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1023 lines
27 KiB
C++
1023 lines
27 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements the bullsquid
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "game.h"
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#include "AI_Default.h"
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#include "AI_Schedule.h"
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#include "AI_Hull.h"
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#include "AI_Navigator.h"
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#include "AI_Motor.h"
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#include "ai_squad.h"
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#include "npc_bullsquid.h"
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#include "npcevent.h"
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#include "soundent.h"
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#include "activitylist.h"
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#include "weapon_brickbat.h"
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#include "npc_headcrab.h"
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#include "player.h"
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#include "gamerules.h" // For g_pGameRules
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#include "ammodef.h"
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#include "grenade_spit.h"
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#include "grenade_brickbat.h"
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#include "entitylist.h"
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#include "shake.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "movevars_shared.h"
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#include "AI_Hint.h"
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#include "AI_Senses.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define SQUID_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve
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ConVar sk_bullsquid_health( "sk_bullsquid_health", "0" );
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ConVar sk_bullsquid_dmg_bite( "sk_bullsquid_dmg_bite", "0" );
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ConVar sk_bullsquid_dmg_whip( "sk_bullsquid_dmg_whip", "0" );
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//=========================================================
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// monster-specific schedule types
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//=========================================================
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enum
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{
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SCHED_SQUID_HURTHOP = LAST_SHARED_SCHEDULE + 1,
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SCHED_SQUID_SEECRAB,
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SCHED_SQUID_EAT,
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SCHED_SQUID_SNIFF_AND_EAT,
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SCHED_SQUID_WALLOW,
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};
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//=========================================================
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// monster-specific tasks
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//=========================================================
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enum
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{
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TASK_SQUID_HOPTURN = LAST_SHARED_TASK + 1,
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TASK_SQUID_EAT,
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};
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//-----------------------------------------------------------------------------
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// Squid Conditions
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//-----------------------------------------------------------------------------
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enum
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{
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COND_SQUID_SMELL_FOOD = LAST_SHARED_CONDITION + 1,
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};
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//=========================================================
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// Interactions
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//=========================================================
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int g_interactionBullsquidThrow = 0;
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define BSQUID_AE_SPIT ( 1 )
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#define BSQUID_AE_BITE ( 2 )
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#define BSQUID_AE_BLINK ( 3 )
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#define BSQUID_AE_ROAR ( 4 )
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#define BSQUID_AE_HOP ( 5 )
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#define BSQUID_AE_THROW ( 6 )
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#define BSQUID_AE_WHIP_SND ( 7 )
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LINK_ENTITY_TO_CLASS( npc_bullsquid, CNPC_Bullsquid );
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int ACT_SQUID_EXCITED;
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int ACT_SQUID_EAT;
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int ACT_SQUID_DETECT_SCENT;
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int ACT_SQUID_INSPECT_FLOOR;
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CNPC_Bullsquid )
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DEFINE_FIELD( m_fCanThreatDisplay, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flLastHurtTime, FIELD_TIME ),
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DEFINE_FIELD( m_flNextSpitTime, FIELD_TIME ),
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// DEFINE_FIELD( m_nSquidSpitSprite, FIELD_INTEGER ),
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DEFINE_FIELD( m_flHungryTime, FIELD_TIME ),
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DEFINE_FIELD( m_nextSquidSoundTime, FIELD_TIME ),
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END_DATADESC()
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//=========================================================
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// Spawn
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//=========================================================
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void CNPC_Bullsquid::Spawn()
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{
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Precache( );
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SetModel( "models/bullsquid.mdl");
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SetHullType(HULL_WIDE_SHORT);
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SetHullSizeNormal();
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetMoveType( MOVETYPE_STEP );
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m_bloodColor = BLOOD_COLOR_GREEN;
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SetRenderColor( 255, 255, 255, 255 );
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m_iHealth = sk_bullsquid_health.GetFloat();
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_NPCState = NPC_STATE_NONE;
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CapabilitiesClear();
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CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 );
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m_fCanThreatDisplay = TRUE;
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m_flNextSpitTime = gpGlobals->curtime;
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NPCInit();
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m_flDistTooFar = 784;
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CNPC_Bullsquid::Precache()
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{
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PrecacheModel( "models/bullsquid.mdl" );
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m_nSquidSpitSprite = PrecacheModel("sprites/greenspit1.vmt");// client side spittle.
