Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Bullseyes act as targets for other NPC's to attack and to trigger
// events
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "beam_shared.h"
#include "Sprite.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 "hl1_npc_gargantua.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 "shake.h"
#include "decals.h"
#include "particle_smokegrenade.h"
#include "gib.h"
#include "func_break.h"
#include "hl1_shareddefs.h"
extern short g_sModelIndexFireball;
int gGargGibModel;
//=========================================================
// Gargantua Monster
//=========================================================
#define GARG_ATTACKDIST 120.0f
// Garg animation events
#define GARG_AE_SLASH_LEFT 1
//#define GARG_AE_BEAM_ATTACK_RIGHT 2 // No longer used
#define GARG_AE_LEFT_FOOT 3
#define GARG_AE_RIGHT_FOOT 4
#define GARG_AE_STOMP 5
#define GARG_AE_BREATHE 6
// Gargantua is immune to any damage but this
#define GARG_DAMAGE ( DMG_ENERGYBEAM | DMG_CRUSH | DMG_MISSILEDEFENSE | DMG_BLAST )
#define GARG_EYE_SPRITE_NAME "sprites/gargeye1.vmt"
#define GARG_BEAM_SPRITE_NAME "sprites/xbeam3.vmt"
#define GARG_BEAM_SPRITE2 "sprites/xbeam3.vmt"
#define GARG_STOMP_SPRITE_NAME "sprites/gargeye1.vmt"
#define GARG_FLAME_LENGTH 330
#define GARG_GIB_MODEL "models/metalplategibs.mdl"
#define STOMP_SPRITE_COUNT 10
#define ATTACH_EYE 1
ConVar sk_gargantua_health ( "sk_gargantua_health", "800" );
ConVar sk_gargantua_dmg_slash( "sk_gargantua_dmg_slash", "10" );
ConVar sk_gargantua_dmg_fire ( "sk_gargantua_dmg_fire", "3" );
ConVar sk_gargantua_dmg_stomp( "sk_gargantua_dmg_stomp", "50" );
enum
{
TASK_SOUND_ATTACK = LAST_SHARED_TASK,
TASK_FLAME_SWEEP,
};
enum
{
SCHED_GARG_FLAME = LAST_SHARED_SCHEDULE,
SCHED_GARG_SWIPE,
SCHED_GARG_CHASE_ENEMY,
SCHED_GARG_CHASE_ENEMY_FAILED,
};
LINK_ENTITY_TO_CLASS( monster_gargantua, CNPC_Gargantua );
BEGIN_DATADESC( CNPC_Gargantua )
DEFINE_FIELD( m_pEyeGlow, FIELD_CLASSPTR ),
DEFINE_FIELD( m_eyeBrightness, FIELD_INTEGER ),
DEFINE_FIELD( m_seeTime, FIELD_TIME ),
DEFINE_FIELD( m_flameTime, FIELD_TIME ),
DEFINE_FIELD( m_streakTime, FIELD_TIME ),
DEFINE_ARRAY( m_pFlame, FIELD_CLASSPTR, 4 ),
DEFINE_FIELD( m_flameX, FIELD_FLOAT ),
DEFINE_FIELD( m_flameY, FIELD_FLOAT ),
DEFINE_FIELD( m_flDmgTime, FIELD_TIME ),
DEFINE_FIELD( m_painSoundTime, FIELD_TIME ),
END_DATADESC()
static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs )
{
trace_t tr;
// Find point on floor where enemy would stand at chasePosition
Vector floor = *position;
floor.z -= 1024;
UTIL_TraceHull( *position, floor, mins, maxs, MASK_NPCSOLID, ignore, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1 )
{
position->z = tr.endpos.z;
}
}
class CStomp : public CBaseEntity
{
DECLARE_CLASS( CStomp, CBaseEntity );
public:
DECLARE_DATADESC();
virtual void Precache();
void Spawn( void );
void Think( void );
static CStomp *StompCreate( Vector &origin, Vector &end, float speed, CBaseEntity* pOwner );
private:
Vector m_vecMoveDir;
float m_flScale;
float m_flSpeed;
unsigned int m_uiFramerate;
float m_flDmgTime;
CBaseEntity* m_pOwner;
// UNDONE: re-use this sprite list instead of creating new ones all the time
// CSprite *m_pSprites[ STOMP_SPRITE_COUNT ];
};
