halflife-photomode/dlls/hassassin.cpp

999 lines
25 KiB
C++

/***
*
* 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.
*
****/
//=========================================================
// hassassin - Human assassin, fast and stealthy
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "squadmonster.h"
#include "weapons.h"
#include "soundent.h"
#include "game.h"
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_ASSASSIN_EXPOSED = LAST_COMMON_SCHEDULE + 1, // cover was blown.
SCHED_ASSASSIN_JUMP, // fly through the air
SCHED_ASSASSIN_JUMP_ATTACK, // fly through the air and shoot
SCHED_ASSASSIN_JUMP_LAND, // hit and run away
};
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_ASSASSIN_FALL_TO_GROUND = LAST_COMMON_TASK + 1, // falling and waiting to hit ground
};
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define ASSASSIN_AE_SHOOT1 1
#define ASSASSIN_AE_TOSS1 2
#define ASSASSIN_AE_JUMP 3
#define bits_MEMORY_BADJUMP (bits_MEMORY_CUSTOM1)
class CHAssassin : public CBaseMonster
{
public:
void Spawn() override;
void Precache() override;
void SetYawSpeed() override;
int Classify() override;
int ISoundMask() override;
void Shoot();
void HandleAnimEvent(MonsterEvent_t* pEvent) override;
Schedule_t* GetSchedule() override;
Schedule_t* GetScheduleOfType(int Type) override;
bool CheckMeleeAttack1(float flDot, float flDist) override; // jump
// bool CheckMeleeAttack2 ( float flDot, float flDist ) override;
bool CheckRangeAttack1(float flDot, float flDist) override; // shoot
bool CheckRangeAttack2(float flDot, float flDist) override; // throw grenade
void StartTask(Task_t* pTask) override;
void RunAI() override;
void RunTask(Task_t* pTask) override;
void DeathSound() override;
void IdleSound() override;
CUSTOM_SCHEDULES;
bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
static TYPEDESCRIPTION m_SaveData[];
float m_flLastShot;
float m_flDiviation;
float m_flNextJump;
Vector m_vecJumpVelocity;
float m_flNextGrenadeCheck;
Vector m_vecTossVelocity;
bool m_fThrowGrenade;
int m_iTargetRanderamt;
int m_iFrustration;
int m_iShell;
};
LINK_ENTITY_TO_CLASS(monster_human_assassin, CHAssassin);
TYPEDESCRIPTION CHAssassin::m_SaveData[] =
{
DEFINE_FIELD(CHAssassin, m_flLastShot, FIELD_TIME),
DEFINE_FIELD(CHAssassin, m_flDiviation, FIELD_FLOAT),
DEFINE_FIELD(CHAssassin, m_flNextJump, FIELD_TIME),
DEFINE_FIELD(CHAssassin, m_vecJumpVelocity, FIELD_VECTOR),
DEFINE_FIELD(CHAssassin, m_flNextGrenadeCheck, FIELD_TIME),
DEFINE_FIELD(CHAssassin, m_vecTossVelocity, FIELD_VECTOR),
DEFINE_FIELD(CHAssassin, m_fThrowGrenade, FIELD_BOOLEAN),
DEFINE_FIELD(CHAssassin, m_iTargetRanderamt, FIELD_INTEGER),
DEFINE_FIELD(CHAssassin, m_iFrustration, FIELD_INTEGER),
};
IMPLEMENT_SAVERESTORE(CHAssassin, CBaseMonster);
//=========================================================
// DieSound
//=========================================================
void CHAssassin::DeathSound()
{
}
//=========================================================
// IdleSound
//=========================================================
void CHAssassin::IdleSound()
{
}
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards.
