}
|
|
}
|
|
|
|
if ( HasCondition( COND_SQUID_SMELL_FOOD ) )
|
|
{
|
|
CSound *pSound;
|
|
|
|
pSound = GetBestScent();
|
|
|
|
if ( pSound && (!FInViewCone ( pSound->GetSoundOrigin() ) || !FVisible ( pSound->GetSoundOrigin() )) )
|
|
{
|
|
// scent is behind or occluded
|
|
return SCHED_SQUID_SNIFF_AND_EAT;
|
|
}
|
|
|
|
// food is right out in the open. Just go get it.
|
|
return SCHED_SQUID_EAT;
|
|
}
|
|
|
|
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
return SCHED_RANGE_ATTACK1;
|
|
}
|
|
|
|
if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
|
|
{
|
|
return SCHED_MELEE_ATTACK1;
|
|
}
|
|
|
|
if ( HasCondition( COND_CAN_MELEE_ATTACK2 ) )
|
|
{
|
|
return SCHED_MELEE_ATTACK2;
|
|
}
|
|
|
|
return SCHED_CHASE_ENEMY;
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
//=========================================================
|
|
// FInViewCone - returns true is the passed vector is in
|
|
// the caller's forward view cone. The dot product is performed
|
|
// in 2d, making the view cone infinitely tall.
|
|
//=========================================================
|
|
bool CNPC_Bullsquid::FInViewCone ( Vector pOrigin )
|
|
{
|
|
Vector los = ( pOrigin - GetAbsOrigin() );
|
|
|
|
// do this in 2D
|
|
los.z = 0;
|
|
VectorNormalize( los );
|
|
|
|
Vector facingDir = EyeDirection2D( );
|
|
|
|
float flDot = DotProduct( los, facingDir );
|
|
|
|
if ( flDot > m_flFieldOfView )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//=========================================================
|
|
// FVisible - returns true if a line can be traced from
|
|
// the caller's eyes to the target vector
|
|
//=========================================================
|
|
bool CNPC_Bullsquid::FVisible ( Vector vecOrigin )
|
|
{
|
|
trace_t tr;
|
|
Vector vecLookerOrigin;
|
|
|
|
vecLookerOrigin = EyePosition();//look through the caller's 'eyes'
|
|
UTIL_TraceLine(vecLookerOrigin, vecOrigin, MASK_BLOCKLOS, this/*pentIgnore*/, COLLISION_GROUP_NONE, &tr);
|
|
|
|
if ( tr.fraction != 1.0 )
|
|
return false; // Line of sight is not established
|
|
else
|
|
return true;// line of sight is valid.
|
|
}
|
|
|
|
//=========================================================
|
|
// 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 CNPC_Bullsquid::StartTask ( const Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_MELEE_ATTACK2:
|
|
{
|
|
CPASAttenuationFilter filter( this );
|
|
EmitSound( filter, entindex(), "Bullsquid.Growl" );
|
|
BaseClass::StartTask ( pTask );
|
|
break;
|
|
}
|
|
case TASK_SQUID_HOPTURN:
|
|
{
|
|
SetActivity ( ACT_HOP );
|
|
|
|
if ( GetEnemy() )
|
|
{
|
|
Vector vecFacing = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() );
|
|
VectorNormalize( vecFacing );
|
|
|
|
GetMotor()->SetIdealYaw( vecFacing );
|
|
}
|
|
|
|
break;
|
|
}
|
|
case TASK_SQUID_EAT:
|
|
{
|
|
m_flHungryTime = gpGlobals->curtime + pTask->flTaskData;
|
|
break;
|
|
}
|
|
|
|
default:
|
|
{
|
|
BaseClass::StartTask ( pTask );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// RunTask
|
|
//=========================================================
|
|
void CNPC_Bullsquid::RunTask ( const Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_SQUID_HOPTURN:
|
|
{
|
|
if ( GetEnemy() )
|
|
{
|
|
Vector vecFacing = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() );
|
|
VectorNormalize( vecFacing );
|
|
GetMotor()->SetIdealYaw( vecFacing );
|
|
}
|
|
|
|
if ( IsSequenceFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
BaseClass::RunTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// GetIdealState - Overridden for Bullsquid to deal with
|
|
// the feature that makes it lose interest in headcrabs for
|
|
// a while if something injures it.