BEGIN_DATADESC(CStomp)
DEFINE_FIELD( m_vecMoveDir, FIELD_VECTOR ),
DEFINE_FIELD( m_flScale, FIELD_FLOAT ),
DEFINE_FIELD( m_flSpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_uiFramerate, FIELD_INTEGER ),
DEFINE_FIELD( m_flDmgTime, FIELD_TIME ),
DEFINE_FIELD( m_pOwner, FIELD_CLASSPTR ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( garg_stomp, CStomp );
CStomp *CStomp::StompCreate( Vector &origin, Vector &end, float speed, CBaseEntity* pOwner )
{
CStomp *pStomp = (CStomp*)CreateEntityByName( "garg_stomp" );
pStomp->SetAbsOrigin( origin );
Vector dir = (end - origin);
// pStomp->m_flScale = dir.Length();
pStomp->m_flScale = 2048;
pStomp->m_vecMoveDir = dir;
VectorNormalize( pStomp->m_vecMoveDir );
pStomp->m_flSpeed = speed;
pStomp->m_pOwner = pOwner;
pStomp->Spawn();
return pStomp;
}
void CStomp::Precache()
{
BaseClass::Precache();
PrecacheScriptSound( "Garg.Stomp" );
PrecacheModel( GARG_STOMP_SPRITE_NAME );
}
void CStomp::Spawn( void )
{
Precache();
SetNextThink( gpGlobals->curtime );
SetClassname( "garg_stomp" );
m_flDmgTime = gpGlobals->curtime;
m_uiFramerate = 30;
// pev->rendermode = kRenderTransTexture;
// SetBrightness( 0 );
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "Garg.Stomp" );
}
#define STOMP_INTERVAL 0.025
void CStomp::Think( void )
{
trace_t tr;
SetNextThink( gpGlobals->curtime + 0.1 );
// Do damage for this frame
Vector vecStart = GetAbsOrigin();
vecStart.z += 30;
Vector vecEnd = vecStart + (m_vecMoveDir * m_flSpeed * gpGlobals->frametime);
UTIL_TraceHull( vecStart, vecEnd, Vector(-32, -32, -32), Vector(32, 32, 32), MASK_SOLID, m_pOwner, COLLISION_GROUP_NONE, &tr );
// NDebugOverlay::Line( vecStart, vecEnd, 0, 255, 0, false, 10.0f );
if ( tr.m_pEnt )
{
CBaseEntity *pEntity = tr.m_pEnt;
CTakeDamageInfo info( this, this, 50, DMG_SONIC );
CalculateMeleeDamageForce( &info, m_vecMoveDir, tr.endpos );
pEntity->TakeDamage( info );
}
// Accelerate the effect
m_flSpeed += (gpGlobals->frametime) * m_uiFramerate;
m_uiFramerate += (gpGlobals->frametime) * 2000;
// Move and spawn trails
if ( gpGlobals->curtime - m_flDmgTime > 0.2f )
{
m_flDmgTime = gpGlobals->curtime - 0.2f;
}
while ( gpGlobals->curtime - m_flDmgTime > STOMP_INTERVAL )
{
SetAbsOrigin( GetAbsOrigin() + m_vecMoveDir * m_flSpeed * STOMP_INTERVAL );
for ( int i = 0; i < 2; i++ )
{
CSprite *pSprite = CSprite::SpriteCreate( GARG_STOMP_SPRITE_NAME, GetAbsOrigin(), TRUE );
if ( pSprite )
{
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,500), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
pSprite->SetAbsOrigin( tr.endpos );
// pSprite->pev->velocity = Vector(RandomFloat(-200,200),RandomFloat(-200,200),175);
pSprite->SetNextThink( gpGlobals->curtime + 0.3 );
pSprite->SetThink( &CSprite::SUB_Remove );
pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxFadeFast );
}
g_pEffects->EnergySplash( tr.endpos, tr.plane.normal );
}
m_flDmgTime += STOMP_INTERVAL;
// Scale has the "life" of this effect
m_flScale -= STOMP_INTERVAL * m_flSpeed;
if ( m_flScale <= 0 )
{
// Life has run out
UTIL_Remove(this);
CPASAttenuationFilter filter( this );
StopSound( entindex(), CHAN_STATIC, "Garg.Stomp" );
}
}
}
//=========================================================================
// Gargantua