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UTIL_PrecacheOther( "grenade_spit" );
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PrecacheScriptSound( "NPC_Bullsquid.Idle" );
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PrecacheScriptSound( "NPC_Bullsquid.Pain" );
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PrecacheScriptSound( "NPC_Bullsquid.Alert" );
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PrecacheScriptSound( "NPC_Bullsquid.Death" );
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PrecacheScriptSound( "NPC_Bullsquid.Attack1" );
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PrecacheScriptSound( "NPC_Bullsquid.Growl" );
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PrecacheScriptSound( "NPC_Bullsquid.TailWhip");
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Indicates this monster's place in the relationship table.
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// Output :
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//-----------------------------------------------------------------------------
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Class_T CNPC_Bullsquid::Classify( void )
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{
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return CLASS_BULLSQUID;
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}
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//=========================================================
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// IdleSound
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//=========================================================
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#define SQUID_ATTN_IDLE (float)1.5
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void CNPC_Bullsquid::IdleSound( void )
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{
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EmitSound( "NPC_Bullsquid.Idle" );
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CNPC_Bullsquid::PainSound( const CTakeDamageInfo &info )
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{
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EmitSound( "NPC_Bullsquid.Pain" );
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}
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//=========================================================
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// AlertSound
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//=========================================================
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void CNPC_Bullsquid::AlertSound( void )
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{
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EmitSound( "NPC_Bullsquid.Alert" );
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}
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//=========================================================
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// DeathSound
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//=========================================================
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void CNPC_Bullsquid::DeathSound( const CTakeDamageInfo &info )
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{
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EmitSound( "NPC_Bullsquid.Death" );
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}
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//=========================================================
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// AttackSound
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//=========================================================
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void CNPC_Bullsquid::AttackSound( void )
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{
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EmitSound( "NPC_Bullsquid.Attack1" );
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}
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//=========================================================
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// GrowlSound
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//=========================================================
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void CNPC_Bullsquid::GrowlSound( void )
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{
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if (gpGlobals->curtime >= m_nextSquidSoundTime)
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{
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EmitSound( "NPC_Bullsquid.Growl" );
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m_nextSquidSoundTime = gpGlobals->curtime + random->RandomInt(1.5,3.0);
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}
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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float CNPC_Bullsquid::MaxYawSpeed( void )
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{
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float flYS = 0;
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switch ( GetActivity() )
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{
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case ACT_WALK: flYS = 90; break;
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case ACT_RUN: flYS = 90; break;
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case ACT_IDLE: flYS = 90; break;
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case ACT_RANGE_ATTACK1: flYS = 90; break;
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default:
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flYS = 90;
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break;
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}
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return flYS;
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//=========================================================
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void CNPC_Bullsquid::HandleAnimEvent( animevent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case BSQUID_AE_SPIT:
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{
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if ( GetEnemy() )
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{
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Vector vSpitPos;
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GetAttachment( "Mouth", vSpitPos );
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Vector vTarget = GetEnemy()->GetAbsOrigin();
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Vector vToss;
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CBaseEntity* pBlocker;
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float flGravity = SPIT_GRAVITY;
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ThrowLimit(vSpitPos, vTarget, flGravity, 3, Vector(0,0,0), Vector(0,0,0), GetEnemy(), &vToss, &pBlocker);
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CGrenadeSpit *pGrenade = (CGrenadeSpit*)CreateNoSpawn( "grenade_spit", vSpitPos, vec3_angle, this );
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//pGrenade->KeyValue( "velocity", vToss );
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pGrenade->Spawn( );
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pGrenade->SetThrower( this );
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pGrenade->SetOwnerEntity( this );
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pGrenade->SetSpitSize( 2 );
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pGrenade->SetAbsVelocity( vToss );
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// Tumble through the air
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pGrenade->SetLocalAngularVelocity(
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QAngle(
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random->RandomFloat( -100, -500 ),
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random->RandomFloat( -100, -500 ),
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random->RandomFloat( -100, -500 )
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)
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);
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AttackSound();
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CPVSFilter filter( vSpitPos );
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te->SpriteSpray( filter, 0.0,
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&vSpitPos, &vToss, m_nSquidSpitSprite, 5, 10, 15 );
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}
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}
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break;
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case BSQUID_AE_BITE:
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{
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// SOUND HERE!
