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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/hl1/hl1_npc_bigmomma.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/hl1/hl1_npc_bigmomma.cpp')
-rw-r--r--game/server/hl1/hl1_npc_bigmomma.cpp1313
1 files changed, 1313 insertions, 0 deletions
diff --git a/game/server/hl1/hl1_npc_bigmomma.cpp b/game/server/hl1/hl1_npc_bigmomma.cpp
new file mode 100644
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--- /dev/null
+++ b/game/server/hl1/hl1_npc_bigmomma.cpp
@@ -0,0 +1,1313 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+#include "cbase.h"
+#include "ai_default.h"
+#include "ai_task.h"
+#include "ai_schedule.h"
+#include "ai_node.h"
+#include "ai_hull.h"
+#include "ai_hint.h"
+#include "ai_memory.h"
+#include "ai_route.h"
+#include "ai_motor.h"
+#include "soundent.h"
+#include "game.h"
+#include "npcevent.h"
+#include "entitylist.h"
+#include "activitylist.h"
+#include "animation.h"
+#include "basecombatweapon.h"
+#include "IEffects.h"
+#include "vstdlib/random.h"
+#include "engine/IEngineSound.h"
+#include "ammodef.h"
+#include "hl1_ai_basenpc.h"
+#include "ai_navigator.h"
+#include "decals.h"
+#include "effect_dispatch_data.h"
+#include "te_effect_dispatch.h"
+#include "Sprite.h"
+
+ConVar sk_bigmomma_health_factor( "sk_bigmomma_health_factor", "1" );
+ConVar sk_bigmomma_dmg_slash( "sk_bigmomma_dmg_slash", "50" );
+ConVar sk_bigmomma_dmg_blast( "sk_bigmomma_dmg_blast", "100" );
+ConVar sk_bigmomma_radius_blast( "sk_bigmomma_radius_blast", "250" );
+
+float GetCurrentGravity( void );
+
+
+//=========================================================
+// Monster's Anim Events Go Here
+//=========================================================
+#define BIG_AE_STEP1 1 // Footstep left
+#define BIG_AE_STEP2 2 // Footstep right
+#define BIG_AE_STEP3 3 // Footstep back left
+#define BIG_AE_STEP4 4 // Footstep back right
+#define BIG_AE_SACK 5 // Sack slosh
+#define BIG_AE_DEATHSOUND 6 // Death sound
+
+#define BIG_AE_MELEE_ATTACKBR 8 // Leg attack
+#define BIG_AE_MELEE_ATTACKBL 9 // Leg attack
+#define BIG_AE_MELEE_ATTACK1 10 // Leg attack
+#define BIG_AE_MORTAR_ATTACK1 11 // Launch a mortar
+#define BIG_AE_LAY_CRAB 12 // Lay a headcrab
+#define BIG_AE_JUMP_FORWARD 13 // Jump up and forward
+#define BIG_AE_SCREAM 14 // alert sound
+#define BIG_AE_PAIN_SOUND 15 // pain sound
+#define BIG_AE_ATTACK_SOUND 16 // attack sound
+#define BIG_AE_BIRTH_SOUND 17 // birth sound
+#define BIG_AE_EARLY_TARGET 50 // Fire target early
+
+
+enum
+{
+ SCHED_NODE_FAIL = LAST_SHARED_SCHEDULE,
+ SCHED_BIG_NODE,
+};
+
+enum
+{
+ TASK_MOVE_TO_NODE_RANGE = LAST_SHARED_TASK, // Move within node range
+ TASK_FIND_NODE, // Find my next node
+ TASK_PLAY_NODE_PRESEQUENCE, // Play node pre-script
+ TASK_PLAY_NODE_SEQUENCE, // Play node script
+ TASK_PROCESS_NODE, // Fire targets, etc.
+ TASK_WAIT_NODE, // Wait at the node
+ TASK_NODE_DELAY, // Delay walking toward node for a bit. You've failed to get there
+ TASK_NODE_YAW, // Get the best facing direction for this node
+ TASK_CHECK_NODE_PROXIMITY,
+};
+
+// User defined conditions
+//#define bits_COND_NODE_SEQUENCE ( COND_SPECIAL1 ) // pev->netname contains the name of a sequence to play
+
+// Attack distance constants
+#define BIG_ATTACKDIST 170
+#define BIG_MORTARDIST 800
+#define BIG_MAXCHILDREN 6 // Max # of live headcrab children
+
+
+#define bits_MEMORY_CHILDPAIR (bits_MEMORY_CUSTOM1)
+#define bits_MEMORY_ADVANCE_NODE (bits_MEMORY_CUSTOM2)
+#define bits_MEMORY_COMPLETED_NODE (bits_MEMORY_CUSTOM3)
+#define bits_MEMORY_FIRED_NODE (bits_MEMORY_CUSTOM4)
+
+int gSpitSprite, gSpitDebrisSprite;
+
+
+Vector VecCheckSplatToss( CBaseEntity *pEntity, const Vector &vecSpot1, Vector vecSpot2, float maxHeight );
