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c47a491d44
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@46 67975925-1194-0748-b3d5-c16f83f1a3a1
1427 lines
35 KiB
C++
1427 lines
35 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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//=========================================================
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// CONTROLLER
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//=========================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "effects.h"
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#include "schedule.h"
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#include "weapons.h"
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#include "squadmonster.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define CONTROLLER_AE_HEAD_OPEN 1
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#define CONTROLLER_AE_BALL_SHOOT 2
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#define CONTROLLER_AE_SMALL_SHOOT 3
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#define CONTROLLER_AE_POWERUP_FULL 4
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#define CONTROLLER_AE_POWERUP_HALF 5
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#define CONTROLLER_FLINCH_DELAY 2 // at most one flinch every n secs
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class CController : public CSquadMonster
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{
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public:
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed( void );
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int Classify ( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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void RunAI( void );
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BOOL CheckRangeAttack1 ( float flDot, float flDist ); // balls
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BOOL CheckRangeAttack2 ( float flDot, float flDist ); // head
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BOOL CheckMeleeAttack1 ( float flDot, float flDist ); // block, throw
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Schedule_t* GetSchedule ( void );
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Schedule_t* GetScheduleOfType ( int Type );
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void StartTask ( Task_t *pTask );
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void RunTask ( Task_t *pTask );
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CUSTOM_SCHEDULES;
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void Stop( void );
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void Move ( float flInterval );
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int CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist );
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void MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval );
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void SetActivity ( Activity NewActivity );
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BOOL ShouldAdvanceRoute( float flWaypointDist );
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int LookupFloat( );
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float m_flNextFlinch;
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float m_flShootTime;
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float m_flShootEnd;
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void PainSound( void );
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void AlertSound( void );
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void IdleSound( void );
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void AttackSound( void );
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void DeathSound( void );
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static const char *pAttackSounds[];
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static const char *pIdleSounds[];
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static const char *pAlertSounds[];
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static const char *pPainSounds[];
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static const char *pDeathSounds[];
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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void Killed( entvars_t *pevAttacker, int iGib );
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void GibMonster( void );
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CSprite *m_pBall[2]; // hand balls
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int m_iBall[2]; // how bright it should be
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float m_iBallTime[2]; // when it should be that color
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int m_iBallCurrent[2]; // current brightness
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Vector m_vecEstVelocity;
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Vector m_velocity;
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int m_fInCombat;
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};
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LINK_ENTITY_TO_CLASS( monster_alien_controller, CController );
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TYPEDESCRIPTION CController::m_SaveData[] =
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{
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DEFINE_ARRAY( CController, m_pBall, FIELD_CLASSPTR, 2 ),
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DEFINE_ARRAY( CController, m_iBall, FIELD_INTEGER, 2 ),
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DEFINE_ARRAY( CController, m_iBallTime, FIELD_TIME, 2 ),
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DEFINE_ARRAY( CController, m_iBallCurrent, FIELD_INTEGER, 2 ),
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DEFINE_FIELD( CController, m_vecEstVelocity, FIELD_VECTOR ),
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};
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IMPLEMENT_SAVERESTORE( CController, CSquadMonster );
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const char *CController::pAttackSounds[] =
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{
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"controller/con_attack1.wav",
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"controller/con_attack2.wav",
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"controller/con_attack3.wav",
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};
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const char *CController::pIdleSounds[] =
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{
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"controller/con_idle1.wav",
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"controller/con_idle2.wav",
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"controller/con_idle3.wav",
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"controller/con_idle4.wav",
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"controller/con_idle5.wav",
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};
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const char *CController::pAlertSounds[] =
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{
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"controller/con_alert1.wav",
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"controller/con_alert2.wav",
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"controller/con_alert3.wav",
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};
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const char *CController::pPainSounds[] =
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{
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"controller/con_pain1.wav",
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"controller/con_pain2.wav",
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"controller/con_pain3.wav",
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};
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const char *CController::pDeathSounds[] =
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{
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"controller/con_die1.wav",
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"controller/con_die2.wav",
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};
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CController :: Classify ( void )
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{
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return CLASS_ALIEN_MILITARY;
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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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void CController :: SetYawSpeed ( void )
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{
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int ys;
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ys = 120;
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#if 0
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switch ( m_Activity )
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{
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}
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#endif
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pev->yaw_speed = ys;
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}
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int CController :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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// HACK HACK -- until we fix this.
