//=========================================================
// 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();
}
コード例 #2
0
//=========================================================
// FScheduleValid - returns TRUE as long as the current
// schedule is still the proper schedule to be executing,
// taking into account all conditions
//=========================================================
BOOL CBaseMonster :: FScheduleValid ( void )
{
	if ( m_pSchedule == NULL )
	{
		// schedule is empty, and therefore not valid.
		return FALSE;
	}

	if ( HasConditions( m_pSchedule->iInterruptMask | bits_COND_SCHEDULE_DONE | bits_COND_TASK_FAILED ) )
	{
#ifdef DEBUG
		if ( HasConditions ( bits_COND_TASK_FAILED ) && m_failSchedule == SCHED_NONE )
		{
			// fail! Send a visual indicator.
			Vector tmp = pev->origin;
			tmp.z = pev->absmax.z + 16;
			UTIL_Sparks( tmp );
		}
#endif // DEBUG

		// some condition has interrupted the schedule, or the schedule is done
		return FALSE;
	}
	
	return TRUE;
}
コード例 #3
0
ファイル: houndeye.cpp プロジェクト: Skumek/hlsdk
//=========================================================
// GetSchedule 
//=========================================================
Schedule_t *CHoundeye :: GetSchedule( void )
{
	switch	( m_MonsterState )
	{
	case MONSTERSTATE_COMBAT:
		{
// dead enemy
			if ( HasConditions( bits_COND_ENEMY_DEAD ) )
			{
				// call base class, all code to handle dead enemies is centralized there.
				return CBaseMonster :: GetSchedule();
			}

			if ( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
			{
				if ( RANDOM_FLOAT( 0 , 1 ) <= 0.4 )
				{
					TraceResult tr;
					UTIL_MakeVectors( pev->angles );
					UTIL_TraceHull( pev->origin, pev->origin + gpGlobals->v_forward * -128, dont_ignore_monsters, head_hull, ENT( pev ), &tr );

					if ( tr.flFraction == 1.0 )
					{
						// it's clear behind, so the hound will jump
						return GetScheduleOfType ( SCHED_HOUND_HOP_RETREAT );
					}
				}

				return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
			}

			if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
			{
				if ( OccupySlot ( bits_SLOTS_HOUND_ATTACK ) )
				{
					return GetScheduleOfType ( SCHED_RANGE_ATTACK1 );
				}

				return GetScheduleOfType ( SCHED_HOUND_AGITATED );
			}
			break;
		}
	default:
		break;
	}

	return CSquadMonster :: GetSchedule();
}
コード例 #4
0
ファイル: hassassin.cpp プロジェクト: 6779660/halflife
//=========================================================
// CheckRangeAttack2 - toss grenade is enemy gets in the way and is too close. 
//=========================================================
BOOL CHAssassin :: CheckRangeAttack2 ( float flDot, float flDist )
{
	m_fThrowGrenade = FALSE;
	if ( !FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND ) )
	{
		// don't throw grenades at anything that isn't on the ground!
		return FALSE;
	}

	// don't get grenade happy unless the player starts to piss you off
	if ( m_iFrustration <= 2)
		return FALSE;

	if ( m_flNextGrenadeCheck < gpGlobals->time && !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 512 /* && flDot >= 0.5 */ /* && NoFriendlyFire() */ )
	{
		Vector vecToss = VecCheckThrow( pev, GetGunPosition( ), m_hEnemy->Center(), flDist, 0.5 ); // use dist as speed to get there in 1 second

		if ( vecToss != g_vecZero )
		{
			m_vecTossVelocity = vecToss;

			// throw a hand grenade
			m_fThrowGrenade = TRUE;

			return TRUE;
		}
	}

	return FALSE;
}
コード例 #5
0
ファイル: agrunt.cpp プロジェクト: Solexid/halflife
//=========================================================
// CheckRangeAttack1 
//
// !!!LATER - we may want to load balance this. Several
// tracelines are done, so we may not want to do this every
// server frame. Definitely not while firing. 
//=========================================================
BOOL CAGrunt :: CheckRangeAttack1 ( float flDot, float flDist )
{
	if ( gpGlobals->time < m_flNextHornetAttackCheck )
	{
		return m_fCanHornetAttack;
	}

	if ( HasConditions( bits_COND_SEE_ENEMY ) && flDist >= AGRUNT_MELEE_DIST && flDist <= 1024 && flDot >= 0.5 && NoFriendlyFire() )
	{
		TraceResult	tr;
		Vector	vecArmPos, vecArmDir;

		// verify that a shot fired from the gun will hit the enemy before the world.
		// !!!LATER - we may wish to do something different for projectile weapons as opposed to instant-hit
		UTIL_MakeVectors( pev->angles );
		GetAttachment( 0, vecArmPos, vecArmDir );
//		UTIL_TraceLine( vecArmPos, vecArmPos + gpGlobals->v_forward * 256, ignore_monsters, ENT(pev), &tr);
		UTIL_TraceLine( vecArmPos, m_hEnemy->BodyTarget(vecArmPos), dont_ignore_monsters, ENT(pev), &tr);

		if ( tr.flFraction == 1.0 || tr.pHit == m_hEnemy->edict() )
		{
			m_flNextHornetAttackCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 );
			m_fCanHornetAttack = TRUE;
			return m_fCanHornetAttack;
		}
	}
	
	m_flNextHornetAttackCheck = gpGlobals->time + 0.2;// don't check for half second if this check wasn't successful
	m_fCanHornetAttack = FALSE;
	return m_fCanHornetAttack;
}
コード例 #6
0
ファイル: luciole.cpp プロジェクト: jlecorre/hlinvasion
//=========================================================
// 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 *CLuciole :: GetSchedule ( void )
{

	switch	( m_MonsterState )
	{
	case MONSTERSTATE_IDLE:
		break;

	case MONSTERSTATE_ALERT:
		break;

	case MONSTERSTATE_COMBAT:
		{
			if ( HasConditions(bits_COND_NEW_ENEMY) )	// une seule réorganisation par ennemi
			{
			//	if ( VARS(m_hEnemy) != VARS(Leader()->m_hEnemy) )
				{
					ReorganiseSquad ();
				}
			}

/*			if ( gpGlobals->time - m_flLastAttack < ATTACK_DELAY && IsLeader() )
				return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );

			else
*/				return GetScheduleOfType ( SCHED_CHASE_ENEMY );


		}
		break;
	}

	return CBaseMonster :: GetSchedule();
}
コード例 #7
0
ファイル: CTalkMonster.cpp プロジェクト: oskarlh/HLEnhanced
//=========================================================
// If there's a player around, watch him.
//=========================================================
void CTalkMonster :: PrescheduleThink ( void )
{
	if ( !HasConditions ( bits_COND_SEE_CLIENT ) )
	{
		SetConditions ( bits_COND_CLIENT_UNSEEN );
	}
}
コード例 #8
0
ファイル: agrunt.cpp プロジェクト: Solexid/halflife
//=========================================================
// CheckMeleeAttack1 - alien grunts zap the crap out of 
// any enemy that gets too close. 
//=========================================================
BOOL CAGrunt :: CheckMeleeAttack1 ( float flDot, float flDist )
{
	if ( HasConditions ( bits_COND_SEE_ENEMY ) && flDist <= AGRUNT_MELEE_DIST && flDot >= 0.6 && m_hEnemy != NULL )
	{
		return TRUE;
	}
	return FALSE;
}
コード例 #9
0
ファイル: bullsquid.cpp プロジェクト: Xash3DLinux/xash3dlinux
//=========================================================
// CheckMeleeAttack2 - bullsquid is a big guy, so has a longer
// melee range than most monsters. This is the bite attack.
// this attack will not be performed if the tailwhip attack
// is valid.
//=========================================================
BOOL CBullsquid :: CheckMeleeAttack2 ( float flDot, float flDist )
{
	if ( flDist <= 85 && flDot >= 0.7 && !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )		// The player & bullsquid can be as much as their bboxes
	{										// apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3))
		return TRUE;
	}
	return FALSE;
}
コード例 #10
0
ファイル: agrunt.cpp プロジェクト: Solexid/halflife
//=========================================================
//=========================================================
Schedule_t* CAGrunt :: GetScheduleOfType ( int Type ) 
{
	switch	( Type )
	{
	case SCHED_TAKE_COVER_FROM_ENEMY:
		return &slAGruntTakeCoverFromEnemy[ 0 ];
		break;
	
