示例#1
0
//------------------------------------------------------------------------------
// Purpose : Update beam more often then regular NPC think so it doesn't
//			 move so jumpily over the ground
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CNPC_Stalker::StalkerThink(void)
{
	DrawAttackBeam();
	if (gpGlobals->curtime >= m_flNextNPCThink)
	{
		NPCThink();
		m_flNextNPCThink = GetNextThink();
	}

	if ( m_pBeam )
	{
		SetNextThink( gpGlobals->curtime + g_StalkerBeamThinkTime );
		
		// sanity check?!
		const Task_t *pTask = GetTask();
		if ( !pTask || pTask->iTask != TASK_RANGE_ATTACK1 || !TaskIsRunning() )
		{
			KillAttackBeam();
		}
	}
	else
	{
		DevMsg( 2, "In StalkerThink() but no stalker beam found?\n" );
		SetNextThink( m_flNextNPCThink );
	}
}
示例#2
0
void CASW_Parasite::LeapThink( void )
{
	if (gpGlobals->curtime > m_flNextNPCThink)
	{
		NPCThink();
		m_flNextNPCThink = gpGlobals->curtime + 0.1;
	}

	if( GetFlags() & FL_ONGROUND )
	{
		SetThink( &CASW_Parasite::CallNPCThink );
		SetNextThink( gpGlobals->curtime + 0.1 );
		return;
	}

	SetNextThink( gpGlobals->curtime );
}
void CNPC_Tentacle::Cycle( void )
{
	//NDebugOverlay::Cross3D( EarPosition(), 32, 255, 0, 0, false, 0.1 );

	// ALERT( at_console, "%s %.2f %d %d\n", STRING( pev->targetname ), pev->origin.z, m_MonsterState, m_IdealMonsterState );
	SetNextThink( gpGlobals->curtime + 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_NPCState == NPC_STATE_SCRIPT || GetIdealState() == NPC_STATE_SCRIPT)
	{
		SetAbsAngles( QAngle( GetAbsAngles().x, m_flInitialYaw, GetAbsAngles().z ) );
		GetMotor()->SetIdealYaw( m_flInitialYaw );	
		RemoveIgnoredConditions();
		NPCThink( );
		m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
		return;
	}
	
	StudioFrameAdvance();
	DispatchAnimEvents( this );

	GetMotor()->UpdateYaw( MaxYawSpeed() );
	
	CSound *pSound = NULL;

	GetSenses()->Listen();
	m_BoneFollowerManager.UpdateBoneFollowers(this);

	// Listen will set this if there's something in my sound list
	if ( HeardAnything() )
		 pSound = GetSenses()->GetClosestSound( false, (SOUND_DANGER|SOUND_COMBAT|SOUND_WORLD|SOUND_PLAYER) );
	else
		 pSound = NULL;

	if ( pSound )
	{
		//NDebugOverlay::Line( EarPosition(), pSound->GetSoundOrigin(), 0, 255, 0, false, 0.2 );

		Vector vecDir;
		if ( gpGlobals->curtime - m_flPrevSoundTime < 0.5 )
		{
			float dt = gpGlobals->curtime - m_flPrevSoundTime;
			vecDir = pSound->GetSoundOrigin() + (pSound->GetSoundOrigin() - m_vecPrevSound) / dt - GetAbsOrigin();
		}
		else
		{
			vecDir = pSound->GetSoundOrigin() - GetAbsOrigin();
		}

		m_flPrevSoundTime = gpGlobals->curtime;
		m_vecPrevSound = pSound->GetSoundOrigin();

		m_flSoundYaw = 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->curtime)
		{
			// play "I hear new something" sound
			 UTIL_EmitAmbientSound( GetSoundSourceIndex(), GetAbsOrigin() + Vector( 0, 0, MyHeight()), "Tentacle.Alert", 1.0, SNDLVL_GUNFIRE, 0, 100);
		}
		m_flSoundTime = gpGlobals->curtime + random->RandomFloat( 5.0, 10.0 );
	}

	// clip ideal_yaw
	float dy = m_flSoundYaw;
	switch( GetSequence() )
	{
	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;
	}
	GetMotor()->SetIdealYaw( m_flInitialYaw + dy );

	if ( IsSequenceFinished() )
	{
		// ALERT( at_console, "%s done %d %d\n", STRING( pev->targetname ), pev->sequence, m_iGoalAnim );
		if ( m_iHealth <= 1)
		{
			m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;