+void MortarSpray( const Vector &position, const Vector &direction, int spriteModel, int count );
+
+#define SF_INFOBM_RUN 0x0001
+#define SF_INFOBM_WAIT 0x0002
+
+//=========================================================
+// Mortar shot entity
+//=========================================================
+class CBMortar : public CBaseAnimating
+{
+ DECLARE_CLASS( CBMortar, CBaseAnimating );
+public:
+ void Spawn( void );
+
+ virtual void Precache();
+
+ static CBMortar *Shoot( CBaseEntity *pOwner, Vector vecStart, Vector vecVelocity );
+ void Touch( CBaseEntity *pOther );
+ void Animate( void );
+
+ float m_flDmgTime;
+
+ DECLARE_DATADESC();
+
+ int m_maxFrame;
+ int m_iFrame;
+
+ CSprite* pSprite;
+};
+
+LINK_ENTITY_TO_CLASS( bmortar, CBMortar );
+
+BEGIN_DATADESC( CBMortar )
+ DEFINE_FIELD( m_maxFrame, FIELD_INTEGER ),
+ DEFINE_FIELD( m_flDmgTime, FIELD_FLOAT ),
+ DEFINE_FUNCTION( Animate ),
+ DEFINE_FIELD( m_iFrame, FIELD_INTEGER ),
+ DEFINE_FIELD( pSprite, FIELD_CLASSPTR ),
+END_DATADESC()
+
+
+// AI Nodes for Big Momma
+class CInfoBM : public CPointEntity
+{
+ DECLARE_CLASS( CInfoBM, CPointEntity );
+public:
+ void Spawn( void );
+ bool KeyValue( const char *szKeyName, const char *szValue );
+
+ // name in pev->targetname
+ // next in pev->target
+ // radius in pev->scale
+ // health in pev->health
+ // Reach target in pev->message
+ // Reach delay in pev->speed
+ // Reach sequence in pev->netname
+
+ DECLARE_DATADESC();
+
+ float m_flRadius;
+ float m_flDelay;
+ string_t m_iszReachTarget;
+ string_t m_iszReachSequence;
+ string_t m_iszPreSequence;
+
+ COutputEvent m_OnAnimationEvent;
+};
+
+LINK_ENTITY_TO_CLASS( info_bigmomma, CInfoBM );
+
+BEGIN_DATADESC( CInfoBM )
+ DEFINE_FIELD( m_flRadius, FIELD_FLOAT ),
+ DEFINE_FIELD( m_flDelay, FIELD_FLOAT ),
+ DEFINE_KEYFIELD( m_iszReachTarget, FIELD_STRING, "reachtarget" ),
+ DEFINE_KEYFIELD( m_iszReachSequence, FIELD_STRING, "reachsequence" ),
+ DEFINE_KEYFIELD( m_iszPreSequence, FIELD_STRING, "presequence" ),
+ DEFINE_OUTPUT( m_OnAnimationEvent, "OnAnimationEvent" ),
+END_DATADESC()
+
+
+void CInfoBM::Spawn( void )
+{
+ BaseClass::Spawn();
+
+// Msg( "Name %s\n", STRING( GetEntityName() ) );
+}
+
+bool CInfoBM::KeyValue( const char *szKeyName, const char *szValue )
+{
+ if (FStrEq( szKeyName, "radius"))
+ {
+ m_flRadius = atof( szValue );
+ return true;
+ }
+ else if (FStrEq( szKeyName, "reachdelay" ))
+ {
+ m_flDelay = atof( szValue);
+ return true;
+ }
+ else if (FStrEq( szKeyName, "health" ))
+ {
+ m_iHealth = atoi( szValue );
+ return true;
+ }
+
+ return BaseClass::KeyValue(szKeyName, szValue );
+}
+
+// UNDONE:
+//
+#define BIG_CHILDCLASS "monster_babycrab"
+
+
+class CNPC_BigMomma : public CHL1BaseNPC
+{
+ DECLARE_CLASS( CNPC_BigMomma, CHL1BaseNPC );
+public:
+
+ void Spawn( void );
+ void Precache( void );
+
+ Class_T Classify( void ) { return CLASS_ALIEN_MONSTER; };
+ void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
+ int OnTakeDamage( const CTakeDamageInfo &info );
+ void HandleAnimEvent( animevent_t *pEvent );
+ void LayHeadcrab( void );
+ void LaunchMortar( void );
+ void DeathNotice( CBaseEntity *pevChild );
+
+ int MeleeAttack1Conditions( float flDot, float flDist ); // Slash
+ int MeleeAttack2Conditions( float flDot, float flDist ); // Lay a crab
+ int RangeAttack1Conditions( float flDot, float flDist ); // Mortar launch
+
+
+ BOOL CanLayCrab( void )
+ {
+ if ( m_crabTime < gpGlobals->curtime && m_crabCount < BIG_MAXCHILDREN )
+ {
+ // Don't spawn crabs inside each other
+ Vector mins = GetAbsOrigin() - Vector( 32, 32, 0 );
+ Vector maxs = GetAbsOrigin() + Vector( 32, 32, 0 );
+
+ CBaseEntity *pList[2];
+ int count = UTIL_EntitiesInBox( pList, 2, mins, maxs, FL_NPC );
+ for ( int i = 0; i < count; i++ )
+ {
+ if ( pList[i] != this ) // Don't hurt yourself!
