//=========================================================
// Opposing Forces Monster Gonome
//
// Made by Demiurge
//
//FGD monster_gonome
//=========================================================
//=========================================================
// gonome - big hypermutated zombie.
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "nodes.h"
#include "effects.h"
#include "decals.h"
#include "soundent.h"
#include "game.h"
#define GONOME_SPRINT_DIST 256
int iGonomeSpitSprite;
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_GONOME_SMELLFOOD = LAST_COMMON_SCHEDULE + 1,
SCHED_GONOME_EAT,
SCHED_GONOME_SNIFF_AND_EAT,
SCHED_GONOME_WALLOW,
};
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_GONOME_SMELLFOOD = LAST_COMMON_SCHEDULE + 1,
};
//=========================================================
// Gonome's spit projectile
//=========================================================
class CGonomeSpit : public CBaseEntity
{
public:
void Spawn( void );
static void Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity );
void Touch( CBaseEntity *pOther );
void EXPORT Animate( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_maxFrame;
};
LINK_ENTITY_TO_CLASS( gonomespit, CGonomeSpit );
TYPEDESCRIPTION CGonomeSpit::m_SaveData[] =
{
DEFINE_FIELD( CGonomeSpit, m_maxFrame, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CGonomeSpit, CBaseEntity );
void CGonomeSpit:: Spawn( void )
{
pev->movetype = MOVETYPE_FLY;
pev->classname = MAKE_STRING( "gonomespit" );
pev->solid = SOLID_BBOX;
pev->rendermode = kRenderTransAlpha;
pev->renderamt = 255;
SET_MODEL(ENT(pev), "sprites/blood_chnk.spr");
pev->frame = 0;
pev->scale = 0.5;
UTIL_SetSize( pev, Vector( 0, 0, 0), Vector(0, 0, 0) );
m_maxFrame = (float) MODEL_FRAMES( pev->modelindex ) - 1;
}
void CGonomeSpit::Animate( void )
{
pev->nextthink = gpGlobals->time + 0.1;
if ( pev->frame++ )
{
if ( pev->frame > m_maxFrame )
{
pev->frame = 0;
}
}
}
void CGonomeSpit::Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
{
CGonomeSpit *pGSpit = GetClassPtr( (CGonomeSpit *)NULL );
pGSpit->Spawn();
UTIL_SetOrigin( pGSpit->pev, vecStart );
pGSpit->pev->velocity = vecVelocity;
pGSpit->pev->owner = ENT(pevOwner);
pGSpit->SetThink ( Animate );
pGSpit->pev->nextthink = gpGlobals->time + 0.1;
}
void CGonomeSpit :: Touch ( CBaseEntity *pOther )
{
TraceResult tr;
int iPitch;
// splat sound
iPitch = RANDOM_FLOAT( 90, 110 );
switch ( RANDOM_LONG( 0, 1 ) )
{
case 0:
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch );
break;
case 1:
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch );
break;
}
if ( !pOther->pev->takedamage )
{
// make a splat on the wall
UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr );
UTIL_DecalTrace(&tr, DECAL_BLOOD2 + RANDOM_LONG(0,1));
// make some flecks
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, tr.vecEndPos );
WRITE_BYTE( TE_SPRITE_SPRAY );
WRITE_COORD( tr.vecEndPos.x); // pos
WRITE_COORD( tr.vecEndPos.y);
WRITE_COORD( tr.vecEndPos.z);
WRITE_COORD( tr.vecPlaneNormal.x); // dir
WRITE_COORD( tr.vecPlaneNormal.y);
WRITE_COORD( tr.vecPlaneNormal.z);
WRITE_SHORT( iGonomeSpitSprite ); // model
WRITE_BYTE ( 5 ); // count
WRITE_BYTE ( 30 ); // speed
WRITE_BYTE ( 80 ); // noise ( client will divide by 100 )
MESSAGE_END();
}
else
{
pOther->TakeDamage ( pev, pev, gSkillData.gonomeDmgGuts, DMG_GENERIC );
}
SetThink ( SUB_Remove );
pev->nextthink = gpGlobals->time;
}
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define GONOMEE_AE_SLASH1 ( 1 ) // Gonome used hands (TAILWHIP)
#define GONOMEE_AE_SLASH2 ( 2 )
#define GONOMEE_AE_GUTS1 ( 3 ) // Gonome uset guts (THROW)
#define GONOMEE_AE_GUTS2 ( 4 )
#define GONOMEE_AE_JUMP1 ( 10 )