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_bite.GetFloat(), DMG_SLASH );
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if ( pHurt )
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{
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Vector forward, up;
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AngleVectors( GetAbsAngles(), &forward, NULL, &up );
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pHurt->ApplyAbsVelocityImpulse( 100 * (up-forward) );
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pHurt->SetGroundEntity( NULL );
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}
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}
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break;
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case BSQUID_AE_WHIP_SND:
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{
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EmitSound( "NPC_Bullsquid.TailWhip" );
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break;
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}
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/*
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case BSQUID_AE_TAILWHIP:
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{
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_whip.GetFloat(), DMG_SLASH | DMG_ALWAYSGIB );
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if ( pHurt )
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{
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Vector right, up;
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AngleVectors( GetAbsAngles(), NULL, &right, &up );
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if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
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pHurt->ViewPunch( QAngle( 20, 0, -20 ) );
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pHurt->ApplyAbsVelocityImpulse( 100 * (up+2*right) );
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}
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}
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break;
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*/
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case BSQUID_AE_BLINK:
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{
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// close eye.
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m_nSkin = 1;
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}
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break;
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case BSQUID_AE_HOP:
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{
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float flGravity = GetCurrentGravity();
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// throw the squid up into the air on this frame.
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if ( GetFlags() & FL_ONGROUND )
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{
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SetGroundEntity( NULL );
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}
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// jump 40 inches into the air
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Vector vecVel = GetAbsVelocity();
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vecVel.z += sqrt( flGravity * 2.0 * 40 );
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SetAbsVelocity( vecVel );
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}
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break;
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case BSQUID_AE_THROW:
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{
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// squid throws its prey IF the prey is a client.
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), 0, 0 );
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if ( pHurt )
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{
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pHurt->ViewPunch( QAngle(20,0,-20) );
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// screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels.
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UTIL_ScreenShake( pHurt->GetAbsOrigin(), 25.0, 1.5, 0.7, 2, SHAKE_START );
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// If the player, throw him around
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if ( pHurt->IsPlayer())
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{
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Vector forward, up;
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AngleVectors( GetLocalAngles(), &forward, NULL, &up );
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pHurt->ApplyAbsVelocityImpulse( forward * 300 + up * 300 );
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}
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// If not the player see if has bullsquid throw interatcion
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else
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{
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CBaseCombatCharacter *pVictim = ToBaseCombatCharacter( pHurt );
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if (pVictim)
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{
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if ( pVictim->DispatchInteraction( g_interactionBullsquidThrow, NULL, this ) )
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{
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Vector forward, up;
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AngleVectors( GetLocalAngles(), &forward, NULL, &up );
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pVictim->ApplyAbsVelocityImpulse( forward * 300 + up * 250 );
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}
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}
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}
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}
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}
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break;
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default:
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BaseClass::HandleAnimEvent( pEvent );
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}
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}
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int CNPC_Bullsquid::RangeAttack1Conditions( float flDot, float flDist )
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{
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if ( IsMoving() && flDist >= 512 )
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{
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// squid will far too far behind if he stops running to spit at this distance from the enemy.
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return ( COND_NONE );
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}
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if ( flDist > 85 && flDist <= 784 && flDot >= 0.5 && gpGlobals->curtime >= m_flNextSpitTime )
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{
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if ( GetEnemy() != NULL )
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{
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if ( fabs( GetAbsOrigin().z - GetEnemy()->GetAbsOrigin().z ) > 256 )
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{
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// don't try to spit at someone up really high or down really low.
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return( COND_NONE );
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}
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}
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if ( IsMoving() )
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{
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// don't spit again for a long time, resume chasing enemy.
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m_flNextSpitTime = gpGlobals->curtime + 5;
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}
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else
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{
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// not moving, so spit again pretty soon.