+ return COND_NONE;
+ }
+ return COND_CAN_MELEE_ATTACK2;
+ }
+
+ return COND_NONE;
+ }
+
+ void Activate ( void );
+
+ void NodeReach( void );
+ void NodeStart( string_t iszNextNode );
+ bool ShouldGoToNode( void );
+
+ const char *GetNodeSequence( void )
+ {
+ CInfoBM *pTarget = (CInfoBM*)GetTarget();
+
+ if ( pTarget && FClassnameIs( pTarget, "info_bigmomma" ) )
+ {
+ return STRING( pTarget->m_iszReachSequence ); // netname holds node sequence
+ }
+
+ return NULL;
+ }
+
+
+ const char *GetNodePresequence( void )
+ {
+ CInfoBM *pTarget = (CInfoBM *)GetTarget();
+
+ if ( pTarget && FClassnameIs( pTarget, "info_bigmomma" ) )
+ {
+ return STRING( pTarget->m_iszPreSequence );
+ }
+ return NULL;
+ }
+
+ float GetNodeDelay( void )
+ {
+ CInfoBM *pTarget = (CInfoBM *)GetTarget();
+
+ if ( pTarget && FClassnameIs( pTarget, "info_bigmomma" ) )
+ {
+ return pTarget->m_flDelay; // Speed holds node delay
+ }
+ return 0;
+ }
+
+ float GetNodeRange( void )
+ {
+ CInfoBM *pTarget = (CInfoBM *)GetTarget();
+
+ if ( pTarget && FClassnameIs( pTarget, "info_bigmomma" ) )
+ {
+ return pTarget->m_flRadius; // Scale holds node delay
+ }
+
+ return 1e6;
+ }
+
+ float GetNodeYaw( void )
+ {
+ CBaseEntity *pTarget = GetTarget();
+
+ if ( pTarget )
+ {
+ if ( pTarget->GetAbsAngles().y != 0 )
+ return pTarget->GetAbsAngles().y;
+ }
+
+ return GetAbsAngles().y;
+ }
+
+ // Restart the crab count on each new level
+ void OnRestore( void )
+ {
+ BaseClass::OnRestore();
+ m_crabCount = 0;
+ }
+
+ int SelectSchedule( void );
+ void StartTask( const Task_t *pTask );
+ void RunTask( const Task_t *pTask );
+
+ float MaxYawSpeed( void );
+
+ DECLARE_DATADESC();
+
+ DEFINE_CUSTOM_AI;
+
+ /*
+ void RunTask( Task_t *pTask );
+ void StartTask( Task_t *pTask );
+ Schedule_t *GetSchedule( void );
+ Schedule_t *GetScheduleOfType( int Type );
+ void SetYawSpeed( void );
+
+ CUSTOM_SCHEDULES;
+*/
+
+private:
+ float m_nodeTime;
+ float m_crabTime;
+ float m_mortarTime;
+ float m_painSoundTime;
+ int m_crabCount;
+ float m_flDmgTime;
+
+ bool m_bDoneWithPath;
+
+ string_t m_iszTarget;
+ string_t m_iszNetName;
+ float m_flWait;
+
+ Vector m_vTossDir;
+
+
+};
+
+
+BEGIN_DATADESC( CNPC_BigMomma )
+ DEFINE_FIELD( m_nodeTime, FIELD_TIME ),
+ DEFINE_FIELD( m_crabTime, FIELD_TIME ),
+ DEFINE_FIELD( m_mortarTime, FIELD_TIME ),
+ DEFINE_FIELD( m_painSoundTime, FIELD_TIME ),
+ DEFINE_KEYFIELD( m_iszNetName, FIELD_STRING, "netname" ),
+ DEFINE_FIELD( m_flWait, FIELD_TIME ),
+ DEFINE_FIELD( m_iszTarget, FIELD_STRING ),
+
+ DEFINE_FIELD( m_crabCount, FIELD_INTEGER ),
+ DEFINE_FIELD( m_flDmgTime, FIELD_TIME ),
+ DEFINE_FIELD( m_bDoneWithPath, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_vTossDir, FIELD_VECTOR ),
+
+END_DATADESC()
+
+
+LINK_ENTITY_TO_CLASS ( monster_bigmomma, CNPC_BigMomma );
+
+//=========================================================
+// Spawn
+//=========================================================
+void CNPC_BigMomma::Spawn()
+{
+ Precache( );
+
+ SetModel( "models/big_mom.mdl" );
+ UTIL_SetSize( this, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );
+
+ Vector vecSurroundingMins( -95, -95, 0 );
+ Vector vecSurroundingMaxs( 95, 95, 190 );
+ CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &vecSurroundingMins, &vecSurroundingMaxs );
+
+ SetNavType( NAV_GROUND );
+ SetSolid( SOLID_BBOX );
+ AddSolidFlags( FSOLID_NOT_STANDABLE );
+ SetMoveType( MOVETYPE_STEP );
+
+ m_bloodColor = BLOOD_COLOR_GREEN;
+ m_iHealth = 150 * sk_bigmomma_health_factor.GetFloat();
+
+ SetHullType( HULL_WIDE_HUMAN );
+ SetHullSizeNormal();
+
+ CapabilitiesAdd( bits_CAP_MOVE_GROUND );
+ CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 );
+
+// pev->view_ofs = Vector ( 0, 0, 128 );// position of the eyes relative to monster's origin.
+ m_flFieldOfView = 0.3;// indicates the width of this monster's forward view cone ( as a dotproduct result )
+ m_NPCState = NPC_STATE_NONE;
+
+ SetRenderColor( 255, 255, 255, 255 );
+
+ m_bDoneWithPath = false;
+
+ m_nodeTime = 0.0f;
+
+ m_iszTarget = m_iszNetName;
+
+ NPCInit();
+
+ BaseClass::Spawn();
+}
+
+//=========================================================
+// Precache - precaches all resources this monster needs
+//=========================================================
+void CNPC_BigMomma::Precache()
+{
+ PrecacheModel("models/big_mom.mdl");
+
+ UTIL_PrecacheOther( BIG_CHILDCLASS );
+
+ // TEMP: Squid
+ PrecacheModel("sprites/mommaspit.vmt");// spit projectile.
+ gSpitSprite = PrecacheModel("sprites/mommaspout.vmt");// client side spittle.
+ gSpitDebrisSprite = PrecacheModel("sprites/mommablob.vmt" );
+
+ PrecacheScriptSound( "BigMomma.Pain" );
+ PrecacheScriptSound( "BigMomma.Attack" );
+ PrecacheScriptSound( "BigMomma.AttackHit" );
+ PrecacheScriptSound( "BigMomma.Alert" );
+ PrecacheScriptSound( "BigMomma.Birth" );
+ PrecacheScriptSound( "BigMomma.Sack" );
+ PrecacheScriptSound( "BigMomma.Die" );
+ PrecacheScriptSound( "BigMomma.FootstepLeft" );
+ PrecacheScriptSound( "BigMomma.FootstepRight" );
+ PrecacheScriptSound( "BigMomma.LayHeadcrab" );
+ PrecacheScriptSound( "BigMomma.ChildDie" );
+ PrecacheScriptSound( "BigMomma.LaunchMortar" );
+}
+
+//=========================================================
+// SetYawSpeed - allows each sequence to have a different
+// turn rate associated with it.
