halflife-photomode/dlls/houndeye.cpp

1293 lines
30 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.
*
****/
//=========================================================
// Houndeye - spooky sonic dog.
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "animation.h"
#include "nodes.h"
#include "squadmonster.h"
#include "soundent.h"
#include "game.h"
// houndeye does 20 points of damage spread over a sphere 384 units in diameter, and each additional
// squad member increases the BASE damage by 110%, per the spec.
#define HOUNDEYE_MAX_SQUAD_SIZE 4
#define HOUNDEYE_MAX_ATTACK_RADIUS 384
#define HOUNDEYE_SQUAD_BONUS (float)1.1
// Marphy Fact Files Fix - Fix various instances of Houndeye not correctly blinking/closing eyes
#define HOUNDEYE_EYE_FRAMES 3 // how many different switchable maps for the eye
#define HOUNDEYE_SOUND_STARTLE_VOLUME 128 // how loud a sound has to be to badly scare a sleeping houndeye
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_HOUND_CLOSE_EYE = LAST_COMMON_TASK + 1,
TASK_HOUND_OPEN_EYE,
TASK_HOUND_THREAT_DISPLAY,
TASK_HOUND_FALL_ASLEEP,
TASK_HOUND_WAKE_UP,
TASK_HOUND_HOP_BACK
};
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_HOUND_AGITATED = LAST_COMMON_SCHEDULE + 1,
SCHED_HOUND_HOP_RETREAT,
SCHED_HOUND_FAIL,
};
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define HOUND_AE_WARN 1
#define HOUND_AE_STARTATTACK 2
#define HOUND_AE_THUMP 3
#define HOUND_AE_ANGERSOUND1 4
#define HOUND_AE_ANGERSOUND2 5
#define HOUND_AE_HOPBACK 6
#define HOUND_AE_CLOSE_EYE 7
class CHoundeye : public CSquadMonster
{
public:
void Spawn() override;
void Precache() override;
int Classify() override;
void HandleAnimEvent(MonsterEvent_t* pEvent) override;
void SetYawSpeed() override;
void WarmUpSound();
void AlertSound() override;
void DeathSound() override;
void WarnSound();
void PainSound() override;
void IdleSound() override;
void StartTask(Task_t* pTask) override;
void RunTask(Task_t* pTask) override;
void SonicAttack();
void PrescheduleThink() override;
void SetActivity(Activity NewActivity) override;
void WriteBeamColor();
bool CheckRangeAttack1(float flDot, float flDist) override;
bool FValidateHintType(short sHint) override;
bool FCanActiveIdle() override;
Schedule_t* GetScheduleOfType(int Type) override;
Schedule_t* GetSchedule() override;
bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
CUSTOM_SCHEDULES;
static TYPEDESCRIPTION m_SaveData[];
int m_iSpriteTexture;
bool m_fAsleep; // some houndeyes sleep in idle mode if this is set, the houndeye is lying down
bool m_fDontBlink; // don't try to open/close eye if this bit is set!
Vector m_vecPackCenter; // the center of the pack. The leader maintains this by averaging the origins of all pack members.