#define GONOMEE_AE_JUMP2 ( 11 )
#define GONOMEE_AE_JUMP3 ( 12 )
#define GONOMEE_AE_JUMP4 ( 13 )
#define GONOMEE_AE_JUMP5 ( 14 )
#define GONOMEE_AE_JUMP6 ( 15 )
#define GONOMEE_AE_JUMP7 ( 16 )
#define GONOMEE_AE_JUMP8 ( 17 )
#define GONOMEE_AE_JUMP9 ( 18 )
#define GONOMEE_AE_BITE1 ( 19 ) // Gonome bite you
#define GONOMEE_AE_BITE2 ( 20 )
#define GONOMEE_AE_BITE3 ( 21 )
#define GONOMEE_AE_BITE4 ( 22 )
#define GONOME_FLINCH_DELAY 2 // at most one flinch every n secs
class CGonome : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int ISoundMask( void );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void IdleSound( void );
void PainSound( void );
void DeathSound( void );
void AlertSound ( void );
void AttackSound( void );
void StartTask ( Task_t *pTask );
void RunTask ( Task_t *pTask );
BOOL CheckRangeAttack1 ( float flDot, float flDist );
void RunAI( void );
Schedule_t *GetSchedule( void );
Schedule_t *GetScheduleOfType ( int Type );
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
int IRelationship ( CBaseEntity *pTarget );
int IgnoreConditions ( void );
MONSTERSTATE GetIdealState ( void );
int Save( CSave &save );
int Restore( CRestore &restore );
CUSTOM_SCHEDULES;
static TYPEDESCRIPTION m_SaveData[];
BOOL m_fCanThreatDisplay;// this is so the gonome only does the "I see a headcrab!" dance one time.
float m_flLastHurtTime;// we keep track of this, because if something hurts a gonome, it will forget about its love of headcrabs for a while.
float m_flNextSpitTime;// last time the Gonome used the spit attack.
float m_flNextFlinch;
};
LINK_ENTITY_TO_CLASS( monster_gonome, CGonome );
TYPEDESCRIPTION CGonome::m_SaveData[] =
{
DEFINE_FIELD( CGonome, m_fCanThreatDisplay, FIELD_BOOLEAN ),
DEFINE_FIELD( CGonome, m_flLastHurtTime, FIELD_TIME ),
DEFINE_FIELD( CGonome, m_flNextSpitTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CGonome, CBaseMonster );
//=========================================================
// IgnoreConditions
//=========================================================
int CGonome::IgnoreConditions ( void )
{
int iIgnore = CBaseMonster::IgnoreConditions();
if ((m_Activity == ACT_MELEE_ATTACK1) || (m_Activity == ACT_MELEE_ATTACK1))
{
#if 0
if (pev->health < 20)
iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE);
else
#endif
if (m_flNextFlinch >= gpGlobals->time)
iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE);
}
if ((m_Activity == ACT_SMALL_FLINCH) || (m_Activity == ACT_BIG_FLINCH))
{
if (m_flNextFlinch < gpGlobals->time)
m_flNextFlinch = gpGlobals->time + GONOME_FLINCH_DELAY;
}
return iIgnore;
}
//=========================================================
// IRelationship - overridden for gonome so that it can
// be made to ignore its love of headcrabs for a while.
//=========================================================
int CGonome::IRelationship ( CBaseEntity *pTarget )
{
return CBaseMonster :: IRelationship ( pTarget );
}
//=========================================================
// TakeDamage - overridden for gonome so we can keep track
// of how much time has passed since it was last injured
//=========================================================
int CGonome :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
float flDist;
Vector vecApex;
// if the gonome is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy,
// it will swerve. (whew).
if ( m_hEnemy != NULL && IsMoving() && pevAttacker == m_hEnemy->pev && gpGlobals->time - m_flLastHurtTime > 3 )
{
flDist = ( pev->origin - m_hEnemy->pev->origin ).Length2D();
if ( flDist > GONOME_SPRINT_DIST )
{
flDist = ( pev->origin - m_Route[ m_iRouteIndex ].vecLocation ).Length2D();// reusing flDist.