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if ( IsAlive() )
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PainSound();
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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}
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void CController::Killed( entvars_t *pevAttacker, int iGib )
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{
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// shut off balls
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/*
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m_iBall[0] = 0;
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m_iBallTime[0] = gpGlobals->time + 4.0;
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m_iBall[1] = 0;
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m_iBallTime[1] = gpGlobals->time + 4.0;
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*/
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// fade balls
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if (m_pBall[0])
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{
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m_pBall[0]->SUB_StartFadeOut();
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m_pBall[0] = NULL;
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}
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if (m_pBall[1])
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{
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m_pBall[1]->SUB_StartFadeOut();
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m_pBall[1] = NULL;
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}
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CSquadMonster::Killed( pevAttacker, iGib );
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}
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void CController::GibMonster( void )
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{
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// delete balls
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if (m_pBall[0])
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{
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UTIL_Remove( m_pBall[0] );
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m_pBall[0] = NULL;
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}
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if (m_pBall[1])
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{
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UTIL_Remove( m_pBall[1] );
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m_pBall[1] = NULL;
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}
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CSquadMonster::GibMonster( );
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}
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void CController :: PainSound( void )
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{
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if (RANDOM_LONG(0,5) < 2)
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EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pPainSounds );
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}
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void CController :: AlertSound( void )
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{
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EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pAlertSounds );
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}
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void CController :: IdleSound( void )
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{
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EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pIdleSounds );
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}
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void CController :: AttackSound( void )
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{
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EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pAttackSounds );
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}
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void CController :: DeathSound( void )
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{
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EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pDeathSounds );
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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 CController :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case CONTROLLER_AE_HEAD_OPEN:
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{
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Vector vecStart, angleGun;
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GetAttachment( 0, vecStart, angleGun );
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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WRITE_BYTE( TE_ELIGHT );
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WRITE_SHORT( entindex( ) + 0x1000 ); // entity, attachment
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WRITE_COORD( vecStart.x ); // origin
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WRITE_COORD( vecStart.y );
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WRITE_COORD( vecStart.z );
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WRITE_COORD( 1 ); // radius
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WRITE_BYTE( 255 ); // R
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WRITE_BYTE( 192 ); // G
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WRITE_BYTE( 64 ); // B
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WRITE_BYTE( 20 ); // life * 10
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WRITE_COORD( -32 ); // decay
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MESSAGE_END();
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m_iBall[0] = 192;
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m_iBallTime[0] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
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m_iBall[1] = 255;
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m_iBallTime[1] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
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}
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break;
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case CONTROLLER_AE_BALL_SHOOT:
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{
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Vector vecStart, angleGun;
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GetAttachment( 0, vecStart, angleGun );
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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WRITE_BYTE( TE_ELIGHT );
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WRITE_SHORT( entindex( ) + 0x1000 ); // entity, attachment
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WRITE_COORD( 0 ); // origin
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WRITE_COORD( 0 );
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WRITE_COORD( 0 );
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WRITE_COORD( 32 ); // radius
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WRITE_BYTE( 255 ); // R
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WRITE_BYTE( 192 ); // G
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WRITE_BYTE( 64 ); // B
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WRITE_BYTE( 10 ); // life * 10
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WRITE_COORD( 32 ); // decay
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MESSAGE_END();
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CBaseMonster *pBall = (CBaseMonster*)Create( "controller_head_ball", vecStart, pev->angles, edict() );
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pBall->pev->velocity = Vector( 0, 0, 32 );
