/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * This source code contains proprietary and confidential information of * Valve LLC and its suppliers. Access to this code is restricted to * persons who have executed a written SDK license with Valve. Any access, * use or distribution of this code by or to any unlicensed person is illegal. * ****/ //========================================================= // bullsquid - big, spotty tentacle-mouthed meanie. //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "nodes.h" #include "effects.h" #include "decals.h" #include "soundent.h" #include "game.h" #define SQUID_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve int iSquidSpitSprite; //========================================================= // monster-specific schedule types //========================================================= enum { SCHED_SQUID_HURTHOP = LAST_COMMON_SCHEDULE + 1, SCHED_SQUID_SMELLFOOD, SCHED_SQUID_SEECRAB, SCHED_SQUID_EAT, SCHED_SQUID_SNIFF_AND_EAT, SCHED_SQUID_WALLOW, }; //========================================================= // monster-specific tasks //========================================================= enum { TASK_SQUID_HOPTURN = LAST_COMMON_TASK + 1, }; //========================================================= // Bullsquid's spit projectile //========================================================= class CSquidSpit : public CBaseEntity { public: void Spawn() override; static void Shoot(entvars_t* pevOwner, Vector vecStart, Vector vecVelocity); void Touch(CBaseEntity* pOther) override; void EXPORT Animate(); bool Save(CSave& save) override; bool Restore(CRestore& restore) override; static TYPEDESCRIPTION m_SaveData[]; int m_maxFrame; }; LINK_ENTITY_TO_CLASS(squidspit, CSquidSpit); TYPEDESCRIPTION CSquidSpit::m_SaveData[] = { DEFINE_FIELD(CSquidSpit, m_maxFrame, FIELD_INTEGER), }; IMPLEMENT_SAVERESTORE(CSquidSpit, CBaseEntity); void CSquidSpit::Spawn() { pev->movetype = MOVETYPE_FLY; pev->classname = MAKE_STRING("squidspit"); pev->solid = SOLID_BBOX; pev->rendermode = kRenderTransAlpha; pev->renderamt = 255; SET_MODEL(ENT(pev), "sprites/bigspit.spr"); pev->frame = 0; pev->scale = 0.5; UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); m_maxFrame = (float)MODEL_FRAMES(pev->modelindex) - 1; } void CSquidSpit::Animate() { pev->nextthink = gpGlobals->time + 0.1; if (0 != pev->frame++) { if (pev->frame > m_maxFrame) { pev->frame = 0; } } } void CSquidSpit::Shoot(entvars_t* pevOwner, Vector vecStart, Vector vecVelocity) { CSquidSpit* pSpit = GetClassPtr((CSquidSpit*)NULL); pSpit->Spawn(); UTIL_SetOrigin(pSpit->pev, vecStart); pSpit->pev->velocity = vecVelocity; pSpit->pev->owner = ENT(pevOwner); pSpit->SetThink(&CSquidSpit::Animate); pSpit->pev->nextthink = gpGlobals->time + 0.1; } void CSquidSpit::Touch(CBaseEntity* pOther) { TraceResult tr; int iPitch; // splat sound iPitch = RANDOM_FLOAT(90, 110); EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch); switch (RANDOM_LONG(0, 1)) { case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch); break; case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch); break; } if (0 == pOther->pev->takedamage) { // make a splat on the wall UTIL_TraceLine(pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT(pev), &tr); UTIL_DecalTrace(&tr, DECAL_SPIT1 + RANDOM_LONG(0, 1)); // make some flecks MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, tr.vecEndPos); WRITE_BYTE(TE_SPRITE_SPRAY); WRITE_COORD(tr.vecEndPos.x); // pos WRITE_COORD(tr.vecEndPos.y); WRITE_COORD(tr.vecEndPos.z); WRITE_COORD(tr.vecPlaneNormal.x); // dir WRITE_COORD(tr.vecPlaneNormal.y); WRITE_COORD(tr.vecPlaneNormal.z); WRITE_SHORT(iSquidSpitSprite); // model WRITE_BYTE(5); // count WRITE_BYTE(30); // speed