if ( FTriangulate( pev->origin, m_Route[ m_iRouteIndex ].vecLocation, flDist * 0.5, m_hEnemy, &vecApex ) )
{
InsertWaypoint( vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY );
}
}
}
return CBaseMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
//=========================================================
// CheckRangeAttack1
//=========================================================
BOOL CGonome :: CheckRangeAttack1 ( float flDot, float flDist )
{
if ( IsMoving() && flDist >= 512 )
{
// gonome will far too far behind if he stops running to spit at this distance from the enemy.
return FALSE;
}
if ( flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime )
{
if ( IsMoving() )
{
// don't spit again for a long time, resume chasing enemy.
m_flNextSpitTime = gpGlobals->time + 5;
}
else
{
// not moving, so spit again pretty soon.
m_flNextSpitTime = gpGlobals->time + 0.5;
}
return TRUE;
}
return FALSE;
}
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards. In the base class implementation,
// monsters care about all sounds, but no scents.
//=========================================================
int CGonome :: ISoundMask ( void )
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_CARCASS |
bits_SOUND_MEAT |
bits_SOUND_GARBAGE |
bits_SOUND_PLAYER;
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CGonome :: Classify ( void )
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// IdleSound
//=========================================================
#define GONOME_ATTN_IDLE (float)1.5
void CGonome :: IdleSound ( void )
{
switch ( RANDOM_LONG(0,2) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "gonome/gonome_idle1.wav", 1, GONOME_ATTN_IDLE );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "gonome/gonome_idle2.wav", 1, GONOME_ATTN_IDLE );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "gonome/gonome_idle3.wav", 1, GONOME_ATTN_IDLE );
break;
}
}
//=========================================================
// PainSound
//=========================================================
void CGonome :: PainSound ( void )
{
int iPitch = RANDOM_LONG( 85, 120 );
switch ( RANDOM_LONG(0,3) )
{
case 0:
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "gonome/gonome_pain1.wav", 1, ATTN_NORM, 0, iPitch );
break;
case 1:
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "gonome/gonome_pain2.wav", 1, ATTN_NORM, 0, iPitch );
break;
case 2:
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "gonome/gonome_pain3.wav", 1, ATTN_NORM, 0, iPitch );
break;
case 3:
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "gonome/gonome_pain4.wav", 1, ATTN_NORM, 0, iPitch );
break;
}
}
//=========================================================
// AlertSound
//=========================================================
void CGonome :: AlertSound ( void )
{
int iPitch = RANDOM_LONG( 140, 160 );
switch ( RANDOM_LONG ( 0, 2 ) )
{
case 0:
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "gonome/gonome_idle1.wav", 1, ATTN_NORM, 0, iPitch );
break;
case 1:
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "gonome/gonome_idle2.wav", 1, ATTN_NORM, 0, iPitch );
break;
case 2:
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "gonome/gonome_idle3.wav", 1, ATTN_NORM, 0, iPitch );
break;
}
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CGonome :: SetYawSpeed ( void )
{
int ys;
ys = 0;
switch ( m_Activity )
{
case ACT_WALK: ys = 120; break;
case ACT_RUN: ys = 120; break;
case ACT_IDLE: ys = 120; break;
case ACT_RANGE_ATTACK1: ys = 120; break;
default:
ys = 120;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CGonome :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case GONOMEE_AE_GUTS1:
{
Vector vecSpitOffset;
Vector vecGunPos, vecGunDir;
UTIL_MakeVectors ( pev->angles );
GetAttachment ( 0, vecGunPos, vecGunDir );
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecGunPos/*vecSpitOffset*/ );
WRITE_BYTE( TE_SPRITE );
WRITE_COORD( pev->angles.x ); // pos
WRITE_COORD( pev->angles.y );
WRITE_COORD( pev->angles.z );
WRITE_SHORT( iGonomeSpitSprite ); // model
WRITE_BYTE( 6 ); // size * 10
WRITE_BYTE( 128 ); // brightness
MESSAGE_END();
}
break;
case GONOMEE_AE_GUTS2:
{
Vector vecSpitOffset;
Vector vecSpitDir;
Vector vecGunPos, vecGunDir;
Vector vecDirToEnemy;
UTIL_MakeAimVectors ( pev->angles );
// !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here.
// we should be able to read the position of bones at runtime for this info.
vecDirToEnemy = ( (( m_vecEnemyLKP ) - pev->origin) + gpGlobals->v_up * -96 +gpGlobals->v_right * -35 ).Normalize();
// do stuff for this event.