};
LINK_ENTITY_TO_CLASS(monster_houndeye, CHoundeye);
TYPEDESCRIPTION CHoundeye::m_SaveData[] =
{
DEFINE_FIELD(CHoundeye, m_iSpriteTexture, FIELD_INTEGER),
DEFINE_FIELD(CHoundeye, m_fAsleep, FIELD_BOOLEAN),
DEFINE_FIELD(CHoundeye, m_fDontBlink, FIELD_BOOLEAN),
DEFINE_FIELD(CHoundeye, m_vecPackCenter, FIELD_POSITION_VECTOR),
};
IMPLEMENT_SAVERESTORE(CHoundeye, CSquadMonster);
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CHoundeye::Classify()
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// FValidateHintType
//=========================================================
bool CHoundeye::FValidateHintType(short sHint)
{
int i;
static short sHoundHints[] =
{
HINT_WORLD_MACHINERY,
HINT_WORLD_BLINKING_LIGHT,
HINT_WORLD_HUMAN_BLOOD,
HINT_WORLD_ALIEN_BLOOD,
};
for (i = 0; i < ARRAYSIZE(sHoundHints); i++)
{
if (sHoundHints[i] == sHint)
{
return true;
}
}
ALERT(at_aiconsole, "Couldn't validate hint type");
return false;
}
//=========================================================
// FCanActiveIdle
//=========================================================
bool CHoundeye::FCanActiveIdle()
{
if (InSquad())
{
CSquadMonster* pSquadLeader = MySquadLeader();
for (int i = 0; i < MAX_SQUAD_MEMBERS; i++)
{
CSquadMonster* pMember = pSquadLeader->MySquadMember(i);
if (pMember != NULL && pMember != this && pMember->m_iHintNode != NO_NODE)
{
// someone else in the group is active idling right now!
return false;
}
}
return true;
}
return true;
}
//=========================================================
// CheckRangeAttack1 - overridden for houndeyes so that they
// try to get within half of their max attack radius before
// attacking, so as to increase their chances of doing damage.
//=========================================================
bool CHoundeye::CheckRangeAttack1(float flDot, float flDist)
{
if (flDist <= (HOUNDEYE_MAX_ATTACK_RADIUS * 0.5) && flDot >= 0.3)
{
return true;
}
return false;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CHoundeye::SetYawSpeed()
{
int ys;
ys = 90;
switch (m_Activity)
{
case ACT_CROUCHIDLE: //sleeping!
ys = 0;
break;
case ACT_IDLE:
ys = 60;
break;
case ACT_WALK:
ys = 90;
break;
case ACT_RUN:
ys = 90;
break;
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
ys = 90;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// SetActivity
//=========================================================
void CHoundeye::SetActivity(Activity NewActivity)
{
int iSequence;
if (NewActivity == m_Activity)
return;
if (m_MonsterState == MONSTERSTATE_COMBAT && NewActivity == ACT_IDLE && RANDOM_LONG(0, 1))
{
// play pissed idle.
iSequence = LookupSequence("madidle");
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
// In case someone calls this with something other than the ideal activity
m_IdealActivity = m_Activity;
// Set to the desired anim, or default anim if the desired is not present
if (iSequence > ACTIVITY_NOT_AVAILABLE)
{
pev->sequence = iSequence; // Set to the reset anim (if it's there)
pev->frame = 0; // FIX: frame counter shouldn't be reset when its the same activity as before
ResetSequenceInfo();
SetYawSpeed();
}
}
else
{
CSquadMonster::SetActivity(NewActivity);
}
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CHoundeye::HandleAnimEvent(MonsterEvent_t* pEvent)
{
switch (pEvent->event)
{
case HOUND_AE_WARN:
// do stuff for this event.
WarnSound();
break;
case HOUND_AE_STARTATTACK:
WarmUpSound();
break;
case HOUND_AE_HOPBACK:
{
float flGravity = g_psv_gravity->value;
pev->flags &= ~FL_ONGROUND;
pev->velocity = gpGlobals->v_forward * -200;
pev->velocity.z += (0.6 * flGravity) * 0.5;
break;
}
case HOUND_AE_THUMP:
// emit the shockwaves
SonicAttack();
break;
case HOUND_AE_ANGERSOUND1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_pain3.wav", 1, ATTN_NORM);
break;
case HOUND_AE_ANGERSOUND2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_pain1.wav", 1, ATTN_NORM);
break;
case HOUND_AE_CLOSE_EYE:
if (!m_fDontBlink)
{
pev->skin = HOUNDEYE_EYE_FRAMES - 1;
}
break;
default:
CSquadMonster::HandleAnimEvent(pEvent);
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CHoundeye::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/houndeye.mdl");
UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 36));
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_YELLOW;
pev->effects = 0;
pev->health = gSkillData.houndeyeHealth;
pev->yaw_speed = 5; //!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim?