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pBall->m_hEnemy = m_hEnemy;
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m_iBall[0] = 0;
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m_iBall[1] = 0;
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}
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break;
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case CONTROLLER_AE_SMALL_SHOOT:
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{
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AttackSound( );
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m_flShootTime = gpGlobals->time;
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m_flShootEnd = m_flShootTime + atoi( pEvent->options ) / 15.0;
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}
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break;
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case CONTROLLER_AE_POWERUP_FULL:
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{
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m_iBall[0] = 255;
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m_iBallTime[0] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
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m_iBall[1] = 255;
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m_iBallTime[1] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
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}
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break;
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case CONTROLLER_AE_POWERUP_HALF:
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{
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m_iBall[0] = 192;
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m_iBallTime[0] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
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m_iBall[1] = 192;
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m_iBallTime[1] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
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}
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break;
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default:
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CBaseMonster::HandleAnimEvent( pEvent );
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break;
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}
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CController :: Spawn()
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{
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Precache( );
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SET_MODEL(ENT(pev), "models/controller.mdl");
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UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ));
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_FLY;
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pev->flags |= FL_FLY;
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m_bloodColor = BLOOD_COLOR_GREEN;
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pev->health = gSkillData.controllerHealth;
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pev->view_ofs = Vector( 0, 0, -2 );// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_FULL;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_MonsterState = MONSTERSTATE_NONE;
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MonsterInit();
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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 CController :: Precache()
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{
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PRECACHE_MODEL("models/controller.mdl");
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PRECACHE_SOUND_ARRAY( pAttackSounds );
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PRECACHE_SOUND_ARRAY( pIdleSounds );
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PRECACHE_SOUND_ARRAY( pAlertSounds );
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PRECACHE_SOUND_ARRAY( pPainSounds );
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PRECACHE_SOUND_ARRAY( pDeathSounds );
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PRECACHE_MODEL( "sprites/xspark4.spr");
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UTIL_PrecacheOther( "controller_energy_ball" );
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UTIL_PrecacheOther( "controller_head_ball" );
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}
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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// Chase enemy schedule
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Task_t tlControllerChaseEnemy[] =
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{
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{ TASK_GET_PATH_TO_ENEMY, (float)128 },
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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};
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Schedule_t slControllerChaseEnemy[] =
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{
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{
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tlControllerChaseEnemy,
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ARRAYSIZE ( tlControllerChaseEnemy ),
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bits_COND_NEW_ENEMY |
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bits_COND_TASK_FAILED,
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0,
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"ControllerChaseEnemy"
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},
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};
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Task_t tlControllerStrafe[] =
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{
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{ TASK_WAIT, (float)0.2 },
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{ TASK_GET_PATH_TO_ENEMY, (float)128 },
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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{ TASK_WAIT, (float)1 },
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};
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Schedule_t slControllerStrafe[] =
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{
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{
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tlControllerStrafe,
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ARRAYSIZE ( tlControllerStrafe ),
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bits_COND_NEW_ENEMY,
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0,
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"ControllerStrafe"
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},
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};
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Task_t tlControllerTakeCover[] =
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{
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{ TASK_WAIT, (float)0.2 },
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{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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{ TASK_WAIT, (float)1 },
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};
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Schedule_t slControllerTakeCover[] =
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{
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{
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tlControllerTakeCover,
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ARRAYSIZE ( tlControllerTakeCover ),
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bits_COND_NEW_ENEMY,
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0,
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"ControllerTakeCover"
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},