//=========================================================
int CHAssassin::ISoundMask()
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_DANGER |
bits_SOUND_PLAYER;
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CHAssassin::Classify()
{
return CLASS_HUMAN_MILITARY;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CHAssassin::SetYawSpeed()
{
int ys;
switch (m_Activity)
{
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
ys = 360;
break;
default:
ys = 360;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// Shoot
//=========================================================
void CHAssassin::Shoot()
{
if (m_hEnemy == NULL)
{
return;
}
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy(vecShootOrigin);
if (m_flLastShot + 2 < gpGlobals->time)
{
m_flDiviation = 0.10;
}
else
{
m_flDiviation -= 0.01;
if (m_flDiviation < 0.02)
m_flDiviation = 0.02;
}
m_flLastShot = gpGlobals->time;
UTIL_MakeVectors(pev->angles);
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40, 90) + gpGlobals->v_up * RANDOM_FLOAT(75, 200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
EjectBrass(pev->origin + gpGlobals->v_up * 32 + gpGlobals->v_forward * 12, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL);
FireBullets(1, vecShootOrigin, vecShootDir, Vector(m_flDiviation, m_flDiviation, m_flDiviation), 2048, BULLET_MONSTER_9MM); // shoot +-8 degrees
switch (RANDOM_LONG(0, 1))
{
case 0:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT(0.6, 0.8), ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT(0.6, 0.8), ATTN_NORM);
break;
}
pev->effects |= EF_MUZZLEFLASH;
Vector angDir = UTIL_VecToAngles(vecShootDir);
SetBlending(0, angDir.x);
m_cAmmoLoaded--;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CHAssassin::HandleAnimEvent(MonsterEvent_t* pEvent)
{
switch (pEvent->event)
{
case ASSASSIN_AE_SHOOT1:
Shoot();
break;
case ASSASSIN_AE_TOSS1:
{
UTIL_MakeVectors(pev->angles);
CGrenade::ShootTimed(pev, pev->origin + gpGlobals->v_forward * 34 + Vector(0, 0, 32), m_vecTossVelocity, 2.0);
m_flNextGrenadeCheck = gpGlobals->time + 6; // wait six seconds before even looking again to see if a grenade can be thrown.
m_fThrowGrenade = false;
// !!!LATER - when in a group, only try to throw grenade if ordered.
}
break;
case ASSASSIN_AE_JUMP:
{
// ALERT( at_console, "jumping");
UTIL_MakeAimVectors(pev->angles);
pev->movetype = MOVETYPE_TOSS;
pev->flags &= ~FL_ONGROUND;
pev->velocity = m_vecJumpVelocity;
m_flNextJump = gpGlobals->time + 3.0;
}
return;
default:
CBaseMonster::HandleAnimEvent(pEvent);
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CHAssassin::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/hassassin.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->effects = 0;
pev->health = gSkillData.hassassinHealth;
m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_afCapability = bits_CAP_MELEE_ATTACK1 | bits_CAP_DOORS_GROUP;
pev->friction = 1;
m_HackedGunPos = Vector(0, 24, 48);
m_iTargetRanderamt = 20;
pev->renderamt = 20;
pev->rendermode = kRenderTransTexture;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CHAssassin::Precache()
{
PRECACHE_MODEL("models/hassassin.mdl");
PRECACHE_SOUND("weapons/pl_gun1.wav");
PRECACHE_SOUND("weapons/pl_gun2.wav");
PRECACHE_SOUND("debris/beamstart1.wav");
m_iShell = PRECACHE_MODEL("models/shell.mdl"); // brass shell
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
//=========================================================
// Fail Schedule
//=========================================================
Task_t tlAssassinFail[] =
{
{TASK_STOP_MOVING, 0},
{TASK_SET_ACTIVITY, (float)ACT_IDLE},
{TASK_WAIT_FACE_ENEMY, (float)2},
// { TASK_WAIT_PVS, (float)0 },
{TASK_SET_SCHEDULE, (float)SCHED_CHASE_ENEMY},
};
Schedule_t slAssassinFail[] =
{
{tlAssassinFail,
ARRAYSIZE(tlAssassinFail),
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_PROVOKED |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER |
bits_SOUND_PLAYER,
"AssassinFail"},
};
//=========================================================
// Enemy exposed Agrunt's cover
//=========================================================
Task_t tlAssassinExposed[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_JUMP},
{TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY},
};
Schedule_t slAssassinExposed[] =
{
{
tlAssassinExposed,
ARRAYSIZE(tlAssassinExposed),
bits_COND_CAN_MELEE_ATTACK1,
0,
"AssassinExposed",
},
};
//=========================================================
// Take cover from enemy! Tries lateral cover before node
// cover!