m_flFieldOfView = 0.5; // indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_fAsleep = false; // everyone spawns awake
m_fDontBlink = false;
m_afCapability |= bits_CAP_SQUAD;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CHoundeye::Precache()
{
PRECACHE_MODEL("models/houndeye.mdl");
PRECACHE_SOUND("houndeye/he_alert1.wav");
PRECACHE_SOUND("houndeye/he_alert2.wav");
PRECACHE_SOUND("houndeye/he_alert3.wav");
PRECACHE_SOUND("houndeye/he_die1.wav");
PRECACHE_SOUND("houndeye/he_die2.wav");
PRECACHE_SOUND("houndeye/he_die3.wav");
PRECACHE_SOUND("houndeye/he_idle1.wav");
PRECACHE_SOUND("houndeye/he_idle2.wav");
PRECACHE_SOUND("houndeye/he_idle3.wav");
PRECACHE_SOUND("houndeye/he_hunt1.wav");
PRECACHE_SOUND("houndeye/he_hunt2.wav");
PRECACHE_SOUND("houndeye/he_hunt3.wav");
PRECACHE_SOUND("houndeye/he_pain1.wav");
PRECACHE_SOUND("houndeye/he_pain3.wav");
PRECACHE_SOUND("houndeye/he_pain4.wav");
PRECACHE_SOUND("houndeye/he_pain5.wav");
PRECACHE_SOUND("houndeye/he_attack1.wav");
PRECACHE_SOUND("houndeye/he_attack3.wav");
PRECACHE_SOUND("houndeye/he_blast1.wav");
PRECACHE_SOUND("houndeye/he_blast2.wav");
PRECACHE_SOUND("houndeye/he_blast3.wav");
m_iSpriteTexture = PRECACHE_MODEL("sprites/shockwave.spr");
}
//=========================================================
// IdleSound
//=========================================================
void CHoundeye::IdleSound()
{
switch (RANDOM_LONG(0, 2))
{
case 0:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_idle1.wav", 1, ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_idle2.wav", 1, ATTN_NORM);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_idle3.wav", 1, ATTN_NORM);
break;
}
}
//=========================================================
// IdleSound
//=========================================================
void CHoundeye::WarmUpSound()
{
switch (RANDOM_LONG(0, 1))
{
case 0:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_attack1.wav", 0.7, ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_attack3.wav", 0.7, ATTN_NORM);
break;
}
}
//=========================================================
// WarnSound
//=========================================================
void CHoundeye::WarnSound()
{
switch (RANDOM_LONG(0, 2))
{
case 0:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_hunt1.wav", 1, ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_hunt2.wav", 1, ATTN_NORM);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_hunt3.wav", 1, ATTN_NORM);
break;
}
}
//=========================================================
// AlertSound
//=========================================================
void CHoundeye::AlertSound()
{
if (InSquad() && !IsLeader())
{
return; // only leader makes ALERT sound.
}
switch (RANDOM_LONG(0, 2))
{
case 0:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_alert1.wav", 1, ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_alert2.wav", 1, ATTN_NORM);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_alert3.wav", 1, ATTN_NORM);
break;
}
}
//=========================================================
// DeathSound
//=========================================================
void CHoundeye::DeathSound()
{
switch (RANDOM_LONG(0, 2))
{
case 0:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_die1.wav", 1, ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_die2.wav", 1, ATTN_NORM);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_die3.wav", 1, ATTN_NORM);
break;
}
}
//=========================================================
// PainSound
//=========================================================
void CHoundeye::PainSound()
{
switch (RANDOM_LONG(0, 2))
{
case 0:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_pain3.wav", 1, ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_pain4.wav", 1, ATTN_NORM);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_pain5.wav", 1, ATTN_NORM);
break;
}
}
//=========================================================
// WriteBeamColor - writes a color vector to the network
// based on the size of the group.