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};
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Task_t tlControllerFail[] =
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{
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{ TASK_STOP_MOVING, 0 },
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
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{ TASK_WAIT, (float)2 },
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{ TASK_WAIT_PVS, (float)0 },
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};
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Schedule_t slControllerFail[] =
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{
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{
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tlControllerFail,
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ARRAYSIZE ( tlControllerFail ),
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0,
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0,
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"ControllerFail"
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},
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};
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DEFINE_CUSTOM_SCHEDULES( CController )
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{
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slControllerChaseEnemy,
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slControllerStrafe,
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slControllerTakeCover,
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slControllerFail,
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};
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IMPLEMENT_CUSTOM_SCHEDULES( CController, CSquadMonster );
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//=========================================================
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// StartTask
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//=========================================================
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void CController :: StartTask ( Task_t *pTask )
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{
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switch ( pTask->iTask )
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{
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case TASK_RANGE_ATTACK1:
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CSquadMonster :: StartTask ( pTask );
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break;
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case TASK_GET_PATH_TO_ENEMY_LKP:
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{
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if (BuildNearestRoute( m_vecEnemyLKP, pev->view_ofs, pTask->flData, (m_vecEnemyLKP - pev->origin).Length() + 1024 ))
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{
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TaskComplete();
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}
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else
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{
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// no way to get there =(
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ALERT ( at_aiconsole, "GetPathToEnemyLKP failed!!\n" );
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TaskFail();
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}
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break;
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}
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case TASK_GET_PATH_TO_ENEMY:
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{
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CBaseEntity *pEnemy = m_hEnemy;
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if ( pEnemy == NULL )
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{
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TaskFail();
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return;
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}
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if (BuildNearestRoute( pEnemy->pev->origin, pEnemy->pev->view_ofs, pTask->flData, (pEnemy->pev->origin - pev->origin).Length() + 1024 ))
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{
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TaskComplete();
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}
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else
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{
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// no way to get there =(
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ALERT ( at_aiconsole, "GetPathToEnemy failed!!\n" );
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TaskFail();
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
CSquadMonster :: StartTask ( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
Vector Intersect( Vector vecSrc, Vector vecDst, Vector vecMove, float flSpeed )
|
|
{
|
|
Vector vecTo = vecDst - vecSrc;
|
|
|
|
float a = DotProduct( vecMove, vecMove ) - flSpeed * flSpeed;
|
|
float b = 0 * DotProduct(vecTo, vecMove); // why does this work?
|
|
float c = DotProduct( vecTo, vecTo );
|
|
|
|
float t;
|
|
if (a == 0)
|
|
{
|
|
t = c / (flSpeed * flSpeed);
|
|
}
|
|
else
|
|
{
|
|
t = b * b - 4 * a * c;
|
|
t = sqrt( t ) / (2.0 * a);
|
|
float t1 = -b +t;
|
|
float t2 = -b -t;
|
|
|
|
if (t1 < 0 || t2 < t1)
|
|
t = t2;
|
|
else
|
|
t = t1;
|
|
}
|
|
|
|
// ALERT( at_console, "Intersect %f\n", t );
|
|
|
|
if (t < 0.1)
|
|
t = 0.1;
|
|
if (t > 10.0)
|
|
t = 10.0;
|
|
|
|
Vector vecHit = vecTo + vecMove * t;
|
|
return vecHit.Normalize( ) * flSpeed;
|
|
}
|
|
|
|
|
|
int CController::LookupFloat( )
|
|
{
|
|
if (m_velocity.Length( ) < 32.0)
|
|
{
|
|
return LookupSequence( "up" );
|
|
}
|
|
|
|
UTIL_MakeAimVectors( pev->angles );
|
|
float x = DotProduct( gpGlobals->v_forward, m_velocity );
|
|
float y = DotProduct( gpGlobals->v_right, m_velocity );
|
|
float z = DotProduct( gpGlobals->v_up, m_velocity );
|
|
|
|
if (fabs(x) > fabs(y) && fabs(x) > fabs(z))
|
|
{
|
|
if (x > 0)
|
|
return LookupSequence( "forward");
|
|
else
|
|
return LookupSequence( "backward");
|
|
}
|
|
else if (fabs(y) > fabs(z))
|
|
{
|
|
if (y > 0)
|
|
return LookupSequence( "right");
|
|
else
|
|
return LookupSequence( "left");
|
|
}
|
|
else
|
|
{
|
|
if (z > 0)
|
|
return LookupSequence( "up");
|
|
else
|
|
return LookupSequence( "down");
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// RunTask
|
|
//=========================================================
|
|
void CController :: RunTask ( Task_t *pTask )
|
|
{
|
|
|
|
if (m_flShootEnd > gpGlobals->time)
|
|
{
|
|
Vector vecHand, vecAngle;
|
|
|
|
GetAttachment( 2, vecHand, vecAngle );
|
|
|
|
while (m_flShootTime < m_flShootEnd && m_flShootTime < gpGlobals->time)
|
|
{
|
|
Vector vecSrc = vecHand + pev->velocity * (m_flShootTime - gpGlobals->time);
|
|
Vector vecDir;
|
|
|
|
if (m_hEnemy != NULL)
|
|
{
|
|
if (HasConditions( bits_COND_SEE_ENEMY ))
|
|
{
|
|
m_vecEstVelocity = m_vecEstVelocity * 0.5 + m_hEnemy->pev->velocity * 0.5;
|
|
}
|
|
else
|
|
{
|
|
m_vecEstVelocity = m_vecEstVelocity * 0.8;
|
|
}
|
|
vecDir = Intersect( vecSrc, m_hEnemy->BodyTarget( pev->origin ), m_vecEstVelocity, gSkillData.controllerSpeedBall );
|
|
float delta = 0.03490; // +-2 degree
|
|
vecDir = vecDir + Vector( RANDOM_FLOAT( -delta, delta ), RANDOM_FLOAT( -delta, delta ), RANDOM_FLOAT( -delta, delta ) ) * gSkillData.controllerSpeedBall;
|
|
|
|
vecSrc = vecSrc + vecDir * (gpGlobals->time - m_flShootTime);
|
|
CBaseMonster *pBall = (CBaseMonster*)Create( "controller_energy_ball", vecSrc, pev->angles, edict() );
|
|
pBall->pev->velocity = vecDir;
|
|
}
|
|
m_flShootTime += 0.2;
|
|
}
|
|
|
|
if (m_flShootTime > m_flShootEnd)
|
|
{
|
|
m_iBall[0] = 64;
|
|
m_iBallTime[0] = m_flShootEnd;
|
|
m_iBall[1] = 64;
|
|