AttackSound();
GetAttachment ( 0, vecGunPos, vecGunDir );
CGonomeSpit::Shoot( pev, vecGunPos, vecDirToEnemy * 900 ); //.\Profilehl/hl.dll m_vecEnemyLKP
}
break;
case GONOMEE_AE_BITE1:
case GONOMEE_AE_BITE2:
case GONOMEE_AE_BITE3:
case GONOMEE_AE_BITE4:
{
// SOUND HERE!
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.gonomeDmgOneBite, DMG_SLASH );
if ( pHurt )
{
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 100;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
}
}
break;
case GONOMEE_AE_SLASH1:
{
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.gonomeDmgOneSlash, DMG_SLASH );
if ( pHurt )
{
if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
{
pHurt->pev->punchangle.z = -18;
pHurt->pev->punchangle.x = 5;
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100;
}
if (RANDOM_LONG(0,1))
AttackSound();
}
}
break;
case GONOMEE_AE_SLASH2:
{
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.gonomeDmgOneSlash, DMG_SLASH );
if ( pHurt )
{
if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
{
pHurt->pev->punchangle.z = 18;
pHurt->pev->punchangle.x = 5;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100;
}
}
if (RANDOM_LONG(0,1))
AttackSound();
}
break;
default:
CBaseMonster::HandleAnimEvent( pEvent );
}
}
//=========================================================
// Spawn
//=========================================================
void CGonome :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/gonome.mdl");
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->effects = 0;
pev->health = gSkillData.gonomeHealth;
pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_fCanThreatDisplay = TRUE;
m_flNextSpitTime = gpGlobals->time;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CGonome :: Precache()
{
PRECACHE_MODEL("models/gonome.mdl");
PRECACHE_MODEL("sprites/blood_chnk.spr");// spit projectile.
iGonomeSpitSprite = PRECACHE_MODEL("sprites/blood_tinyspit.spr");// client side spittle.
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
PRECACHE_SOUND("gonome/gonome_melee1.wav");
PRECACHE_SOUND("gonome/gonome_melee2.wav");
PRECACHE_SOUND("gonome/gonome_death2.wav");
PRECACHE_SOUND("gonome/gonome_death3.wav");
PRECACHE_SOUND("gonome/gonome_death4.wav");
PRECACHE_SOUND("gonome/gonome_idle1.wav");
PRECACHE_SOUND("gonome/gonome_idle2.wav");
PRECACHE_SOUND("gonome/gonome_idle3.wav");
PRECACHE_SOUND("gonome/gonome_pain1.wav");
PRECACHE_SOUND("gonome/gonome_pain2.wav");
PRECACHE_SOUND("gonome/gonome_pain3.wav");
PRECACHE_SOUND("gonome/gonome_pain4.wav");
PRECACHE_SOUND("gonome/gonome_jumpattack.wav");
PRECACHE_SOUND("gonome/gonome_run.wav");
PRECACHE_SOUND("gonome/gonome_eat.wav");
PRECACHE_SOUND("bullchicken/bc_spithit1.wav");
PRECACHE_SOUND("bullchicken/bc_spithit2.wav");
PRECACHE_SOUND("bullchicken/bc_attack1.wav");
PRECACHE_SOUND("bullchicken/bc_attack2.wav");
PRECACHE_SOUND("bullchicken/bc_attack3.wav");
}
//=========================================================
// DeathSound
//=========================================================
void CGonome :: DeathSound ( void )
{
switch ( RANDOM_LONG(0,2) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "gonome/gonome_death2.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "gonome/gonome_death3.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "gonome/gonome_death4.wav", 1, ATTN_NORM );
break;
}
}
//=========================================================
// AttackSound
//=========================================================
void CGonome :: AttackSound ( void )
{
switch ( RANDOM_LONG(0,1) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "bullchicken/bc_attack2.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "bullchicken/bc_attack3.wav", 1, ATTN_NORM );
break;
}
}
//========================================================
// RunAI - overridden for gonome because there are things
// that need to be checked every think.