//=========================================================
Task_t tlAssassinTakeCoverFromEnemy[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_WAIT, (float)0.2},
{TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1},
{TASK_FIND_COVER_FROM_ENEMY, (float)0},
{TASK_RUN_PATH, (float)0},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
{TASK_REMEMBER, (float)bits_MEMORY_INCOVER},
{TASK_FACE_ENEMY, (float)0},
};
Schedule_t slAssassinTakeCoverFromEnemy[] =
{
{tlAssassinTakeCoverFromEnemy,
ARRAYSIZE(tlAssassinTakeCoverFromEnemy),
bits_COND_NEW_ENEMY |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"AssassinTakeCoverFromEnemy"},
};
//=========================================================
// Take cover from enemy! Tries lateral cover before node
// cover!
//=========================================================
Task_t tlAssassinTakeCoverFromEnemy2[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_WAIT, (float)0.2},
{TASK_FACE_ENEMY, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK2},
{TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384},
{TASK_RUN_PATH, (float)0},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
{TASK_REMEMBER, (float)bits_MEMORY_INCOVER},
{TASK_FACE_ENEMY, (float)0},
};
Schedule_t slAssassinTakeCoverFromEnemy2[] =
{
{tlAssassinTakeCoverFromEnemy2,
ARRAYSIZE(tlAssassinTakeCoverFromEnemy2),
bits_COND_NEW_ENEMY |
bits_COND_CAN_MELEE_ATTACK2 |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"AssassinTakeCoverFromEnemy2"},
};
//=========================================================
// hide from the loudest sound source
//=========================================================
Task_t tlAssassinTakeCoverFromBestSound[] =
{
{TASK_SET_FAIL_SCHEDULE, (float)SCHED_MELEE_ATTACK1},
{TASK_STOP_MOVING, (float)0},
{TASK_FIND_COVER_FROM_BEST_SOUND, (float)0},
{TASK_RUN_PATH, (float)0},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
{TASK_REMEMBER, (float)bits_MEMORY_INCOVER},
{TASK_TURN_LEFT, (float)179},
};
Schedule_t slAssassinTakeCoverFromBestSound[] =
{
{tlAssassinTakeCoverFromBestSound,
ARRAYSIZE(tlAssassinTakeCoverFromBestSound),
bits_COND_NEW_ENEMY,
0,
"AssassinTakeCoverFromBestSound"},
};
//=========================================================
// AlertIdle Schedules
//=========================================================
Task_t tlAssassinHide[] =
{
{TASK_STOP_MOVING, 0},
{TASK_SET_ACTIVITY, (float)ACT_IDLE},
{TASK_WAIT, (float)2},
{TASK_SET_SCHEDULE, (float)SCHED_CHASE_ENEMY},
};
Schedule_t slAssassinHide[] =
{
{tlAssassinHide,
ARRAYSIZE(tlAssassinHide),
bits_COND_NEW_ENEMY |
bits_COND_SEE_ENEMY |
bits_COND_SEE_FEAR |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_PROVOKED |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"AssassinHide"},
};
//=========================================================
// HUNT Schedules
//=========================================================
Task_t tlAssassinHunt[] =
{
{TASK_GET_PATH_TO_ENEMY, (float)0},
{TASK_RUN_PATH, (float)0},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
};
Schedule_t slAssassinHunt[] =
{
{tlAssassinHunt,
ARRAYSIZE(tlAssassinHunt),
bits_COND_NEW_ENEMY |
// bits_COND_SEE_ENEMY |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"AssassinHunt"},
};
//=========================================================
// Jumping Schedules
//=========================================================
Task_t tlAssassinJump[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_PLAY_SEQUENCE, (float)ACT_HOP},
{TASK_SET_SCHEDULE, (float)SCHED_ASSASSIN_JUMP_ATTACK},
};
Schedule_t slAssassinJump[] =