	case SCHED_RANGE_ATTACK1:
		if ( HasConditions( bits_COND_SEE_ENEMY ) )
		{
			//normal attack
			return &slAGruntRangeAttack1[ 0 ];
		}
		else
		{
			// attack an unseen enemy
			// return &slAGruntHiddenRangeAttack[ 0 ];
			return &slAGruntRangeAttack1[ 0 ];
		}
		break;

	case SCHED_AGRUNT_THREAT_DISPLAY:
		return &slAGruntThreatDisplay[ 0 ];
		break;

	case SCHED_AGRUNT_SUPPRESS:
		return &slAGruntSuppress[ 0 ];
		break;

	case SCHED_STANDOFF:
		return &slAGruntStandoff[ 0 ];
		break;

	case SCHED_VICTORY_DANCE:
		return &slAGruntVictoryDance[ 0 ];
		break;

	case SCHED_FAIL:
		// no fail schedule specified, so pick a good generic one.
		{
			if ( m_hEnemy != NULL )
			{
				// I have an enemy
				// !!!LATER - what if this enemy is really far away and i'm chasing him?
				// this schedule will make me stop, face his last known position for 2 
				// seconds, and then try to move again
				return &slAGruntCombatFail[ 0 ];
			}

			return &slAGruntFail[ 0 ];
		}
		break;

	}

	return CSquadMonster :: GetScheduleOfType( Type );
}
コード例 #11
0
ファイル: agrunt.cpp プロジェクト: Solexid/halflife
//=========================================================
// FCanCheckAttacks - this is overridden for alien grunts
// because they can use their smart weapons against unseen
// enemies. Base class doesn't attack anyone it can't see.
//=========================================================
BOOL CAGrunt :: FCanCheckAttacks ( void )
{
	if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) )
	{
		return TRUE;
	}
	else
	{
		return FALSE;
	}
}
コード例 #12
0
ファイル: gargantua.cpp プロジェクト: XashDev/XashXT
void CGargantua :: PrescheduleThink( void )
{
	if ( !HasConditions( bits_COND_SEE_ENEMY ) )
	{
		m_seeTime = gpGlobals->time + 5;
		EyeOff();
	}
	else
		EyeOn( 200 );
	
	EyeUpdate();
}
コード例 #13
0
ファイル: agrunt.cpp プロジェクト: Solexid/halflife
//=========================================================
// 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 *CAGrunt :: GetSchedule ( void )
{
	if ( HasConditions(bits_COND_HEAR_SOUND) )
	{
		CSound *pSound;
		pSound = PBestSound();

		ASSERT( pSound != NULL );
		if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
		{
			// dangerous sound nearby!
			return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
		}
	}

	switch	( m_MonsterState )
	{
	case MONSTERSTATE_COMBAT:
		{
// dead enemy
			if ( HasConditions( bits_COND_ENEMY_DEAD ) )
			{
				// call base class, all code to handle dead enemies is centralized there.
				return CBaseMonster :: GetSchedule();
			}

			if ( HasConditions(bits_COND_NEW_ENEMY) )
			{
				return GetScheduleOfType( SCHED_WAKE_ANGRY );
			}

	// zap player!
			if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
			{
				AttackSound();// this is a total hack. Should be parto f the schedule
				return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
			}

			if ( HasConditions ( bits_COND_HEAVY_DAMAGE ) )
			{
				return GetScheduleOfType( SCHED_SMALL_FLINCH );
			}

	// can attack
			if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot ( bits_SLOTS_AGRUNT_HORNET ) )
			{
				return GetScheduleOfType ( SCHED_RANGE_ATTACK1 );
			}

			if ( OccupySlot ( bits_SLOT_AGRUNT_CHASE ) )
			{
				return GetScheduleOfType ( SCHED_CHASE_ENEMY );
			}

			return GetScheduleOfType ( SCHED_STANDOFF );
		}
	}

	return CSquadMonster :: GetSchedule();
}
コード例 #14
0
ファイル: ichthyosaur.cpp プロジェクト: ET-NiK/amxxgroup
//=========================================================
// GetSchedule
//=========================================================
Schedule_t* CIchthyosaur::GetSchedule()
{
	// ALERT( at_console, "GetSchedule( )\n" );
	switch(m_MonsterState)
	{
	case MONSTERSTATE_IDLE:
		m_flightSpeed = 80;
		return GetScheduleOfType( SCHED_IDLE_WALK );

	case MONSTERSTATE_ALERT:
		m_flightSpeed = 150;
		return GetScheduleOfType( SCHED_IDLE_WALK );

	case MONSTERSTATE_COMBAT:
		m_flMaxSpeed = 400;
		// eat them
		if ( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
		{
			return GetScheduleOfType( SCHED_MELEE_ATTACK1 );
		}
		// chase them down and eat them
		if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
		{
			return GetScheduleOfType( SCHED_CHASE_ENEMY );
		}
		if ( HasConditions( bits_COND_HEAVY_DAMAGE ) )
		{
			m_bOnAttack = TRUE;
		}
		if ( pev->health < pev->max_health - 20 )
		{
			m_bOnAttack = TRUE;
		}

		return GetScheduleOfType( SCHED_STANDOFF );
	}

	return CFlyingMonster :: GetSchedule();
}
コード例 #15
0
ファイル: islave.cpp プロジェクト: Skumek/hlsdk
//=========================================================
//=========================================================
Schedule_t *CISlave :: GetSchedule( void )
{
	ClearBeams( );

/*
	if (pev->spawnflags)
	{
		pev->spawnflags = 0;
		return GetScheduleOfType( SCHED_RELOAD );
	}
*/

	if ( HasConditions( bits_COND_HEAR_SOUND ) )
	{
		CSound *pSound;
		pSound = PBestSound();

		ASSERT( pSound != NULL );

		if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
			return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
		if ( pSound->m_iType & bits_SOUND_COMBAT )
			m_afMemory |= bits_MEMORY_PROVOKED;
	}

	switch (m_MonsterState)
	{
	case MONSTERSTATE_COMBAT:
// dead enemy
		if ( HasConditions( bits_COND_ENEMY_DEAD ) )
		{
			// call base class, all code to handle dead enemies is centralized there.
			return CBaseMonster :: GetSchedule();
		}

		if (pev->health < 20 || m_iBravery < 0)
		{
			if (!HasConditions( bits_COND_CAN_MELEE_ATTACK1 ))
			{
				m_failSchedule = SCHED_CHASE_ENEMY;
				if (HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
				{
					return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
				}
				if ( HasConditions ( bits_COND_SEE_ENEMY ) && HasConditions ( bits_COND_ENEMY_FACING_ME ) )
				{
					// ALERT( at_console, "exposed\n");
					return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
				}
			}
		}
		break;
	default:
		break;
	}
	return CSquadMonster::GetSchedule( );
}
コード例 #16
0
ファイル: islave.cpp プロジェクト: Skumek/hlsdk
Schedule_t *CISlave :: GetScheduleOfType ( int Type ) 
{
	switch	( Type )
	{
	case SCHED_FAIL:
		if (HasConditions( bits_COND_CAN_MELEE_ATTACK1 ))
		{
			return CSquadMonster :: GetScheduleOfType( SCHED_MELEE_ATTACK1 ); ;
		}
		break;
	case SCHED_RANGE_ATTACK1:
		return slSlaveAttack1;
	case SCHED_RANGE_ATTACK2:
		return slSlaveAttack1;
	}
	return CSquadMonster :: GetScheduleOfType( Type );
}
コード例 #17
0
ファイル: hassassin.cpp プロジェクト: 6779660/halflife
//=========================================================
// CheckRangeAttack1  - drop a cap in their ass
//
//=========================================================
BOOL CHAssassin :: CheckRangeAttack1 ( float flDot, float flDist )
{
	if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist > 64 && flDist <= 2048 /* && flDot >= 0.5 */ /* && NoFriendlyFire() */ )
	{
		TraceResult	tr;