WRITE_BYTE(80); // noise ( client will divide by 100 ) MESSAGE_END(); } else { pOther->TakeDamage(pev, pev, gSkillData.bullsquidDmgSpit, DMG_GENERIC); } SetThink(&CSquidSpit::SUB_Remove); pev->nextthink = gpGlobals->time; } //========================================================= // Monster's Anim Events Go Here //========================================================= #define BSQUID_AE_SPIT (1) #define BSQUID_AE_BITE (2) #define BSQUID_AE_BLINK (3) #define BSQUID_AE_TAILWHIP (4) #define BSQUID_AE_HOP (5) #define BSQUID_AE_THROW (6) class CBullsquid : public CBaseMonster { public: void Spawn() override; void Precache() override; void SetYawSpeed() override; int ISoundMask() override; int Classify() override; void HandleAnimEvent(MonsterEvent_t* pEvent) override; void IdleSound() override; void PainSound() override; void DeathSound() override; void AlertSound() override; void AttackSound(); void StartTask(Task_t* pTask) override; void RunTask(Task_t* pTask) override; bool CheckMeleeAttack1(float flDot, float flDist) override; bool CheckMeleeAttack2(float flDot, float flDist) override; bool CheckRangeAttack1(float flDot, float flDist) override; void RunAI() override; bool FValidateHintType(short sHint) override; Schedule_t* GetSchedule() override; Schedule_t* GetScheduleOfType(int Type) override; bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override; int IRelationship(CBaseEntity* pTarget) override; int IgnoreConditions() override; MONSTERSTATE GetIdealState() override; bool Save(CSave& save) override; bool Restore(CRestore& restore) override; CUSTOM_SCHEDULES; static TYPEDESCRIPTION m_SaveData[]; bool m_fCanThreatDisplay; // this is so the squid only does the "I see a headcrab!" dance one time. float m_flLastHurtTime; // we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while. float m_flNextSpitTime; // last time the bullsquid used the spit attack. }; LINK_ENTITY_TO_CLASS(monster_bullchicken, CBullsquid); TYPEDESCRIPTION CBullsquid::m_SaveData[] = { DEFINE_FIELD(CBullsquid, m_fCanThreatDisplay, FIELD_BOOLEAN), DEFINE_FIELD(CBullsquid, m_flLastHurtTime, FIELD_TIME), DEFINE_FIELD(CBullsquid, m_flNextSpitTime, FIELD_TIME), }; IMPLEMENT_SAVERESTORE(CBullsquid, CBaseMonster); //========================================================= // IgnoreConditions //========================================================= int CBullsquid::IgnoreConditions() { int iIgnore = CBaseMonster::IgnoreConditions(); if (gpGlobals->time - m_flLastHurtTime <= 20) { // haven't been hurt in 20 seconds, so let the squid care about stink. iIgnore = bits_COND_SMELL | bits_COND_SMELL_FOOD; } if (m_hEnemy != NULL) { if (FClassnameIs(m_hEnemy->pev, "monster_headcrab")) { // (Unless after a tasty headcrab) iIgnore = bits_COND_SMELL | bits_COND_SMELL_FOOD; } } return iIgnore; } //========================================================= // IRelationship - overridden for bullsquid so that it can // be made to ignore its love of headcrabs for a while. //========================================================= int CBullsquid::IRelationship(CBaseEntity* pTarget) { if (gpGlobals->time - m_flLastHurtTime < 5 && FClassnameIs(pTarget->pev, "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 R_NO; } return CBaseMonster::IRelationship(pTarget); } //========================================================= // TakeDamage - overridden for bullsquid so we can keep track // of how much time has passed since it was last injured //========================================================= bool CBullsquid::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) { float flDist; Vector vecApex; // 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 (m_hEnemy != NULL && IsMoving() && pevAttacker == m_hEnemy->pev && gpGlobals->time - m_flLastHurtTime > 3) { flDist = (pev->origin - m_hEnemy->pev->origin).Length2D(); if (flDist > SQUID_SPRINT_DIST) { flDist = (pev->origin - m_Route[m_iRouteIndex].vecLocation).Length2D(); // reusing flDist. if (FTriangulate(pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5, m_hEnemy, &vecApex)) { InsertWaypoint(vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY); } } } if (!FClassnameIs(pevAttacker, "monster_headcrab")) { // don't forget about headcrabs if it was a headcrab that hurt the squid. m_flLastHurtTime = gpGlobals->time; } return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); } //========================================================= // CheckRangeAttack1 //========================================================= bool CBullsquid::CheckRangeAttack1(float flDot, float flDist) { if (IsMoving() && flDist >= 512) { // squid will far too far behind if he stops running to spit at this distance from the enemy. return false; } if (flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime) { if (m_hEnemy != NULL) { if (fabs(pev->origin.z - m_hEnemy->pev->origin.z) > 256) { // don't try to spit at someone up really high or down really low. return false; } } if (IsMoving()) { // don't spit again for a long time, resume chasing enemy. m_flNextSpitTime = gpGlobals->time + 5; } else { // not moving, so spit again pretty soon. m_flNextSpitTime = gpGlobals->time + 0.5; } return true; } return false; } //========================================================= // CheckMeleeAttack1 - bullsquid is a big guy, so has a longer // melee range than most monsters. This is the tailwhip attack //========================================================= bool CBullsquid::CheckMeleeAttack1(float flDot, float flDist) { if (m_hEnemy->pev->health <= gSkillData.bullsquidDmgWhip && flDist <= 85 && flDot >= 0.7) { return true; } return false; } //========================================================= // CheckMeleeAttack2 - 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. //========================================================= bool CBullsquid::CheckMeleeAttack2(float flDot, float flDist) { if (flDist <= 85 && flDot >= 0.7 && !HasConditions(bits_COND_CAN_MELEE_ATTACK1)) // The player & bullsquid can be as much as their bboxes { // apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3)) return true; } return false; } //========================================================= // FValidateHintType //========================================================= bool CBullsquid::FValidateHintType(short sHint) { int i; static short sSquidHints[] = { HINT_WORLD_HUMAN_BLOOD, }; for (i = 0; i < ARRAYSIZE(sSquidHints); i++) { if (sSquidHints[i] == sHint) { return true; } } ALERT(at_aiconsole, "Couldn't validate hint type"); return false; } //========================================================= // ISoundMask - returns a bit mask indicating which types // of sounds this monster regards. In the base class implementation, // monsters care about all sounds, but no scents. //========================================================= int CBullsquid::ISoundMask() { return bits_SOUND_WORLD | bits_SOUND_COMBAT | bits_SOUND_CARCASS | bits_SOUND_MEAT | bits_SOUND_GARBAGE | bits_SOUND_PLAYER; } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CBullsquid::Classify() { return CLASS_ALIEN_PREDATOR; } //========================================================= // IdleSound //========================================================= #define SQUID_ATTN_IDLE (float)1.5 void CBullsquid::IdleSound() { switch (RANDOM_LONG(0, 4)) { case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_idle1.wav", 1, SQUID_ATTN_IDLE); break; case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_idle2.wav", 