//========================================================
void CGonome :: RunAI ( void )
{
// first, do base class stuff
CBaseMonster :: RunAI();
if ( m_hEnemy != NULL && m_Activity == ACT_RUN )
{
// chasing enemy. Sprint for last bit
if ( (pev->origin - m_hEnemy->pev->origin).Length2D() < GONOME_SPRINT_DIST )
{
pev->framerate = 1.25;
}
}
}
//========================================================
// AI Schedules Specific to this monster
//=========================================================
// primary range attack
Task_t tlGonomeRangeAttack1[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
};
Schedule_t slGonomeRangeAttack1[] =
{
{
tlGonomeRangeAttack1,
ARRAYSIZE ( tlGonomeRangeAttack1 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED,
0,
"Gonome Range Attack1"
},
};
// Chase enemy schedule
Task_t tlGonomeChaseEnemy1[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },// !!!OEM - this will stop nasty gonome oscillation.
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slGonomeChaseEnemy[] =
{
{
tlGonomeChaseEnemy1,
ARRAYSIZE ( tlGonomeChaseEnemy1 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_SMELL_FOOD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2 |
bits_COND_TASK_FAILED |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER |
bits_SOUND_MEAT,
"Gonome Chase Enemy"
},
};
// gonome walks to something tasty and eats it.
Task_t tlGonomeEat[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_EAT, (float)10 },// this is in case the gonome can't get to the food
{ TASK_STORE_LASTPOSITION, (float)0 },
{ TASK_GET_PATH_TO_BESTSCENT, (float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT },
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT },
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT },
{ TASK_EAT, (float)50 },
{ TASK_GET_PATH_TO_LASTPOSITION,(float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_CLEAR_LASTPOSITION, (float)0 },
};
Schedule_t slGonomeEat[] =
{
{
tlGonomeEat,
ARRAYSIZE( tlGonomeEat ),
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_NEW_ENEMY ,
// even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask
// here or the monster won't detect these sounds at ALL while running this schedule.
bits_SOUND_MEAT |
bits_SOUND_CARCASS,
"GonomeEat"
}
};
// this is a bit different than just Eat. We use this schedule when the food is far away, occluded, or behind
// the gonome. This schedule plays a sniff animation before going to the source of food.
Task_t tlGonomeSniffAndEat[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_EAT, (float)10 },// this is in case the gonome can't get to the food
{ TASK_PLAY_SEQUENCE, (float)ACT_DETECT_SCENT },
{ TASK_STORE_LASTPOSITION, (float)0 },
{ TASK_GET_PATH_TO_BESTSCENT, (float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT },
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT },
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT },
{ TASK_EAT, (float)50 },
{ TASK_GET_PATH_TO_LASTPOSITION,(float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_CLEAR_LASTPOSITION, (float)0 },
};
Schedule_t slGonomeSniffAndEat[] =
{
{
tlGonomeSniffAndEat,
ARRAYSIZE( tlGonomeSniffAndEat ),
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_NEW_ENEMY ,
// even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask
// here or the monster won't detect these sounds at ALL while running this schedule.
bits_SOUND_MEAT |
bits_SOUND_CARCASS,
"GonomeSniffAndEat"
}
};
// gonome does this to stinky things.
Task_t tlGonomeWallow[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_EAT, (float)10 },// this is in case the gonome can't get to the stinkiness
{ TASK_STORE_LASTPOSITION, (float)0 },
{ TASK_GET_PATH_TO_BESTSCENT, (float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_INSPECT_FLOOR},
{ TASK_EAT, (float)50 },// keeps gonome from eating or sniffing anything else for a while.
{ TASK_GET_PATH_TO_LASTPOSITION,(float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_CLEAR_LASTPOSITION, (float)0 },
};
Schedule_t slGonomeWallow[] =
{
{
tlGonomeWallow,
ARRAYSIZE( tlGonomeWallow ),
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_NEW_ENEMY ,
// even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask
// here or the monster won't detect these sounds at ALL while running this schedule.
bits_SOUND_GARBAGE,
"GonomeWallow"
}
};
DEFINE_CUSTOM_SCHEDULES( CGonome )
{
slGonomeRangeAttack1,
slGonomeChaseEnemy,
slGonomeEat,
slGonomeSniffAndEat,
slGonomeWallow
};
IMPLEMENT_CUSTOM_SCHEDULES( CGonome, CBaseMonster );
//=========================================================
// GetSchedule
//=========================================================
Schedule_t *CGonome :: GetSchedule( void )
{
switch ( m_MonsterState )
{
case MONSTERSTATE_ALERT:
{
if ( HasConditions(bits_COND_SMELL_FOOD) )
{
CSound *pSound;
pSound = PBestScent();
if ( pSound && (!FInViewCone ( &pSound->m_vecOrigin ) || !FVisible ( pSound->m_vecOrigin )) )
{
// scent is behind or occluded
return GetScheduleOfType( SCHED_GONOME_SNIFF_AND_EAT );
}
// food is right out in the open. Just go get it.
return GetScheduleOfType( SCHED_GONOME_EAT );
}
if ( HasConditions(bits_COND_SMELL) )
{
// there's something stinky.