+//=========================================================
+float CNPC_BigMomma::MaxYawSpeed ( void )
+{
+ float ys = 90.0f;
+
+ switch ( GetActivity() )
+ {
+ case ACT_IDLE:
+ ys = 100.0f;
+ break;
+ default:
+ ys = 90.0f;
+ }
+
+ return ys;
+}
+
+void CNPC_BigMomma::Activate( void )
+{
+ if ( GetTarget() == NULL )
+ Remember( bits_MEMORY_ADVANCE_NODE ); // Start 'er up
+
+ BaseClass::Activate();
+}
+
+void CNPC_BigMomma::NodeStart( string_t iszNextNode )
+{
+ m_iszTarget = iszNextNode;
+
+ const char *pTargetName = STRING( m_iszTarget );
+
+ CBaseEntity *pTarget = NULL;
+
+ if ( pTargetName )
+ pTarget = gEntList.FindEntityByName( NULL, pTargetName );
+
+ if ( pTarget == NULL )
+ {
+ //Msg( "BM: Finished the path!!\n" );
+ m_bDoneWithPath = true;
+ return;
+ }
+
+ SetTarget( pTarget );
+}
+
+
+void CNPC_BigMomma::NodeReach( void )
+{
+ CInfoBM *pTarget = (CInfoBM*)GetTarget();
+
+ Forget( bits_MEMORY_ADVANCE_NODE );
+
+ if ( !pTarget )
+ return;
+
+ if ( pTarget->m_iHealth >= 1 )
+ m_iMaxHealth = m_iHealth = pTarget->m_iHealth * sk_bigmomma_health_factor.GetFloat();
+
+ if ( !HasMemory( bits_MEMORY_FIRED_NODE ) )
+ {
+ if ( pTarget )
+ {
+ pTarget->m_OnAnimationEvent.FireOutput( this, this );
+ }
+ }
+
+ Forget( bits_MEMORY_FIRED_NODE );
+
+ m_iszTarget = pTarget->m_target;
+
+ if ( pTarget->m_iHealth == 0 )
+ Remember( bits_MEMORY_ADVANCE_NODE ); // Move on if no health at this node
+ else
+ {
+ GetNavigator()->ClearGoal();
+ }
+}
+
+
+void CNPC_BigMomma::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
+{
+ CTakeDamageInfo dmgInfo = info;
+
+ if ( ptr->hitbox <= 9 )
+ {
+ // didn't hit the sack?
+ if ( m_flDmgTime != gpGlobals->curtime || (random->RandomInt( 0, 10 ) < 1) )
+ {
+ g_pEffects->Ricochet( ptr->endpos, ptr->plane.normal );
+ m_flDmgTime = gpGlobals->curtime;
+ }
+
+ // don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated
+ dmgInfo.SetDamage( 0.1 );
+ }
+ else
+ {
+ SpawnBlood( ptr->endpos + ptr->plane.normal * 15, vecDir, m_bloodColor, 100 );
+
+ if ( gpGlobals->curtime > m_painSoundTime )
+ {
+ m_painSoundTime = gpGlobals->curtime + random->RandomInt(1, 3);
+ EmitSound( "BigMomma.Pain" );
+ }
+ }
+
+ BaseClass::TraceAttack( dmgInfo, vecDir, ptr, pAccumulator );
+}
+
+
+int CNPC_BigMomma::OnTakeDamage( const CTakeDamageInfo &info )
+{
+ CTakeDamageInfo newInfo = info;
+
+ // Don't take any acid damage -- BigMomma's mortar is acid
+ if ( newInfo.GetDamageType() & DMG_ACID )
+ {
+ newInfo.SetDamage( 0 );
+ }
+
+ // never die from damage, just advance to the next node
+ if ( ( GetHealth() - newInfo.GetDamage() ) < 1 )
+ {
+ newInfo.SetDamage( 0 );
+ Remember( bits_MEMORY_ADVANCE_NODE );
+ DevMsg( 2, "BM: Finished node health!!!\n" );
+ }
+
+ DevMsg( 2, "BM Health: %f\n", GetHealth() - newInfo.GetDamage() );
+
+ return BaseClass::OnTakeDamage( newInfo );
+}
+
+bool CNPC_BigMomma::ShouldGoToNode( void )
+{
+ if ( HasMemory( bits_MEMORY_ADVANCE_NODE ) )
+ {
+ if ( m_nodeTime < gpGlobals->curtime )
+ return true;
+ }
+ return false;
+}
+
+
+int CNPC_BigMomma::SelectSchedule( void )
+{
+ if ( ShouldGoToNode() )
+ {
+ return SCHED_BIG_NODE;
+ }
+
+ return BaseClass::SelectSchedule();
+}
+
+
+void CNPC_BigMomma::StartTask( const Task_t *pTask )
+{
+ switch ( pTask->iTask )
+ {
+ case TASK_CHECK_NODE_PROXIMITY:
+ {
+
+ }
+
+ break;
+ case TASK_FIND_NODE:
+ {
+ CBaseEntity *pTarget = GetTarget();
+
+ if ( !HasMemory( bits_MEMORY_ADVANCE_NODE ) )
+ {
+ if ( pTarget )
+ m_iszTarget = pTarget->m_target;
+ }
+
+ NodeStart( m_iszTarget );
+ TaskComplete();
+ //Msg( "BM: Found node %s\n", STRING( m_iszTarget ) );
+ }
+ break;
+
+ case TASK_NODE_DELAY:
+ m_nodeTime = gpGlobals->curtime + pTask->flTaskData;
+ TaskComplete();