m_iBallTime[1] = m_flShootEnd;
|
|
m_fInCombat = FALSE;
|
|
}
|
|
}
|
|
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_WAIT_FOR_MOVEMENT:
|
|
case TASK_WAIT:
|
|
case TASK_WAIT_FACE_ENEMY:
|
|
case TASK_WAIT_PVS:
|
|
MakeIdealYaw( m_vecEnemyLKP );
|
|
ChangeYaw( pev->yaw_speed );
|
|
|
|
if (m_fSequenceFinished)
|
|
{
|
|
m_fInCombat = FALSE;
|
|
}
|
|
|
|
CSquadMonster :: RunTask ( pTask );
|
|
|
|
if (!m_fInCombat)
|
|
{
|
|
if (HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ))
|
|
{
|
|
pev->sequence = LookupActivity( ACT_RANGE_ATTACK1 );
|
|
pev->frame = 0;
|
|
ResetSequenceInfo( );
|
|
m_fInCombat = TRUE;
|
|
}
|
|
else if (HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ))
|
|
{
|
|
pev->sequence = LookupActivity( ACT_RANGE_ATTACK2 );
|
|
pev->frame = 0;
|
|
ResetSequenceInfo( );
|
|
m_fInCombat = TRUE;
|
|
}
|
|
else
|
|
{
|
|
int iFloat = LookupFloat( );
|
|
if (m_fSequenceFinished || iFloat != pev->sequence)
|
|
{
|
|
pev->sequence = iFloat;
|
|
pev->frame = 0;
|
|
ResetSequenceInfo( );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
CSquadMonster :: 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 *CController :: GetSchedule ( void )
|
|
{
|
|
switch ( m_MonsterState )
|
|
{
|
|
case MONSTERSTATE_IDLE:
|
|
break;
|
|
|
|
case MONSTERSTATE_ALERT:
|
|
break;
|
|
|
|
case MONSTERSTATE_COMBAT:
|
|
{
|
|
Vector vecTmp = Intersect( Vector( 0, 0, 0 ), Vector( 100, 4, 7 ), Vector( 2, 10, -3 ), 20.0 );
|
|
|
|
// dead enemy
|
|
if ( HasConditions ( bits_COND_LIGHT_DAMAGE ) )
|
|
{
|
|
// m_iFrustration++;
|
|
}
|
|
if ( HasConditions ( bits_COND_HEAVY_DAMAGE ) )
|
|
{
|
|
// m_iFrustration++;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
return CSquadMonster :: GetSchedule();
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
Schedule_t* CController :: GetScheduleOfType ( int Type )
|
|
{
|
|
// ALERT( at_console, "%d\n", m_iFrustration );
|
|
switch ( Type )
|
|
{
|
|
case SCHED_CHASE_ENEMY:
|
|
return slControllerChaseEnemy;
|
|
case SCHED_RANGE_ATTACK1:
|
|
return slControllerStrafe;
|
|
case SCHED_RANGE_ATTACK2:
|
|
case SCHED_MELEE_ATTACK1:
|
|
case SCHED_MELEE_ATTACK2:
|
|
case SCHED_TAKE_COVER_FROM_ENEMY:
|
|
return slControllerTakeCover;
|
|
case SCHED_FAIL:
|
|
return slControllerFail;
|
|
}
|
|
|
|
return CBaseMonster :: GetScheduleOfType( Type );
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//=========================================================
|
|
// CheckRangeAttack1 - shoot a bigass energy ball out of their head
|
|
//
|
|
//=========================================================
|
|
BOOL CController :: CheckRangeAttack1 ( float flDot, float flDist )
|
|
{
|
|
if ( flDot > 0.5 && flDist > 256 && flDist <= 2048 )
|
|
{
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
BOOL CController :: CheckRangeAttack2 ( float flDot, float flDist )
|
|
{
|
|
if ( flDot > 0.5 && flDist > 64 && flDist <= 2048 )
|
|
{
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
BOOL CController :: CheckMeleeAttack1 ( float flDot, float flDist )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
void CController :: SetActivity ( Activity NewActivity )
|
|
{
|
|
CBaseMonster::SetActivity( NewActivity );
|
|
|
|
switch ( m_Activity)
|
|
{
|
|
case ACT_WALK:
|
|
m_flGroundSpeed = 100;
|
|
break;
|
|
default:
|
|
m_flGroundSpeed = 100;
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
// RunAI
|
|
//=========================================================
|
|
void CController :: RunAI( void )
|
|
{
|
|
CBaseMonster :: RunAI();
|
|
Vector vecStart, angleGun;
|
|
|
|
if ( HasMemory( bits_MEMORY_KILLED ) )
|
|
return;
|
|
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
if (m_pBall[i] == NULL)
|
|
{
|
|
m_pBall[i] = CSprite::SpriteCreate( "sprites/xspark4.spr", pev->origin, TRUE );
|
|
m_pBall[i]->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation );
|
|
m_pBall[i]->SetAttachment( edict(), (i + 3) );
|
|
m_pBall[i]->SetScale( 1.0 );
|
|
}
|
|
|
|
float t = m_iBallTime[i] - gpGlobals->time;
|
|
if (t > 0.1)
|
|
t = 0.1 / t;
|
|
else
|
|
t = 1.0;
|
|
|
|
m_iBallCurrent[i] += (m_iBall[i] - m_iBallCurrent[i]) * t;
|
|
|
|
m_pBall[i]->SetBrightness( m_iBallCurrent[i] );
|
|
|
|
GetAttachment( i + 2, vecStart, angleGun );
|
|
UTIL_SetOrigin( m_pBall[i]->pev, vecStart );
|
|
|
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
|
WRITE_BYTE( TE_ELIGHT );
|
|
WRITE_SHORT( entindex( ) + 0x1000 * (i + 3) ); // entity, attachment
|
|
WRITE_COORD( vecStart.x ); // origin
|
|
WRITE_COORD( vecStart.y );
|
|
WRITE_COORD( vecStart.z );
|
|
WRITE_COORD( m_iBallCurrent[i] / 8 ); // radius
|
|
WRITE_BYTE( 255 ); // R
|
|
WRITE_BYTE( 192 ); // G
|
|
WRITE_BYTE( 64 ); // B
|
|
WRITE_BYTE( 5 ); // life * 10
|
|
WRITE_COORD( 0 ); // decay
|
|
MESSAGE_END();
|
|
}
|
|
}
|
|
|
|
|
|
extern void DrawRoute( entvars_t *pev, WayPoint_t *m_Route, int m_iRouteIndex, int r, int g, int b );
|
|
|
|
void CController::Stop( void )
|
|
{
|
|
m_IdealActivity = GetStoppedActivity();
|
|
}
|
|
|
|
|
|
#define DIST_TO_CHECK 200
|
|
void CController :: Move ( float flInterval )
|
|
{
|
|
float flWaypointDist;
|
|
float flCheckDist;
|
|
float flDist;// how far the lookahead check got before hitting an object.
|
|
float flMoveDist;
|
|
Vector vecDir;
|
|
Vector vecApex;
|
|
CBaseEntity *pTargetEnt;
|
|
|
|
// Don't move if no valid route
|
|
if ( FRouteClear() )
|
|
{
|
|
ALERT( at_aiconsole, "Tried to move with no route!\n" );
|
|
TaskFail();
|
|
return;
|
|
}
|
|
|
|
if ( m_flMoveWaitFinished > gpGlobals->time )
|
|
return;
|
|
|
|
// Debug, test movement code
|
|
#if 0
|
|
// if ( CVAR_GET_FLOAT("stopmove" ) != 0 )
|
|
{
|
|
if ( m_movementGoal == MOVEGOAL_ENEMY )
|
|
RouteSimplify( m_hEnemy );
|
|
else
|
|
RouteSimplify( m_hTargetEnt );
|
|
FRefreshRoute();
|
|
return;
|
|
}
|
|
#else
|
|
// Debug, draw the route
|
|
// DrawRoute( pev, m_Route, m_iRouteIndex, 0, 0, 255 );
|
|
#endif
|
|
|
|
// if the monster is moving directly towards an entity (enemy for instance), we'll set this pointer
|
|
// to that entity for the CheckLocalMove and Triangulate functions.
|
|
pTargetEnt = NULL;
|
|
|
|
if (m_flGroundSpeed == 0)
|
|
{
|
|
m_flGroundSpeed = 100;
|
|
// TaskFail( );
|
|
// return;
|
|
}
|
|
|
|
flMoveDist = m_flGroundSpeed * flInterval;
|
|
|
|
do
|
|
{
|
|
// local move to waypoint.
|
|
vecDir = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Normalize();
|
|
flWaypointDist = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Length();
|
|
|
|
// MakeIdealYaw ( m_Route[ m_iRouteIndex ].vecLocation );
|
|
// ChangeYaw ( pev->yaw_speed );
|
|
|
|
// if the waypoint is closer than CheckDist, CheckDist is the dist to waypoint
|
|
if ( flWaypointDist < DIST_TO_CHECK )
|
|
{
|
|
flCheckDist = flWaypointDist;
|
|
}
|
|
else
|
|
{
|
|
flCheckDist = DIST_TO_CHECK;
|
|
}
|
|
|
|
if ( (m_Route[ m_iRouteIndex ].iType & (~bits_MF_NOT_TO_MASK)) == bits_MF_TO_ENEMY )
|
|
{
|
|
// only on a PURE move to enemy ( i.e., ONLY MF_TO_ENEMY set, not MF_TO_ENEMY and DETOUR )
|
|
pTargetEnt = m_hEnemy;
|
|
}
|
|
else if ( (m_Route[ m_iRouteIndex ].iType & ~bits_MF_NOT_TO_MASK) == bits_MF_TO_TARGETENT )
|
|
{
|
|
pTargetEnt = m_hTargetEnt;
|
|
}
|
|
|
|
// !!!BUGBUG - CheckDist should be derived from ground speed.
|
|
// If this fails, it should be because of some dynamic entity blocking this guy.
|
|
// We've already checked this path, so we should wait and time out if the entity doesn't move
|
|
flDist = 0;
|
|
if ( CheckLocalMove ( pev->origin, pev->origin + vecDir * flCheckDist, pTargetEnt, &flDist ) != LOCALMOVE_VALID )
|
|
{
|
|
CBaseEntity *pBlocker;
|
|
|
|
// Can't move, stop
|
|
Stop();
|
|
// Blocking entity is in global trace_ent
|
|
pBlocker = CBaseEntity::Instance( gpGlobals->trace_ent );
|
|
if (pBlocker)
|
|
{
|
|
DispatchBlocked( edict(), pBlocker->edict() );
|
|
}
|
|
if ( pBlocker && m_moveWaitTime > 0 && pBlocker->IsMoving() && !pBlocker->IsPlayer() && (gpGlobals->time-m_flMoveWaitFinished) > 3.0 )
|
|
{
|
|
// Can we still move toward our target?