1, SQUID_ATTN_IDLE); break; case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_idle3.wav", 1, SQUID_ATTN_IDLE); break; case 3: EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_idle4.wav", 1, SQUID_ATTN_IDLE); break; case 4: EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_idle5.wav", 1, SQUID_ATTN_IDLE); break; } } //========================================================= // PainSound //========================================================= void CBullsquid::PainSound() { int iPitch = RANDOM_LONG(85, 120); switch (RANDOM_LONG(0, 3)) { case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "bullchicken/bc_pain1.wav", 1, ATTN_NORM, 0, iPitch); break; case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "bullchicken/bc_pain2.wav", 1, ATTN_NORM, 0, iPitch); break; case 2: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "bullchicken/bc_pain3.wav", 1, ATTN_NORM, 0, iPitch); break; case 3: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "bullchicken/bc_pain4.wav", 1, ATTN_NORM, 0, iPitch); break; } } //========================================================= // AlertSound //========================================================= void CBullsquid::AlertSound() { int iPitch = RANDOM_LONG(140, 160); switch (RANDOM_LONG(0, 1)) { case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "bullchicken/bc_idle1.wav", 1, ATTN_NORM, 0, iPitch); break; case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "bullchicken/bc_idle2.wav", 1, ATTN_NORM, 0, iPitch); break; } } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CBullsquid::SetYawSpeed() { int ys; ys = 0; switch (m_Activity) { case ACT_WALK: ys = 90; break; case ACT_RUN: ys = 90; break; case ACT_IDLE: ys = 90; break; case ACT_RANGE_ATTACK1: ys = 90; break; default: ys = 90; break; } pev->yaw_speed = ys; } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CBullsquid::HandleAnimEvent(MonsterEvent_t* pEvent) { switch (pEvent->event) { case BSQUID_AE_SPIT: { if (m_hEnemy) { Vector vecSpitOffset; Vector vecSpitDir; UTIL_MakeVectors(pev->angles); // !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here. // we should be able to read the position of bones at runtime for this info. vecSpitOffset = (gpGlobals->v_right * 8 + gpGlobals->v_forward * 37 + gpGlobals->v_up * 23); vecSpitOffset = (pev->origin + vecSpitOffset); vecSpitDir = ((m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs) - vecSpitOffset).Normalize(); vecSpitDir.x += RANDOM_FLOAT(-0.05, 0.05); vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05); vecSpitDir.z += RANDOM_FLOAT(-0.05, 0); // do stuff for this event. AttackSound(); // spew the spittle temporary ents. MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSpitOffset); WRITE_BYTE(TE_SPRITE_SPRAY); WRITE_COORD(vecSpitOffset.x); // pos WRITE_COORD(vecSpitOffset.y); WRITE_COORD(vecSpitOffset.z); WRITE_COORD(vecSpitDir.x); // dir WRITE_COORD(vecSpitDir.y); WRITE_COORD(vecSpitDir.z); WRITE_SHORT(iSquidSpitSprite); // model WRITE_BYTE(15); // count WRITE_BYTE(210); // speed WRITE_BYTE(25); // noise ( client will divide by 100 ) MESSAGE_END(); CSquidSpit::Shoot(pev, vecSpitOffset, vecSpitDir * 900); } } break; case BSQUID_AE_BITE: { // SOUND HERE! CBaseEntity* pHurt = CheckTraceHullAttack(70, gSkillData.bullsquidDmgBite, DMG_SLASH); if (pHurt) { //pHurt->pev->punchangle.z = -15; //pHurt->pev->punchangle.x = -45; pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 100; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; } } break; case BSQUID_AE_TAILWHIP: { CBaseEntity* pHurt = CheckTraceHullAttack(70, gSkillData.bullsquidDmgWhip, DMG_CLUB | DMG_ALWAYSGIB); if (pHurt) { pHurt->pev->punchangle.z = -20; pHurt->pev->punchangle.x = 20; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 200; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; } } break; case BSQUID_AE_BLINK: { // close eye. pev->skin = 1; } break; case BSQUID_AE_HOP: { float flGravity = g_psv_gravity->value; // throw the squid up into the air on this frame. if (FBitSet(pev->flags, FL_ONGROUND)) { pev->flags -= FL_ONGROUND; } // jump into air for 0.8 (24/30) seconds // pev->velocity.z += (0.875 * flGravity) * 0.5; pev->velocity.z += (0.625 * flGravity) * 0.5; } break; case BSQUID_AE_THROW: { int iPitch; // squid throws its prey IF the prey is a client. CBaseEntity* pHurt = CheckTraceHullAttack(70, 0, 0); if (pHurt) { // croonchy bite sound iPitch = RANDOM_FLOAT(90, 110); switch (RANDOM_LONG(0, 1)) { case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 1, ATTN_NORM, 0, iPitch); break; case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 1, ATTN_NORM, 0, iPitch); break; } //pHurt->pev->punchangle.x = RANDOM_LONG(0,34) - 5; //pHurt->pev->punchangle.z = RANDOM_LONG(0,49) - 25; //pHurt->pev->punchangle.y = RANDOM_LONG(0,89) - 45; // screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels. UTIL_ScreenShake(pHurt->pev->origin, 25.0, 1.5, 0.7, 2); if (pHurt->IsPlayer()) { UTIL_MakeVectors(pev->angles); pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 300 + gpGlobals->v_up * 300; } } } break; default: CBaseMonster::HandleAnimEvent(pEvent); } } //========================================================= // Spawn //========================================================= void CBullsquid::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/bullsquid.mdl"); UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 64)); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; pev->effects = 0; pev->health = gSkillData.bullsquidHealth; m_flFieldOfView = 0.2; // indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_fCanThreatDisplay = true; m_flNextSpitTime = gpGlobals->time; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CBullsquid::Precache() { PRECACHE_MODEL("models/bullsquid.mdl"); PRECACHE_MODEL("sprites/bigspit.spr"); // spit projectile. iSquidSpitSprite = PRECACHE_MODEL("sprites/tinyspit.spr"); // client side spittle. PRECACHE_SOUND("zombie/claw_miss2.wav"); // because we use the basemonster SWIPE animation event PRECACHE_SOUND("bullchicken/bc_attack2.wav"); PRECACHE_SOUND("bullchicken/bc_attack3.wav"); PRECACHE_SOUND("bullchicken/bc_die1.wav"); PRECACHE_SOUND("bullchicken/bc_die2.wav"); PRECACHE_SOUND("bullchicken/bc_die3.wav"); PRECACHE_SOUND("bullchicken/bc_idle1.wav"); PRECACHE_SOUND("bullchicken/bc_idle2.wav"); PRECACHE_SOUND("bullchicken/bc_idle3.wav"); PRECACHE_SOUND("bullchicken/bc_idle4.wav"); PRECACHE_SOUND("bullchicken/bc_idle5.wav"); PRECACHE_SOUND("bullchicken/bc_pain1.wav"); PRECACHE_SOUND("bullchicken/bc_pain2.wav"); PRECACHE_SOUND("bullchicken/bc_pain3.wav"); PRECACHE_SOUND("bullchicken/bc_pain4.wav"); PRECACHE_SOUND("bullchicken/bc_attackgrowl.wav"); PRECACHE_SOUND("bullchicken/bc_attackgrowl2.wav"); PRECACHE_SOUND("bullchicken/bc_attackgrowl3.wav"); PRECACHE_SOUND("bullchicken/bc_acid1.wav"); PRECACHE_SOUND("bullchicken/bc_bite2.wav"); PRECACHE_SOUND("bullchicken/bc_bite3.wav"); PRECACHE_SOUND("bullchicken/bc_spithit1.wav"); PRECACHE_SOUND("bullchicken/bc_spithit2.wav"); } //========================================================= // DeathSound //========================================================= void CBullsquid::DeathSound() { switch (RANDOM_LONG(0, 2)) { case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_die1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_die2.wav", 1, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_die3.wav", 1, ATTN_NORM); break; } } //========================================================= // AttackSound //========================================================= void CBullsquid::AttackSound() { switch (RANDOM_LONG(0, 1)) { case 0: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "bullchicken/bc_attack2.