//=========================================================
void CHoundeye::WriteBeamColor()
{
byte bRed, bGreen, bBlue;
if (InSquad())
{
switch (SquadCount())
{
case 2:
// no case for 0 or 1, cause those are impossible for monsters in Squads.
bRed = 101;
bGreen = 133;
bBlue = 221;
break;
case 3:
bRed = 67;
bGreen = 85;
bBlue = 255;
break;
case 4:
bRed = 62;
bGreen = 33;
bBlue = 211;
break;
default:
ALERT(at_aiconsole, "Unsupported Houndeye SquadSize!\n");
bRed = 188;
bGreen = 220;
bBlue = 255;
break;
}
}
else
{
// solo houndeye - weakest beam
bRed = 188;
bGreen = 220;
bBlue = 255;
}
WRITE_BYTE(bRed);
WRITE_BYTE(bGreen);
WRITE_BYTE(bBlue);
}
//=========================================================
// SonicAttack
//=========================================================
void CHoundeye::SonicAttack()
{
float flAdjustedDamage;
float flDist;
switch (RANDOM_LONG(0, 2))
{
case 0:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_blast1.wav", 1, ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_blast2.wav", 1, ATTN_NORM);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_blast3.wav", 1, ATTN_NORM);
break;
}
// blast circles
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_BEAMCYLINDER);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 16);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 16 + HOUNDEYE_MAX_ATTACK_RADIUS / .2); // reach damage radius over .3 seconds
WRITE_SHORT(m_iSpriteTexture);
WRITE_BYTE(0); // startframe
WRITE_BYTE(0); // framerate
WRITE_BYTE(2); // life
WRITE_BYTE(16); // width
WRITE_BYTE(0); // noise
WriteBeamColor();
WRITE_BYTE(255); //brightness
WRITE_BYTE(0); // speed
MESSAGE_END();
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_BEAMCYLINDER);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 16);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 16 + (HOUNDEYE_MAX_ATTACK_RADIUS / 2) / .2); // reach damage radius over .3 seconds
WRITE_SHORT(m_iSpriteTexture);
WRITE_BYTE(0); // startframe
WRITE_BYTE(0); // framerate
WRITE_BYTE(2); // life
WRITE_BYTE(16); // width
WRITE_BYTE(0); // noise
WriteBeamColor();
WRITE_BYTE(255); //brightness
WRITE_BYTE(0); // speed
MESSAGE_END();
CBaseEntity* pEntity = NULL;
// iterate on all entities in the vicinity.
while ((pEntity = UTIL_FindEntityInSphere(pEntity, pev->origin, HOUNDEYE_MAX_ATTACK_RADIUS)) != NULL)
{
if (pEntity->pev->takedamage != DAMAGE_NO)
{
if (!FClassnameIs(pEntity->pev, "monster_houndeye"))
{ // houndeyes don't hurt other houndeyes with their attack
// houndeyes do FULL damage if the ent in question is visible. Half damage otherwise.
// This means that you must get out of the houndeye's attack range entirely to avoid damage.
// Calculate full damage first
if (SquadCount() > 1)
{
// squad gets attack bonus.
flAdjustedDamage = gSkillData.houndeyeDmgBlast + gSkillData.houndeyeDmgBlast * (HOUNDEYE_SQUAD_BONUS * (SquadCount() - 1));
}
else
{
// solo
flAdjustedDamage = gSkillData.houndeyeDmgBlast;
}
flDist = (pEntity->Center() - pev->origin).Length();
flAdjustedDamage -= (flDist / HOUNDEYE_MAX_ATTACK_RADIUS) * flAdjustedDamage;
if (!FVisible(pEntity))
{
if (pEntity->IsPlayer())
{
// if this entity is a client, and is not in full view, inflict half damage. We do this so that players still
// take the residual damage if they don't totally leave the houndeye's effective radius. We restrict it to clients
// so that monsters in other parts of the level don't take the damage and get pissed.