{
{tlAssassinJump,
ARRAYSIZE(tlAssassinJump),
0,
0,
"AssassinJump"},
};
//=========================================================
// repel
//=========================================================
Task_t tlAssassinJumpAttack[] =
{
{TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_JUMP_LAND},
// { TASK_SET_ACTIVITY, (float)ACT_FLY },
{TASK_ASSASSIN_FALL_TO_GROUND, (float)0},
};
Schedule_t slAssassinJumpAttack[] =
{
{tlAssassinJumpAttack,
ARRAYSIZE(tlAssassinJumpAttack),
0,
0,
"AssassinJumpAttack"},
};
//=========================================================
// repel
//=========================================================
Task_t tlAssassinJumpLand[] =
{
{TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_EXPOSED},
// { TASK_SET_FAIL_SCHEDULE, (float)SCHED_MELEE_ATTACK1 },
{TASK_SET_ACTIVITY, (float)ACT_IDLE},
{TASK_REMEMBER, (float)bits_MEMORY_BADJUMP},
{TASK_FIND_NODE_COVER_FROM_ENEMY, (float)0},
{TASK_RUN_PATH, (float)0},
{TASK_FORGET, (float)bits_MEMORY_BADJUMP},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
{TASK_REMEMBER, (float)bits_MEMORY_INCOVER},
{TASK_FACE_ENEMY, (float)0},
{TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1},
};
Schedule_t slAssassinJumpLand[] =
{
{tlAssassinJumpLand,
ARRAYSIZE(tlAssassinJumpLand),
0,
0,
"AssassinJumpLand"},
};
DEFINE_CUSTOM_SCHEDULES(CHAssassin){
slAssassinFail,
slAssassinExposed,
slAssassinTakeCoverFromEnemy,
slAssassinTakeCoverFromEnemy2,
slAssassinTakeCoverFromBestSound,
slAssassinHide,
slAssassinHunt,
slAssassinJump,
slAssassinJumpAttack,
slAssassinJumpLand,
};
IMPLEMENT_CUSTOM_SCHEDULES(CHAssassin, CBaseMonster);
//=========================================================
// CheckMeleeAttack1 - jump like crazy if the enemy gets too close.
//=========================================================
bool CHAssassin::CheckMeleeAttack1(float flDot, float flDist)
{
if (m_flNextJump < gpGlobals->time && (flDist <= 128 || HasMemory(bits_MEMORY_BADJUMP)) && m_hEnemy != NULL)
{
TraceResult tr;
Vector vecDest = pev->origin + Vector(RANDOM_FLOAT(-64, 64), RANDOM_FLOAT(-64, 64), 160);
UTIL_TraceHull(pev->origin + Vector(0, 0, 36), vecDest + Vector(0, 0, 36), dont_ignore_monsters, human_hull, ENT(pev), &tr);
if (0 != tr.fStartSolid || tr.flFraction < 1.0)
{
return false;
}
float flGravity = g_psv_gravity->value;
float time = sqrt(160 / (0.5 * flGravity));
float speed = flGravity * time / 160;
m_vecJumpVelocity = (vecDest - pev->origin) * speed;
return true;
}
return false;
}
//=========================================================
// CheckRangeAttack1 - drop a cap in their ass
//
//=========================================================
bool CHAssassin::CheckRangeAttack1(float flDot, float flDist)
{
if (!HasConditions(bits_COND_ENEMY_OCCLUDED) && flDist > 64 && flDist <= 2048 /* && flDot >= 0.5 */ /* && NoFriendlyFire() */)
{
TraceResult tr;
Vector vecSrc = GetGunPosition();
// verify that a bullet fired from the gun will hit the enemy before the world.
UTIL_TraceLine(vecSrc, m_hEnemy->BodyTarget(vecSrc), dont_ignore_monsters, ENT(pev), &tr);
if (tr.flFraction == 1 || tr.pHit == m_hEnemy->edict())
{
return true;
}
}
return false;
}
//=========================================================
// CheckRangeAttack2 - toss grenade is enemy gets in the way and is too close.
//=========================================================
bool CHAssassin::CheckRangeAttack2(float flDot, float flDist)
{
m_fThrowGrenade = false;
if (!FBitSet(m_hEnemy->pev->flags, FL_ONGROUND))
{
// don't throw grenades at anything that isn't on the ground!