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m_flNextSpitTime = gpGlobals->curtime + 0.5;
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}
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return( COND_CAN_RANGE_ATTACK1 );
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}
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return( COND_NONE );
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}
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//=========================================================
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// MeleeAttack2Conditions - bullsquid is a big guy, so has a longer
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// melee range than most monsters. This is the tailwhip attack
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//=========================================================
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int CNPC_Bullsquid::MeleeAttack1Conditions( float flDot, float flDist )
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{
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if ( GetEnemy()->m_iHealth <= sk_bullsquid_dmg_whip.GetFloat() && flDist <= 85 && flDot >= 0.7 )
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{
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return ( COND_CAN_MELEE_ATTACK1 );
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}
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return( COND_NONE );
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}
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//=========================================================
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// MeleeAttack2Conditions - bullsquid is a big guy, so has a longer
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// melee range than most monsters. This is the bite attack.
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// this attack will not be performed if the tailwhip attack
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// is valid.
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//=========================================================
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int CNPC_Bullsquid::MeleeAttack2Conditions( float flDot, float flDist )
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{
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if ( flDist <= 85 && flDot >= 0.7 && !HasCondition( COND_CAN_MELEE_ATTACK1 ) ) // The player & bullsquid can be as much as their bboxes
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return ( COND_CAN_MELEE_ATTACK2 );
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return( COND_NONE );
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}
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bool CNPC_Bullsquid::FValidateHintType( CAI_Hint *pHint )
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{
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if ( pHint->HintType() == HINT_HL1_WORLD_HUMAN_BLOOD )
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return true;
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DevMsg( "Couldn't validate hint type" );
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return false;
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}
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void CNPC_Bullsquid::RemoveIgnoredConditions( void )
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{
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if ( m_flHungryTime > gpGlobals->curtime )
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ClearCondition( COND_SQUID_SMELL_FOOD );
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if ( gpGlobals->curtime - m_flLastHurtTime <= 20 )
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{
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// haven't been hurt in 20 seconds, so let the squid care about stink.
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ClearCondition( COND_SMELL );
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}
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if ( GetEnemy() != NULL )
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{
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// ( Unless after a tasty headcrab, yumm ^_^ )
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if ( FClassnameIs( GetEnemy(), "monster_headcrab" ) )
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ClearCondition( COND_SMELL );
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}
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}
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Disposition_t CNPC_Bullsquid::IRelationType( CBaseEntity *pTarget )
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{
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if ( gpGlobals->curtime - m_flLastHurtTime < 5 && FClassnameIs( pTarget, "monster_headcrab" ) )
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{
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// if squid has been hurt in the last 5 seconds, and is getting relationship for a headcrab,
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// tell squid to disregard crab.
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return D_NU;
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}
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return BaseClass::IRelationType( pTarget );
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}
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//=========================================================
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// TakeDamage - overridden for bullsquid so we can keep track
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// of how much time has passed since it was last injured
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//=========================================================
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int CNPC_Bullsquid::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
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{
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#if 0 //Fix later.
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|
float flDist;
|
|
Vector vecApex, vOffset;
|
|
|
|
// if the squid is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy,
|
|
// it will swerve. (whew).
|
|
if ( GetEnemy() != NULL && IsMoving() && pevAttacker == GetEnemy() && gpGlobals->curtime - m_flLastHurtTime > 3 )
|
|
{
|
|
flDist = ( GetAbsOrigin() - GetEnemy()->GetAbsOrigin() ).Length2D();
|
|
|
|
if ( flDist > SQUID_SPRINT_DIST )
|
|
{
|
|
AI_Waypoint_t* pRoute = GetNavigator()->GetPath()->Route();
|
|
|
|
if ( pRoute )
|
|
{
|
|
flDist = ( GetAbsOrigin() - pRoute[ pRoute->iNodeID ].vecLocation ).Length2D();// reusing flDist.
|
|
|
|
if ( GetNavigator()->GetPath()->BuildTriangulationRoute( GetAbsOrigin(), pRoute[ pRoute->iNodeID ].vecLocation, flDist * 0.5, GetEnemy(), &vecApex, &vOffset, NAV_GROUND ) )
|
|
{
|
|
GetNavigator()->PrependWaypoint( vecApex, bits_WP_TO_DETOUR | bits_WP_DONT_SIMPLIFY );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if ( !FClassnameIs( inputInfo.GetAttacker(), "monster_headcrab" ) )
|
|
{
|
|
// don't forget about headcrabs if it was a headcrab that hurt the squid.
