Пример #1
0
void NPC::SetUpPModel(void)
{
	void *pModel = null;
	if (!FNullEnt(GetEntity()))
		pModel = GET_MODEL_PTR(GetEntity());

	if (pModel == null)
	{
		for (int i = 0; i < AS_ALL; i++)
		{
			m_actionSequence[i] = -1;
			m_actionTime[i] = -1.0f;
		}

		m_gaitSequence[AS_IDLE] = -1;
		m_gaitSequence[AS_MOVE] = -1;
	}
	else if (pModel != m_pmodel)
	{
		for (int i = 0; i < AS_ALL; i++)
		{
			if (strcmp(m_ASName[i], "null") == 0)
				m_actionSequence[i] = -1;
			else
				m_actionSequence[i] = LookupSequence(pModel, m_ASName[i]);

			m_actionTime[i] = LookupActionTime(pModel, m_actionSequence[i]);
		}

		m_gaitSequence[AS_IDLE] = LookupActivity(m_pmodel, pev, m_actionSequence[AS_IDLE]);
		m_gaitSequence[AS_MOVE] = LookupActivity(m_pmodel, pev, m_actionSequence[AS_MOVE]);
	}

	m_pmodel = pModel;
}
Пример #2
0
//=========================================================
// SetTurnActivity - measures the difference between the way
// the monster is facing and determines whether or not to
// select one of the 180 turn animations.
//=========================================================
void CBaseMonster :: SetTurnActivity ( void )
{
	float flYD;
	flYD = FlYawDiff();

	if ( flYD <= -45 && LookupActivity ( ACT_TURN_RIGHT ) != ACTIVITY_NOT_AVAILABLE )
	{// big right turn
		m_IdealActivity = ACT_TURN_RIGHT;
	}
	else if ( flYD > 45 && LookupActivity ( ACT_TURN_LEFT ) != ACTIVITY_NOT_AVAILABLE )
	{// big left turn
		m_IdealActivity = ACT_TURN_LEFT;
	}
}
Пример #3
0
//-----------------------------------------------------------------------------
// Purpose: Looks up a sequence by sequence name first, then by activity name.
// Input  : label - The sequence name or activity name to look up.
// Output : Returns the sequence index of the matching sequence, or ACT_INVALID.
//-----------------------------------------------------------------------------
int LookupSequence( CStudioHdr *pstudiohdr, const char *label )
{
	VPROF( "LookupSequence" );

	if (! pstudiohdr)
		return 0;

	if (!pstudiohdr->SequencesAvailable())
		return 0;

	//
	// Look up by sequence name.
	//
	for (int i = 0; i < pstudiohdr->GetNumSeq(); i++)
	{
		mstudioseqdesc_t	&seqdesc = pstudiohdr->pSeqdesc( i );
		if (stricmp( seqdesc.pszLabel(), label ) == 0)
			return i;
	}

	//
	// Not found, look up by activity name.
	//
	int nActivity = LookupActivity( pstudiohdr, label );
	if (nActivity != ACT_INVALID )
	{
		return SelectWeightedSequence( pstudiohdr, nActivity );
	}

	return ACT_INVALID;
}
Пример #4
0
MojErr
DevelCategoryHandler::Evict(MojServiceMessage *msg, MojObject &payload)
{
	ACTIVITY_SERVICEMETHOD_BEGIN();

	LOG_AM_TRACE("Entering function %s", __FUNCTION__);
	LOG_AM_DEBUG("Evict: %s", MojoObjectJson(payload).c_str());

	MojErr err = MojErrNone;

	bool evictAll = false;

	payload.get(_T("evictAll"), evictAll);

	if (evictAll) {
		LOG_AM_DEBUG("EVICTING ALL ACTIVITIES FROM BACKGROUND QUEUE");
		m_am->EvictAllBackgroundActivities();
	} else {
		boost::shared_ptr<Activity> act;

		err = LookupActivity(msg, payload, act);
		MojErrCheck(err);

		LOG_AM_DEBUG(" EVICTING [Activity %llu] FROM BACKGROUND QUEUE",act->GetId());

		m_am->EvictBackgroundActivity(act);
	}

	err = msg->replySuccess();
	MojErrCheck(err);

	ACTIVITY_SERVICEMETHOD_END(msg);

	return MojErrNone;
}
Пример #5
0
void CTalkMonster :: SetActivity ( Activity newActivity )
{
	if (newActivity == ACT_IDLE && IsTalking() )
		newActivity = ACT_SIGNAL3;
	
	if ( newActivity == ACT_SIGNAL3 && (LookupActivity ( ACT_SIGNAL3 ) == ACTIVITY_NOT_AVAILABLE))
		newActivity = ACT_IDLE;

	CBaseMonster::SetActivity( newActivity );
}
Пример #6
0
void CActAnimating :: SetActivity( Activity act ) 
{ 
	int sequence = LookupActivity( act ); 
	if ( sequence != ACTIVITY_NOT_AVAILABLE )
	{
		pev->sequence = sequence;
		m_Activity = act; 
		pev->frame = 0;
		ResetSequenceInfo( );
	}
}
Пример #7
0
void CScientist :: SetActivity ( Activity newActivity )
{
	int	iSequence;

	iSequence = LookupActivity ( newActivity );