		Vector vecSrc = GetGunPosition();

		// verify that a bullet fired from the gun will hit the enemy before the world.
		UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), dont_ignore_monsters, ENT(pev), &tr);

		if ( tr.flFraction == 1 || tr.pHit == m_hEnemy->edict() )
		{
			return TRUE;
		}
	}
	return FALSE;
}
コード例 #18
0
ファイル: CTalkMonster.cpp プロジェクト: oskarlh/HLEnhanced
// try to smell something
void CTalkMonster :: TrySmellTalk( void )
{
	if ( !FOkToSpeak() )
		return;

	// clear smell bits periodically
	if ( gpGlobals->time > m_flLastSaidSmelled  )
	{
//		ALERT ( at_aiconsole, "Clear smell bits\n" );
		ClearBits(m_bitsSaid, bit_saidSmelled);
	}
	// smelled something?
	if (!FBitSet(m_bitsSaid, bit_saidSmelled) && HasConditions ( bits_COND_SMELL ))
	{
		PlaySentence( m_szGrp[TLK_SMELL], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE );
		m_flLastSaidSmelled = gpGlobals->time + 60;// don't talk about the stinky for a while.
		SetBits(m_bitsSaid, bit_saidSmelled);
	}
}
コード例 #19
0
ファイル: squadmonster.cpp プロジェクト: jlecorre/hlinvasion
//=========================================================
// GetIdealState - surveys the Conditions information available
// and finds the best new state for a monster.
//=========================================================
MONSTERSTATE CSquadMonster :: GetIdealState ( void )
{
    int	iConditions;

    iConditions = IScheduleFlags();

    // If no schedule conditions, the new ideal state is probably the reason we're in here.
    switch ( m_MonsterState )
    {
    case MONSTERSTATE_IDLE:
    case MONSTERSTATE_ALERT:
        if ( HasConditions ( bits_COND_NEW_ENEMY ) && InSquad() )
        {
            SquadMakeEnemy ( m_hEnemy );
        }
        break;
    }

    return CBaseMonster :: GetIdealState();
}
コード例 #20
0
ファイル: hassassin.cpp プロジェクト: 6779660/halflife
//=========================================================
// RunTask 
//=========================================================
void CHAssassin :: RunTask ( Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_ASSASSIN_FALL_TO_GROUND:
		MakeIdealYaw( m_vecEnemyLKP );
		ChangeYaw( pev->yaw_speed );

		if (m_fSequenceFinished)
		{
			if (pev->velocity.z > 0)
			{
				pev->sequence = LookupSequence( "fly_up" );
			}
			else if (HasConditions ( bits_COND_SEE_ENEMY ))
			{
				pev->sequence = LookupSequence( "fly_attack" );
				pev->frame = 0;
			}
			else
			{
				pev->sequence = LookupSequence( "fly_down" );
				pev->frame = 0;
			}
			
			ResetSequenceInfo( );
			SetYawSpeed();
		}
		if (pev->flags & FL_ONGROUND)
		{
			// ALERT( at_console, "on ground\n");
			TaskComplete( );
		}
		break;
	default: 
		CBaseMonster :: RunTask ( pTask );
		break;
	}
}
コード例 #21
0
ファイル: agrunt.cpp プロジェクト: Solexid/halflife
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CAGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
	switch( pEvent->event )
	{
	case AGRUNT_AE_HORNET1:
	case AGRUNT_AE_HORNET2:
	case AGRUNT_AE_HORNET3:
	case AGRUNT_AE_HORNET4:
	case AGRUNT_AE_HORNET5:
		{
			// m_vecEnemyLKP should be center of enemy body
			Vector vecArmPos, vecArmDir;
			Vector vecDirToEnemy;
			Vector angDir;

			if (HasConditions( bits_COND_SEE_ENEMY))
			{
				vecDirToEnemy = ( ( m_vecEnemyLKP ) - pev->origin );
				angDir = UTIL_VecToAngles( vecDirToEnemy );
				vecDirToEnemy = vecDirToEnemy.Normalize();
			}
			else
			{
				angDir = pev->angles;
				UTIL_MakeAimVectors( angDir );
				vecDirToEnemy = gpGlobals->v_forward;
			}

			pev->effects = EF_MUZZLEFLASH;

			// make angles +-180
			if (angDir.x > 180)
			{
				angDir.x = angDir.x - 360;
			}

			SetBlending( 0, angDir.x );
			GetAttachment( 0, vecArmPos, vecArmDir );

			vecArmPos = vecArmPos + vecDirToEnemy * 32;
			MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecArmPos );
				WRITE_BYTE( TE_SPRITE );
				WRITE_COORD( vecArmPos.x );	// pos
				WRITE_COORD( vecArmPos.y );	
				WRITE_COORD( vecArmPos.z );	
				WRITE_SHORT( iAgruntMuzzleFlash );		// model
				WRITE_BYTE( 6 );				// size * 10
				WRITE_BYTE( 128 );			// brightness
			MESSAGE_END();

			CBaseEntity *pHornet = CBaseEntity::Create( "hornet", vecArmPos, UTIL_VecToAngles( vecDirToEnemy ), edict() );
			UTIL_MakeVectors ( pHornet->pev->angles );
			pHornet->pev->velocity = gpGlobals->v_forward * 300;
			
			
			
			switch ( RANDOM_LONG ( 0 , 2 ) )
			{
				case 0:	EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire1.wav", 1.0, ATTN_NORM, 0, 100 );	break;
				case 1:	EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire2.wav", 1.0, ATTN_NORM, 0, 100 );	break;
				case 2:	EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire3.wav", 1.0, ATTN_NORM, 0, 100 );	break;
			}

			CBaseMonster *pHornetMonster = pHornet->MyMonsterPointer();

			if ( pHornetMonster )
			{
				pHornetMonster->m_hEnemy = m_hEnemy;
			}
		}
		break;

	case AGRUNT_AE_LEFT_FOOT:
		switch (RANDOM_LONG(0,1))
		{
		// left foot
		case 0:	EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder2.wav", 1, ATTN_NORM, 0, 70 );	break;
		case 1:	EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder4.wav", 1, ATTN_NORM, 0, 70 );	break;
		}
		break;
	case AGRUNT_AE_RIGHT_FOOT:
		// right foot
		switch (RANDOM_LONG(0,1))
		{
		case 0:	EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder1.wav", 1, ATTN_NORM, 0, 70 );	break;
		case 1:	EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder3.wav", 1, ATTN_NORM, 0 ,70);	break;
		}
		break;

	case AGRUNT_AE_LEFT_PUNCH:
		{
			CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, gSkillData.agruntDmgPunch, DMG_CLUB );
			
			if ( pHurt )
			{
				pHurt->pev->punchangle.y = -25;
				pHurt->pev->punchangle.x = 8;

				// OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above.
				if ( pHurt->IsPlayer() )
				{
					// this is a player. Knock him around.
					pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 250;
				}

				EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );

				Vector vecArmPos, vecArmAng;
				GetAttachment( 0, vecArmPos, vecArmAng );
				SpawnBlood(vecArmPos, pHurt->BloodColor(), 25);// a little surface blood.
			}
			else
			{
				// Play a random attack miss sound
				EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
			}
		}
		break;

	case AGRUNT_AE_RIGHT_PUNCH:
		{
			CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, gSkillData.agruntDmgPunch, DMG_CLUB );

			if ( pHurt )
			{
				pHurt->pev->punchangle.y = 25;
				pHurt->pev->punchangle.x = 8;

				// OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above.
				if ( pHurt->IsPlayer() )
				{
					// this is a player. Knock him around.
					pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -250;
				}

				EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );

				Vector vecArmPos, vecArmAng;
				GetAttachment( 0, vecArmPos, vecArmAng );
				SpawnBlood(vecArmPos, pHurt->BloodColor(), 25);// a little surface blood.
			}
			else
			{
				// Play a random attack miss sound
				EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
			}
		}
		break;

	default:
		CSquadMonster::HandleAnimEvent( pEvent );
		break;
	}
}
コード例 #22
0
ファイル: combat.cpp プロジェクト: 6779660/halflife
/*
============
TakeDamage

The damage is coming from inflictor, but get mad at attacker
This should be the only function that ever reduces health.
bitsDamageType indicates the type of damage sustained, ie: DMG_SHOCK

Time-based damage: only occurs while the monster is within the trigger_hurt.
When a monster is poisoned via an arrow etc it takes all the poison damage at once.



GLOBALS ASSUMED SET:  g_iSkillLevel
============
*/
int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
	float	flTake;
	Vector	vecDir;

	if (!pev->takedamage)
		return 0;

	if ( !IsAlive() )
	{
		return DeadTakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
	}

	if ( pev->deadflag == DEAD_NO )
	{
		// no pain sound during death animation.
		PainSound();// "Ouch!"
	}

	//!!!LATER - make armor consideration here!
	flTake = flDamage;

	// set damage type sustained
	m_bitsDamageType |= bitsDamageType;

	// grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit).
	vecDir = Vector( 0, 0, 0 );
	if (!FNullEnt( pevInflictor ))
	{
		CBaseEntity *pInflictor = CBaseEntity :: Instance( pevInflictor );
		if (pInflictor)
		{
			vecDir = ( pInflictor->Center() - Vector ( 0, 0, 10 ) - Center() ).Normalize();
			vecDir = g_vecAttackDir = vecDir.Normalize();
		}
	}

	// add to the damage total for clients, which will be sent as a single
	// message at the end of the frame
	// todo: remove after combining shotgun blasts?
	if ( IsPlayer() )
	{
		if ( pevInflictor )
			pev->dmg_inflictor = ENT(pevInflictor);

		pev->dmg_take += flTake;

		// check for godmode or invincibility
		if ( pev->flags & FL_GODMODE )
		{
			return 0;
		}
	}

	// if this is a player, move him around!
	if ( ( !FNullEnt( pevInflictor ) ) && (pev->movetype == MOVETYPE_WALK) && (!pevAttacker || pevAttacker->solid != SOLID_TRIGGER) )
	{
		pev->velocity = pev->velocity + vecDir * -DamageForce( flDamage );
	}

	// do the damage
	pev->health -= flTake;

	// HACKHACK Don't kill monsters in a script.  Let them break their scripts first
	if ( m_MonsterState == MONSTERSTATE_SCRIPT )
	{
		SetConditions( bits_COND_LIGHT_DAMAGE );
		return 0;
	}

	if ( pev->health <= 0 )
	{
		g_pevLastInflictor = pevInflictor;

		if ( bitsDamageType & DMG_ALWAYSGIB )
		{
			Killed( pevAttacker, GIB_ALWAYS );
		}
		else if ( bitsDamageType & DMG_NEVERGIB )
		{
			Killed( pevAttacker, GIB_NEVER );
		}
		else
		{
			Killed( pevAttacker, GIB_NORMAL );
		}

		g_pevLastInflictor = NULL;

		return 0;
	}

	// react to the damage (get mad)
	if ( (pev->flags & FL_MONSTER) && !FNullEnt(pevAttacker) )
	{
		if ( pevAttacker->flags & (FL_MONSTER | FL_CLIENT) )
		{// only if the attack was a monster or client!
			
			// enemy's last known position is somewhere down the vector that the attack came from.
			if (pevInflictor)
			{
				if (m_hEnemy == NULL || pevInflictor == m_hEnemy->pev || !HasConditions(bits_COND_SEE_ENEMY))
				{
					m_vecEnemyLKP = pevInflictor->origin;
				}
			}
			else
			{
				m_vecEnemyLKP = pev->origin + ( g_vecAttackDir * 64 ); 
			}

			MakeIdealYaw( m_vecEnemyLKP );

			// add pain to the conditions 
			// !!!HACKHACK - fudged for now. Do we want to have a virtual function to determine what is light and 
			// heavy damage per monster class?
			if ( flDamage > 0 )
			{
				SetConditions(bits_COND_LIGHT_DAMAGE);
			}

			if ( flDamage >= 20 )
			{
				SetConditions(bits_COND_HEAVY_DAMAGE);
			}
		}
	}

	return 1;
}
コード例 #23
0
//
// TentacleThink
//
void CTentacle :: Cycle( void )
{
	// ALERT( at_console, "%s %.2f %d %d\n", STRING( pev->targetname ), pev->origin.z, m_MonsterState, m_IdealMonsterState );
	pev->nextthink = gpGlobals-> time + 0.1;

	// ALERT( at_console, "%s %d %d %d %f %f\n", STRING( pev->targetname ), pev->sequence, m_iGoalAnim, m_iDir, pev->framerate, pev->health );

	if (m_MonsterState == MONSTERSTATE_SCRIPT || m_IdealMonsterState == MONSTERSTATE_SCRIPT)
	{
		pev->angles.y = m_flInitialYaw;
		pev->ideal_yaw = m_flInitialYaw;	
		ClearConditions( IgnoreConditions() );
		MonsterThink( );
		m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
		return;
	}

	DispatchAnimEvents( );
	StudioFrameAdvance( );

	ChangeYaw( pev->yaw_speed );

	CSound *pSound;

	Listen( );

	// Listen will set this if there's something in my sound list
	if ( HasConditions( bits_COND_HEAR_SOUND ) )
		pSound = PBestSound();
	else
		pSound = NULL;

	if ( pSound )
	{
		Vector vecDir;
		if (gpGlobals->time - m_flPrevSoundTime < 0.5)
		{
			float dt = gpGlobals->time - m_flPrevSoundTime;
			vecDir = pSound->m_vecOrigin + (pSound->m_vecOrigin - m_vecPrevSound) / dt - pev->origin;
		}
		else
		{
			vecDir = pSound->m_vecOrigin - pev->origin;
		}
		m_flPrevSoundTime = gpGlobals->time;
		m_vecPrevSound = pSound->m_vecOrigin;

		m_flSoundYaw = UTIL_VecToYaw ( vecDir ) - m_flInitialYaw;
		m_iSoundLevel = Level( vecDir.z );

		if (m_flSoundYaw < -180)
			m_flSoundYaw += 360;
		if (m_flSoundYaw > 180)
			m_flSoundYaw -= 360;