|
|
m_flLastHurtTime = gpGlobals->curtime;
|
|
}
|
|
|
|
return BaseClass::OnTakeDamage_Alive( inputInfo );
|
|
}
|
|
|
|
//=========================================================
|
|
// GetSoundInterests - returns a bit mask indicating which types
|
|
// of sounds this monster regards. In the base class implementation,
|
|
// monsters care about all sounds, but no scents.
|
|
//=========================================================
|
|
int CNPC_Bullsquid::GetSoundInterests( void )
|
|
{
|
|
return SOUND_WORLD |
|
|
SOUND_COMBAT |
|
|
SOUND_CARCASS |
|
|
SOUND_MEAT |
|
|
SOUND_GARBAGE |
|
|
SOUND_PLAYER;
|
|
}
|
|
|
|
//=========================================================
|
|
// OnListened - monsters dig through the active sound list for
|
|
// any sounds that may interest them. (smells, too!)
|
|
//=========================================================
|
|
void CNPC_Bullsquid::OnListened( void )
|
|
{
|
|
AISoundIter_t iter;
|
|
|
|
CSound *pCurrentSound;
|
|
|
|
static int conditionsToClear[] =
|
|
{
|
|
COND_SQUID_SMELL_FOOD,
|
|
};
|
|
|
|
ClearConditions( conditionsToClear, ARRAYSIZE( conditionsToClear ) );
|
|
|
|
pCurrentSound = GetSenses()->GetFirstHeardSound( &iter );
|
|
|
|
while ( pCurrentSound )
|
|
{
|
|
// the npc cares about this sound, and it's close enough to hear.
|
|
int condition = COND_NONE;
|
|
|
|
if ( !pCurrentSound->FIsSound() )
|
|
{
|
|
// if not a sound, must be a smell - determine if it's just a scent, or if it's a food scent
|
|
if ( pCurrentSound->m_iType & ( SOUND_MEAT | SOUND_CARCASS ) )
|
|
{
|
|
// the detected scent is a food item
|
|
condition = COND_SQUID_SMELL_FOOD;
|
|
}
|
|
}
|
|
|
|
if ( condition != COND_NONE )
|
|
SetCondition( condition );
|
|
|
|
pCurrentSound = GetSenses()->GetNextHeardSound( &iter );
|
|
}
|
|
|
|
BaseClass::OnListened();
|
|
}
|
|
|
|
//========================================================
|
|
// RunAI - overridden for bullsquid because there are things
|
|
// that need to be checked every think.
|
|
//========================================================
|
|
void CNPC_Bullsquid::RunAI( void )
|
|
{
|
|
// first, do base class stuff
|
|
BaseClass::RunAI();
|
|
|
|
if ( m_nSkin != 0 )
|
|
{
|
|
// close eye if it was open.
|
|
m_nSkin = 0;
|
|
}
|
|
|
|
if ( random->RandomInt( 0,39 ) == 0 )
|
|
{
|
|
m_nSkin = 1;
|
|
}
|
|
|
|
if ( GetEnemy() != NULL && GetActivity() == ACT_RUN )
|
|
{
|
|
// chasing enemy. Sprint for last bit
|
|
if ( (GetAbsOrigin() - GetEnemy()->GetAbsOrigin()).Length2D() < SQUID_SPRINT_DIST )
|
|
{
|
|
m_flPlaybackRate = 1.25;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//=========================================================
|
|
// GetSchedule
|
|
//=========================================================
|
|
int CNPC_Bullsquid::SelectSchedule( void )
|
|
{
|
|
switch ( m_NPCState )
|
|
{
|
|
case NPC_STATE_ALERT:
|
|
{
|
|
if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
|
|
{
|
|
return SCHED_SQUID_HURTHOP;
|
|
}
|
|
|
|
if ( HasCondition( COND_SQUID_SMELL_FOOD ) )
|
|
{
|
|
CSound *pSound;
|
|
|
|
pSound = GetBestScent();
|
|
|
|
if ( pSound && (!FInViewCone( pSound->GetSoundOrigin() ) || !FVisible( pSound->GetSoundOrigin() )) )
|
|
{
|
|
// scent is behind or occluded
|
|
return SCHED_SQUID_SNIFF_AND_EAT;
|
|
}
|
|
|
|
// food is right out in the open. Just go get it.
|
|
return SCHED_SQUID_EAT;
|
|
}
|
|
|
|
if ( HasCondition( COND_SMELL ) )
|
|
{
|
|
// there's something stinky.
|
|
CSound *pSound;
|
|
|
|
pSound = GetBestScent();
|
|
if ( pSound )
|
|
return SCHED_SQUID_WALLOW;
|
|
}
|
|
|
|
break;
|
|
}
|
|
case NPC_STATE_COMBAT:
|
|
{
|
|
// dead enemy
|
|
if ( HasCondition( COND_ENEMY_DEAD ) )
|
|
{
|
|
// call base class, all code to handle dead enemies is centralized there.