	// Set to the desired anim, or default anim if the desired is not present
	if ( iSequence == ACTIVITY_NOT_AVAILABLE )
		newActivity = ACT_IDLE;
	CTalkMonster::SetActivity( newActivity );
}
Пример #8
0
//=========================================================
// GetSmallFlinchActivity - determines the best type of flinch
// anim to play.
//=========================================================
Activity CBaseMonster :: GetSmallFlinchActivity ( void )
{
	Activity	flinchActivity;
	BOOL		fTriedDirection;
	float		flDot;

	fTriedDirection = FALSE;
	UTIL_MakeVectors ( pev->angles );
	flDot = DotProduct ( gpGlobals->v_forward, g_vecAttackDir * -1 );
	
	switch ( m_LastHitGroup )
	{
		// pick a region-specific flinch
	case HITGROUP_HEAD:
		flinchActivity = ACT_FLINCH_HEAD;
		break;
	case HITGROUP_STOMACH:
		flinchActivity = ACT_FLINCH_STOMACH;
		break;
	case HITGROUP_LEFTARM:
		flinchActivity = ACT_FLINCH_LEFTARM;
		break;
	case HITGROUP_RIGHTARM:
		flinchActivity = ACT_FLINCH_RIGHTARM;
		break;
	case HITGROUP_LEFTLEG:
		flinchActivity = ACT_FLINCH_LEFTLEG;
		break;
	case HITGROUP_RIGHTLEG:
		flinchActivity = ACT_FLINCH_RIGHTLEG;
		break;
	case HITGROUP_GENERIC:
	default:
		// just get a generic flinch.
		flinchActivity = ACT_SMALL_FLINCH;
		break;
	}


	// do we have a sequence for the ideal activity?
	if ( LookupActivity ( flinchActivity ) == ACTIVITY_NOT_AVAILABLE )
	{
		flinchActivity = ACT_SMALL_FLINCH;
	}

	return flinchActivity;
}
MojErr
TestCategoryHandler::Leak(MojServiceMessage *msg, MojObject &payload)
{
	ACTIVITY_SERVICEMETHOD_BEGIN();

	MojLogTrace(s_log);
	MojLogInfo(s_log, _T("Leak: %s"), MojoObjectJson(payload).c_str());

	MojErr err = MojErrNone;

	bool freeAll = false;

	payload.get(_T("freeAll"), freeAll);

	if (freeAll) {
		MojLogCritical(s_log, _T("RELEASING REFERENCES TO ALL INTENTIONALLY "
			"LEAKED ACTIVITIES"));
		while (!m_leakedActivities.empty()) {
			boost::shared_ptr<Activity> act = m_leakedActivities.front();
			m_leakedActivities.pop_front();

			MojLogCritical(s_log, _T("RELEASING REFERENCE TO [Activity %llu]"),
				act->GetId());
		}
	} else {
		boost::shared_ptr<Activity> act;

		err = LookupActivity(msg, payload, act);
		MojErrCheck(err);

		MojLogCritical(s_log, _T("INTENTIONALLY LEAKING [Activity %llu]!!"),
			act->GetId());

		m_leakedActivities.push_back(act);
	}

	err = msg->replySuccess();
	MojErrCheck(err);

	ACTIVITY_SERVICEMETHOD_END(msg);

	return MojErrNone;
}
Пример #10
0
void CHostage::SetActivity(Activity activity)
{
	if (m_Activity != activity)
	{
		int animDesired = LookupActivity(activity);

		if (animDesired != -1)
		{
			if (pev->sequence != animDesired)
			{
				if ((m_Activity != ACT_WALK && m_Activity != ACT_RUN) || (activity != ACT_WALK && activity != ACT_RUN))
					pev->frame = 0;

				pev->sequence = animDesired;
			}

			m_Activity = activity;
			ResetSequenceInfo();
		}
	}
}
Пример #11
0
// Overridden to make BigMomma jump on command; the model doesn't support it otherwise.
void CBigMomma :: SetActivity ( Activity NewActivity )
{
	int	iSequence;

	if (NewActivity == ACT_HOP)
	{
		iSequence = LookupSequence( "jump" );
	}
	else
	{
		iSequence = LookupActivity ( NewActivity );
	}

	// Set to the desired anim, or default anim if the desired is not present
	if ( iSequence > ACTIVITY_NOT_AVAILABLE )
	{
		if ( pev->sequence != iSequence || !m_fSequenceLoops )
		{
			// don't reset frame between walk and run
			if ( !(m_Activity == ACT_WALK || m_Activity == ACT_RUN) || !(NewActivity == ACT_WALK || NewActivity == ACT_RUN))
				pev->frame = 0;
		}

		pev->sequence		= iSequence;	// Set to the reset anim (if it's there)
		ResetSequenceInfo( );
		SetYawSpeed();
	}
	else
	{
		// Not available try to get default anim
		ALERT ( at_aiconsole, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity );
		pev->sequence		= 0;	// Set to the reset anim (if it's there)
	}

	m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
	
	// In case someone calls this with something other than the ideal activity
	m_IdealActivity = m_Activity;
}
MojErr
DevelCategoryHandler::Run(MojServiceMessage *msg, MojObject &payload)
{
	ACTIVITY_SERVICEMETHOD_BEGIN();

	MojLogTrace(s_log);
	MojLogInfo(s_log, _T("Run: %s"), MojoObjectJson(payload).c_str());

	MojErr err = MojErrNone;

	bool runAll = false;

	payload.get(_T("runAll"), runAll);

	if (runAll) {
		MojLogCritical(s_log, _T("EVICTING ALL ACTIVITIES FROM BACKGROUND "
			"QUEUE"));
		m_am->RunAllReadyActivities();
	} else {
		boost::shared_ptr<Activity> act;

		err = LookupActivity(msg, payload, act);
		MojErrCheck(err);