//=========================================================================
//=========================================================
// Spawn
//=========================================================
void CNPC_Gargantua::Spawn()
{
Precache( );
SetModel( "models/garg.mdl" );
SetNavType(NAV_GROUND);
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
Vector vecSurroundingMins( -80, -80, 0 );
Vector vecSurroundingMaxs( 80, 80, 214 );
CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &vecSurroundingMins, &vecSurroundingMaxs );
m_bloodColor = BLOOD_COLOR_GREEN;
m_iHealth = sk_gargantua_health.GetFloat();
SetViewOffset( Vector ( 0, 0, 96 ) );// taken from mdl file
m_flFieldOfView = -0.2;// width of forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
CapabilitiesAdd( bits_CAP_MOVE_GROUND );
CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 );
SetHullType( HULL_LARGE );
SetHullSizeNormal();
m_pEyeGlow = CSprite::SpriteCreate( GARG_EYE_SPRITE_NAME, GetAbsOrigin(), FALSE );
m_pEyeGlow->SetTransparency( kRenderGlow, 255, 255, 255, 0, kRenderFxNoDissipation );
m_pEyeGlow->SetAttachment( this, 1 );
EyeOff();
m_seeTime = gpGlobals->curtime + 5;
m_flameTime = gpGlobals->curtime + 2;
NPCInit();
BaseClass::Spawn();
// Give garg a healthy free knowledge.
GetEnemies()->SetFreeKnowledgeDuration( 59.0f );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CNPC_Gargantua::Precache()
{
PrecacheModel("models/garg.mdl");
PrecacheModel( GARG_EYE_SPRITE_NAME );
PrecacheModel( GARG_BEAM_SPRITE_NAME );
PrecacheModel( GARG_BEAM_SPRITE2 );
//gStompSprite = PRECACHE_MODEL( GARG_STOMP_SPRITE_NAME );
gGargGibModel = PrecacheModel( GARG_GIB_MODEL );
PrecacheScriptSound( "Garg.AttackHit" );
PrecacheScriptSound( "Garg.AttackMiss" );
PrecacheScriptSound( "Garg.Footstep" );
PrecacheScriptSound( "Garg.Breath" );
PrecacheScriptSound( "Garg.Attack" );
PrecacheScriptSound( "Garg.Pain" );
PrecacheScriptSound( "Garg.BeamAttackOn" );
PrecacheScriptSound( "Garg.BeamAttackRun" );
PrecacheScriptSound( "Garg.BeamAttackOff" );
PrecacheScriptSound( "Garg.StompSound" );
}
Class_T CNPC_Gargantua::Classify ( void )
{
return CLASS_ALIEN_MONSTER;
}
void CNPC_Gargantua::PrescheduleThink( void )
{
if ( !HasCondition( COND_SEE_ENEMY ) )
{
m_seeTime = gpGlobals->curtime + 5;
EyeOff();
}
else
{
EyeOn( 200 );
}
EyeUpdate();
}
float CNPC_Gargantua::MaxYawSpeed ( void )
{
float ys = 60;
switch ( GetActivity() )
{
case ACT_IDLE:
ys = 60;
break;
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
ys = 180;
break;
case ACT_WALK:
case ACT_RUN:
ys = 60;
break;
default:
ys = 60;
break;
}
return ys;
}
int CNPC_Gargantua::MeleeAttack1Conditions( float flDot, float flDist )
{
if (flDot >= 0.7)
{
if ( flDist <= GARG_ATTACKDIST )
{
return COND_CAN_MELEE_ATTACK1;
}
}
return COND_NONE;
}
// Flame thrower madness!
int CNPC_Gargantua::MeleeAttack2Conditions( float flDot, float flDist )
{
if ( gpGlobals->curtime > m_flameTime )
{
if ( flDot >= 0.8 )
{
if ( flDist > GARG_ATTACKDIST )
{
if ( flDist <= GARG_FLAME_LENGTH )
return COND_CAN_MELEE_ATTACK2;
}
}
}
return COND_NONE;
}
//=========================================================
// CheckRangeAttack1
// flDot is the cos of the angle of the cone within which
// the attack can occur.