		// ALERT( at_console, "sound %d %.0f\n", m_iSoundLevel, m_flSoundYaw );
		if (m_flSoundTime < gpGlobals->time)
		{
			// play "I hear new something" sound
			char *sound;	

			switch( RANDOM_LONG(0,1) )
			{
			case 0: sound = "tentacle/te_alert1.wav"; break;
			case 1: sound = "tentacle/te_alert2.wav"; break;
			}

			// UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), sound, 1.0, ATTN_NORM, 0, 100);
		}
		m_flSoundTime = gpGlobals->time + RANDOM_FLOAT( 5.0, 10.0 );
	}

	// clip ideal_yaw
	float dy = m_flSoundYaw;
	switch( pev->sequence )
	{
	case TENTACLE_ANIM_Floor_Rear:
	case TENTACLE_ANIM_Floor_Rear_Idle:
	case TENTACLE_ANIM_Lev1_Rear:
	case TENTACLE_ANIM_Lev1_Rear_Idle:
	case TENTACLE_ANIM_Lev2_Rear:
	case TENTACLE_ANIM_Lev2_Rear_Idle:
	case TENTACLE_ANIM_Lev3_Rear:
	case TENTACLE_ANIM_Lev3_Rear_Idle:
		if (dy < 0 && dy > -m_flMaxYaw)
			dy = -m_flMaxYaw;
		if (dy > 0 && dy < m_flMaxYaw)
			dy = m_flMaxYaw;
		break;
	default:
		if (dy < -m_flMaxYaw)
			dy = -m_flMaxYaw;
		if (dy > m_flMaxYaw)
			dy = m_flMaxYaw;
	}
	pev->ideal_yaw = m_flInitialYaw + dy;

	if (m_fSequenceFinished)
	{
		// ALERT( at_console, "%s done %d %d\n", STRING( pev->targetname ), pev->sequence, m_iGoalAnim );
		if (pev->health <= 1)
		{
			m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
			if (pev->sequence == TENTACLE_ANIM_Pit_Idle)
			{
				pev->health = 75;
			}
		}
		else if ( m_flSoundTime > gpGlobals->time )
		{
			if (m_flSoundYaw >= -(m_flMaxYaw + 30) && m_flSoundYaw <= (m_flMaxYaw + 30))
			{
				// strike
				m_iGoalAnim = LookupActivity( ACT_T_STRIKE + m_iSoundLevel );
			}
			else if (m_flSoundYaw >= -m_flMaxYaw * 2 && m_flSoundYaw <= m_flMaxYaw * 2) 
			{
				// tap
				m_iGoalAnim = LookupActivity( ACT_T_TAP + m_iSoundLevel );
			}
			else
			{
				// go into rear idle
				m_iGoalAnim = LookupActivity( ACT_T_REARIDLE + m_iSoundLevel );
			}
		}
		else if (pev->sequence == TENTACLE_ANIM_Pit_Idle)
		{
			// stay in pit until hear noise
			m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
		}
		else if (pev->sequence == m_iGoalAnim)
		{
			if (MyLevel() >= 0 && gpGlobals->time < m_flSoundTime)
			{
				if (RANDOM_LONG(0,9) < m_flSoundTime - gpGlobals->time)
				{
					// continue stike
					m_iGoalAnim = LookupActivity( ACT_T_STRIKE + m_iSoundLevel );
				}
				else
				{
					// tap
					m_iGoalAnim = LookupActivity( ACT_T_TAP + m_iSoundLevel );
				}
			}
			else if (MyLevel( ) < 0)
			{
				m_iGoalAnim = LookupActivity( ACT_T_IDLE + 0 );
			}
			else
			{
				if (m_flNextSong < gpGlobals->time)
				{
					// play "I hear new something" sound
					char *sound;	

					switch( RANDOM_LONG(0,1) )
					{
					case 0: sound = "tentacle/te_sing1.wav"; break;
					case 1: sound = "tentacle/te_sing2.wav"; break;
					}

					EMIT_SOUND(ENT(pev), CHAN_VOICE, sound, 1.0, ATTN_NORM);

					m_flNextSong = gpGlobals->time + RANDOM_FLOAT( 10, 20 );
				}

				if (RANDOM_LONG(0,15) == 0)
				{
					// idle on new level
					m_iGoalAnim = LookupActivity( ACT_T_IDLE + RANDOM_LONG(0,3) );
				}
				else if (RANDOM_LONG(0,3)  == 0)
				{
					// tap
					m_iGoalAnim = LookupActivity( ACT_T_TAP + MyLevel( ) );
				}
				else
				{
					// idle
					m_iGoalAnim = LookupActivity( ACT_T_IDLE + MyLevel( ) );
				}
			}
			if (m_flSoundYaw < 0)
				m_flSoundYaw += RANDOM_FLOAT( 2, 8 );
			else
				m_flSoundYaw -= RANDOM_FLOAT( 2, 8 );
		}

		pev->sequence = FindTransition( pev->sequence, m_iGoalAnim, &m_iDir );

		if (m_iDir > 0)
		{
			pev->frame = 0;
		}
		else
		{
			m_iDir = -1; // just to safe
			pev->frame = 255;
		}
		ResetSequenceInfo( );

		m_flFramerateAdj = RANDOM_FLOAT( -0.2, 0.2 );
		pev->framerate = m_iDir * 1.0 + m_flFramerateAdj;

		switch( pev->sequence)
		{
		case TENTACLE_ANIM_Floor_Tap:
		case TENTACLE_ANIM_Lev1_Tap:
		case TENTACLE_ANIM_Lev2_Tap:
		case TENTACLE_ANIM_Lev3_Tap:
			{
				Vector vecSrc;
				UTIL_MakeVectors( pev->angles );

				TraceResult tr1, tr2;

				vecSrc = pev->origin + Vector( 0, 0, MyHeight() - 4);
				UTIL_TraceLine( vecSrc, vecSrc + gpGlobals->v_forward * 512, ignore_monsters, ENT( pev ), &tr1 );

				vecSrc = pev->origin + Vector( 0, 0, MyHeight() + 8);
				UTIL_TraceLine( vecSrc, vecSrc + gpGlobals->v_forward * 512, ignore_monsters, ENT( pev ), &tr2 );

				// ALERT( at_console, "%f %f\n", tr1.flFraction * 512, tr2.flFraction * 512 );

				m_flTapRadius = SetBlending( 0, RANDOM_FLOAT( tr1.flFraction * 512, tr2.flFraction * 512 ) );
			}
			break;
		default:
			m_flTapRadius = 336; // 400 - 64
			break;
		}
		pev->view_ofs.z = MyHeight( );
		// ALERT( at_console, "seq %d\n", pev->sequence );
	}

	if (m_flPrevSoundTime + 2.0 > gpGlobals->time)
	{
		// 1.5 normal speed if hears sounds
		pev->framerate = m_iDir * 1.5 + m_flFramerateAdj;
	}
	else if (m_flPrevSoundTime + 5.0 > gpGlobals->time)
	{
		// slowdown to normal
		pev->framerate = m_iDir + m_iDir * (5 - (gpGlobals->time - m_flPrevSoundTime)) / 2 + m_flFramerateAdj;
	}
}
コード例 #24
0
ファイル: houndeye.cpp プロジェクト: jlecorre/hlinvasion
//=========================================================
// GetScheduleOfType 
//=========================================================
Schedule_t* CHoundeye :: GetScheduleOfType ( int Type ) 
{
	if ( m_fAsleep )
	{
		// if the hound is sleeping, must wake and stand!
		if ( HasConditions( bits_COND_HEAR_SOUND ) )
		{
			CSound *pWakeSound;