		MojLogCritical(s_log, _T("EVICTING [Activity %llu] FROM BACKGROUND "
			"QUEUE"), act->GetId());

		m_am->RunReadyBackgroundActivity(act);
	}

	err = msg->replySuccess();
	MojErrCheck(err);

	ACTIVITY_SERVICEMETHOD_END(msg);

	return MojErrNone;
}
Пример #13
0
//=========================================================
// ********** DeadGenericMonster SPAWN **********
//=========================================================
void CDeadGenericMonster :: Spawn( void )
{
	Precache();
	SET_MODEL(ENT(pev), STRING(pev->model));

	pev->effects		= 0;
	pev->yaw_speed		= 8; //LRC -- what?
	pev->sequence		= 0;

	if (pev->netname)
	{
		pev->sequence = LookupSequence( STRING(pev->netname) );

		if (pev->sequence == -1)
		{
			ALERT ( at_debug, "Invalid sequence name \"%s\" in monster_generic_dead\n", STRING(pev->netname) );
		}
	}
	else
	{
		pev->sequence = LookupActivity( pev->frags );
//		if (pev->sequence == -1)
//		{
//			ALERT ( at_error, "monster_generic_dead - specify a sequence name or choose a different death type: model \"%s\" has no available death sequences.\n", STRING(pev->model) );
//		}
		//...and if that doesn't work, forget it.
	}

	// Corpses have less health
	pev->health			= 8;

	MonsterInitDead();

	ResetSequenceInfo( );
	pev->frame = 255; // pose at the _end_ of its death sequence.
}
Пример #14
0
//=========================================================
// GetDeathActivity - determines the best type of death
// anim to play.
//=========================================================
Activity CBaseMonster :: GetDeathActivity ( void )
{
	Activity	deathActivity;
	BOOL		fTriedDirection;
	float		flDot;
	TraceResult	tr;
	Vector		vecSrc;

	if ( pev->deadflag != DEAD_NO )
	{
		// don't run this while dying.
		return m_IdealActivity;
	}

	vecSrc = Center();

	fTriedDirection = FALSE;
	deathActivity = ACT_DIESIMPLE;// in case we can't find any special deaths to do.

	UTIL_MakeVectors ( pev->angles );
	flDot = DotProduct ( gpGlobals->v_forward, g_vecAttackDir * -1 );

	switch ( m_LastHitGroup )
	{
		// try to pick a region-specific death.
	case HITGROUP_HEAD:
		deathActivity = ACT_DIE_HEADSHOT;
		break;

	case HITGROUP_STOMACH:
		deathActivity = ACT_DIE_GUTSHOT;
		break;

	case HITGROUP_GENERIC:
		// try to pick a death based on attack direction
		fTriedDirection = TRUE;

		if ( flDot > 0.3 )
		{
			deathActivity = ACT_DIEFORWARD;
		}
		else if ( flDot <= -0.3 )
		{
			deathActivity = ACT_DIEBACKWARD;
		}
		break;

	default:
		// try to pick a death based on attack direction
		fTriedDirection = TRUE;

		if ( flDot > 0.3 )
		{
			deathActivity = ACT_DIEFORWARD;
		}
		else if ( flDot <= -0.3 )
		{
			deathActivity = ACT_DIEBACKWARD;
		}
		break;
	}


	// can we perform the prescribed death?
	if ( LookupActivity ( deathActivity ) == ACTIVITY_NOT_AVAILABLE )
	{
		// no! did we fail to perform a directional death? 
		if ( fTriedDirection )
		{
			// if yes, we're out of options. Go simple.
			deathActivity = ACT_DIESIMPLE;
		}
		else
		{
			// cannot perform the ideal region-specific death, so try a direction.
			if ( flDot > 0.3 )
			{
				deathActivity = ACT_DIEFORWARD;
			}
			else if ( flDot <= -0.3 )
			{
				deathActivity = ACT_DIEBACKWARD;
			}
		}
	}

	if ( LookupActivity ( deathActivity ) == ACTIVITY_NOT_AVAILABLE )
	{
		// if we're still invalid, simple is our only option.
		deathActivity = ACT_DIESIMPLE;
	}

	if ( deathActivity == ACT_DIEFORWARD )
	{
			// make sure there's room to fall forward
			UTIL_TraceHull ( vecSrc, vecSrc + gpGlobals->v_forward * 64, dont_ignore_monsters, head_hull, edict(), &tr );

			if ( tr.flFraction != 1.0 )
			{
				deathActivity = ACT_DIESIMPLE;
			}
	}

	if ( deathActivity == ACT_DIEBACKWARD )
	{
			// make sure there's room to fall backward
			UTIL_TraceHull ( vecSrc, vecSrc - gpGlobals->v_forward * 64, dont_ignore_monsters, head_hull, edict(), &tr );

			if ( tr.flFraction != 1.0 )
			{
				deathActivity = ACT_DIESIMPLE;
			}
	}

	return deathActivity;
}
//=========================================================
// 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;
	}
}
Пример #16
0
//=========================================================
// Start task - selects the correct activity and performs
// any necessary calculations to start the next task on the
// schedule. 
//=========================================================
void CBaseMonster :: StartTask ( Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_TURN_RIGHT:
		{
			float flCurrentYaw;
			
			flCurrentYaw = UTIL_AngleMod( pev->angles.y );
			pev->ideal_yaw = UTIL_AngleMod( flCurrentYaw - pTask->flData );
			SetTurnActivity();
			break;
		}
	case TASK_TURN_LEFT:
		{
			float flCurrentYaw;
			