return false;
}
// don't get grenade happy unless the player starts to piss you off
if (m_iFrustration <= 2)
return false;
if (m_flNextGrenadeCheck < gpGlobals->time && !HasConditions(bits_COND_ENEMY_OCCLUDED) && flDist <= 512 /* && flDot >= 0.5 */ /* && NoFriendlyFire() */)
{
Vector vecToss = VecCheckThrow(pev, GetGunPosition(), m_hEnemy->Center(), flDist, 0.5); // use dist as speed to get there in 1 second
if (vecToss != g_vecZero)
{
m_vecTossVelocity = vecToss;
// throw a hand grenade
m_fThrowGrenade = true;
return true;
}
}
return false;
}
//=========================================================
// RunAI
//=========================================================
void CHAssassin::RunAI()
{
CBaseMonster::RunAI();
// always visible if moving
// always visible is not on hard
if (g_iSkillLevel != SKILL_HARD || m_hEnemy == NULL || pev->deadflag != DEAD_NO || m_Activity == ACT_RUN || m_Activity == ACT_WALK || (pev->flags & FL_ONGROUND) == 0)
m_iTargetRanderamt = 255;
else
m_iTargetRanderamt = 20;
if (pev->renderamt > m_iTargetRanderamt)
{
if (pev->renderamt == 255)
{
EMIT_SOUND(ENT(pev), CHAN_BODY, "debris/beamstart1.wav", 0.2, ATTN_NORM);
}
pev->renderamt = V_max(pev->renderamt - 50, m_iTargetRanderamt);
pev->rendermode = kRenderTransTexture;
}
else if (pev->renderamt < m_iTargetRanderamt)
{
pev->renderamt = V_min(pev->renderamt + 50, m_iTargetRanderamt);
if (pev->renderamt == 255)
pev->rendermode = kRenderNormal;
}
if (m_Activity == ACT_RUN || m_Activity == ACT_WALK)
{
static bool iStep = false;
iStep = !iStep;
if (iStep)
{
switch (RANDOM_LONG(0, 3))
{
case 0:
EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_step1.wav", 0.5, ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_step3.wav", 0.5, ATTN_NORM);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_step2.wav", 0.5, ATTN_NORM);
break;
case 3:
EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_step4.wav", 0.5, ATTN_NORM);
break;
}
}
}
}
//=========================================================
// StartTask
//=========================================================
void CHAssassin::StartTask(Task_t* pTask)
{
switch (pTask->iTask)
{
case TASK_RANGE_ATTACK2:
if (!m_fThrowGrenade)
{
TaskComplete();
}
else
{
CBaseMonster::StartTask(pTask);
}
break;
case TASK_ASSASSIN_FALL_TO_GROUND:
break;
default:
CBaseMonster::StartTask(pTask);
break;
}
}
//=========================================================
// RunTask
//=========================================================
void CHAssassin::RunTask(Task_t* pTask)
{
switch (pTask->iTask)
{
case TASK_ASSASSIN_FALL_TO_GROUND:
MakeIdealYaw(m_vecEnemyLKP);
ChangeYaw(pev->yaw_speed);
if (m_fSequenceFinished)
{
if (pev->velocity.z > 0)
{
pev->sequence = LookupSequence("fly_up");
}
else if (HasConditions(bits_COND_SEE_ENEMY))
{
pev->sequence = LookupSequence("fly_attack");
pev->frame = 0;
}
else
{
pev->sequence = LookupSequence("fly_down");
pev->frame = 0;
}
ResetSequenceInfo();
SetYawSpeed();
}
if ((pev->flags & FL_ONGROUND) != 0)
{
// ALERT( at_console, "on ground\n");
TaskComplete();
}
break;
default:
CBaseMonster::RunTask(pTask);
break;
}
}
//=========================================================
// GetSchedule - Decides which type of schedule best suits
// the monster's current state and conditions. Then calls
// monster's member function to get a pointer to a schedule
// of the proper type.
//=========================================================
Schedule_t* CHAssassin::GetSchedule()
{
switch (m_MonsterState)
{
case MONSTERSTATE_IDLE:
case MONSTERSTATE_ALERT:
{
if (HasConditions(bits_COND_HEAR_SOUND))
{
CSound* pSound;
pSound = PBestSound();
ASSERT(pSound != NULL);
if (pSound && (pSound->m_iType & bits_SOUND_DANGER) != 0)
{
return GetScheduleOfType(SCHED_TAKE_COVER_FROM_BEST_SOUND);
}
if (pSound && (pSound->m_iType & bits_SOUND_COMBAT) != 0)
{
return GetScheduleOfType(SCHED_INVESTIGATE_SOUND);
}
}
}
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();
}
// flying?