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
if ( HasCondition( COND_NEW_ENEMY ) )
|
|
{
|
|
if ( m_fCanThreatDisplay && IRelationType( GetEnemy() ) == D_HT && FClassnameIs( GetEnemy(), "monster_headcrab" ) )
|
|
{
|
|
// this means squid sees a headcrab!
|
|
m_fCanThreatDisplay = FALSE;// only do the headcrab dance once per lifetime.
|
|
return SCHED_SQUID_SEECRAB;
|
|
}
|
|
else
|
|
{
|
|
return SCHED_WAKE_ANGRY;
|
|
}
|
|
}
|
|
|
|
if ( HasCondition( COND_SQUID_SMELL_FOOD ) )
|
|
{
|
|
CSound *pSound;
|
|
|
|
pSound = GetBestScent();
|
|
|
|
if ( pSound && (!FInViewCone( pSound->GetSoundOrigin() ) || !FVisible( pSound->GetSoundOrigin() )) )
|
|
{
|
|
// scent is behind or occluded
|
|
return SCHED_SQUID_SNIFF_AND_EAT;
|
|
}
|
|
|
|
// food is right out in the open. Just go get it.
|
|
return SCHED_SQUID_EAT;
|
|
}
|
|
|
|
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
return SCHED_RANGE_ATTACK1;
|
|
}
|
|
|
|
if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
|
|
{
|
|
return SCHED_MELEE_ATTACK1;
|
|
}
|
|
|
|
if ( HasCondition( COND_CAN_MELEE_ATTACK2 ) )
|
|
{
|
|
return SCHED_MELEE_ATTACK2;
|
|
}
|
|
|
|
return SCHED_CHASE_ENEMY;
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
//=========================================================
|
|
// FInViewCone - returns true is the passed vector is in
|
|
// the caller's forward view cone. The dot product is performed
|
|
// in 2d, making the view cone infinitely tall.
|
|
//=========================================================
|
|
bool CNPC_Bullsquid::FInViewCone( Vector pOrigin )
|
|
{
|
|
Vector los = ( pOrigin - GetAbsOrigin() );
|
|
|
|
// do this in 2D
|
|
los.z = 0;
|
|
VectorNormalize( los );
|
|
|
|
Vector facingDir = EyeDirection2D( );
|
|
|
|
float flDot = DotProduct( los, facingDir );
|
|
|
|
if ( flDot > m_flFieldOfView )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//=========================================================
|
|
// Start task - selects the correct activity and performs
|
|
// any necessary calculations to start the next task on the
|
|
// schedule. OVERRIDDEN for bullsquid because it needs to
|
|
// know explicitly when the last attempt to chase the enemy
|
|
// failed, since that impacts its attack choices.
|
|
//=========================================================
|
|
void CNPC_Bullsquid::StartTask( const Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_MELEE_ATTACK2:
|
|
{
|
|
if (GetEnemy())
|
|
{
|
|
GrowlSound();
|
|
|
|
m_flLastAttackTime = gpGlobals->curtime;
|
|
|
|
BaseClass::StartTask( pTask );
|
|
}
|
|
break;
|
|
}
|
|
case TASK_SQUID_HOPTURN:
|
|
{
|
|
SetActivity( ACT_HOP );
|
|
|
|
if ( GetEnemy() )
|
|
{
|
|
Vector vecFacing = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() );
|
|
VectorNormalize( vecFacing );
|
|
|
|
GetMotor()->SetIdealYaw( vecFacing );
|
|
}
|
|
|
|
break;
|
|
}
|
|
case TASK_SQUID_EAT:
|
|
{
|
|
m_flHungryTime = gpGlobals->curtime + pTask->flTaskData;
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
BaseClass::StartTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// RunTask
|
|
//=========================================================
|
|
void CNPC_Bullsquid::RunTask( const Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_SQUID_HOPTURN:
|
|
{
|
|
if ( GetEnemy() )
|
|
{
|
|
Vector vecFacing = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() );
|
|
VectorNormalize( vecFacing );
|
|
GetMotor()->SetIdealYaw( vecFacing );
|
|
}
|
|
|
|
if ( IsSequenceFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
BaseClass::RunTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// GetIdealState - Overridden for Bullsquid to deal with
|
|
// the feature that makes it lose interest in headcrabs for
|
|
// a while if something injures it.