			pWakeSound = PBestSound();
			ASSERT( pWakeSound != NULL );
			if ( pWakeSound )
			{
				MakeIdealYaw ( pWakeSound->m_vecOrigin );

				if ( FLSoundVolume ( pWakeSound ) >= HOUNDEYE_SOUND_STARTLE_VOLUME )
				{
					// awakened by a loud sound
					return &slHoundWakeUrgent[ 0 ];
				}
			}
			// sound was not loud enough to scare the bejesus out of houndeye
			return &slHoundWakeLazy[ 0 ];
		}
		else if ( HasConditions( bits_COND_NEW_ENEMY ) )
		{
			// get up fast, to fight.
			return &slHoundWakeUrgent[ 0 ];
		}

		else
		{
			// hound is waking up on its own
			return &slHoundWakeLazy[ 0 ];
		}
	}
	switch	( Type )
	{
	case SCHED_IDLE_STAND:
		{
			// we may want to sleep instead of stand!
			if ( InSquad() && !IsLeader() && !m_fAsleep && RANDOM_LONG(0,29) < 1 )
			{
				return &slHoundSleep[ 0 ];
			}
			else
			{
				return CSquadMonster :: GetScheduleOfType( Type );
			}
		}
	case SCHED_RANGE_ATTACK1:
		{
			return &slHoundRangeAttack[ 0 ];
/*
			if ( InSquad() )
			{
				return &slHoundRangeAttack[ RANDOM_LONG( 0, 1 ) ];
			}

			return &slHoundRangeAttack[ 1 ];
*/
		}
	case SCHED_SPECIAL_ATTACK1:
		{
			return &slHoundSpecialAttack1[ 0 ];
		}
	case SCHED_GUARD:
		{
			return &slHoundGuardPack[ 0 ];
		}
	case SCHED_HOUND_AGITATED:
		{
			return &slHoundAgitated[ 0 ];
		}
	case SCHED_HOUND_HOP_RETREAT:
		{
			return &slHoundHopRetreat[ 0 ];
		}
	case SCHED_FAIL:
		{
			if ( m_MonsterState == MONSTERSTATE_COMBAT )
			{
				if ( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) )
				{
					// client in PVS
					return &slHoundCombatFailPVS[ 0 ];
				}
				else
				{
					// client has taken off! 
					return &slHoundCombatFailNoPVS[ 0 ];
				}
			}
			else
			{
				return CSquadMonster :: GetScheduleOfType ( Type );
			}
		}
	default:
		{
			return CSquadMonster :: GetScheduleOfType ( Type );
		}
	}
}
コード例 #25
0
ファイル: CTalkMonster.cpp プロジェクト: oskarlh/HLEnhanced
Schedule_t* CTalkMonster :: GetScheduleOfType ( int Type )
{
	switch( Type )
	{
	case SCHED_MOVE_AWAY:
		return slMoveAway;

	case SCHED_MOVE_AWAY_FOLLOW:
		return slMoveAwayFollow;

	case SCHED_MOVE_AWAY_FAIL:
		return slMoveAwayFail;

	case SCHED_TARGET_FACE:
		// speak during 'use'
		if (RANDOM_LONG(0,99) < 2)
			//ALERT ( at_console, "target chase speak\n" );
			return slIdleSpeakWait;
		else
			return slIdleStand;
		
	case SCHED_IDLE_STAND:
		{	
			// if never seen player, try to greet him
			if (!FBitSet(m_bitsSaid, bit_saidHelloPlayer))
			{
				return slIdleHello;
			}

			// sustained light wounds?
			if (!FBitSet(m_bitsSaid, bit_saidWoundLight) && ( GetHealth() <= ( GetMaxHealth() * 0.75)))
			{
				//SENTENCEG_PlayRndSz( this, m_szGrp[TLK_WOUND], 1.0, ATTN_IDLE, 0, GetVoicePitch() );
				//CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(2.8, 3.2);
				PlaySentence( m_szGrp[TLK_WOUND], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE );
				SetBits(m_bitsSaid, bit_saidWoundLight);
				return slIdleStand;
			}
			// sustained heavy wounds?
			else if (!FBitSet(m_bitsSaid, bit_saidWoundHeavy) && ( GetHealth() <= ( GetMaxHealth() * 0.5)))
			{
				//SENTENCEG_PlayRndSz( this, m_szGrp[TLK_MORTAL], 1.0, ATTN_IDLE, 0, GetVoicePitch() );
				//CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(2.8, 3.2);
				PlaySentence( m_szGrp[TLK_MORTAL], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE );
				SetBits(m_bitsSaid, bit_saidWoundHeavy);
				return slIdleStand;
			}

			// talk about world
			if (FOkToSpeak() && RANDOM_LONG(0,m_nSpeak * 2) == 0)
			{
				//ALERT ( at_console, "standing idle speak\n" );
				return slIdleSpeak;
			}
			
			if ( !IsTalking() && HasConditions ( bits_COND_SEE_CLIENT ) && RANDOM_LONG( 0, 6 ) == 0 )
			{
				edict_t *pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 );

				if ( pPlayer )
				{
					// watch the client.
					UTIL_MakeVectors ( pPlayer->v.angles );
					if ( ( pPlayer->v.origin - GetAbsOrigin() ).Length2D() < TLK_STARE_DIST	&& 
						 UTIL_DotPoints( pPlayer->v.origin, GetAbsOrigin(), gpGlobals->v_forward ) >= m_flFieldOfView )
					{
						// go into the special STARE schedule if the player is close, and looking at me too.
						return &slTlkIdleWatchClient[ 1 ];
					}

					return slTlkIdleWatchClient;
				}
			}
			else
			{
				if (IsTalking())
					// look at who we're talking to
					return slTlkIdleEyecontact;
				else
					// regular standing idle
					return slIdleStand;
			}


			// NOTE - caller must first CTalkMonster::GetScheduleOfType, 
			// then check result and decide what to return ie: if sci gets back
			// slIdleStand, return slIdleSciStand
		}
		break;
	}

	return CBaseMonster::GetScheduleOfType( Type );
}
コード例 #26
0
//=========================================================
// 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_pCine != NULL || m_hEnemy != NULL)
			{
				if (m_pCine != NULL) // LRC- is this a script that's telling it to fire?
				{
					if (m_hTargetEnt != NULL && m_pCine->PreciseAttack())
					{
						vecDir = (m_hTargetEnt->pev->origin - pev->origin).Normalize() * gSkillData.controllerSpeedBall;
					}
					else
					{
						UTIL_MakeVectors(pev->angles);
						vecDir = gpGlobals->v_forward * gSkillData.controllerSpeedBall;
					}
				}
				else 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;
	}
}
コード例 #27
0
//=========================================================
// MaintainSchedule - does all the per-think schedule maintenance.
// ensures that the monster leaves this function with a valid
// schedule!
//=========================================================
void CBaseMonster :: MaintainSchedule ( void )
{
	Schedule_t	*pNewSchedule;
	int			i;

	// UNDONE: Tune/fix this 10... This is just here so infinite loops are impossible
	for ( i = 0; i < 10; i++ )
	{
		if ( m_pSchedule != NULL && TaskIsComplete() )
		{
			NextScheduledTask();                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   
		}

	// validate existing schedule 
		if ( !FScheduleValid() || m_MonsterState != m_IdealMonsterState )
		{
			// if we come into this block of code, the schedule is going to have to be changed.
			// if the previous schedule was interrupted by a condition, GetIdealState will be 
			// called. Else, a schedule finished normally.