flAdjustedDamage *= 0.5;
}
else if (!FClassnameIs(pEntity->pev, "func_breakable") && !FClassnameIs(pEntity->pev, "func_pushable"))
{
// do not hurt nonclients through walls, but allow damage to be done to breakables
flAdjustedDamage = 0;
}
}
//ALERT ( at_aiconsole, "Damage: %f\n", flAdjustedDamage );
if (flAdjustedDamage > 0)
{
pEntity->TakeDamage(pev, pev, flAdjustedDamage, DMG_SONIC | DMG_ALWAYSGIB);
}
}
}
}
}
//=========================================================
// start task
//=========================================================
void CHoundeye::StartTask(Task_t* pTask)
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch (pTask->iTask)
{
case TASK_HOUND_FALL_ASLEEP:
{
m_fAsleep = true; // signal that hound is lying down (must stand again before doing anything else!)
m_iTaskStatus = TASKSTATUS_COMPLETE;
break;
}
case TASK_HOUND_WAKE_UP:
{
m_fAsleep = false; // signal that hound is standing again
m_iTaskStatus = TASKSTATUS_COMPLETE;
break;
}
case TASK_HOUND_OPEN_EYE:
{
m_fDontBlink = false; // turn blinking back on and that code will automatically open the eye
m_iTaskStatus = TASKSTATUS_COMPLETE;
break;
}
case TASK_HOUND_CLOSE_EYE:
{
pev->skin = 0;
m_fDontBlink = true; // tell blink code to leave the eye alone.
break;
}
case TASK_HOUND_THREAT_DISPLAY:
{
m_IdealActivity = ACT_IDLE_ANGRY;
break;
}
case TASK_HOUND_HOP_BACK:
{
m_IdealActivity = ACT_LEAP;
break;
}
case TASK_RANGE_ATTACK1:
{
m_IdealActivity = ACT_RANGE_ATTACK1;
/*
if ( InSquad() )
{
// see if there is a battery to connect to.
CSquadMonster *pSquad = m_pSquadLeader;
while ( pSquad )
{
if ( pSquad->m_iMySlot == bits_SLOT_HOUND_BATTERY )
{
// draw a beam.
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_BEAMENTS );
WRITE_SHORT( ENTINDEX( this->edict() ) );
WRITE_SHORT( ENTINDEX( pSquad->edict() ) );
WRITE_SHORT( m_iSpriteTexture );
WRITE_BYTE( 0 ); // framestart
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( 10 ); // life
WRITE_BYTE( 40 ); // width
WRITE_BYTE( 10 ); // noise
WRITE_BYTE( 0 ); // r, g, b
WRITE_BYTE( 50 ); // r, g, b
WRITE_BYTE( 250); // r, g, b
WRITE_BYTE( 255 ); // brightness
WRITE_BYTE( 30 ); // speed
MESSAGE_END();
break;
}
pSquad = pSquad->m_pSquadNext;
}
}
*/
break;
}
case TASK_SPECIAL_ATTACK1:
{
m_IdealActivity = ACT_SPECIAL_ATTACK1;
break;
}
case TASK_GUARD:
{
m_IdealActivity = ACT_GUARD;
break;
}
default:
{
CSquadMonster::StartTask(pTask);
break;
}
}
}
//=========================================================
// RunTask
//=========================================================
void CHoundeye::RunTask(Task_t* pTask)
{
switch (pTask->iTask)
{
case TASK_HOUND_THREAT_DISPLAY:
{
MakeIdealYaw(m_vecEnemyLKP);
ChangeYaw(pev->yaw_speed);
if (m_fSequenceFinished)
{
TaskComplete();
}
break;
}
case TASK_HOUND_CLOSE_EYE:
{
if (pev->skin < HOUNDEYE_EYE_FRAMES - 1)
{
pev->skin++;
}
break;
}
case TASK_HOUND_HOP_BACK:
{
if (m_fSequenceFinished)
{
TaskComplete();
}
break;
}
case TASK_SPECIAL_ATTACK1:
{
pev->skin = RANDOM_LONG(0, HOUNDEYE_EYE_FRAMES - 1);
MakeIdealYaw(m_vecEnemyLKP);
ChangeYaw(pev->yaw_speed);
float life;
life = ((255 - pev->frame) / (pev->framerate * m_flFrameRate));
if (life < 0.1)
life = 0.1;
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_IMPLOSION);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 16);
WRITE_BYTE(50 * life + 100); // radius
WRITE_BYTE(pev->frame / 25.0); // count
WRITE_BYTE(life * 10); // life
MESSAGE_END();
if (m_fSequenceFinished)
{
SonicAttack();
TaskComplete();
}
break;
}
default:
{
CSquadMonster::RunTask(pTask);
break;
}
}
}
//=========================================================
// PrescheduleThink
//=========================================================
void CHoundeye::PrescheduleThink()
{
// if the hound is mad and is running, make hunt noises.