//=========================================================
//
// Stomp attack
//
//=========================================================
int CNPC_Gargantua::RangeAttack1Conditions( float flDot, float flDist )
{
if ( gpGlobals->curtime > m_seeTime )
{
if ( flDot >= 0.7 )
{
if ( flDist > GARG_ATTACKDIST )
{
return COND_CAN_RANGE_ATTACK1;
}
}
}
return COND_NONE;
}
//=========================================================
// CheckTraceHullAttack - expects a length to trace, amount
// of damage to do, and damage type. Returns a pointer to
// the damaged entity in case the monster wishes to do
// other stuff to the victim (punchangle, etc)
// Used for many contact-range melee attacks. Bites, claws, etc.
// Overridden for Gargantua because his swing starts lower as
// a percentage of his height (otherwise he swings over the
// players head)
//=========================================================
CBaseEntity* CNPC_Gargantua::GargantuaCheckTraceHullAttack(float flDist, int iDamage, int iDmgType)
{
trace_t tr;
Vector vForward, vUp;
AngleVectors( GetAbsAngles(), &vForward, NULL, &vUp );
Vector vecStart = GetAbsOrigin();
vecStart.z += 64;
Vector vecEnd = vecStart + ( vForward * flDist) - ( vUp * flDist * 0.3);
//UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr );
UTIL_TraceEntity( this, GetAbsOrigin(), vecEnd, MASK_SOLID, &tr );
if ( tr.m_pEnt )
{
CBaseEntity *pEntity = tr.m_pEnt;
if ( iDamage > 0 )
{
CTakeDamageInfo info( this, this, iDamage, iDmgType );
CalculateMeleeDamageForce( &info, vForward, tr.endpos );
pEntity->TakeDamage( info );
}
return pEntity;
}
return NULL;
}
void CNPC_Gargantua::HandleAnimEvent( animevent_t *pEvent )
{
CPASAttenuationFilter filter( this );
switch( pEvent->event )
{
case GARG_AE_SLASH_LEFT:
{
// HACKHACK!!!
CBaseEntity *pHurt = GargantuaCheckTraceHullAttack( GARG_ATTACKDIST + 10.0, sk_gargantua_dmg_slash.GetFloat(), DMG_SLASH );
if (pHurt)
{
if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
{
pHurt->ViewPunch( QAngle( -30, -30, 30 ) );
Vector vRight;
AngleVectors( GetAbsAngles(), NULL, &vRight, NULL );
pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() - vRight * 100 );
}
EmitSound( filter, entindex(), "Garg.AttackHit" );
}
else // Play a random attack miss sound
{
EmitSound( filter, entindex(),"Garg.AttackMiss" );
}
}
break;
case GARG_AE_RIGHT_FOOT:
case GARG_AE_LEFT_FOOT:
UTIL_ScreenShake( GetAbsOrigin(), 4.0, 3.0, 1.0, 1500, SHAKE_START );
EmitSound( filter, entindex(), "Garg.Footstep" );
break;
case GARG_AE_STOMP:
StompAttack();
m_seeTime = gpGlobals->curtime + 12;
break;
case GARG_AE_BREATHE:
EmitSound( filter, entindex(), "Garg.Breath" );
break;
default:
BaseClass::HandleAnimEvent(pEvent);
break;
}
}
int CNPC_Gargantua::TranslateSchedule( int scheduleType )
{
//TEMP TEMP
if ( FlameIsOn() )
FlameDestroy();
switch( scheduleType )
{
case SCHED_MELEE_ATTACK2:
return SCHED_GARG_FLAME;
case SCHED_MELEE_ATTACK1:
return SCHED_GARG_SWIPE;
case SCHED_CHASE_ENEMY:
return SCHED_GARG_CHASE_ENEMY;
case SCHED_CHASE_ENEMY_FAILED:
return SCHED_GARG_CHASE_ENEMY_FAILED;
case SCHED_ALERT_STAND:
return SCHED_CHASE_ENEMY;
break;
}
return BaseClass::TranslateSchedule( scheduleType );