			// Notify the monster that his schedule is changing
			ScheduleChange();

			// Call GetIdealState if we're not dead and one or more of the following...
			// - in COMBAT state with no enemy (it died?)
			// - conditions bits (excluding SCHEDULE_DONE) indicate interruption,
			// - schedule is done but schedule indicates it wants GetIdealState called
			//   after successful completion (by setting bits_COND_SCHEDULE_DONE in iInterruptMask)
			// DEAD & SCRIPT are not suggestions, they are commands!
			if ( m_IdealMonsterState != MONSTERSTATE_DEAD && 
				 (m_IdealMonsterState != MONSTERSTATE_SCRIPT || m_IdealMonsterState == m_MonsterState) )
			{
				// if we're here, then either we're being told to do something (besides dying or playing a script)
				// or our current schedule (besides dying) is invalid. -- LRC
				if (	(m_afConditions && !HasConditions(bits_COND_SCHEDULE_DONE)) ||
						(m_pSchedule && (m_pSchedule->iInterruptMask & bits_COND_SCHEDULE_DONE)) ||
						((m_MonsterState == MONSTERSTATE_COMBAT) && (m_hEnemy == NULL))	)
				{
					GetIdealState();
				}
			}
			if ( HasConditions( bits_COND_TASK_FAILED ) && m_MonsterState == m_IdealMonsterState )
			{
				if ( m_failSchedule != SCHED_NONE )
					pNewSchedule = GetScheduleOfType( m_failSchedule );
				else
					pNewSchedule = GetScheduleOfType( SCHED_FAIL );
				// schedule was invalid because the current task failed to start or complete
				ALERT ( at_aiconsole, "Schedule Failed at %d!\n", m_iScheduleIndex );
				ChangeSchedule( pNewSchedule );
			}
			else
			{
				SetState( m_IdealMonsterState );
				if ( m_MonsterState == MONSTERSTATE_SCRIPT || m_MonsterState == MONSTERSTATE_DEAD )
				{
					pNewSchedule = CBaseMonster::GetSchedule();
				}
				else
					pNewSchedule = GetSchedule();
				ChangeSchedule( pNewSchedule );
			}
		}

		if ( m_iTaskStatus == TASKSTATUS_NEW )
		{	
			Task_t *pTask = GetTask();
			ASSERT( pTask != NULL );
			TaskBegin();
			StartTask( pTask );
		}

		// UNDONE: Twice?!!!
		if ( m_Activity != m_IdealActivity )
		{
			SetActivity ( m_IdealActivity );
		}
		
		if ( !TaskIsComplete() && m_iTaskStatus != TASKSTATUS_NEW )
			break;
	}

	if ( TaskIsRunning() )
	{
		Task_t *pTask = GetTask();
		ASSERT( pTask != NULL );
		RunTask( pTask );
	}

	// UNDONE: We have to do this so that we have an animation set to blend to if RunTask changes the animation
	// RunTask() will always change animations at the end of a script!
	// Don't do this twice
	if ( m_Activity != m_IdealActivity )
	{
		SetActivity ( m_IdealActivity );
	}
}
コード例 #28
0
ファイル: hassassin.cpp プロジェクト: 6779660/halflife
//=========================================================
// GetSchedule - Decides which type of schedule best suits
// the monster's current state and conditions. Then calls
// monster's member function to get a pointer to a schedule
// of the proper type.
//=========================================================
Schedule_t *CHAssassin :: GetSchedule ( void )
{
	switch	( m_MonsterState )
	{
	case MONSTERSTATE_IDLE:
	case MONSTERSTATE_ALERT:
		{
			if ( HasConditions ( bits_COND_HEAR_SOUND ))
			{
				CSound *pSound;
				pSound = PBestSound();

				ASSERT( pSound != NULL );
				if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
				{
					return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
				}
				if ( pSound && (pSound->m_iType & bits_SOUND_COMBAT) )
				{
					return GetScheduleOfType( SCHED_INVESTIGATE_SOUND );
				}
			}
		}
		break;

	case MONSTERSTATE_COMBAT:
		{
// dead enemy
			if ( HasConditions( bits_COND_ENEMY_DEAD ) )
			{
				// call base class, all code to handle dead enemies is centralized there.
				return CBaseMonster :: GetSchedule();
			}

			// flying?
			if ( pev->movetype == MOVETYPE_TOSS)
			{
				if (pev->flags & FL_ONGROUND)
				{
					// ALERT( at_console, "landed\n");
					// just landed
					pev->movetype = MOVETYPE_STEP;
					return GetScheduleOfType ( SCHED_ASSASSIN_JUMP_LAND );
				}
				else
				{
					// ALERT( at_console, "jump\n");
					// jump or jump/shoot
					if ( m_MonsterState == MONSTERSTATE_COMBAT )
						return GetScheduleOfType ( SCHED_ASSASSIN_JUMP );
					else
						return GetScheduleOfType ( SCHED_ASSASSIN_JUMP_ATTACK );
				}
			}

			if ( HasConditions ( bits_COND_HEAR_SOUND ))
			{
				CSound *pSound;
				pSound = PBestSound();

				ASSERT( pSound != NULL );
				if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
				{
					return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
				}
			}

			if ( HasConditions ( bits_COND_LIGHT_DAMAGE ) )
			{
				m_iFrustration++;
			}
			if ( HasConditions ( bits_COND_HEAVY_DAMAGE ) )
			{
				m_iFrustration++;
			}

		// jump player!
			if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
			{
				// ALERT( at_console, "melee attack 1\n");
				return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
			}

		// throw grenade
			if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) )
			{
				// ALERT( at_console, "range attack 2\n");
				return GetScheduleOfType ( SCHED_RANGE_ATTACK2 );
			}

		// spotted
			if ( HasConditions ( bits_COND_SEE_ENEMY ) && HasConditions ( bits_COND_ENEMY_FACING_ME ) )
			{
				// ALERT( at_console, "exposed\n");
				m_iFrustration++;
				return GetScheduleOfType ( SCHED_ASSASSIN_EXPOSED );
			}

		// can attack
			if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
			{
				// ALERT( at_console, "range attack 1\n");
				m_iFrustration = 0;
				return GetScheduleOfType ( SCHED_RANGE_ATTACK1 );
			}

			if ( HasConditions ( bits_COND_SEE_ENEMY ) )
			{
				// ALERT( at_console, "face\n");
				return GetScheduleOfType ( SCHED_COMBAT_FACE );
			}

		// new enemy
			if ( HasConditions ( bits_COND_NEW_ENEMY ) )
			{
				// ALERT( at_console, "take cover\n");
				return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
			}

			// ALERT( at_console, "stand\n");
			return GetScheduleOfType ( SCHED_ALERT_STAND );
		}
		break;
	}

	return CBaseMonster :: GetSchedule();
}
コード例 #29
0
//=========================================================
// 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 *CBaseMonster :: GetSchedule ( void )
{
	switch	( m_MonsterState )
	{
	case MONSTERSTATE_PRONE:
		{
			return GetScheduleOfType( SCHED_BARNACLE_VICTIM_GRAB );
			break;
		}
	case MONSTERSTATE_NONE:
		{
			ALERT ( at_aiconsole, "MONSTERSTATE IS NONE!\n" );
			break;
		}
	case MONSTERSTATE_IDLE:
		{
			if ( HasConditions ( bits_COND_HEAR_SOUND ) )
			{
				return GetScheduleOfType( SCHED_ALERT_FACE );
			}
			else if ( FRouteClear() )
			{
				// no valid route!
				return GetScheduleOfType( SCHED_IDLE_STAND );
			}
			else
			{
				// valid route. Get moving
				return GetScheduleOfType( SCHED_IDLE_WALK );
			}
			break;
		}
	case MONSTERSTATE_ALERT:
		{
			if ( HasConditions( bits_COND_ENEMY_DEAD ) && LookupActivity( ACT_VICTORY_DANCE ) != ACTIVITY_NOT_AVAILABLE )
			{
				return GetScheduleOfType ( SCHED_VICTORY_DANCE );
			}