CSound *pSound;
pSound = PBestScent();
if ( pSound )
return GetScheduleOfType( SCHED_GONOME_WALLOW);
}
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();
}
if ( HasConditions(bits_COND_NEW_ENEMY) )
{
if ( m_fCanThreatDisplay && IRelationship( m_hEnemy ) == R_HT )
{
return GetScheduleOfType ( SCHED_WAKE_ANGRY );
}
}
if ( HasConditions(bits_COND_SMELL_FOOD) )
{
CSound *pSound;
pSound = PBestScent();
if ( pSound && (!FInViewCone ( &pSound->m_vecOrigin ) || !FVisible ( pSound->m_vecOrigin )) )
{
// scent is behind or occluded
return GetScheduleOfType( SCHED_GONOME_SNIFF_AND_EAT );
}
// food is right out in the open. Just go get it.
return GetScheduleOfType( SCHED_GONOME_EAT );
}
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_RANGE_ATTACK1 );
}
if ( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
}
if ( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) )
{
return GetScheduleOfType ( SCHED_MELEE_ATTACK2 );
}
return GetScheduleOfType ( SCHED_CHASE_ENEMY );
break;
}
}
return CBaseMonster :: GetSchedule();
}
//=========================================================
// GetScheduleOfType
//=========================================================
Schedule_t* CGonome :: GetScheduleOfType ( int Type )
{
switch ( Type )
{
case SCHED_RANGE_ATTACK1:
return &slGonomeRangeAttack1[ 0 ];
break;
case SCHED_GONOME_EAT:
return &slGonomeEat[ 0 ];
break;
case SCHED_GONOME_SNIFF_AND_EAT:
return &slGonomeSniffAndEat[ 0 ];
break;
case SCHED_GONOME_WALLOW:
return &slGonomeWallow[ 0 ];
break;
case SCHED_CHASE_ENEMY:
return &slGonomeChaseEnemy[ 0 ];
break;
}
return CBaseMonster :: GetScheduleOfType ( Type );
}
//=========================================================
// Start task - selects the correct activity and performs
// any necessary calculations to start the next task on the
// schedule. OVERRIDDEN for gonome because it needs to
// know explicitly when the last attempt to chase the enemy
// failed, since that impacts its attack choices.
//=========================================================
void CGonome :: StartTask ( Task_t *pTask )
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch ( pTask->iTask )
{
case TASK_MELEE_ATTACK2:
{
switch ( RANDOM_LONG ( 0, 1 ) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "gonome/gonome_melee1.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "gonome/gonome_melee2.wav", 1, ATTN_NORM );
break;
}
CBaseMonster :: StartTask ( pTask );
break;
}
case TASK_GET_PATH_TO_ENEMY:
{
if ( BuildRoute ( m_hEnemy->pev->origin, bits_MF_TO_ENEMY, m_hEnemy ) )
{
m_iTaskStatus = TASKSTATUS_COMPLETE;
}
else
{
ALERT ( at_aiconsole, "GetPathToEnemy failed!!\n" );
TaskFail();
}
break;
}
default:
{
CBaseMonster :: StartTask ( pTask );
break;
}
}
}
//=========================================================
// RunTask
//=========================================================
void CGonome :: RunTask ( Task_t *pTask )
{
{
CBaseMonster :: RunTask( pTask );
}
}
//=========================================================
// GetIdealState - Overridden for Gonome to deal with
// the feature that makes it lose interest in headcrabs for
// a while if something injures it.
//=========================================================
MONSTERSTATE CGonome :: GetIdealState ( void )
{
int iConditions;
iConditions = IScheduleFlags();
m_IdealMonsterState = CBaseMonster :: GetIdealState();
return m_IdealMonsterState;
}