+ //Msg( "BM: FAIL! Delay %.2f\n", pTask->flTaskData );
+ break;
+
+ case TASK_PROCESS_NODE:
+ //Msg( "BM: Reached node %s\n", STRING( m_iszTarget ) );
+ NodeReach();
+ TaskComplete();
+ break;
+
+ case TASK_PLAY_NODE_PRESEQUENCE:
+ case TASK_PLAY_NODE_SEQUENCE:
+ {
+ const char *pSequence = NULL;
+ int iSequence;
+
+ if ( pTask->iTask == TASK_PLAY_NODE_SEQUENCE )
+ pSequence = GetNodeSequence();
+ else
+ pSequence = GetNodePresequence();
+
+ //Msg( "BM: Playing node sequence %s\n", pSequence );
+
+ if ( pSequence ) //ugh
+ {
+ iSequence = LookupSequence( pSequence );
+
+ if ( iSequence != -1 )
+ {
+ SetIdealActivity( ACT_DO_NOT_DISTURB );
+ SetSequence( iSequence );
+ SetCycle( 0.0f );
+
+ ResetSequenceInfo();
+ //Msg( "BM: Sequence %s %f\n", GetNodeSequence(), gpGlobals->curtime );
+ return;
+ }
+ }
+ TaskComplete();
+ }
+ break;
+
+ case TASK_NODE_YAW:
+ GetMotor()->SetIdealYaw( GetNodeYaw() );
+ TaskComplete();
+ break;
+
+ case TASK_WAIT_NODE:
+ m_flWait = gpGlobals->curtime + GetNodeDelay();
+
+ /*if ( GetTarget() && GetTarget()->GetSpawnFlags() & SF_INFOBM_WAIT )
+ Msg( "BM: Wait at node %s forever\n", STRING( m_iszTarget) );
+ else
+ Msg( "BM: Wait at node %s for %.2f\n", STRING( m_iszTarget ), GetNodeDelay() );*/
+ break;
+
+
+ case TASK_MOVE_TO_NODE_RANGE:
+ {
+ CBaseEntity *pTarget = GetTarget();
+
+ if ( !pTarget )
+ TaskFail( FAIL_NO_TARGET );
+ else
+ {
+ if ( ( pTarget->GetAbsOrigin() - GetAbsOrigin() ).Length() < GetNodeRange() )
+ TaskComplete();
+ else
+ {
+ Activity act = ACT_WALK;
+ if ( pTarget->GetSpawnFlags() & SF_INFOBM_RUN )
+ act = ACT_RUN;
+
+ AI_NavGoal_t goal( GOALTYPE_TARGETENT, vec3_origin, act );
+
+ if ( !GetNavigator()->SetGoal( goal ) )
+ {
+ TaskFail( NO_TASK_FAILURE );
+ }
+ }
+ }
+ }
+ //Msg( "BM: Moving to node %s\n", STRING( m_iszTarget ) );
+
+ break;
+
+ case TASK_MELEE_ATTACK1:
+ {
+
+ // Play an attack sound here
+
+ CPASAttenuationFilter filter( this );
+ EmitSound( filter, entindex(), "BigMomma.Attack" );
+
+ BaseClass::StartTask( pTask );
+ }
+
+ break;
+
+ default:
+ BaseClass::StartTask( pTask );
+ break;
+ }
+}
+
+//=========================================================
+// RunTask
+//=========================================================
+void CNPC_BigMomma::RunTask( const Task_t *pTask )
+{
+ switch ( pTask->iTask )
+ {
+ case TASK_CHECK_NODE_PROXIMITY:
+ {
+ float distance;
+
+ if ( GetTarget() == NULL )
+ TaskFail( FAIL_NO_TARGET );
+ else
+ {
+ if ( GetNavigator()->IsGoalActive() )
+ {
+ distance = ( GetTarget()->GetAbsOrigin() - GetAbsOrigin() ).Length2D();
+ // Set the appropriate activity based on an overlapping range
+ // overlap the range to prevent oscillation
+ if ( distance < GetNodeRange() )
+ {
+ //Msg( "BM: Reached node PROXIMITY!!\n" );
+ TaskComplete();
+ GetNavigator()->ClearGoal(); // Stop moving
+ }
+ }
+ else
+ TaskComplete();
+ }
+ }
+
+ break;
+
+ case TASK_WAIT_NODE:
+ if ( GetTarget() != NULL && (GetTarget()->GetSpawnFlags() & SF_INFOBM_WAIT) )
+ return;
+
+ if ( gpGlobals->curtime > m_flWaitFinished )
+ TaskComplete();
+ //Msg( "BM: The WAIT is over!\n" );
+ break;
+
+ case TASK_PLAY_NODE_PRESEQUENCE:
+ case TASK_PLAY_NODE_SEQUENCE:
+
+ if ( IsSequenceFinished() )
+ {
+ CBaseEntity *pTarget = NULL;
+
+ if ( GetTarget() )
+ pTarget = gEntList.FindEntityByName( NULL, STRING( GetTarget()->m_target ) );
+
+ if ( pTarget )
+ {
+ SetActivity( ACT_IDLE );
+ TaskComplete();
+ }
+ }
+
+ break;
+
+ default:
+ BaseClass::RunTask( pTask );
+ break;
+ }
+}
+
+//=========================================================
+// HandleAnimEvent - catches the monster-specific messages
+// that occur when tagged animation frames are played.
+//
+// Returns number of events handled, 0 if none.