if (pev->movetype == MOVETYPE_TOSS)
{
if ((pev->flags & FL_ONGROUND) != 0)
{
// ALERT( at_console, "landed\n");
// just landed
pev->movetype = MOVETYPE_STEP;
return GetScheduleOfType(SCHED_ASSASSIN_JUMP_LAND);
}
else
{
// ALERT( at_console, "jump\n");
// jump or jump/shoot
if (m_MonsterState == MONSTERSTATE_COMBAT)
return GetScheduleOfType(SCHED_ASSASSIN_JUMP);
else
return GetScheduleOfType(SCHED_ASSASSIN_JUMP_ATTACK);
}
}
if (HasConditions(bits_COND_HEAR_SOUND))
{
CSound* pSound;
pSound = PBestSound();
ASSERT(pSound != NULL);
if (pSound && (pSound->m_iType & bits_SOUND_DANGER) != 0)
{
return GetScheduleOfType(SCHED_TAKE_COVER_FROM_BEST_SOUND);
}
}
if (HasConditions(bits_COND_LIGHT_DAMAGE))
{
m_iFrustration++;
}
if (HasConditions(bits_COND_HEAVY_DAMAGE))
{
m_iFrustration++;
}
// jump player!
if (HasConditions(bits_COND_CAN_MELEE_ATTACK1))
{
// ALERT( at_console, "melee attack 1\n");
return GetScheduleOfType(SCHED_MELEE_ATTACK1);
}
// throw grenade
if (HasConditions(bits_COND_CAN_RANGE_ATTACK2))
{
// ALERT( at_console, "range attack 2\n");
return GetScheduleOfType(SCHED_RANGE_ATTACK2);
}
// spotted
if (HasConditions(bits_COND_SEE_ENEMY) && HasConditions(bits_COND_ENEMY_FACING_ME))
{
// ALERT( at_console, "exposed\n");
m_iFrustration++;
return GetScheduleOfType(SCHED_ASSASSIN_EXPOSED);
}
// can attack
if (HasConditions(bits_COND_CAN_RANGE_ATTACK1))
{
// ALERT( at_console, "range attack 1\n");
m_iFrustration = 0;
return GetScheduleOfType(SCHED_RANGE_ATTACK1);
}
if (HasConditions(bits_COND_SEE_ENEMY))
{
// ALERT( at_console, "face\n");
return GetScheduleOfType(SCHED_COMBAT_FACE);
}
// new enemy
if (HasConditions(bits_COND_NEW_ENEMY))
{
// ALERT( at_console, "take cover\n");
return GetScheduleOfType(SCHED_TAKE_COVER_FROM_ENEMY);
}
// ALERT( at_console, "stand\n");
return GetScheduleOfType(SCHED_ALERT_STAND);
}
break;
}
return CBaseMonster::GetSchedule();
}
//=========================================================
//=========================================================
Schedule_t* CHAssassin::GetScheduleOfType(int Type)
{
// ALERT( at_console, "%d\n", m_iFrustration );
switch (Type)
{
case SCHED_TAKE_COVER_FROM_ENEMY:
if (pev->health > 30)
return slAssassinTakeCoverFromEnemy;
else
return slAssassinTakeCoverFromEnemy2;
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
return slAssassinTakeCoverFromBestSound;
case SCHED_ASSASSIN_EXPOSED:
return slAssassinExposed;
case SCHED_FAIL:
if (m_MonsterState == MONSTERSTATE_COMBAT)
return slAssassinFail;
break;
case SCHED_ALERT_STAND:
if (m_MonsterState == MONSTERSTATE_COMBAT)
return slAssassinHide;
break;
case SCHED_CHASE_ENEMY:
return slAssassinHunt;
case SCHED_MELEE_ATTACK1:
if ((pev->flags & FL_ONGROUND) != 0)
{
if (m_flNextJump > gpGlobals->time)
{
// can't jump yet, go ahead and fail
return slAssassinFail;
}
else
{
return slAssassinJump;
}
}
else
{
return slAssassinJumpAttack;
}
case SCHED_ASSASSIN_JUMP:
case SCHED_ASSASSIN_JUMP_ATTACK:
return slAssassinJumpAttack;
case SCHED_ASSASSIN_JUMP_LAND:
return slAssassinJumpLand;
}
return CBaseMonster::GetScheduleOfType(Type);
}