}
void CNPC_Gargantua::StartTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_FLAME_SWEEP:
//TEMP TEMP
FlameCreate();
m_flWaitFinished = gpGlobals->curtime + pTask->flTaskData;
m_flameTime = gpGlobals->curtime + 6;
m_flameX = 0;
m_flameY = 0;
break;
case TASK_SOUND_ATTACK:
if ( random->RandomInt(0,100) < 30 )
{
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "Garg.Attack" );
}
TaskComplete();
break;
case TASK_DIE:
m_flWaitFinished = gpGlobals->curtime + 1.6;
DeathEffect();
// FALL THROUGH
default:
BaseClass::StartTask( pTask );
break;
}
}
bool CNPC_Gargantua::ShouldGib( const CTakeDamageInfo &info )
{
return false;
}
//=========================================================
// RunTask
//=========================================================
void CNPC_Gargantua::RunTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_DIE:
if ( gpGlobals->curtime > m_flWaitFinished )
{
//TEMP TEMP
m_nRenderFX = kRenderFxExplode;
SetRenderColor( 255, 0, 0 , 255 );
StopAnimation();
SetNextThink( gpGlobals->curtime + 0.15 );
SetThink( &CBaseEntity::SUB_Remove );
int i;
int parts = modelinfo->GetModelFrameCount( modelinfo->GetModel( gGargGibModel ) );
for ( i = 0; i < 10; i++ )
{
CGib *pGib = CREATE_ENTITY( CGib, "gib" );
pGib->Spawn( GARG_GIB_MODEL);
int bodyPart = 0;
if ( parts > 1 )
bodyPart = random->RandomInt( 0, parts-1 );
pGib->SetBodygroup( 0, bodyPart );
pGib->SetBloodColor( BLOOD_COLOR_YELLOW );
pGib->m_material = matNone;
pGib->SetAbsOrigin( GetAbsOrigin() );
pGib->SetAbsVelocity( UTIL_RandomBloodVector() * random->RandomFloat( 300, 500 ) );
pGib->SetNextThink( gpGlobals->curtime + 1.25 );
pGib->SetThink( &CBaseEntity::SUB_FadeOut );
}
Vector vecSize = Vector( 200, 200, 128 );
CPVSFilter filter( GetAbsOrigin() );
te->BreakModel( filter, 0.0, GetAbsOrigin(), vec3_angle, vecSize, vec3_origin,
gGargGibModel, 200, 50, 3.0, BREAK_FLESH );
return;
}
else
BaseClass::RunTask( pTask );
break;
case TASK_FLAME_SWEEP:
if ( gpGlobals->curtime > m_flWaitFinished )
{
//TEMP TEMP
FlameDestroy();
TaskComplete();
FlameControls( 0, 0 );
SetBoneController( 0, 0 );
SetBoneController( 1, 0 );
}
else
{
bool cancel = false;
QAngle angles = QAngle( 0, 0, 0 );
//TEMP TEMP
FlameUpdate();
CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy )
{
Vector org = GetAbsOrigin();
org.z += 64;
Vector dir = pEnemy->BodyTarget(org) - org;
VectorAngles( dir, angles );
angles.x = -angles.x;
angles.y -= GetAbsAngles().y;
if ( dir.Length() > 400 )
cancel = true;
}
if ( fabs(angles.y) > 60 )
cancel = true;
if ( cancel )
{
m_flWaitFinished -= 0.5;
m_flameTime -= 0.5;
}
//TEMP TEMP
//FlameControls( angles.x + 2 * sin(gpGlobals->curtime*8), angles.y + 28 * sin(gpGlobals->curtime*8.5) );
FlameControls( angles.x, angles.y );
}
break;
default:
BaseClass::RunTask( pTask );
break;
}
}
void CNPC_Gargantua::FlameCreate( void )
{
int i;
Vector posGun;
QAngle angleGun;
trace_t trace;
Vector vForward;
AngleVectors( GetAbsAngles(), &vForward );
for ( i = 0; i < 4; i++ )
{
if ( i < 2 )
m_pFlame[i] = CBeam::BeamCreate( GARG_BEAM_SPRITE_NAME, 24.0 );
else
m_pFlame[i] = CBeam::BeamCreate( GARG_BEAM_SPRITE2, 14.0 );
if ( m_pFlame[i] )
{
int attach = i%2;