|
|
if ( flDist < m_flGroundSpeed )
|
|
{
|
|
// Wait for a second
|
|
m_flMoveWaitFinished = gpGlobals->time + m_moveWaitTime;
|
|
// ALERT( at_aiconsole, "Move %s!!!\n", STRING( pBlocker->pev->classname ) );
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// try to triangulate around whatever is in the way.
|
|
if ( FTriangulate( pev->origin, m_Route[ m_iRouteIndex ].vecLocation, flDist, pTargetEnt, &vecApex ) )
|
|
{
|
|
InsertWaypoint( vecApex, bits_MF_TO_DETOUR );
|
|
RouteSimplify( pTargetEnt );
|
|
}
|
|
else
|
|
{
|
|
ALERT ( at_aiconsole, "Couldn't Triangulate\n" );
|
|
Stop();
|
|
if ( m_moveWaitTime > 0 )
|
|
{
|
|
FRefreshRoute();
|
|
m_flMoveWaitFinished = gpGlobals->time + m_moveWaitTime * 0.5;
|
|
}
|
|
else
|
|
{
|
|
TaskFail();
|
|
ALERT( at_aiconsole, "Failed to move!\n" );
|
|
//ALERT( at_aiconsole, "%f, %f, %f\n", pev->origin.z, (pev->origin + (vecDir * flCheckDist)).z, m_Route[m_iRouteIndex].vecLocation.z );
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// UNDONE: this is a hack to quit moving farther than it has looked ahead.
|
|
if (flCheckDist < flMoveDist)
|
|
{
|
|
MoveExecute( pTargetEnt, vecDir, flCheckDist / m_flGroundSpeed );
|
|
|
|
// ALERT( at_console, "%.02f\n", flInterval );
|
|
AdvanceRoute( flWaypointDist );
|
|
flMoveDist -= flCheckDist;
|
|
}
|
|
else
|
|
{
|
|
MoveExecute( pTargetEnt, vecDir, flMoveDist / m_flGroundSpeed );
|
|
|
|
if ( ShouldAdvanceRoute( flWaypointDist - flMoveDist ) )
|
|
{
|
|
AdvanceRoute( flWaypointDist );
|
|
}
|
|
flMoveDist = 0;
|
|
}
|
|
|
|
if ( MovementIsComplete() )
|
|
{
|
|
Stop();
|
|
RouteClear();
|
|
}
|
|
} while (flMoveDist > 0 && flCheckDist > 0);
|
|
|
|
// cut corner?
|
|
if (flWaypointDist < 128)
|
|
{
|
|
if ( m_movementGoal == MOVEGOAL_ENEMY )
|
|
RouteSimplify( m_hEnemy );
|
|
else
|
|
RouteSimplify( m_hTargetEnt );
|
|
FRefreshRoute();
|
|
|
|
if (m_flGroundSpeed > 100)
|
|
m_flGroundSpeed -= 40;
|
|
}
|
|
else
|
|
{
|
|
if (m_flGroundSpeed < 400)
|
|
m_flGroundSpeed += 10;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
BOOL CController:: ShouldAdvanceRoute( float flWaypointDist )
|
|
{
|
|
if ( flWaypointDist <= 32 )
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
int CController :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist )
|
|
{
|
|
TraceResult tr;
|
|
|
|
UTIL_TraceHull( vecStart + Vector( 0, 0, 32), vecEnd + Vector( 0, 0, 32), dont_ignore_monsters, large_hull, edict(), &tr );
|
|
|
|
// ALERT( at_console, "%.0f %.0f %.0f : ", vecStart.x, vecStart.y, vecStart.z );
|
|
// ALERT( at_console, "%.0f %.0f %.0f\n", vecEnd.x, vecEnd.y, vecEnd.z );
|
|
|
|
if (pflDist)
|
|
{
|
|
*pflDist = ( (tr.vecEndPos - Vector( 0, 0, 32 )) - vecStart ).Length();// get the distance.