if (m_MonsterState == MONSTERSTATE_COMBAT && m_Activity == ACT_RUN && RANDOM_FLOAT(0, 1) < 0.2)
{
WarnSound();
}
// at random, initiate a blink if not already blinking or sleeping
if (!m_fDontBlink)
{
if ((pev->skin == 0) && RANDOM_LONG(0, 0x7F) == 0)
{ // start blinking!
pev->skin = HOUNDEYE_EYE_FRAMES - 1;
}
else if (pev->skin != 0)
{ // already blinking
pev->skin--;
}
}
// if you are the leader, average the origins of each pack member to get an approximate center.
if (IsLeader())
{
CSquadMonster* pSquadMember;
int iSquadCount = 0;
for (int i = 0; i < MAX_SQUAD_MEMBERS; i++)
{
pSquadMember = MySquadMember(i);
if (pSquadMember)
{
iSquadCount++;
m_vecPackCenter = m_vecPackCenter + pSquadMember->pev->origin;
}
}
m_vecPackCenter = m_vecPackCenter / iSquadCount;
}
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
// Marphy Fact Files Fix - Fix freeze stutter after leaderlook sequence
Task_t tlHoundGuardPack[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_PLAY_SEQUENCE, (float)ACT_GUARD},
};
Schedule_t slHoundGuardPack[] =
{
{tlHoundGuardPack,
ARRAYSIZE(tlHoundGuardPack),
bits_COND_SEE_HATE |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_PROVOKED |
bits_COND_HEAR_SOUND,
bits_SOUND_COMBAT | // sound flags
bits_SOUND_WORLD |
bits_SOUND_MEAT |
bits_SOUND_PLAYER,
"GuardPack"},
};
// primary range attack
Task_t tlHoundYell1[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_FACE_IDEAL, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_SET_SCHEDULE, (float)SCHED_HOUND_AGITATED},
};
Task_t tlHoundYell2[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_FACE_IDEAL, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
};
Schedule_t slHoundRangeAttack[] =
{
{tlHoundYell1,
ARRAYSIZE(tlHoundYell1),
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"HoundRangeAttack1"},
{tlHoundYell2,
ARRAYSIZE(tlHoundYell2),
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"HoundRangeAttack2"},
};
// lie down and fall asleep
Task_t tlHoundSleep[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_SET_ACTIVITY, (float)ACT_IDLE},
{TASK_WAIT_RANDOM, (float)5},
{TASK_PLAY_SEQUENCE, (float)ACT_CROUCH},
{TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE},
{TASK_HOUND_FALL_ASLEEP, (float)0},
{TASK_WAIT_RANDOM, (float)25},
{TASK_HOUND_CLOSE_EYE, (float)0},
//{ TASK_WAIT, (float)10 },
//{ TASK_WAIT_RANDOM, (float)10 },
};
Schedule_t slHoundSleep[] =
{
{tlHoundSleep,
ARRAYSIZE(tlHoundSleep),
bits_COND_HEAR_SOUND |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_NEW_ENEMY,
bits_SOUND_COMBAT |
bits_SOUND_PLAYER |
bits_SOUND_WORLD,
"Hound Sleep"},
};
// wake and stand up lazily
Task_t tlHoundWakeLazy[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_HOUND_OPEN_EYE, (float)0},
{TASK_WAIT_RANDOM, (float)2.5},
{TASK_PLAY_SEQUENCE, (float)ACT_STAND},
{TASK_HOUND_WAKE_UP, (float)0},
};
Schedule_t slHoundWakeLazy[] =
{
{tlHoundWakeLazy,
ARRAYSIZE(tlHoundWakeLazy),
0,
0,
"WakeLazy"},
};
// wake and stand up with great urgency!