			flCurrentYaw = UTIL_AngleMod( pev->angles.y );
			pev->ideal_yaw = UTIL_AngleMod( flCurrentYaw + pTask->flData );
			SetTurnActivity();
			break;
		}
	case TASK_REMEMBER:
		{
			Remember ( (int)pTask->flData );
			TaskComplete();
			break;
		}
	case TASK_FORGET:
		{
			Forget ( (int)pTask->flData );
			TaskComplete();
			break;
		}
	case TASK_FIND_HINTNODE:
		{
			m_iHintNode = FindHintNode();

			if ( m_iHintNode != NO_NODE )
			{
				TaskComplete();
			}
			else
			{
				TaskFail();
			}
			break;
		}
	case TASK_STORE_LASTPOSITION:
		{
			m_vecLastPosition = pev->origin;
			TaskComplete();
			break;
		}
	case TASK_CLEAR_LASTPOSITION:
		{
			m_vecLastPosition = g_vecZero;
			TaskComplete();
			break;
		}
	case TASK_CLEAR_HINTNODE:
		{
			m_iHintNode = NO_NODE;
			TaskComplete();
			break;
		}
	case TASK_STOP_MOVING:
		{
			if ( m_IdealActivity == m_movementActivity )
			{
				m_IdealActivity = GetStoppedActivity();
			}

			RouteClear();
			TaskComplete();
			break;
		}
	case TASK_PLAY_SEQUENCE_FACE_ENEMY:
	case TASK_PLAY_SEQUENCE_FACE_TARGET:
	case TASK_PLAY_SEQUENCE:
		{
			m_IdealActivity = ( Activity )( int )pTask->flData;
			break;
		}
	case TASK_PLAY_ACTIVE_IDLE:
		{
			// monsters verify that they have a sequence for the node's activity BEFORE
			// moving towards the node, so it's ok to just set the activity without checking here.
			m_IdealActivity = ( Activity )WorldGraph.m_pNodes[ m_iHintNode ].m_sHintActivity;
			break;
		}
	case TASK_SET_SCHEDULE:
		{
			Schedule_t *pNewSchedule;

			pNewSchedule = GetScheduleOfType( (int)pTask->flData );
			
			if ( pNewSchedule )
			{
				ChangeSchedule( pNewSchedule );
			}
			else
			{
				TaskFail();
			}

			break;
		}
	case TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY:
		{
			if ( m_hEnemy == NULL )
			{
				TaskFail();
				return;
			}

			if ( FindCover( m_hEnemy->pev->origin, m_hEnemy->pev->view_ofs, 0, pTask->flData ) )
			{
				// try for cover farther than the FLData from the schedule.
				TaskComplete();
			}
			else
			{
				// no coverwhatsoever.
				TaskFail();
			}
			break;
		}
	case TASK_FIND_FAR_NODE_COVER_FROM_ENEMY:
		{
			if ( m_hEnemy == NULL )
			{
				TaskFail();
				return;
			}

			if ( FindCover( m_hEnemy->pev->origin, m_hEnemy->pev->view_ofs, pTask->flData, CoverRadius() ) )
			{
				// try for cover farther than the FLData from the schedule.
				TaskComplete();
			}
			else
			{
				// no coverwhatsoever.
				TaskFail();
			}
			break;
		}
	case TASK_FIND_NODE_COVER_FROM_ENEMY:
		{
			if ( m_hEnemy == NULL )
			{
				TaskFail();
				return;
			}

			if ( FindCover( m_hEnemy->pev->origin, m_hEnemy->pev->view_ofs, 0, CoverRadius() ) )
			{
				// try for cover farther than the FLData from the schedule.
				TaskComplete();
			}
			else
			{
				// no coverwhatsoever.
				TaskFail();
			}
			break;
		}
	case TASK_FIND_COVER_FROM_ENEMY:
		{
			entvars_t *pevCover;

			if ( m_hEnemy == NULL )
			{
				// Find cover from self if no enemy available
				pevCover = pev;
//				TaskFail();
//				return;
			}
			else
				pevCover = m_hEnemy->pev;

			if ( FindLateralCover( pevCover->origin, pevCover->view_ofs ) )
			{
				// try lateral first
				m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
				TaskComplete();
			}
			else if ( FindCover( pevCover->origin, pevCover->view_ofs, 0, CoverRadius() ) )
			{
				// then try for plain ole cover
				m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
				TaskComplete();
			}
			else
			{
				// no coverwhatsoever.
				TaskFail();
			}
			break;
		}
	case TASK_FIND_COVER_FROM_ORIGIN:
		{
			if ( FindCover( pev->origin, pev->view_ofs, 0, CoverRadius() ) )
			{
				// then try for plain ole cover
				m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
				TaskComplete();
			}
			else
			{
				// no cover!
				TaskFail();
			}
		}
		break;
	case TASK_FIND_COVER_FROM_BEST_SOUND:
		{
			CSound *pBestSound;

			pBestSound = PBestSound();