+//=========================================================
+void CNPC_BigMomma::HandleAnimEvent( animevent_t *pEvent )
+{
+ CPASAttenuationFilter filter( this );
+
+ Vector vecFwd, vecRight, vecUp;
+ QAngle angles;
+ angles = GetAbsAngles();
+ AngleVectors( angles, &vecFwd, &vecRight, &vecUp );
+
+ switch( pEvent->event )
+ {
+ case BIG_AE_MELEE_ATTACKBR:
+ case BIG_AE_MELEE_ATTACKBL:
+ case BIG_AE_MELEE_ATTACK1:
+ {
+ Vector center = GetAbsOrigin() + vecFwd * 128;
+ Vector mins = center - Vector( 64, 64, 0 );
+ Vector maxs = center + Vector( 64, 64, 64 );
+
+ CBaseEntity *pList[8];
+ int count = UTIL_EntitiesInBox( pList, 8, mins, maxs, FL_NPC | FL_CLIENT );
+ CBaseEntity *pHurt = NULL;
+
+ for ( int i = 0; i < count && !pHurt; i++ )
+ {
+ if ( pList[i] != this )
+ {
+ if ( pList[i]->GetOwnerEntity() != this )
+ {
+ pHurt = pList[i];
+ }
+ }
+ }
+
+ if ( pHurt )
+ {
+ CTakeDamageInfo info( this, this, 15, DMG_CLUB | DMG_SLASH );
+ CalculateMeleeDamageForce( &info, (pHurt->GetAbsOrigin() - GetAbsOrigin()), pHurt->GetAbsOrigin() );
+ pHurt->TakeDamage( info );
+ QAngle newAngles = angles;
+ newAngles.x = 15;
+ if ( pHurt->IsPlayer() )
+ {
+ ((CBasePlayer *)pHurt)->SetPunchAngle( newAngles );
+ }
+ switch( pEvent->event )
+ {
+ case BIG_AE_MELEE_ATTACKBR:
+// pHurt->pev->velocity = pHurt->pev->velocity + (vecFwd * 150) + Vector(0,0,250) - (vecRight * 200);
+ pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (vecFwd * 150) + Vector(0,0,250) - (vecRight * 200) );
+ break;
+
+ case BIG_AE_MELEE_ATTACKBL:
+ pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (vecFwd * 150) + Vector(0,0,250) + (vecRight * 200) );
+ break;
+
+ case BIG_AE_MELEE_ATTACK1:
+ pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (vecFwd * 220) + Vector(0,0,200) );
+ break;
+ }
+
+ pHurt->SetGroundEntity( NULL );
+ EmitSound( filter, entindex(), "BigMomma.AttackHit" );
+ }
+ }
+ break;
+
+ case BIG_AE_SCREAM:
+ EmitSound( filter, entindex(), "BigMomma.Alert" );
+ break;
+
+ case BIG_AE_PAIN_SOUND:
+ EmitSound( filter, entindex(), "BigMomma.Pain" );
+ break;
+
+ case BIG_AE_ATTACK_SOUND:
+ EmitSound( filter, entindex(), "BigMomma.Attack" );
+ break;
+
+ case BIG_AE_BIRTH_SOUND:
+ EmitSound( filter, entindex(), "BigMomma.Birth" );
+ break;
+
+ case BIG_AE_SACK:
+ if ( RandomInt(0,100) < 30 )
+ {
+ EmitSound( filter, entindex(), "BigMomma.Sack" );
+ }
+ break;
+
+ case BIG_AE_DEATHSOUND:
+ EmitSound( filter, entindex(), "BigMomma.Die" );
+ break;
+
+ case BIG_AE_STEP1: // Footstep left
+ case BIG_AE_STEP3: // Footstep back left
+ EmitSound( filter, entindex(), "BigMomma.FootstepLeft" );
+ break;
+
+ case BIG_AE_STEP4: // Footstep back right
+ case BIG_AE_STEP2: // Footstep right
+ EmitSound( filter, entindex(), "BigMomma.FootstepRight" );
+ break;
+
+ case BIG_AE_MORTAR_ATTACK1:
+ LaunchMortar();
+ break;
+
+ case BIG_AE_LAY_CRAB:
+ LayHeadcrab();
+ break;
+
+ case BIG_AE_JUMP_FORWARD:
+ SetGroundEntity( NULL );
+ SetAbsOrigin(GetAbsOrigin() + Vector ( 0 , 0 , 1) );// take him off ground so engine doesn't instantly reset onground
+ SetAbsVelocity(vecFwd * 200 + vecUp * 500 );
+ break;
+
+ case BIG_AE_EARLY_TARGET:
+ {
+ CInfoBM *pTarget = (CInfoBM*) GetTarget();
+
+ if ( pTarget )
+ {
+ pTarget->m_OnAnimationEvent.FireOutput( this, this );
+ }
+
+ Remember( bits_MEMORY_FIRED_NODE );
+ }
+ break;
+
+ default:
+ BaseClass::HandleAnimEvent( pEvent );
+ break;
+ }
+}
+
+
+void CNPC_BigMomma::LayHeadcrab( void )
+{
+ CBaseEntity *pChild = CBaseEntity::Create( BIG_CHILDCLASS, GetAbsOrigin(), GetAbsAngles(), this );
+
+ pChild->AddSpawnFlags( SF_NPC_FALL_TO_GROUND );
+
+ pChild->SetOwnerEntity( this );
+
+ // Is this the second crab in a pair?