|
|
//=========================================================
|
|
NPC_STATE CNPC_Bullsquid::SelectIdealState( void )
|
|
{
|
|
// If no schedule conditions, the new ideal state is probably the reason we're in here.
|
|
switch ( m_NPCState )
|
|
{
|
|
case NPC_STATE_COMBAT:
|
|
{
|
|
// COMBAT goes to ALERT upon death of enemy
|
|
if ( GetEnemy() != NULL && ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) ) && FClassnameIs( GetEnemy(), "monster_headcrab" ) )
|
|
{
|
|
// if the squid has a headcrab enemy and something hurts it, it's going to forget about the crab for a while.
|
|
SetEnemy( NULL );
|
|
return NPC_STATE_ALERT;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
return BaseClass::SelectIdealState();
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
//
|
|
// Schedules
|
|
//
|
|
//------------------------------------------------------------------------------
|
|
|
|
AI_BEGIN_CUSTOM_NPC( npc_bullsquid, CNPC_Bullsquid )
|
|
|
|
DECLARE_TASK( TASK_SQUID_HOPTURN )
|
|
DECLARE_TASK( TASK_SQUID_EAT )
|
|
|
|
DECLARE_CONDITION( COND_SQUID_SMELL_FOOD )
|
|
|
|
DECLARE_ACTIVITY( ACT_SQUID_EXCITED )
|
|
DECLARE_ACTIVITY( ACT_SQUID_EAT )
|
|
DECLARE_ACTIVITY( ACT_SQUID_DETECT_SCENT )
|
|
DECLARE_ACTIVITY( ACT_SQUID_INSPECT_FLOOR )
|
|
|
|
DECLARE_INTERACTION( g_interactionBullsquidThrow )
|
|
|
|
//=========================================================
|
|
// > SCHED_SQUID_HURTHOP
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SQUID_HURTHOP,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SOUND_WAKE 0"
|
|
" TASK_SQUID_HOPTURN 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" "
|
|
" Interrupts"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_SQUID_SEECRAB
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SQUID_SEECRAB,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SOUND_WAKE 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EXCITED"
|
|
" TASK_FACE_ENEMY 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_SQUID_EAT
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SQUID_EAT,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SQUID_EAT 10"
|
|
" TASK_STORE_LASTPOSITION 0"
|
|
" TASK_GET_PATH_TO_BESTSCENT 0"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT"
|
|
" TASK_SQUID_EAT 50"
|
|
" TASK_GET_PATH_TO_LASTPOSITION 0"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_CLEAR_LASTPOSITION 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SMELL"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_SQUID_SNIFF_AND_EAT
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SQUID_SNIFF_AND_EAT,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SQUID_EAT 10"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_DETECT_SCENT"
|
|
" TASK_STORE_LASTPOSITION 0"
|
|
" TASK_GET_PATH_TO_BESTSCENT 0"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT"
|
|
" TASK_SQUID_EAT 50"
|
|
" TASK_GET_PATH_TO_LASTPOSITION 0"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_CLEAR_LASTPOSITION 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SMELL"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_SQUID_WALLOW
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SQUID_WALLOW,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SQUID_EAT 10"
|
|
" TASK_STORE_LASTPOSITION 0"
|
|
" TASK_GET_PATH_TO_BESTSCENT 0"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_INSPECT_FLOOR"
|
|
" TASK_SQUID_EAT 50"
|
|
" TASK_GET_PATH_TO_LASTPOSITION 0"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_CLEAR_LASTPOSITION 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_NEW_ENEMY"
|
|
)
|
|
|
|
AI_END_CUSTOM_NPC()
|