			ASSERT( pBestSound != NULL );
			/*
			if ( pBestSound && FindLateralCover( pBestSound->m_vecOrigin, g_vecZero ) )
			{
				// try lateral first
				m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
				TaskComplete();
			}
			*/

			if ( pBestSound && FindCover( pBestSound->m_vecOrigin, g_vecZero, pBestSound->m_iVolume, CoverRadius() ) )
			{
				// then try for plain ole cover
				m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
				TaskComplete();
			}
			else
			{
				// no coverwhatsoever. or no sound in list
				TaskFail();
			}
			break;
		}
	case TASK_FACE_HINTNODE:
		{
			pev->ideal_yaw = WorldGraph.m_pNodes[ m_iHintNode ].m_flHintYaw;
			SetTurnActivity();
			break;
		}
	
	case TASK_FACE_LASTPOSITION:
		MakeIdealYaw ( m_vecLastPosition );
		SetTurnActivity(); 
		break;

	case TASK_FACE_TARGET:
		if ( m_hTargetEnt != NULL )
		{
			MakeIdealYaw ( m_hTargetEnt->pev->origin );
			SetTurnActivity(); 
		}
		else
			TaskFail();
		break;
	case TASK_FACE_ENEMY:
		{
			MakeIdealYaw ( m_vecEnemyLKP );
			SetTurnActivity(); 
			break;
		}
	case TASK_FACE_IDEAL:
		{
			SetTurnActivity();
			break;
		}
	case TASK_FACE_ROUTE:
		{
			if (FRouteClear())
			{
				ALERT(at_aiconsole, "No route to face!\n");
				TaskFail();
			}
			else
			{
				MakeIdealYaw(m_Route[m_iRouteIndex].vecLocation);
				SetTurnActivity();
			}
			break;
		}
	case TASK_WAIT_PVS:
	case TASK_WAIT_INDEFINITE:
		{
			// don't do anything.
			break;
		}
	case TASK_WAIT:
	case TASK_WAIT_FACE_ENEMY:
		{// set a future time that tells us when the wait is over.
			m_flWaitFinished = gpGlobals->time + pTask->flData;	
			break;
		}
	case TASK_WAIT_RANDOM:
		{// set a future time that tells us when the wait is over.
			m_flWaitFinished = gpGlobals->time + RANDOM_FLOAT( 0.1, pTask->flData );
			break;
		}
	case TASK_MOVE_TO_TARGET_RANGE:
		{
			if ( (m_hTargetEnt->pev->origin - pev->origin).Length() < 1 )
				TaskComplete();
			else
			{
				m_vecMoveGoal = m_hTargetEnt->pev->origin;
				if ( !MoveToTarget( ACT_WALK, 2 ) )
					TaskFail();
			}
			break;
		}
	case TASK_RUN_TO_SCRIPT:
	case TASK_WALK_TO_SCRIPT:
		{
			Activity newActivity;

			if ( !m_pGoalEnt || (m_pGoalEnt->pev->origin - pev->origin).Length() < 1 )
				TaskComplete();
			else
			{
				if ( pTask->iTask == TASK_WALK_TO_SCRIPT )
					newActivity = ACT_WALK;
				else
					newActivity = ACT_RUN;
				// This monster can't do this!
				if ( LookupActivity( newActivity ) == ACTIVITY_NOT_AVAILABLE )
					TaskComplete();
				else 
				{
					if ( m_pGoalEnt != NULL )
					{
						Vector vecDest;
						vecDest = m_pGoalEnt->pev->origin;

						if ( !MoveToLocation( newActivity, 2, vecDest ) )
						{
							TaskFail();
							ALERT( at_aiconsole, "%s Failed to reach script!!!\n", STRING(pev->classname) );
							RouteClear();
						}
					}
					else
					{
						TaskFail();
						ALERT( at_aiconsole, "%s: MoveTarget is missing!?!\n", STRING(pev->classname) );
						RouteClear();
					}
				}
			}
			TaskComplete();
			break;
		}
	case TASK_CLEAR_MOVE_WAIT:
		{
			m_flMoveWaitFinished = gpGlobals->time;
			TaskComplete();
			break;
		}
	case TASK_MELEE_ATTACK1_NOTURN:
	case TASK_MELEE_ATTACK1:
		{
			m_IdealActivity = ACT_MELEE_ATTACK1;
			break;
		}
	case TASK_MELEE_ATTACK2_NOTURN:
	case TASK_MELEE_ATTACK2:
		{
			m_IdealActivity = ACT_MELEE_ATTACK2;
			break;
		}
	case TASK_RANGE_ATTACK1_NOTURN:
	case TASK_RANGE_ATTACK1:
		{
			m_IdealActivity = ACT_RANGE_ATTACK1;
			break;
		}
	case TASK_RANGE_ATTACK2_NOTURN:
	case TASK_RANGE_ATTACK2:
		{
			m_IdealActivity = ACT_RANGE_ATTACK2;
			break;
		}
	case TASK_RELOAD_NOTURN:
	case TASK_RELOAD:
		{
			m_IdealActivity = ACT_RELOAD;
			break;
		}
	case TASK_SPECIAL_ATTACK1:
		{
			m_IdealActivity = ACT_SPECIAL_ATTACK1;
			break;
		}
	case TASK_SPECIAL_ATTACK2:
		{
			m_IdealActivity = ACT_SPECIAL_ATTACK2;
			break;
		}
	case TASK_SET_ACTIVITY:
		{
			m_IdealActivity = (Activity)(int)pTask->flData;
			TaskComplete();
			break;
		}
	case TASK_GET_PATH_TO_ENEMY_LKP:
		{
			if ( BuildRoute ( m_vecEnemyLKP, bits_MF_TO_LOCATION, NULL ) )
			{
				TaskComplete();
			}
			else if (BuildNearestRoute( m_vecEnemyLKP, pev->view_ofs, 0, (m_vecEnemyLKP - pev->origin).Length() ))
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToEnemyLKP failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_ENEMY:
		{
			CBaseEntity *pEnemy = m_hEnemy;