+ if ( HasMemory( bits_MEMORY_CHILDPAIR ) )
+ {
+ m_crabTime = gpGlobals->curtime + RandomFloat( 5, 10 );
+ Forget( bits_MEMORY_CHILDPAIR );
+ }
+ else
+ {
+ m_crabTime = gpGlobals->curtime + RandomFloat( 0.5, 2.5 );
+ Remember( bits_MEMORY_CHILDPAIR );
+ }
+
+ trace_t tr;
+ UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,100), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
+ UTIL_DecalTrace( &tr, "Splash" );
+
+ CPASAttenuationFilter filter( this );
+ EmitSound( filter, entindex(), "BigMomma.LayHeadcrab" );
+
+ m_crabCount++;
+}
+
+void CNPC_BigMomma::DeathNotice( CBaseEntity *pevChild )
+{
+ if ( m_crabCount > 0 ) // Some babies may cross a transition, but we reset the count then
+ {
+ m_crabCount--;
+ }
+ if ( IsAlive() )
+ {
+ // Make the "my baby's dead" noise!
+ CPASAttenuationFilter filter( this );
+ EmitSound( filter, entindex(), "BigMomma.ChildDie" );
+ }
+}
+
+
+void CNPC_BigMomma::LaunchMortar( void )
+{
+ m_mortarTime = gpGlobals->curtime + RandomFloat( 2, 15 );
+
+ Vector startPos = GetAbsOrigin();
+ startPos.z += 180;
+
+ CPASAttenuationFilter filter( this );
+ EmitSound( filter, entindex(), "BigMomma.LaunchMortar" );
+
+ CBMortar *pBomb = CBMortar::Shoot( this, startPos, m_vTossDir );
+ pBomb->SetGravity( 1.0 );
+ MortarSpray( startPos, Vector(0,0,10), gSpitSprite, 24 );
+}
+
+int CNPC_BigMomma::MeleeAttack1Conditions( float flDot, float flDist )
+{
+ if (flDot >= 0.7)
+ {
+ if ( flDist > BIG_ATTACKDIST )
+ return COND_TOO_FAR_TO_ATTACK;
+ else
+ return COND_CAN_MELEE_ATTACK1;
+ }
+ else
+ {
+ return COND_NOT_FACING_ATTACK;
+ }
+
+ return COND_NONE;
+}
+
+
+// Lay a crab
+int CNPC_BigMomma::MeleeAttack2Conditions( float flDot, float flDist )
+{
+ return CanLayCrab();
+}
+
+
+Vector VecCheckSplatToss( CBaseEntity *pEnt, const Vector &vecSpot1, Vector vecSpot2, float maxHeight )
+{
+ trace_t tr;
+ Vector vecMidPoint;// halfway point between Spot1 and Spot2
+ Vector vecApex;// highest point
+ Vector vecScale;
+ Vector vecGrenadeVel;
+ Vector vecTemp;
+ float flGravity = GetCurrentGravity();
+
+ // calculate the midpoint and apex of the 'triangle'
+ vecMidPoint = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5;
+ UTIL_TraceLine(vecMidPoint, vecMidPoint + Vector(0,0,maxHeight), MASK_SOLID_BRUSHONLY, pEnt, COLLISION_GROUP_NONE, &tr );
+ vecApex = tr.endpos;
+
+ UTIL_TraceLine(vecSpot1, vecApex, MASK_SOLID, pEnt, COLLISION_GROUP_NONE, &tr );
+ if (tr.fraction != 1.0)
+ {
+ // fail!
+ return vec3_origin;
+ }
+
+ // Don't worry about actually hitting the target, this won't hurt us!
+
+ // How high should the grenade travel (subtract 15 so the grenade doesn't hit the ceiling)?
+ float height = (vecApex.z - vecSpot1.z) - 15;
+
+ //HACK HACK
+ if ( height < 0 )
+ height *= -1;
+
+ // How fast does the grenade need to travel to reach that height given gravity?
+ float speed = sqrt( 2 * flGravity * height );
+
+ // How much time does it take to get there?
+ float time = speed / flGravity;
+ vecGrenadeVel = (vecSpot2 - vecSpot1);
+ vecGrenadeVel.z = 0;
+
+ // Travel half the distance to the target in that time (apex is at the midpoint)
+ vecGrenadeVel = vecGrenadeVel * ( 0.5 / time );
+ // Speed to offset gravity at the desired height
+ vecGrenadeVel.z = speed;
+
+ return vecGrenadeVel;
+}
+
+// Mortar launch
+int CNPC_BigMomma::RangeAttack1Conditions( float flDot, float flDist )
+{
+ if ( flDist > BIG_MORTARDIST )
+ return COND_TOO_FAR_TO_ATTACK;
+
+ if ( flDist <= BIG_MORTARDIST && m_mortarTime < gpGlobals->curtime )
+ {
+ CBaseEntity *pEnemy = GetEnemy();
+
+ if ( pEnemy )
+ {
+ Vector startPos = GetAbsOrigin();
+ startPos.z += 180;
+
+ m_vTossDir = VecCheckSplatToss( this, startPos, pEnemy->BodyTarget( GetAbsOrigin() ), random->RandomFloat( 150, 500 ) );
+
+ if ( m_vTossDir != vec3_origin )
+ return COND_CAN_RANGE_ATTACK1;
+ }
+ }
+
+ return COND_NONE;
+}
+
+// ---------------------------------
+//
+// Mortar
+//
+// ---------------------------------
+void MortarSpray( const Vector &position, const Vector &direction, int spriteModel, int count )
+{
+ CPVSFilter filter( position );
+
+ te->SpriteSpray( filter, 0.0, &position, &direction, spriteModel, 200, 80, count );