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "bullchicken/bc_attack3.wav", 1, ATTN_NORM); break; } } //======================================================== // RunAI - overridden for bullsquid because there are things // that need to be checked every think. //======================================================== void CBullsquid::RunAI() { // first, do base class stuff CBaseMonster::RunAI(); if (pev->skin != 0) { // close eye if it was open. pev->skin = 0; } if (RANDOM_LONG(0, 39) == 0) { pev->skin = 1; } if (m_hEnemy != NULL && m_Activity == ACT_RUN) { // chasing enemy. Sprint for last bit if ((pev->origin - m_hEnemy->pev->origin).Length2D() < SQUID_SPRINT_DIST) { pev->framerate = 1.25; } } } //======================================================== // AI Schedules Specific to this monster //========================================================= // primary range attack Task_t tlSquidRangeAttack1[] = { {TASK_STOP_MOVING, 0}, {TASK_FACE_IDEAL, (float)0}, {TASK_RANGE_ATTACK1, (float)0}, {TASK_SET_ACTIVITY, (float)ACT_IDLE}, }; Schedule_t slSquidRangeAttack1[] = { {tlSquidRangeAttack1, ARRAYSIZE(tlSquidRangeAttack1), bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD | bits_COND_HEAVY_DAMAGE | bits_COND_ENEMY_OCCLUDED | bits_COND_NO_AMMO_LOADED, 0, "Squid Range Attack1"}, }; // Chase enemy schedule Task_t tlSquidChaseEnemy1[] = { {TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1}, // !!!OEM - this will stop nasty squid oscillation. {TASK_GET_PATH_TO_ENEMY, (float)0}, {TASK_RUN_PATH, (float)0}, {TASK_WAIT_FOR_MOVEMENT, (float)0}, }; Schedule_t slSquidChaseEnemy[] = { {tlSquidChaseEnemy1, ARRAYSIZE(tlSquidChaseEnemy1), bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD | bits_COND_SMELL_FOOD | bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK2 | bits_COND_TASK_FAILED | bits_COND_HEAR_SOUND, bits_SOUND_DANGER | bits_SOUND_MEAT, "Squid Chase Enemy"}, }; Task_t tlSquidHurtHop[] = { {TASK_STOP_MOVING, (float)0}, {TASK_SOUND_WAKE, (float)0}, {TASK_SQUID_HOPTURN, (float)0}, {TASK_FACE_ENEMY, (float)0}, // in case squid didn't turn all the way in the air. }; Schedule_t slSquidHurtHop[] = { {tlSquidHurtHop, ARRAYSIZE(tlSquidHurtHop), 0, 0, "SquidHurtHop"}}; Task_t tlSquidSeeCrab[] = { {TASK_STOP_MOVING, (float)0}, {TASK_SOUND_WAKE, (float)0}, {TASK_PLAY_SEQUENCE, (float)ACT_EXCITED}, {TASK_FACE_ENEMY, (float)0}, }; Schedule_t slSquidSeeCrab[] = { {tlSquidSeeCrab, ARRAYSIZE(tlSquidSeeCrab), bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "SquidSeeCrab"}}; // squid walks to something tasty and eats it. Task_t tlSquidEat[] = { {TASK_STOP_MOVING, (float)0}, {TASK_EAT, (float)10}, // this is in case the squid can't get to the food {TASK_STORE_LASTPOSITION, (float)0}, {TASK_GET_PATH_TO_BESTSCENT, (float)0}, {TASK_WALK_PATH, (float)0}, {TASK_WAIT_FOR_MOVEMENT, (float)0}, {TASK_PLAY_SEQUENCE, (float)ACT_EAT}, {TASK_PLAY_SEQUENCE, (float)ACT_EAT}, {TASK_PLAY_SEQUENCE, (float)ACT_EAT}, {TASK_EAT, (float)50}, {TASK_GET_PATH_TO_LASTPOSITION, (float)0}, {TASK_WALK_PATH, (float)0}, {TASK_WAIT_FOR_MOVEMENT, (float)0}, {TASK_CLEAR_LASTPOSITION, (float)0}, }; Schedule_t slSquidEat[] = { {tlSquidEat, ARRAYSIZE(tlSquidEat), bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_NEW_ENEMY, // even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask // here or the monster won't detect these sounds at ALL while running this schedule. bits_SOUND_MEAT | bits_SOUND_CARCASS, "SquidEat"}}; // this is a bit different than just