			if ( pEnemy == NULL )
			{
				TaskFail();
				return;
			}

			if ( BuildRoute ( pEnemy->pev->origin, bits_MF_TO_ENEMY, pEnemy ) )
			{
				TaskComplete();
			}
			else if (BuildNearestRoute( pEnemy->pev->origin, pEnemy->pev->view_ofs, 0, (pEnemy->pev->origin - pev->origin).Length() ))
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToEnemy failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_ENEMY_CORPSE:
		{
			UTIL_MakeVectors( pev->angles );
			if ( BuildRoute ( m_vecEnemyLKP - gpGlobals->v_forward * 64, bits_MF_TO_LOCATION, NULL ) )
			{
				TaskComplete();
			}
			else
			{
				ALERT ( at_aiconsole, "GetPathToEnemyCorpse failed!!\n" );
				TaskFail();
			}
		}
		break;
	case TASK_GET_PATH_TO_SPOT:
		{
			CBaseEntity *pPlayer = UTIL_FindEntityByClassname( NULL, "player" );
			if ( BuildRoute ( m_vecMoveGoal, bits_MF_TO_LOCATION, pPlayer ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToSpot failed!!\n" );
				TaskFail();
			}
			break;
		}

	case TASK_GET_PATH_TO_TARGET:
		{
			RouteClear();
			if ( m_hTargetEnt != NULL && MoveToTarget( m_movementActivity, 1 ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToSpot failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_SCRIPT:
		{
			RouteClear();
			if ( m_pCine != NULL && MoveToLocation( m_movementActivity, 1, m_pCine->pev->origin ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToSpot failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_HINTNODE:// for active idles!
		{
			if ( MoveToLocation( m_movementActivity, 2, WorldGraph.m_pNodes[ m_iHintNode ].m_vecOrigin ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToHintNode failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_LASTPOSITION:
		{
			m_vecMoveGoal = m_vecLastPosition;

			if ( MoveToLocation( m_movementActivity, 2, m_vecMoveGoal ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToLastPosition failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_BESTSOUND:
		{
			CSound *pSound;

			pSound = PBestSound();

			if ( pSound && MoveToLocation( m_movementActivity, 2, pSound->m_vecOrigin ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToBestSound failed!!\n" );
				TaskFail();
			}
			break;
		}
case TASK_GET_PATH_TO_BESTSCENT:
		{
			CSound *pScent;

			pScent = PBestScent();

			if ( pScent && MoveToLocation( m_movementActivity, 2, pScent->m_vecOrigin ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToBestScent failed!!\n" );
				
				TaskFail();
			}
			break;
		}
	case TASK_RUN_PATH:
		{
			// UNDONE: This is in some default AI and some monsters can't run? -- walk instead?
			if ( LookupActivity( ACT_RUN ) != ACTIVITY_NOT_AVAILABLE )
			{
				m_movementActivity = ACT_RUN;
			}
			else
			{
				m_movementActivity = ACT_WALK;
			}
			TaskComplete();
			break;
		}
	case TASK_WALK_PATH:
		{
			if ( pev->movetype == MOVETYPE_FLY )
			{
				m_movementActivity = ACT_FLY;
			}
			if ( LookupActivity( ACT_WALK ) != ACTIVITY_NOT_AVAILABLE )
			{
				m_movementActivity = ACT_WALK;
			}
			else
			{
				m_movementActivity = ACT_RUN;
			}
			TaskComplete();
			break;
		}
	case TASK_STRAFE_PATH:
		{
			Vector2D	vec2DirToPoint; 
			Vector2D	vec2RightSide;

			// to start strafing, we have to first figure out if the target is on the left side or right side
			UTIL_MakeVectors ( pev->angles );

			vec2DirToPoint = ( m_Route[ 0 ].vecLocation - pev->origin ).Make2D().Normalize();
			vec2RightSide = gpGlobals->v_right.Make2D().Normalize();

			if ( DotProduct ( vec2DirToPoint, vec2RightSide ) > 0 )
			{
				// strafe right
				m_movementActivity = ACT_STRAFE_RIGHT;
			}
			else
			{
				// strafe left
				m_movementActivity = ACT_STRAFE_LEFT;
			}
			TaskComplete();
			break;
		}


	case TASK_WAIT_FOR_MOVEMENT:
		{
			if (FRouteClear())
			{
				TaskComplete();
			}
			break;
		}

	case TASK_EAT:
		{
			Eat( pTask->flData );
			TaskComplete();
			break;
		}
	case TASK_SMALL_FLINCH:
		{
			m_IdealActivity = GetSmallFlinchActivity();
			break;
		}
	case TASK_DIE:
		{
			RouteClear();	
			
			m_IdealActivity = GetDeathActivity();

			pev->deadflag = DEAD_DYING;
			break;
		}
	case TASK_SOUND_WAKE:
		{
			AlertSound();
			TaskComplete();
			break;
		}
	case TASK_SOUND_DIE:
		{
			DeathSound();
			TaskComplete();
			break;
		}
	case TASK_SOUND_IDLE:
		{
			IdleSound();
			TaskComplete();
			break;
		}
	case TASK_SOUND_PAIN:
		{
			PainSound();
			TaskComplete();
			break;
		}
	case TASK_SOUND_DEATH:
		{
			DeathSound();
			TaskComplete();
			break;
		}
	case TASK_SOUND_ANGRY:
		{
			// sounds are complete as soon as we get here, cause we've already played them.
			ALERT ( at_aiconsole, "SOUND\n" );			
			TaskComplete();
			break;
		}
	case TASK_WAIT_FOR_SCRIPT:
		{
			if ( m_pCine->m_iDelay <= 0 && gpGlobals->time >= m_pCine->m_startTime )
			{
				TaskComplete(); //LRC - start playing immediately
			}
			else if (!m_pCine->IsAction() && m_pCine->m_iszIdle)
			{
				m_pCine->StartSequence( (CBaseMonster *)this, m_pCine->m_iszIdle, FALSE );
				if (FStrEq( STRING(m_pCine->m_iszIdle), STRING(m_pCine->m_iszPlay)))
				{
					pev->framerate = 0;
				}
			}
			else
				m_IdealActivity = ACT_IDLE;