|
|
//=========================================================
|
|
NPC_STATE CNPC_Bullsquid::SelectIdealState ( void )
|
|
{
|
|
// If no schedule conditions, the new ideal state is probably the reason we're in here.
|
|
switch ( m_NPCState )
|
|
{
|
|
case NPC_STATE_COMBAT:
|
|
/*
|
|
COMBAT goes to ALERT upon death of enemy
|
|
*/
|
|
{
|
|
if ( GetEnemy() != NULL && ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition ( COND_HEAVY_DAMAGE ) ) && FClassnameIs( GetEnemy(), "monster_headcrab" ) )
|
|
{
|
|
// if the squid has a headcrab enemy and something hurts it, it's going to forget about the crab for a while.
|
|
SetEnemy( NULL );
|
|
return NPC_STATE_ALERT;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
return BaseClass::SelectIdealState();
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
//
|
|
// Schedules
|
|
//
|
|
//------------------------------------------------------------------------------
|
|
|
|
AI_BEGIN_CUSTOM_NPC( monster_bullchicken, CNPC_Bullsquid )
|
|
|
|
DECLARE_TASK ( TASK_SQUID_HOPTURN )
|
|
DECLARE_TASK ( TASK_SQUID_EAT )
|
|
|
|
DECLARE_CONDITION( COND_SQUID_SMELL_FOOD )
|
|
|
|
DECLARE_ACTIVITY( ACT_SQUID_EXCITED )
|
|
DECLARE_ACTIVITY( ACT_SQUID_EAT )
|
|
DECLARE_ACTIVITY( ACT_SQUID_DETECT_SCENT )
|
|
DECLARE_ACTIVITY( ACT_SQUID_INSPECT_FLOOR )
|
|
|
|
//=========================================================
|
|
// > SCHED_SQUID_HURTHOP
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SQUID_HURTHOP,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SOUND_WAKE 0"
|
|
" TASK_SQUID_HOPTURN 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" "
|
|
" Interrupts"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_SQUID_SEECRAB
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SQUID_SEECRAB,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SOUND_WAKE 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EXCITED"
|
|
" TASK_FACE_ENEMY 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_SQUID_EAT
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SQUID_EAT,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SQUID_EAT 10"
|
|
" TASK_STORE_LASTPOSITION 0"
|
|
" TASK_GET_PATH_TO_BESTSCENT 0"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT"
|
|
" TASK_SQUID_EAT 50"
|
|
" TASK_GET_PATH_TO_LASTPOSITION 0"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_CLEAR_LASTPOSITION 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SMELL"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_SQUID_SNIFF_AND_EAT
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SQUID_SNIFF_AND_EAT,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SQUID_EAT 10"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_DETECT_SCENT"
|
|
" TASK_STORE_LASTPOSITION 0"
|
|
" TASK_GET_PATH_TO_BESTSCENT 0"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT"
|
|
" TASK_SQUID_EAT 50"
|
|
" TASK_GET_PATH_TO_LASTPOSITION 0"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_CLEAR_LASTPOSITION 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SMELL"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_SQUID_WALLOW
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SQUID_WALLOW,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SQUID_EAT 10"
|
|
" TASK_STORE_LASTPOSITION 0"
|
|
" TASK_GET_PATH_TO_BESTSCENT 0"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_INSPECT_FLOOR"
|
|
" TASK_SQUID_EAT 50"
|
|
" TASK_GET_PATH_TO_LASTPOSITION 0"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_CLEAR_LASTPOSITION 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_NEW_ENEMY"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_SQUID_CHASE_ENEMY
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SQUID_CHASE_ENEMY,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RANGE_ATTACK1"
|
|
" TASK_GET_PATH_TO_ENEMY 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_SMELL"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_TASK_FAILED"
|
|
)
|
|
|
|
AI_END_CUSTOM_NPC()
|