+}
+
+
+// UNDONE: right now this is pretty much a copy of the squid spit with minor changes to the way it does damage
+void CBMortar:: Spawn( void )
+{
+ SetMoveType( MOVETYPE_FLYGRAVITY );
+ SetClassname( "bmortar" );
+
+ SetSolid( SOLID_BBOX );
+
+ pSprite = CSprite::SpriteCreate( "sprites/mommaspit.vmt", GetAbsOrigin(), true );
+
+ if ( pSprite )
+ {
+ pSprite->SetAttachment( this, 0 );
+ pSprite->m_flSpriteFramerate = 5;
+
+ pSprite->m_nRenderMode = kRenderTransAlpha;
+ pSprite->SetBrightness( 255 );
+
+ m_iFrame = 0;
+
+ pSprite->SetScale( 2.5f );
+ }
+
+ UTIL_SetSize( this, Vector( 0, 0, 0), Vector(0, 0, 0) );
+
+ m_maxFrame = (float)modelinfo->GetModelFrameCount( GetModel() ) - 1;
+ m_flDmgTime = gpGlobals->curtime + 0.4;
+}
+
+void CBMortar::Animate( void )
+{
+ SetNextThink( gpGlobals->curtime + 0.1 );
+
+ Vector vVelocity = GetAbsVelocity();
+
+ VectorNormalize( vVelocity );
+
+ if ( gpGlobals->curtime > m_flDmgTime )
+ {
+ m_flDmgTime = gpGlobals->curtime + 0.2;
+ MortarSpray( GetAbsOrigin() + Vector( 0, 0, 15 ), -vVelocity, gSpitSprite, 3 );
+ }
+ if ( m_iFrame++ )
+ {
+ if ( m_iFrame > m_maxFrame )
+ {
+ m_iFrame = 0;
+ }
+ }
+}
+
+CBMortar *CBMortar::Shoot( CBaseEntity *pOwner, Vector vecStart, Vector vecVelocity )
+{
+ CBMortar *pSpit = CREATE_ENTITY( CBMortar, "bmortar" );
+ pSpit->Spawn();
+
+ UTIL_SetOrigin( pSpit, vecStart );
+ pSpit->SetAbsVelocity( vecVelocity );
+ pSpit->SetOwnerEntity( pOwner );
+ pSpit->SetThink ( &CBMortar::Animate );
+ pSpit->SetNextThink( gpGlobals->curtime + 0.1 );
+
+ return pSpit;
+}
+
+void CBMortar::Precache()
+{
+ BaseClass::Precache();
+
+ PrecacheScriptSound( "NPC_BigMomma.SpitTouch1" );
+ PrecacheScriptSound( "NPC_BigMomma.SpitHit1" );
+ PrecacheScriptSound( "NPC_BigMomma.SpitHit2" );
+}
+
+void CBMortar::Touch( CBaseEntity *pOther )
+{
+ trace_t tr;
+ int iPitch;
+
+ // splat sound
+ iPitch = random->RandomFloat( 90, 110 );
+
+ EmitSound( "NPC_BigMomma.SpitTouch1" );
+
+ switch ( random->RandomInt( 0, 1 ) )
+ {
+ case 0:
+ EmitSound( "NPC_BigMomma.SpitHit1" );
+ break;
+ case 1:
+ EmitSound( "NPC_BigMomma.SpitHit2" );
+ break;
+ }
+
+ if ( pOther->IsBSPModel() )
+ {
+ // make a splat on the wall
+ UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() * 10, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
+ UTIL_DecalTrace( &tr, "Splash" );
+ }
+ else
+ {
+ tr.endpos = GetAbsOrigin();
+
+ Vector vVelocity = GetAbsVelocity();
+ VectorNormalize( vVelocity );
+
+ tr.plane.normal = -1 * vVelocity;
+ }
+ // make some flecks
+ MortarSpray( tr.endpos + Vector( 0, 0, 15 ), tr.plane.normal, gSpitSprite, 24 );
+
+ CBaseEntity *pOwner = GetOwnerEntity();
+
+ RadiusDamage( CTakeDamageInfo( this, pOwner, sk_bigmomma_dmg_blast.GetFloat(), DMG_ACID ), GetAbsOrigin(), sk_bigmomma_radius_blast.GetFloat(), CLASS_NONE, NULL );
+
+ UTIL_Remove( pSprite );
+ UTIL_Remove( this );
+}
+
+
+AI_BEGIN_CUSTOM_NPC( monster_bigmomma, CNPC_BigMomma )
+
+ DECLARE_TASK( TASK_MOVE_TO_NODE_RANGE )
+ DECLARE_TASK( TASK_FIND_NODE )
+ DECLARE_TASK( TASK_PLAY_NODE_PRESEQUENCE )
+ DECLARE_TASK( TASK_PLAY_NODE_SEQUENCE )
+ DECLARE_TASK( TASK_PROCESS_NODE )
+ DECLARE_TASK( TASK_WAIT_NODE )
+ DECLARE_TASK( TASK_NODE_DELAY )
+ DECLARE_TASK( TASK_NODE_YAW )
+ DECLARE_TASK( TASK_CHECK_NODE_PROXIMITY )
+
+
+ //=========================================================
+ // > SCHED_BIG_NODE
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_NODE_FAIL,
+
+ " Tasks"
+ " TASK_NODE_DELAY 3"
+ " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
+ " "
+ " Interrupts"
+ )
+
+ //=========================================================
+ // > SCHED_BIG_NODE
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_BIG_NODE,
+
+ " Tasks"
+ " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_NODE_FAIL"
+ " TASK_STOP_MOVING 0"
+ " TASK_FIND_NODE 0"
+ " TASK_PLAY_NODE_PRESEQUENCE 0"
+ " TASK_MOVE_TO_NODE_RANGE 0"
+ " TASK_CHECK_NODE_PROXIMITY 0"
+ " TASK_STOP_MOVING 0"
+ " TASK_NODE_YAW 0"
+ " TASK_FACE_IDEAL 0"
+ " TASK_WAIT_NODE 0"
+ " TASK_PLAY_NODE_SEQUENCE 0"
+ " TASK_PROCESS_NODE 0"
+
+ " "
+ " Interrupts"
+ )
+
+AI_END_CUSTOM_NPC()
+
+