|
|
}
|
|
|
|
// ALERT( at_console, "check %d %d %f\n", tr.fStartSolid, tr.fAllSolid, tr.flFraction );
|
|
if (tr.fStartSolid || tr.flFraction < 1.0)
|
|
{
|
|
if ( pTarget && pTarget->edict() == gpGlobals->trace_ent )
|
|
return LOCALMOVE_VALID;
|
|
return LOCALMOVE_INVALID;
|
|
}
|
|
|
|
return LOCALMOVE_VALID;
|
|
}
|
|
|
|
|
|
void CController::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval )
|
|
{
|
|
if ( m_IdealActivity != m_movementActivity )
|
|
m_IdealActivity = m_movementActivity;
|
|
|
|
// ALERT( at_console, "move %.4f %.4f %.4f : %f\n", vecDir.x, vecDir.y, vecDir.z, flInterval );
|
|
|
|
// float flTotal = m_flGroundSpeed * pev->framerate * flInterval;
|
|
// UTIL_MoveToOrigin ( ENT(pev), m_Route[ m_iRouteIndex ].vecLocation, flTotal, MOVE_STRAFE );
|
|
|
|
m_velocity = m_velocity * 0.8 + m_flGroundSpeed * vecDir * 0.2;
|
|
|
|
UTIL_MoveToOrigin ( ENT(pev), pev->origin + m_velocity, m_velocity.Length() * flInterval, MOVE_STRAFE );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//=========================================================
|
|
// Controller bouncy ball attack
|
|
//=========================================================
|
|
class CControllerHeadBall : public CBaseMonster
|
|
{
|
|
void Spawn( void );
|
|
void Precache( void );
|
|
void EXPORT HuntThink( void );
|
|
void EXPORT DieThink( void );
|
|
void EXPORT BounceTouch( CBaseEntity *pOther );
|
|
void MovetoTarget( Vector vecTarget );
|
|
void Crawl( void );
|
|
int m_iTrail;
|
|
int m_flNextAttack;
|
|
Vector m_vecIdeal;
|
|
EHANDLE m_hOwner;
|
|
};
|
|
LINK_ENTITY_TO_CLASS( controller_head_ball, CControllerHeadBall );
|
|
|
|
|
|
|
|
void CControllerHeadBall :: Spawn( void )
|
|
{
|
|
Precache( );
|
|
// motor
|
|
pev->movetype = MOVETYPE_FLY;
|
|
pev->solid = SOLID_BBOX;
|
|
|
|
SET_MODEL(ENT(pev), "sprites/xspark4.spr");
|
|
pev->rendermode = kRenderTransAdd;
|
|
pev->rendercolor.x = 255;
|
|
pev->rendercolor.y = 255;
|
|
pev->rendercolor.z = 255;
|
|
pev->renderamt = 255;
|
|
pev->scale = 2.0;
|
|
|
|
UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0));
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
|
|
SetThink( &CControllerHeadBall::HuntThink );
|
|
SetTouch( &CControllerHeadBall::BounceTouch );
|
|
|
|
m_vecIdeal = Vector( 0, 0, 0 );
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
m_hOwner = Instance( pev->owner );
|
|
pev->dmgtime = gpGlobals->time;
|
|
}
|
|
|
|
|
|
void CControllerHeadBall :: Precache( void )
|
|
{
|
|
PRECACHE_MODEL("sprites/xspark1.spr");
|
|
PRECACHE_SOUND("debris/zap4.wav");
|
|
PRECACHE_SOUND("weapons/electro4.wav");
|
|
}
|
|
|
|
|
|
void CControllerHeadBall :: HuntThink( void )
|
|
{
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
pev->renderamt -= 5;
|
|
|
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
|
WRITE_BYTE( TE_ELIGHT );
|
|
WRITE_SHORT( entindex( ) ); // entity, attachment
|
|
WRITE_COORD( pev->origin.x ); // origin
|
|
WRITE_COORD( pev->origin.y );
|
|
WRITE_COORD( pev->origin.z );
|
|
WRITE_COORD( pev->renderamt / 16 ); // radius
|
|
WRITE_BYTE( 255 ); // R
|
|
WRITE_BYTE( 255 ); // G
|
|
WRITE_BYTE( 255 ); // B
|
|
WRITE_BYTE( 2 ); // life * 10
|
|
WRITE_COORD( 0 ); // decay
|
|
MESSAGE_END();
|
|
|
|
// check world boundaries
|
|
if (gpGlobals->time - pev->dmgtime > 5 || pev->renderamt < 64 || m_hEnemy == NULL || m_hOwner == NULL || pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096)
|
|
{
|
|
SetTouch( NULL );
|
|
UTIL_Remove( this );
|
|
return;
|
|
}
|
|
|
|
MovetoTarget( m_hEnemy->Center( ) );
|
|
|
|
if ((m_hEnemy->Center() - pev->origin).Length() < 64)
|
|
{
|
|
TraceResult tr;
|
|
|
|
UTIL_TraceLine( pev->origin, m_hEnemy->Center(), dont_ignore_monsters, ENT(pev), &tr );
|
|
|
|
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
|
|
if (pEntity != NULL && pEntity->pev->takedamage)
|
|
{
|
|
ClearMultiDamage( );
|
|
pEntity->TraceAttack( m_hOwner->pev, gSkillData.controllerDmgZap, pev->velocity, &tr, DMG_SHOCK );
|
|
ApplyMultiDamage( pev, m_hOwner->pev );
|
|
}
|
|
|
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
|
WRITE_BYTE( TE_BEAMENTPOINT );
|
|
WRITE_SHORT( entindex() );
|
|
WRITE_COORD( tr.vecEndPos.x );
|
|
WRITE_COORD( tr.vecEndPos.y );
|
|
WRITE_COORD( tr.vecEndPos.z );
|
|
WRITE_SHORT( g_sModelIndexLaser );
|
|
WRITE_BYTE( 0 ); // frame start
|
|
WRITE_BYTE( 10 ); // framerate
|
|
WRITE_BYTE( 3 ); // life
|
|
WRITE_BYTE( 20 ); // width
|
|
WRITE_BYTE( 0 ); // noise