Task_t tlHoundWakeUrgent[] =
{
{TASK_HOUND_OPEN_EYE, (float)0},
{TASK_PLAY_SEQUENCE, (float)ACT_HOP},
{TASK_FACE_IDEAL, (float)0},
{TASK_HOUND_WAKE_UP, (float)0},
};
Schedule_t slHoundWakeUrgent[] =
{
{tlHoundWakeUrgent,
ARRAYSIZE(tlHoundWakeUrgent),
0,
0,
"WakeUrgent"},
};
Task_t tlHoundSpecialAttack1[] =
{
{TASK_STOP_MOVING, 0},
{TASK_FACE_IDEAL, (float)0},
{TASK_SPECIAL_ATTACK1, (float)0},
{TASK_PLAY_SEQUENCE, (float)ACT_IDLE_ANGRY},
};
Schedule_t slHoundSpecialAttack1[] =
{
{tlHoundSpecialAttack1,
ARRAYSIZE(tlHoundSpecialAttack1),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED,
0,
"Hound Special Attack1"},
};
Task_t tlHoundAgitated[] =
{
{TASK_STOP_MOVING, 0},
{TASK_HOUND_THREAT_DISPLAY, 0},
};
Schedule_t slHoundAgitated[] =
{
{tlHoundAgitated,
ARRAYSIZE(tlHoundAgitated),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"Hound Agitated"},
};
Task_t tlHoundHopRetreat[] =
{
{TASK_STOP_MOVING, 0},
{TASK_HOUND_HOP_BACK, 0},
{TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY},
};
Schedule_t slHoundHopRetreat[] =
{
{tlHoundHopRetreat,
ARRAYSIZE(tlHoundHopRetreat),
0,
0,
"Hound Hop Retreat"},
};
// hound fails in combat with client in the PVS
Task_t tlHoundCombatFailPVS[] =
{
{TASK_STOP_MOVING, 0},
{TASK_HOUND_THREAT_DISPLAY, 0},
{TASK_WAIT_FACE_ENEMY, (float)1},
};
Schedule_t slHoundCombatFailPVS[] =
{
{tlHoundCombatFailPVS,
ARRAYSIZE(tlHoundCombatFailPVS),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"HoundCombatFailPVS"},
};
// hound fails in combat with no client in the PVS. Don't keep peeping!
Task_t tlHoundCombatFailNoPVS[] =
{
{TASK_STOP_MOVING, 0},
{TASK_HOUND_THREAT_DISPLAY, 0},
{TASK_WAIT_FACE_ENEMY, (float)2},
{TASK_SET_ACTIVITY, (float)ACT_IDLE},
{TASK_WAIT_PVS, 0},
};
Schedule_t slHoundCombatFailNoPVS[] =
{
{tlHoundCombatFailNoPVS,
ARRAYSIZE(tlHoundCombatFailNoPVS),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"HoundCombatFailNoPVS"},
};
DEFINE_CUSTOM_SCHEDULES(CHoundeye){
slHoundGuardPack,
slHoundRangeAttack,
&slHoundRangeAttack[1],
slHoundSleep,
slHoundWakeLazy,
slHoundWakeUrgent,
slHoundSpecialAttack1,
slHoundAgitated,
slHoundHopRetreat,
slHoundCombatFailPVS,
slHoundCombatFailNoPVS,
};
IMPLEMENT_CUSTOM_SCHEDULES(CHoundeye, CSquadMonster);
//=========================================================
// GetScheduleOfType
//=========================================================
Schedule_t* CHoundeye::GetScheduleOfType(int Type)
{
if (m_fAsleep)
{
// if the hound is sleeping, must wake and stand!