			break;
		}
	case TASK_PLAY_SCRIPT:
		{
			if (m_pCine->IsAction())
			{
				//ALERT(at_console,"PlayScript: setting idealactivity %d\n",m_pCine->m_fAction);
				switch(m_pCine->m_fAction)
				{
				case 0:
					m_IdealActivity = ACT_RANGE_ATTACK1; break;
				case 1:
					m_IdealActivity = ACT_RANGE_ATTACK2; break;
				case 2:
					m_IdealActivity = ACT_MELEE_ATTACK1; break;
				case 3:
					m_IdealActivity = ACT_MELEE_ATTACK2; break;
				case 4:
					m_IdealActivity = ACT_SPECIAL_ATTACK1; break;
				case 5:
					m_IdealActivity = ACT_SPECIAL_ATTACK2; break;
				case 6:
					m_IdealActivity = ACT_RELOAD; break;
				case 7:
					m_IdealActivity = ACT_HOP; break;
				}
				pev->framerate = 1.0; // shouldn't be needed, but just in case
				pev->movetype = MOVETYPE_FLY;
				ClearBits(pev->flags, FL_ONGROUND);
			}
			else
			{
				m_pCine->StartSequence( (CBaseMonster *)this, m_pCine->m_iszPlay, TRUE );
				if ( m_fSequenceFinished )
					ClearSchedule();
				pev->framerate = 1.0;
				//ALERT( at_aiconsole, "Script %s has begun for %s\n", STRING( m_pCine->m_iszPlay ), STRING(pev->classname) );
			}
			m_scriptState = SCRIPT_PLAYING;
			break;
		}
	case TASK_ENABLE_SCRIPT:
		{
			m_pCine->DelayStart( 0 );
			TaskComplete();
			break;
		}
//LRC
	case TASK_END_SCRIPT:
		{
			m_pCine->SequenceDone( this );
			TaskComplete();
			break;
		}
	case TASK_PLANT_ON_SCRIPT:
		{
			if ( m_pCine != NULL )
			{
				// Plant on script
				// LRC - if it's a teleport script, do the turn too
				if (m_pCine->m_fMoveTo == 4 || m_pCine->m_fMoveTo == 6)
				{
					if (m_pCine->m_fTurnType == 0) //LRC
						pev->angles.y = m_hTargetEnt->pev->angles.y;
					else if (m_pCine->m_fTurnType == 1)
						pev->angles.y = UTIL_VecToYaw(m_hTargetEnt->pev->origin - pev->origin);
					pev->ideal_yaw = pev->angles.y;
					pev->avelocity = Vector( 0, 0, 0 );
					pev->velocity = Vector( 0, 0, 0 );
					pev->effects |= EF_NOINTERP;
				}

				if (m_pCine->m_fMoveTo != 6)
					pev->origin = m_pGoalEnt->pev->origin;
			}

			TaskComplete();
			break;
		}
	case TASK_FACE_SCRIPT:
		{
			if ( m_pCine != NULL && m_pCine->m_fMoveTo != 0) // movetype "no move" makes us ignore turntype
			{
				switch (m_pCine->m_fTurnType)
				{
				case 0:
					pev->ideal_yaw = UTIL_AngleMod( m_pCine->pev->angles.y );
					break;
				case 1:
					// yes, this is inconsistent- turn to face uses the "target" and turn to angle uses the "cine".
					if (m_hTargetEnt)
						MakeIdealYaw ( m_hTargetEnt->pev->origin );
					else
						MakeIdealYaw ( m_pCine->pev->origin );
					break;
				// default: don't turn
				}
			}

			TaskComplete();
			m_IdealActivity = ACT_IDLE;
			RouteClear();
			break;
		}
	case TASK_SUGGEST_STATE:
		{
			m_IdealMonsterState = (MONSTERSTATE)(int)pTask->flData;
			TaskComplete();
			break;
		}

	case TASK_SET_FAIL_SCHEDULE:
		m_failSchedule = (int)pTask->flData;
		TaskComplete();
		break;

	case TASK_CLEAR_FAIL_SCHEDULE:
		m_failSchedule = SCHED_NONE;
		TaskComplete();
		break;

	default:
		{
			ALERT ( at_aiconsole, "No StartTask entry for %d\n", (SHARED_TASKS)pTask->iTask );
			break;
		}
	}
}
Пример #17
0
void CController :: RunTask ( const Task_t& task )
{

	if (m_flShootEnd > gpGlobals->time)
	{
		Vector vecHand, vecAngle;
		