|
|
WRITE_BYTE( 255 ); // r, g, b
|
|
WRITE_BYTE( 255 ); // r, g, b
|
|
WRITE_BYTE( 255 ); // r, g, b
|
|
WRITE_BYTE( 255 ); // brightness
|
|
WRITE_BYTE( 10 ); // speed
|
|
MESSAGE_END();
|
|
|
|
UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) );
|
|
|
|
m_flNextAttack = gpGlobals->time + 3.0;
|
|
|
|
SetThink( &CControllerHeadBall::DieThink );
|
|
pev->nextthink = gpGlobals->time + 0.3;
|
|
}
|
|
|
|
// Crawl( );
|
|
}
|
|
|
|
|
|
void CControllerHeadBall :: DieThink( void )
|
|
{
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
|
|
void CControllerHeadBall :: MovetoTarget( Vector vecTarget )
|
|
{
|
|
// accelerate
|
|
float flSpeed = m_vecIdeal.Length();
|
|
if (flSpeed == 0)
|
|
{
|
|
m_vecIdeal = pev->velocity;
|
|
flSpeed = m_vecIdeal.Length();
|
|
}
|
|
|
|
if (flSpeed > 400)
|
|
{
|
|
m_vecIdeal = m_vecIdeal.Normalize( ) * 400;
|
|
}
|
|
m_vecIdeal = m_vecIdeal + (vecTarget - pev->origin).Normalize() * 100;
|
|
pev->velocity = m_vecIdeal;
|
|
}
|
|
|
|
|
|
|
|
void CControllerHeadBall :: Crawl( void )
|
|
{
|
|
|
|
Vector vecAim = Vector( RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ) ).Normalize( );
|
|
Vector vecPnt = pev->origin + pev->velocity * 0.3 + vecAim * 64;
|
|
|
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
|
WRITE_BYTE( TE_BEAMENTPOINT );
|
|
WRITE_SHORT( entindex() );
|
|
WRITE_COORD( vecPnt.x);
|
|
WRITE_COORD( vecPnt.y);
|
|
WRITE_COORD( vecPnt.z);
|
|
WRITE_SHORT( g_sModelIndexLaser );
|
|
WRITE_BYTE( 0 ); // frame start
|
|
WRITE_BYTE( 10 ); // framerate
|
|
WRITE_BYTE( 3 ); // life
|
|
WRITE_BYTE( 20 ); // width
|
|
WRITE_BYTE( 0 ); // noise
|
|
WRITE_BYTE( 255 ); // r, g, b
|
|
WRITE_BYTE( 255 ); // r, g, b
|
|
WRITE_BYTE( 255 ); // r, g, b
|
|
WRITE_BYTE( 255 ); // brightness
|
|
WRITE_BYTE( 10 ); // speed
|
|
MESSAGE_END();
|
|
}
|
|
|
|
|
|
void CControllerHeadBall::BounceTouch( CBaseEntity *pOther )
|
|
{
|
|
Vector vecDir = m_vecIdeal.Normalize( );
|
|
|
|
TraceResult tr = UTIL_GetGlobalTrace( );
|
|
|
|
float n = -DotProduct(tr.vecPlaneNormal, vecDir);
|
|
|
|
vecDir = 2.0 * tr.vecPlaneNormal * n + vecDir;
|
|
|
|
m_vecIdeal = vecDir * m_vecIdeal.Length();
|
|
}
|
|
|
|
|
|
|
|
|
|
class CControllerZapBall : public CBaseMonster
|
|
{
|
|
void Spawn( void );
|
|
void Precache( void );
|
|
void EXPORT AnimateThink( void );
|
|
void EXPORT ExplodeTouch( CBaseEntity *pOther );
|
|
|
|
EHANDLE m_hOwner;
|
|
};
|
|
LINK_ENTITY_TO_CLASS( controller_energy_ball, CControllerZapBall );
|
|
|
|
|
|
void CControllerZapBall :: Spawn( void )
|
|
{
|
|
Precache( );
|
|
// motor
|
|
pev->movetype = MOVETYPE_FLY;
|
|
pev->solid = SOLID_BBOX;
|
|
|
|
SET_MODEL(ENT(pev), "sprites/xspark4.spr");
|
|
pev->rendermode = kRenderTransAdd;
|
|
pev->rendercolor.x = 255;
|
|
pev->rendercolor.y = 255;
|
|
pev->rendercolor.z = 255;
|
|
pev->renderamt = 255;
|
|
pev->scale = 0.5;
|
|
|
|
UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0));
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
|
|
SetThink( &CControllerZapBall::AnimateThink );
|
|
SetTouch( &CControllerZapBall::ExplodeTouch );
|
|
|
|
m_hOwner = Instance( pev->owner );
|
|
pev->dmgtime = gpGlobals->time; // keep track of when ball spawned
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
}
|
|
|
|
|
|
void CControllerZapBall :: Precache( void )
|
|
{
|
|
PRECACHE_MODEL("sprites/xspark4.spr");
|
|
// PRECACHE_SOUND("debris/zap4.wav");
|
|
// PRECACHE_SOUND("weapons/electro4.wav");
|
|
}
|
|
|
|
|
|
void CControllerZapBall :: AnimateThink( void )
|
|
{
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
pev->frame = ((int)pev->frame + 1) % 11;
|
|
|
|
if (gpGlobals->time - pev->dmgtime > 5 || pev->velocity.Length() < 10)
|
|
{
|
|
SetTouch( NULL );
|
|
UTIL_Remove( this );
|
|
}
|
|
}
|
|
|
|
|
|
void CControllerZapBall::ExplodeTouch( CBaseEntity *pOther )
|
|
{
|
|
if (pOther->pev->takedamage)
|
|
{
|
|
TraceResult tr = UTIL_GetGlobalTrace( );
|
|
|
|
entvars_t *pevOwner;
|
|
if (m_hOwner != NULL)
|
|
{
|
|
pevOwner = m_hOwner->pev;
|
|
}
|
|
else
|
|
{
|
|
pevOwner = pev;
|
|
}
|
|
|
|
ClearMultiDamage( );
|
|
pOther->TraceAttack(pevOwner, gSkillData.controllerDmgBall, pev->velocity.Normalize(), &tr, DMG_ENERGYBEAM );
|
|
ApplyMultiDamage( pevOwner, pevOwner );
|
|
|
|
UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.3, ATTN_NORM, 0, RANDOM_LONG( 90, 99 ) );
|
|
|
|
}
|
|
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
|
|
|
|
#endif // !OEM && !HLDEMO
|