Eat. We use this schedule when the food is far away, occluded, or behind // the squid. This schedule plays a sniff animation before going to the source of food. Task_t tlSquidSniffAndEat[] = { {TASK_STOP_MOVING, (float)0}, {TASK_EAT, (float)10}, // this is in case the squid can't get to the food {TASK_PLAY_SEQUENCE, (float)ACT_DETECT_SCENT}, {TASK_STORE_LASTPOSITION, (float)0}, {TASK_GET_PATH_TO_BESTSCENT, (float)0}, {TASK_WALK_PATH, (float)0}, {TASK_WAIT_FOR_MOVEMENT, (float)0}, {TASK_PLAY_SEQUENCE, (float)ACT_EAT}, {TASK_PLAY_SEQUENCE, (float)ACT_EAT}, {TASK_PLAY_SEQUENCE, (float)ACT_EAT}, {TASK_EAT, (float)50}, {TASK_GET_PATH_TO_LASTPOSITION, (float)0}, {TASK_WALK_PATH, (float)0}, {TASK_WAIT_FOR_MOVEMENT, (float)0}, {TASK_CLEAR_LASTPOSITION, (float)0}, }; Schedule_t slSquidSniffAndEat[] = { {tlSquidSniffAndEat, ARRAYSIZE(tlSquidSniffAndEat), bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_NEW_ENEMY, // even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask // here or the monster won't detect these sounds at ALL while running this schedule. bits_SOUND_MEAT | bits_SOUND_CARCASS, "SquidSniffAndEat"}}; // squid does this to stinky things. Task_t tlSquidWallow[] = { {TASK_STOP_MOVING, (float)0}, {TASK_EAT, (float)10}, // this is in case the squid can't get to the stinkiness {TASK_STORE_LASTPOSITION, (float)0}, {TASK_GET_PATH_TO_BESTSCENT, (float)0}, {TASK_WALK_PATH, (float)0}, {TASK_WAIT_FOR_MOVEMENT, (float)0}, {TASK_PLAY_SEQUENCE, (float)ACT_INSPECT_FLOOR}, {TASK_EAT, (float)50}, // keeps squid from eating or sniffing anything else for a while. {TASK_GET_PATH_TO_LASTPOSITION, (float)0}, {TASK_WALK_PATH, (float)0}, {TASK_WAIT_FOR_MOVEMENT, (float)0}, {TASK_CLEAR_LASTPOSITION, (float)0}, }; Schedule_t slSquidWallow[] = { {tlSquidWallow, ARRAYSIZE(tlSquidWallow), bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_NEW_ENEMY, // even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask // here or the monster won't detect these sounds at ALL while running this schedule. bits_SOUND_GARBAGE, "SquidWallow"}}; DEFINE_CUSTOM_SCHEDULES(CBullsquid){ slSquidRangeAttack1, slSquidChaseEnemy, slSquidHurtHop, slSquidSeeCrab, slSquidEat, slSquidSniffAndEat, slSquidWallow}; IMPLEMENT_CUSTOM_SCHEDULES(CBullsquid, CBaseMonster); //========================================================= // GetSchedule //========================================================= Schedule_t* CBullsquid::GetSchedule() { switch (m_MonsterState) { case MONSTERSTATE_ALERT: { if (HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE)) { return GetScheduleOfType(SCHED_SQUID_HURTHOP); } if (HasConditions(bits_COND_SMELL_FOOD)) { CSound* pSound; pSound = PBestScent(); if (pSound && (!FInViewCone(&pSound->m_vecOrigin) || !FVisible(pSound->m_vecOrigin))) { // scent is behind or occluded return GetScheduleOfType(SCHED_SQUID_SNIFF_AND_EAT); } // food is right out in the open. Just go get it. return GetScheduleOfType(SCHED_SQUID_EAT); } if (HasConditions(bits_COND_SMELL)) { // there's something stinky. CSound* pSound; pSound = PBestScent(); if (pSound) return GetScheduleOfType(SCHED_SQUID_WALLOW); } break; } case MONSTERSTATE_COMBAT: { // dead enemy if (HasConditions(bits_COND_ENEMY_DEAD)) { // call base class, all code to handle dead enemies is centralized there. return CBaseMonster::GetSchedule(); } if (HasConditions(bits_COND_NEW_ENEMY)) { if (m_fCanThreatDisplay && IRelationship(m_hEnemy) == R_HT) { // this means squid sees a headcrab! m_fCanThreatDisplay = false; // only do the headcrab dance once per lifetime. return GetScheduleOfType(SCHED_SQUID_SEECRAB); } else { return GetScheduleOfType(SCHED_WAKE_ANGRY); } } if (HasConditions(bits_COND_SMELL_FOOD)) { CSound* pSound; pSound = PBestScent(); if (pSound && (!FInViewCone(&pSound->m_vecOrigin) || !FVisible(pSound->m_vecOrigin))) { // scent is behind or occluded return GetScheduleOfType(SCHED_SQUID_SNIFF_AND_EAT); } // food is right out in the open. Just go get it. return GetScheduleOfType(SCHED_SQUID_EAT); } if (HasConditions(bits_COND_CAN_RANGE_ATTACK1)) { return GetScheduleOfType(SCHED_RANGE_ATTACK1); } if (HasConditions(bits_COND_CAN_MELEE_ATTACK1)) { return GetScheduleOfType(SCHED_MELEE_ATTACK1); } if (HasConditions(bits_COND_CAN_MELEE_ATTACK2)) { return GetScheduleOfType(SCHED_MELEE_ATTACK2); } return GetScheduleOfType(SCHED_CHASE_ENEMY); break; } } return CBaseMonster::GetSchedule(); } //========================================================= // GetScheduleOfType //========================================================= Schedule_t* CBullsquid::GetScheduleOfType(int Type) { switch (Type) { case SCHED_RANGE_ATTACK1: return &slSquidRangeAttack1[0]; break; case SCHED_SQUID_HURTHOP: return &slSquidHurtHop[0]; break; case SCHED_SQUID_SEECRAB: return &slSquidSeeCrab[0]; break; case SCHED_SQUID_EAT: return &slSquidEat[0]; break; case SCHED_SQUID_SNIFF_AND_EAT: return &slSquidSniffAndEat[0]; break; case SCHED_SQUID_WALLOW: return &slSquidWallow[0]; break; case SCHED_CHASE_ENEMY: return &slSquidChaseEnemy[0]; break; } return CBaseMonster::GetScheduleOfType(Type); } //========================================================= // Start task - selects the correct activity and performs // any necessary calculations to start the next task on the // schedule. OVERRIDDEN for bullsquid because it needs to // know explicitly when the last attempt to chase the enemy // failed, since that impacts its attack choices. //========================================================= void CBullsquid::StartTask(Task_t* pTask) { m_iTaskStatus = TASKSTATUS_RUNNING; switch (pTask->iTask) { case TASK_MELEE_ATTACK2: { switch (RANDOM_LONG(0, 2)) { case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_attackgrowl.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_attackgrowl2.wav", 1, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_attackgrowl3.wav", 1, ATTN_NORM); break; } CBaseMonster::StartTask(pTask); break; } case TASK_SQUID_HOPTURN: { SetActivity(ACT_HOP); MakeIdealYaw(m_vecEnemyLKP); break; } case TASK_GET_PATH_TO_ENEMY: { if (BuildRoute(m_hEnemy->pev->origin, bits_MF_TO_ENEMY, m_hEnemy)) { m_iTaskStatus = TASKSTATUS_COMPLETE; } else { ALERT(at_aiconsole, "GetPathToEnemy failed!!\n"); TaskFail(); } break; } default: { CBaseMonster::StartTask(pTask); break; } } } //========================================================= // RunTask //========================================================= void CBullsquid::RunTask(Task_t* pTask) { switch (pTask->iTask) { case TASK_SQUID_HOPTURN: { MakeIdealYaw(m_vecEnemyLKP); ChangeYaw(pev->yaw_speed); if (m_fSequenceFinished) { m_iTaskStatus = TASKSTATUS_COMPLETE; } break; } default: { CBaseMonster::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. //========================================================= MONSTERSTATE CBullsquid::GetIdealState() { int iConditions; iConditions = IScheduleFlags(); // If no schedule conditions, the new ideal state is probably the reason we're in here. switch (m_MonsterState) { case MONSTERSTATE_COMBAT: /* COMBAT goes to ALERT upon death of enemy */ { if (m_hEnemy != NULL && (iConditions & (bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE)) != 0 && FClassnameIs(m_hEnemy->pev, "monster_headcrab")) { // if the squid has a headcrab enemy and something hurts it, it's going to forget about the crab for a while. m_hEnemy = NULL; m_IdealMonsterState = MONSTERSTATE_ALERT; } break; } } m_IdealMonsterState = CBaseMonster::GetIdealState(); return m_IdealMonsterState; }