			if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE) )
			{
				if ( fabs( FlYawDiff() ) < (1.0 - m_flFieldOfView) * 60 ) // roughly in the correct direction
				{
					return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ORIGIN );
				}
				else
				{
					return GetScheduleOfType( SCHED_ALERT_SMALL_FLINCH );
				}
			}

			else if ( HasConditions ( bits_COND_HEAR_SOUND ) )
			{
				return GetScheduleOfType( SCHED_ALERT_FACE );
			}
			else
			{
				return GetScheduleOfType( SCHED_ALERT_STAND );
			}
			break;
		}
	case MONSTERSTATE_COMBAT:
		{
			if ( HasConditions( bits_COND_ENEMY_DEAD ) )
			{
				// clear the current (dead) enemy and try to find another.
				m_hEnemy = NULL;

				if ( GetEnemy() )
				{
					ClearConditions( bits_COND_ENEMY_DEAD );
					return GetSchedule();
				}
				else
				{
					SetState( MONSTERSTATE_ALERT );
					return GetSchedule();
				}
			}

			if ( HasConditions(bits_COND_NEW_ENEMY) )
			{
				return GetScheduleOfType ( SCHED_WAKE_ANGRY );
			}
			else if (HasConditions(bits_COND_LIGHT_DAMAGE) && !HasMemory( bits_MEMORY_FLINCHED) )
			{
				return GetScheduleOfType( SCHED_SMALL_FLINCH );
			}
			else if ( !HasConditions(bits_COND_SEE_ENEMY) )
			{
				// we can't see the enemy
				if ( !HasConditions(bits_COND_ENEMY_OCCLUDED) )
				{
					// enemy is unseen, but not occluded!
					// turn to face enemy
					return GetScheduleOfType( SCHED_COMBAT_FACE );
				}
				else
				{
					// chase!
					return GetScheduleOfType( SCHED_CHASE_ENEMY );
				}
			}
			else  
			{
				// we can see the enemy
				if ( HasConditions(bits_COND_CAN_RANGE_ATTACK1) )
				{
					return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
				}
				if ( HasConditions(bits_COND_CAN_RANGE_ATTACK2) )
				{
					return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
				}
				if ( HasConditions(bits_COND_CAN_MELEE_ATTACK1) )
				{
					return GetScheduleOfType( SCHED_MELEE_ATTACK1 );
				}
				if ( HasConditions(bits_COND_CAN_MELEE_ATTACK2) )
				{
					return GetScheduleOfType( SCHED_MELEE_ATTACK2 );
				}
				if ( !HasConditions(bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1) )
				{
					// if we can see enemy but can't use either attack type, we must need to get closer to enemy
					return GetScheduleOfType( SCHED_CHASE_ENEMY );
				}
				else if ( !FacingIdeal() )
				{
					//turn
					return GetScheduleOfType( SCHED_COMBAT_FACE );
				}
				else
				{
					ALERT ( at_aiconsole, "No suitable combat schedule!\n" );
				}
			}
			break;
		}
	case MONSTERSTATE_DEAD:
		{
			return GetScheduleOfType( SCHED_DIE );
			break;
		}
	case MONSTERSTATE_SCRIPT:
		{
			ASSERT( m_pCine != NULL );
			if ( !m_pCine )
			{
				ALERT( at_aiconsole, "Script failed for %s\n", STRING(pev->classname) );
//				ALERT( at_console, "Script failed for %s\n", STRING(pev->classname) );
				CineCleanup();
				return GetScheduleOfType( SCHED_IDLE_STAND );
			}

			return GetScheduleOfType( SCHED_AISCRIPT );
		}
	default:
		{
			ALERT ( at_aiconsole, "Invalid State for GetSchedule!\n" );
			break;
		}
	}

	return &slError[ 0 ];
}
コード例 #30
0
ファイル: roach.cpp プロジェクト: tschumann/naturalselection
//=========================================================
// MonsterThink, overridden for roaches.
//=========================================================
void CRoach :: MonsterThink( void  )
{
	if ( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) )
		pev->nextthink = gpGlobals->time + RANDOM_FLOAT(1,1.5);
	else
		pev->nextthink = gpGlobals->time + 0.1;// keep monster thinking

	float flInterval = StudioFrameAdvance( ); // animate

	if ( !m_fLightHacked )
	{
		// if light value hasn't been collection for the first time yet, 
		// suspend the creature for a second so the world finishes spawning, then we'll collect the light level.
		pev->nextthink = gpGlobals->time + 1;
		m_fLightHacked = TRUE;
		return;
	}
	else if ( m_flLastLightLevel < 0 )
	{
		// collect light level for the first time, now that all of the lightmaps in the roach's area have been calculated.
		m_flLastLightLevel = GETENTITYILLUM( ENT( pev ) );
	}

	switch ( m_iMode )
	{
	case	ROACH_IDLE:
	case	ROACH_EAT:
		{
			// if not moving, sample environment to see if anything scary is around. Do a radius search 'look' at random.
			if ( RANDOM_LONG(0,3) == 1 )
			{
				Look( 150 );
				if (HasConditions(bits_COND_SEE_FEAR))
				{
					// if see something scary
					//ALERT ( at_aiconsole, "Scared\n" );
					Eat( 30 +  ( RANDOM_LONG(0,14) ) );// roach will ignore food for 30 to 45 seconds
					PickNewDest( ROACH_SCARED_BY_ENT );
					SetActivity ( ACT_WALK );
				}
				else if ( RANDOM_LONG(0,149) == 1 )
				{
					// if roach doesn't see anything, there's still a chance that it will move. (boredom)
					//ALERT ( at_aiconsole, "Bored\n" );
					PickNewDest( ROACH_BORED );
					SetActivity ( ACT_WALK );

					if ( m_iMode == ROACH_EAT )
					{
						// roach will ignore food for 30 to 45 seconds if it got bored while eating. 
						Eat( 30 +  ( RANDOM_LONG(0,14) ) );
					}
				}
			}
	
			// don't do this stuff if eating!
			if ( m_iMode == ROACH_IDLE )
			{
				if ( FShouldEat() )
				{
					Listen();
				}

				if ( GETENTITYILLUM( ENT(pev) ) > m_flLastLightLevel )
				{
					// someone turned on lights!
					//ALERT ( at_console, "Lights!\n" );
					PickNewDest( ROACH_SCARED_BY_LIGHT );
					SetActivity ( ACT_WALK );
				}
				else if ( HasConditions(bits_COND_SMELL_FOOD) )
				{
					CSound *pSound;

					pSound = CSoundEnt::SoundPointerForIndex( m_iAudibleList );

					// roach smells food and is just standing around. Go to food unless food isn't on same z-plane.
					if ( pSound && abs( pSound->m_vecOrigin.z - pev->origin.z ) <= 3 )
					{
						PickNewDest( ROACH_SMELL_FOOD );
						SetActivity ( ACT_WALK );
					}
				}
			}

			break;
		}
	case	ROACH_SCARED_BY_LIGHT:
		{
			// if roach was scared by light, then stop if we're over a spot at least as dark as where we started!
			if ( GETENTITYILLUM( ENT( pev ) ) <= m_flLastLightLevel )
			{
				SetActivity ( ACT_IDLE );
				m_flLastLightLevel = GETENTITYILLUM( ENT ( pev ) );// make this our new light level.
			}
			break;
		}
	}
	
	if ( m_flGroundSpeed != 0 )
	{
		Move( flInterval );
	}
}