// attachment is 0 based in GetAttachment
GetAttachment( attach+1, posGun, angleGun );
Vector vecEnd = ( vForward * GARG_FLAME_LENGTH) + posGun;
//UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &trace );
UTIL_TraceLine ( posGun, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &trace);
// NDebugOverlay::Line( posGun, vecEnd, 255, 255, 255, false, 10.0f );
m_pFlame[i]->PointEntInit( trace.endpos, this );
if ( i < 2 )
m_pFlame[i]->SetColor( 255, 130, 90 );
else
m_pFlame[i]->SetColor( 0, 120, 255 );
m_pFlame[i]->SetBrightness( 190 );
m_pFlame[i]->SetBeamFlags( FBEAM_SHADEIN );
m_pFlame[i]->SetScrollRate( 20 );
// attachment is 1 based in SetEndAttachment
m_pFlame[i]->SetEndAttachment( attach + 2 );
CSoundEnt::InsertSound( SOUND_COMBAT, posGun, 384, 0.3 );
}
}
CPASAttenuationFilter filter4( this );
EmitSound( filter4, entindex(), "Garg.BeamAttackOn" );
EmitSound( filter4, entindex(), "Garg.BeamAttackRun" );
}
void CNPC_Gargantua::FlameControls( float angleX, float angleY )
{
if ( angleY < -180 )
angleY += 360;
else if ( angleY > 180 )
angleY -= 360;
if ( angleY < -45 )
angleY = -45;
else if ( angleY > 45 )
angleY = 45;
m_flameX = UTIL_ApproachAngle( angleX, m_flameX, 4 );
m_flameY = UTIL_ApproachAngle( angleY, m_flameY, 8 );
SetBoneController( 0, m_flameY );
SetBoneController( 1, m_flameX );
}
void CNPC_Gargantua::FlameUpdate( void )
{
int i;
static float offset[2] = { 60, -60 };
trace_t trace;
Vector vecStart;
QAngle angleGun;
BOOL streaks = FALSE;
Vector vForward;
for ( i = 0; i < 2; i++ )
{
if ( m_pFlame[i] )
{
QAngle vecAim = GetAbsAngles();
vecAim.x += -m_flameX;
vecAim.y += m_flameY;
AngleVectors( vecAim, &vForward );
GetAttachment( i + 2, vecStart, angleGun );
Vector vecEnd = vecStart + ( vForward * GARG_FLAME_LENGTH); // - offset[i] * gpGlobals->v_right;
UTIL_TraceLine ( vecStart, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &trace);
m_pFlame[i]->SetStartPos( trace.endpos );
m_pFlame[i+2]->SetStartPos( (vecStart * 0.6) + (trace.endpos * 0.4) );
if ( trace.fraction != 1.0 && gpGlobals->curtime > m_streakTime )
{
g_pEffects->Sparks( trace.endpos, 1, 1, &trace.plane.normal );
streaks = TRUE;
UTIL_DecalTrace( &trace, "SmallScorch" );
}
// RadiusDamage( trace.vecEndPos, pev, pev, gSkillData.gargantuaDmgFire, CLASS_ALIEN_MONSTER, DMG_BURN );
FlameDamage( vecStart, trace.endpos, this, this, sk_gargantua_dmg_fire.GetFloat(), CLASS_ALIEN_MONSTER, DMG_BURN );
CBroadcastRecipientFilter filter;
GetAttachment(i + 2, vecStart, angleGun);
te->DynamicLight( filter, 0.0, &vecStart, 255, 0, 0, 0, 48, 0.2, 150 );
}
}
if ( streaks )
m_streakTime = gpGlobals->curtime;
}
void CNPC_Gargantua::FlameDamage( Vector vecStart, Vector vecEnd, CBaseEntity *pevInflictor, CBaseEntity *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType )
{
CBaseEntity *pEntity = NULL;
trace_t tr;
float flAdjustedDamage;
Vector vecSpot;
Vector vecMid = (vecStart + vecEnd) * 0.5;
// float searchRadius = (vecStart - vecMid).Length();
float searchRadius = GARG_FLAME_LENGTH;
float maxDamageRadius = searchRadius / 2.0;
Vector vecAim = (vecEnd - vecStart);
VectorNormalize( vecAim );
// iterate on all entities in the vicinity.