			if ( GetSequence() == TENTACLE_ANIM_Pit_Idle)
			{
				m_iHealth = 75;
			}
		}
		else if ( m_flSoundTime > gpGlobals->curtime )
		{
			if (m_flSoundYaw >= -(m_flMaxYaw + 30) && m_flSoundYaw <= (m_flMaxYaw + 30))
			{
				// strike
				switch ( m_iSoundLevel )
				{
					case 0:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1030 );
						break;
					case 1:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1031 );
						break;
					case 2:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1032 );
						break;
					case 3:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1033 );
						break;
				}
			}
			else if (m_flSoundYaw >= -m_flMaxYaw * 2 && m_flSoundYaw <= m_flMaxYaw * 2) 
			{
				// tap
				switch ( m_iSoundLevel )
				{
					case 0:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1020 );
						break;
					case 1:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1021 );
						break;
					case 2:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1022 );
						break;
					case 3:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1023 );
						break;
				}
			}
			else
			{
				// go into rear idle
				switch ( m_iSoundLevel )
				{
					case 0:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1040 );
						break;
					case 1:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1041 );
						break;
					case 2:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1042 );
						break;
					case 3:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1043 );
						break;
					case 4:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1044 );
						break;
				}
			}
		}
		else if ( GetSequence() == TENTACLE_ANIM_Pit_Idle)
		{
			// stay in pit until hear noise
			m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
		}
		else if ( GetSequence() == m_iGoalAnim)
		{
			if ( MyLevel() >= 0 && gpGlobals->curtime < m_flSoundTime)
			{
				if ( random->RandomInt(0,9) < m_flSoundTime - gpGlobals->curtime )
				{
					// continue stike
					switch ( m_iSoundLevel )
					{
						case 0:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1030 );
							break;
						case 1:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1031 );
							break;
						case 2:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1032 );
							break;
						case 3:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1033 );
							break;
					}
				}
				else
				{
					// tap
					switch ( m_iSoundLevel )
					{
						case 0:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1020 );
							break;
						case 1:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1021 );
							break;
						case 2:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1022 );
							break;
						case 3:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1023 );
							break;
					}
				}
			}
			else if ( MyLevel( ) < 0 )
			{
				m_iGoalAnim = SelectWeightedSequence( ACT_1010 );
			}
			else
			{
				if (m_flNextSong < gpGlobals->curtime)
				{
					// play "I hear new something" sound
					CPASAttenuationFilter filter( this );
					EmitSound( filter, entindex(), "Tentacle.Sing" );

					m_flNextSong = gpGlobals->curtime + random->RandomFloat( 10, 20 );
				}

				if (random->RandomInt(0,15) == 0)
				{
					// idle on new level
					switch ( random->RandomInt( 0, 3 ) )
					{
						case 0:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1010 );
							break;
						case 1:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1011 );
							break;
						case 2:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1012 );
							break;
						case 3:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1013 );
							break;
					}
				}
				else if ( random->RandomInt( 0, 3 ) == 0 )
				{
					// tap
					switch ( MyLevel() )
					{
						case 0:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1020 );
							break;
						case 1:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1021 );
							break;
						case 2:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1022 );
							break;
						case 3:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1023 );
							break;
					}
				}
				else
				{
					// idle
					switch ( MyLevel() )
					{
						case 0:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1010 );
							break;
						case 1:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1011 );
							break;
						case 2:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1012 );
							break;
						case 3:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1013 );
							break;
					}
				}
			}
			if (m_flSoundYaw < 0)
				m_flSoundYaw += random->RandomFloat( 2, 8 );
			else
				m_flSoundYaw -= random->RandomFloat( 2, 8 );
		}

		SetSequence( FindTransitionSequence( GetSequence(), m_iGoalAnim, &m_iDir ) );
		

		if (m_iDir > 0)
		{
			SetCycle( 0 );
		}
		else
		{
			m_iDir = -1; // just to safe
			SetCycle( 1.0f );
		}

		ResetSequenceInfo( );

		m_flFramerateAdj = random->RandomFloat( -0.2, 0.2 );
		m_flPlaybackRate = m_iDir * 1.0 + m_flFramerateAdj;

		switch( GetSequence() )
		{
		case TENTACLE_ANIM_Floor_Tap:
		case TENTACLE_ANIM_Lev1_Tap:
		case TENTACLE_ANIM_Lev2_Tap:
		case TENTACLE_ANIM_Lev3_Tap:
			{
				Vector vecSrc, v_forward;
				AngleVectors( GetAbsAngles(), &v_forward );

				trace_t tr1, tr2;

				vecSrc = GetAbsOrigin() + Vector( 0, 0, MyHeight() - 4);
				UTIL_TraceLine( vecSrc, vecSrc + v_forward * 512, MASK_NPCSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr1 );

				vecSrc = GetAbsOrigin() + Vector( 0, 0, MyHeight() + 8);
				UTIL_TraceLine( vecSrc, vecSrc + v_forward * 512, MASK_NPCSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr2 );

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

				m_flTapRadius = SetPoseParameter( 0, random->RandomFloat( tr1.fraction * 512, tr2.fraction * 512 ) );
			}
			break;
		default:
			m_flTapRadius = 336; // 400 - 64
			break;
		}
		SetViewOffset( Vector( 0, 0, MyHeight() ) );
		// ALERT( at_console, "seq %d\n", pev->sequence );
	}

	if (m_flPrevSoundTime + 2.0 > gpGlobals->curtime)
	{
		// 1.5 normal speed if hears sounds
		m_flPlaybackRate = m_iDir * 1.5 + m_flFramerateAdj;
	}
	else if (m_flPrevSoundTime + 5.0 > gpGlobals->curtime)
	{
		// slowdown to normal
		m_flPlaybackRate = m_iDir + m_iDir * (5 - (gpGlobals->curtime - m_flPrevSoundTime)) / 2 + m_flFramerateAdj;
	}
}