		GetAttachment( 2, vecHand, vecAngle );
	
		while (m_flShootTime < m_flShootEnd && m_flShootTime < gpGlobals->time)
		{
			Vector vecSrc = vecHand + GetAbsVelocity() * (m_flShootTime - gpGlobals->time);
			Vector vecDir;
			
			if (m_hEnemy != NULL)
			{
				if (HasConditions( bits_COND_SEE_ENEMY ))
				{
					m_vecEstVelocity = m_vecEstVelocity * 0.5 + m_hEnemy->GetAbsVelocity() * 0.5;
				}
				else
				{
					m_vecEstVelocity = m_vecEstVelocity * 0.8;
				}
				vecDir = Intersect( vecSrc, m_hEnemy->BodyTarget( GetAbsOrigin() ), m_vecEstVelocity, gSkillData.GetControllerSpeedBall() );
				float delta = 0.03490; // +-2 degree
				vecDir = vecDir + Vector( RANDOM_FLOAT( -delta, delta ), RANDOM_FLOAT( -delta, delta ), RANDOM_FLOAT( -delta, delta ) ) * gSkillData.GetControllerSpeedBall();

				vecSrc = vecSrc + vecDir * (gpGlobals->time - m_flShootTime);
				CBaseMonster *pBall = (CBaseMonster*)Create( "controller_energy_ball", vecSrc, GetAbsAngles(), edict() );
				pBall->SetAbsVelocity( 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 ( task.iTask )
	{
	case TASK_WAIT_FOR_MOVEMENT:
	case TASK_WAIT:
	case TASK_WAIT_FACE_ENEMY:
	case TASK_WAIT_PVS:
		MakeIdealYaw( m_vecEnemyLKP );
		ChangeYaw( GetYawSpeed() );

		if (m_fSequenceFinished)
		{
			m_fInCombat = false;
		}

		CSquadMonster :: RunTask ( task );

		if (!m_fInCombat)
		{
			if (HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ))
			{
				SetSequence( LookupActivity( ACT_RANGE_ATTACK1 ) );
				SetFrame( 0 );
				ResetSequenceInfo( );
				m_fInCombat = true;
			}
			else if (HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ))
			{
				SetSequence( LookupActivity( ACT_RANGE_ATTACK2 ) );
				SetFrame( 0 );
				ResetSequenceInfo( );
				m_fInCombat = true;
			}
			else
			{
				int iFloat = LookupFloat( );
				if (m_fSequenceFinished || iFloat != GetSequence() )
				{
					SetSequence( iFloat );
					SetFrame( 0 );
					ResetSequenceInfo( );
				}
			}
		}
		break;
	default: 
		CSquadMonster :: RunTask ( task );
		break;
	}
}
Пример #18
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 ];
}
Пример #19
0
	PRECACHE_MODEL((char *)STRING(pev->model));
	PRECACHE_SOUND("hostage/hos1.wav");
	PRECACHE_SOUND("hostage/hos2.wav");
	PRECACHE_SOUND("hostage/hos3.wav");
	PRECACHE_SOUND("hostage/hos4.wav");
	PRECACHE_SOUND("hostage/hos5.wav");
	PRECACHE_MODEL("sprites/smoke.spr");
}

void CHostage::SetActivity(Activity activity)
{
	BINTRACE

	if (m_Activity != activity)
	{
		int animDesired = LookupActivity(activity);

		if (animDesired != -1)
		{
			if (pev->sequence != animDesired)
			{
				if ((m_Activity != ACT_WALK && m_Activity != ACT_RUN) || (activity != ACT_WALK && activity != ACT_RUN))
					pev->frame = 0;

				pev->sequence = animDesired;
			}

			m_Activity = activity;
			ResetSequenceInfo();
		}
	}
Пример #20
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;
	}
}
Пример #21
0
//=========================================================
// SetActivity 
//=========================================================
void CFriend :: SetActivity ( Activity NewActivity )
{
	int	iSequence = ACTIVITY_NOT_AVAILABLE;
	void *pmodel = GET_MODEL_PTR( ENT(pev) );

	switch ( NewActivity)
	{
	case ACT_RANGE_ATTACK1:
					
//		if (RANDOM_LONG(0,1))
//		{
//			iSequence = LookupSequence( "throwgrenade" );
//		}
//		else
//		{
			if (pev->frags)
			{
				iSequence = LookupSequence( "standing_shotgun" );
			}
			else
			{
				iSequence = LookupSequence( "standing_mp5" );
			}
//		}
		break;

	case ACT_RANGE_ATTACK2:
		// grunt is going to a secondary long range attack. This may be a thrown 
		// grenade or fired grenade, we must determine which and pick proper sequence
		// get toss anim
		iSequence = LookupSequence( "throwgrenade" );
		break;

	case ACT_RUN:
		if ( pev->health <= LIMP_HEALTH )
		{
			// limp!
			iSequence = LookupActivity ( ACT_RUN_HURT );
		}
		else
		{
			iSequence = LookupActivity ( NewActivity );
		}
		break;
	case ACT_WALK:
		if ( pev->health <= LIMP_HEALTH )
		{
			// limp!
			iSequence = LookupActivity ( ACT_WALK_HURT );
		}
		else
		{
			iSequence = LookupActivity ( NewActivity );
		}
		break;
	case ACT_IDLE:
		if ( m_MonsterState == MONSTERSTATE_COMBAT )
		{
			NewActivity = ACT_IDLE_ANGRY;
		}
		iSequence = LookupActivity ( NewActivity );
		break;
	default:
		iSequence = LookupActivity ( NewActivity );
		break;
	}
	
	m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present

	// Set to the desired anim, or default anim if the desired is not present
	if ( iSequence > ACTIVITY_NOT_AVAILABLE )
	{
		if ( pev->sequence != iSequence || !m_fSequenceLoops )
		{
			pev->frame = 0;
		}

		pev->sequence		= iSequence;	// Set to the reset anim (if it's there)
		ResetSequenceInfo( );
		SetYawSpeed();
	}
	else
	{
		// Not available try to get default anim
		ALERT ( at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity );
		pev->sequence		= 0;	// Set to the reset anim (if it's there)
	}
}