while ((pEntity = gEntList.FindEntityInSphere( pEntity, GetAbsOrigin(), searchRadius )) != NULL)
{
if ( pEntity->m_takedamage != DAMAGE_NO )
{
// UNDONE: this should check a damage mask, not an ignore
if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore )
{// houndeyes don't hurt other houndeyes with their attack
continue;
}
vecSpot = pEntity->BodyTarget( vecMid );
float dist = DotProduct( vecAim, vecSpot - vecMid );
if (dist > searchRadius)
dist = searchRadius;
else if (dist < -searchRadius)
dist = searchRadius;
Vector vecSrc = vecMid + dist * vecAim;
UTIL_TraceLine ( vecStart, vecSpot, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
// NDebugOverlay::Line( vecStart, vecSpot, 0, 255, 0, false, 10.0f );
if ( tr.fraction == 1.0 || tr.m_pEnt == pEntity )
{// the explosion can 'see' this entity, so hurt them!
// decrease damage for an ent that's farther from the flame.
dist = ( vecSrc - tr.endpos ).Length();
if (dist > maxDamageRadius)
{
flAdjustedDamage = flDamage - (dist - maxDamageRadius) * 0.4;
if (flAdjustedDamage <= 0)
continue;
}
else
{
flAdjustedDamage = flDamage;
}
// ALERT( at_console, "hit %s\n", STRING( pEntity->pev->classname ) );
if (tr.fraction != 1.0)
{
ClearMultiDamage( );
Vector vDir = (tr.endpos - vecSrc);
VectorNormalize( vDir );
CTakeDamageInfo info( pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType );
CalculateMeleeDamageForce( &info, vDir, tr.endpos );
pEntity->DispatchTraceAttack( info, vDir, &tr );
ApplyMultiDamage();
}
else
{
pEntity->TakeDamage( CTakeDamageInfo( pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType ) );
}
}
}
}
}
void CNPC_Gargantua::FlameDestroy( void )
{
int i;
CPASAttenuationFilter filter4( this );
EmitSound( filter4, entindex(), "Garg.BeamAttackOff" );
for ( i = 0; i < 4; i++ )
{
if ( m_pFlame[i] )
{
UTIL_Remove( m_pFlame[i] );
m_pFlame[i] = NULL;
}
}
}
void CNPC_Gargantua::EyeOn( int level )
{
m_eyeBrightness = level;
}
void CNPC_Gargantua::EyeOff( void )
{
m_eyeBrightness = 0;
}
void CNPC_Gargantua::EyeUpdate( void )
{
if ( m_pEyeGlow )
{
m_pEyeGlow->SetBrightness( UTIL_Approach( m_eyeBrightness, m_pEyeGlow->GetBrightness(), 26 ), 0.5f );
if ( m_pEyeGlow->GetBrightness() == 0 )
{
m_pEyeGlow->AddEffects( EF_NODRAW );
}
else
{
m_pEyeGlow->RemoveEffects( EF_NODRAW );
}
}
}
void CNPC_Gargantua::StompAttack( void )
{
trace_t trace;
Vector vecForward;
AngleVectors(GetAbsAngles(), &vecForward );
Vector vecStart = GetAbsOrigin() + Vector(0,0,60) + 35 * vecForward;
CBaseEntity* pPlayer = GetEnemy();
if ( !pPlayer )
return;
Vector vecAim = pPlayer->GetAbsOrigin() - GetAbsOrigin();
VectorNormalize( vecAim );
Vector vecEnd = (vecAim * 1024) + vecStart;
UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &trace );
// NDebugOverlay::Line( vecStart, vecEnd, 255, 0, 0, false, 10.0f );
CStomp::StompCreate( vecStart, trace.endpos, 0, this );
UTIL_ScreenShake( GetAbsOrigin(), 12.0, 100.0, 2.0, 1000, SHAKE_START );
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "Garg.StompSound" );
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,20), MASK_SOLID, this, COLLISION_GROUP_NONE, &trace );
if ( trace.fraction < 1.0 )
{
UTIL_DecalTrace( &trace, "SmallScorch" );
}
}
void CNPC_Gargantua::DeathEffect( void )
{
int i;
Vector vForward;
AngleVectors( GetAbsAngles(), &vForward );
Vector deathPos = GetAbsOrigin() + vForward * 100;
Vector position = GetAbsOrigin();
position.z += 32;
CPASFilter filter( GetAbsOrigin() );
for ( i = 0; i < 7; i++)
{
te->Explosion( filter, i * 0.2, &GetAbsOrigin(), g_sModelIndexFireball, 10, 15, TE_EXPLFLAG_NONE, 100, 0 );
position.z += 15;
}
UTIL_Smoke(GetAbsOrigin(),random->RandomInt(10, 15), 10);
UTIL_ScreenShake( GetAbsOrigin(), 25.0, 100.0, 5.0, 1000, SHAKE_START );
}
void CNPC_Gargantua::Event_Killed( const CTakeDamageInfo &info )
{
EyeOff();
UTIL_Remove( m_pEyeGlow );
m_pEyeGlow = NULL;
BaseClass::Event_Killed( info );
m_takedamage = DAMAGE_NO;
}
void CNPC_Gargantua::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
CTakeDamageInfo subInfo = info;
if ( !IsAlive() )
{
BaseClass::TraceAttack( subInfo, vecDir, ptr, pAccumulator );
return;
}
// UNDONE: Hit group specific damage?