if (HasConditions(bits_COND_HEAR_SOUND))
{
CSound* pWakeSound;
pWakeSound = PBestSound();
ASSERT(pWakeSound != NULL);
if (pWakeSound)
{
MakeIdealYaw(pWakeSound->m_vecOrigin);
if (FLSoundVolume(pWakeSound) >= HOUNDEYE_SOUND_STARTLE_VOLUME)
{
// awakened by a loud sound
return &slHoundWakeUrgent[0];
}
}
// sound was not loud enough to scare the bejesus out of houndeye
return &slHoundWakeLazy[0];
}
else if (HasConditions(bits_COND_NEW_ENEMY))
{
// get up fast, to fight.
return &slHoundWakeUrgent[0];
}
else
{
// hound is waking up on its own
return &slHoundWakeLazy[0];
}
}
switch (Type)
{
case SCHED_IDLE_STAND:
{
// we may want to sleep instead of stand!
if (InSquad() && !IsLeader() && !m_fAsleep && RANDOM_LONG(0, 29) < 1)
{
return &slHoundSleep[0];
}
// Marphy Fact Files Fix - Restore squad leader leaderlook animation
if (InSquad() && IsLeader() && !m_fAsleep && RANDOM_LONG(0, 14) < 1)
{
return &slHoundGuardPack[0];
}
else
{
return CSquadMonster::GetScheduleOfType(Type);
}
}
case SCHED_RANGE_ATTACK1:
{
return &slHoundRangeAttack[0];
/*
if ( InSquad() )
{
return &slHoundRangeAttack[ RANDOM_LONG( 0, 1 ) ];
}
return &slHoundRangeAttack[ 1 ];
*/
}
case SCHED_SPECIAL_ATTACK1:
{
return &slHoundSpecialAttack1[0];
}
case SCHED_GUARD:
{
return &slHoundGuardPack[0];
}
case SCHED_HOUND_AGITATED:
{
return &slHoundAgitated[0];
}
case SCHED_HOUND_HOP_RETREAT:
{
return &slHoundHopRetreat[0];
}
case SCHED_FAIL:
{
if (m_MonsterState == MONSTERSTATE_COMBAT)
{
if (!FNullEnt(FIND_CLIENT_IN_PVS(edict())))
{
// client in PVS
return &slHoundCombatFailPVS[0];
}
else
{
// client has taken off!
return &slHoundCombatFailNoPVS[0];
}
}
else
{
return CSquadMonster::GetScheduleOfType(Type);
}
}
default:
{
return CSquadMonster::GetScheduleOfType(Type);
}
}
}
//=========================================================
// GetSchedule
//=========================================================
Schedule_t* CHoundeye::GetSchedule()
{
switch (m_MonsterState)
{
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_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
{
if (RANDOM_FLOAT(0, 1) <= 0.4)
{
TraceResult tr;
UTIL_MakeVectors(pev->angles);
UTIL_TraceHull(pev->origin, pev->origin + gpGlobals->v_forward * -128, dont_ignore_monsters, head_hull, ENT(pev), &tr);
if (tr.flFraction == 1.0)
{
// it's clear behind, so the hound will jump
return GetScheduleOfType(SCHED_HOUND_HOP_RETREAT);
}
}
return GetScheduleOfType(SCHED_TAKE_COVER_FROM_ENEMY);
}
if (HasConditions(bits_COND_CAN_RANGE_ATTACK1))
{
if (OccupySlot(bits_SLOTS_HOUND_ATTACK))
{
return GetScheduleOfType(SCHED_RANGE_ATTACK1);
}
return GetScheduleOfType(SCHED_HOUND_AGITATED);
}
break;
}
}
return CSquadMonster::GetSchedule();
}