if ( subInfo.GetDamageType() & ( GARG_DAMAGE | DMG_BLAST ) )
{
if ( m_painSoundTime < gpGlobals->curtime )
{
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "Garg.Pain" );
m_painSoundTime = gpGlobals->curtime + random->RandomFloat( 2.5, 4 );
}
}
int bitsDamageType = subInfo.GetDamageType();
bitsDamageType &= GARG_DAMAGE;
subInfo.SetDamageType( bitsDamageType );
if ( subInfo.GetDamageType() == 0 )
{
if ( m_flDmgTime != gpGlobals->curtime || (random->RandomInt( 0, 100 ) < 20) )
{
g_pEffects->Ricochet(ptr->endpos, -vecDir );
m_flDmgTime = gpGlobals->curtime;
}
subInfo.SetDamage( 0 );
}
BaseClass::TraceAttack( subInfo, vecDir, ptr, pAccumulator );
}
int CNPC_Gargantua::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
if( GetState() == NPC_STATE_SCRIPT )
{
// Invulnerable while scripted. This fixes the problem where garg wouldn't
// explode in C2A1 because for some reason he wouldn't die while scripted, he'd
// only freeze in place. Now he's just immune until he gets to the script and stops.
return 0;
}
CTakeDamageInfo subInfo = info;
float flDamage = subInfo.GetDamage();
if ( IsAlive() )
{
if ( !(subInfo.GetDamageType() & GARG_DAMAGE) )
{
flDamage *= 0.01;
subInfo.SetDamage( flDamage );
}
if ( subInfo.GetDamageType() & DMG_BLAST )
{
SetCondition( COND_LIGHT_DAMAGE );
}
}
return BaseClass::OnTakeDamage_Alive( subInfo );
}
AI_BEGIN_CUSTOM_NPC( monster_gargantua, CNPC_Gargantua )
DECLARE_TASK ( TASK_SOUND_ATTACK )
DECLARE_TASK ( TASK_FLAME_SWEEP )
//=========================================================
// > SCHED_GARG_FLAME
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GARG_FLAME,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_SOUND_ATTACK 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_MELEE_ATTACK2"
" TASK_FLAME_SWEEP 4.5"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
)
//=========================================================
// > SCHED_GARG_SWIPE
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GARG_SWIPE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_MELEE_ATTACK1 0"
" "
" Interrupts"
" COND_CAN_MELEE_ATTACK2"
)
DEFINE_SCHEDULE
(
SCHED_GARG_CHASE_ENEMY,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_GARG_CHASE_ENEMY_FAILED"
" TASK_GET_CHASE_PATH_TO_ENEMY 300"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_FACE_ENEMY 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_ENEMY_UNREACHABLE"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK2"
" COND_TOO_CLOSE_TO_ATTACK"
" COND_LOST_ENEMY"
);
DEFINE_SCHEDULE
(
SCHED_GARG_CHASE_ENEMY_FAILED,
" Tasks"
" TASK_SET_ROUTE_SEARCH_TIME 2" // Spend 2 seconds trying to build a path if stuck
" TASK_GET_PATH_TO_RANDOM_NODE 180"
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK2"
);
AI_END_CUSTOM_NPC()