Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#include "extdll.h"
#include "plane.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "animation.h"
#include "squadmonster.h"
#include "weapons.h"
#include "talkmonster.h"
#include "soundent.h"
#include "effects.h"
#include "customentity.h"
#include "hgrunt.h"
#include "hornet.h"
#define FRANKLIN_MELEE_DIST 100
int iFranklinMuzzleFlash;
//=========================================================
// monster-specific DEFINE's
//=========================================================
#define GRUNT_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
#define GRUNT_VOL 0.35 // volume of grunt sounds
#define GRUNT_ATTN ATTN_NORM // attenutation of grunt sentences
#define HGRUNT_LIMP_HEALTH 20
#define HGRUNT_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot.
#define HGRUNT_NUM_HEADS 2 // how many grunt heads are there?
#define HGRUNT_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
#define HGRUNT_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences
#define HGRUNT_9MMAR ( 1 << 0)
#define HGRUNT_HANDGRENADE ( 1 << 1)
#define HGRUNT_GRENADELAUNCHER ( 1 << 2)
#define HGRUNT_SHOTGUN ( 1 << 3)
#define HEAD_GROUP 1
#define HEAD_GRUNT 0
#define HEAD_COMMANDER 1
#define HEAD_SHOTGUN 2
#define HEAD_M203 3
#define GUN_GROUP 2
#define GUN_MP5 0
#define GUN_SHOTGUN 1
#define GUN_NONE 2
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define HGRUNT_AE_RELOAD ( 2 )
#define HGRUNT_AE_KICK ( 3 )
#define HGRUNT_AE_BURST1 ( 4 )
#define HGRUNT_AE_BURST2 ( 5 )
#define HGRUNT_AE_BURST3 ( 6 )
#define HGRUNT_AE_GREN_TOSS ( 7 )
#define HGRUNT_AE_GREN_LAUNCH ( 8 )
#define HGRUNT_AE_GREN_DROP ( 9 )
#define HGRUNT_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad.
#define HGRUNT_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5.
class CCyberFranklin : public CHGrunt
{
public:
void Spawn(void);
void Precache(void);
int Classify(void);
void HandleAnimEvent(MonsterEvent_t *pEvent);
BOOL CheckMeleeAttack1(float flDot, float flDist);
BOOL CheckRangeAttack1(float flDot, float flDist);
BOOL CheckRangeAttack2(float flDot, float flDist) { return FALSE; }
void CheckAmmo(void) { }
void SetActivity(Activity NewActivity);
void StartTask(Task_t *pTask);
void AlertSound(void);
void DeathSound(void);
void PainSound(void);
void AttackSound(void);
void IdleSound(void) { }
Vector GetGunPosition(void);
void Shoot(void);
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
BOOL m_fCanHornetAttack;
float m_flNextHornetAttackCheck;
static const char *pAttackHitSounds[];
static const char *pAttackMissSounds[];
static const char *pAttackSounds[];
static const char *pDieSounds[];
static const char *pPainSounds[];
static const char *pIdleSounds[];
static const char *pAlertSounds[];
};
LINK_ENTITY_TO_CLASS(monster_th_cyberfranklin, CCyberFranklin);
TYPEDESCRIPTION CCyberFranklin::m_SaveData[] =
{
DEFINE_FIELD(CCyberFranklin, m_fCanHornetAttack, FIELD_BOOLEAN),
DEFINE_FIELD(CCyberFranklin, m_flNextHornetAttackCheck, FIELD_TIME),
};
IMPLEMENT_SAVERESTORE(CCyberFranklin, CHGrunt);
const char *CCyberFranklin::pAttackHitSounds[] =
{
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav",
};
const char *CCyberFranklin::pAttackMissSounds[] =
{
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav",
};
const char *CCyberFranklin::pAttackSounds[] =
{
"franklin/attack1.wav",
};
const char *CCyberFranklin::pDieSounds[] =
{
"franklin/death1.wav",
"franklin/death2.wav",
"franklin/death3.wav",
};
const char *CCyberFranklin::pPainSounds[] =
{
"franklin/pain1.wav",
"franklin/pain2.wav",
};
const char *CCyberFranklin::pAlertSounds[] =
{
"franklin/alert1.wav",
};
//=========================================================
// CheckMeleeAttack1
//=========================================================
BOOL CCyberFranklin::CheckMeleeAttack1(float flDot, float flDist)
{
CBaseMonster *pEnemy;
if (m_hEnemy != NULL)
{
pEnemy = m_hEnemy->MyMonsterPointer();
if (!pEnemy)
{
return FALSE;
}
}
if (flDist <= 72 && flDot >= 0.7 &&
pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON)
{
return TRUE;
}
return FALSE;
}
//=========================================================
// 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 CCyberFranklin :: CheckRangeAttack1 ( float flDot, float flDist )
{
if ( gpGlobals->time < m_flNextHornetAttackCheck )
{
return m_fCanHornetAttack;
}
if (HasConditions(bits_COND_SEE_ENEMY) && flDist >= FRANKLIN_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;
}
//=========================================================
// DieSound
//=========================================================
void CCyberFranklin::DeathSound(void)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDieSounds), 1.0, ATTN_NORM);
}
//=========================================================
// AlertSound
//=========================================================
void CCyberFranklin::AlertSound(void)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), 1.0, ATTN_NORM);
}
//=========================================================
// AttackSound
//=========================================================
void CCyberFranklin::AttackSound(void)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackSounds), 1.0, ATTN_NORM);
}
//=========================================================
// PainSound
//=========================================================
void CCyberFranklin::PainSound(void)
{
if (m_flNextPainTime > gpGlobals->time)
{
return;
}
m_flNextPainTime = gpGlobals->time + 0.6;
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1.0, ATTN_NORM);
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CCyberFranklin::Classify(void)
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// GetGunPosition return the end of the barrel
//=========================================================
Vector CCyberFranklin::GetGunPosition()
{
return pev->origin + Vector(0, 0, 48);
}
//=========================================================
// Shoot
//=========================================================
void CCyberFranklin::Shoot(void)
{
// 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( iFranklinMuzzleFlash ); // 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;
}
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CCyberFranklin::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch( pEvent->event )
{
case HGRUNT_AE_DROP_GUN:
case HGRUNT_AE_RELOAD:
case HGRUNT_AE_GREN_TOSS:
case HGRUNT_AE_GREN_LAUNCH:
case HGRUNT_AE_GREN_DROP:
break;
case HGRUNT_AE_BURST1:
case HGRUNT_AE_BURST2:
case HGRUNT_AE_BURST3:
Shoot();
break;
case HGRUNT_AE_KICK:
{
CBaseEntity *pHurt = Kick();
if ( pHurt )
{
// SOUND HERE!
UTIL_MakeVectors( pev->angles );
if (pHurt->pev->flags & (FL_MONSTER | FL_CLIENT))
{
pHurt->pev->punchangle.x = 15;
}
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
pHurt->TakeDamage( pev, pev, gSkillData.hgruntDmgKick, DMG_CLUB );
// Play a random attack hit sound
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5));
}
else// Play a random attack miss sound
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5));
}
break;
default:
CHGrunt::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CCyberFranklin::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/franklin2.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->effects = 0;
pev->health = gSkillData.cyberfranklinHealth;
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_flNextGrenadeCheck = gpGlobals->time + 1;
m_flNextPainTime = gpGlobals->time;
m_iSentence = -1;
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
m_fEnemyEluded = FALSE;
m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector(24, 64, 48);
pev->weapons = HGRUNT_9MMAR;
m_cClipSize = HORNETGUN_MAX_CLIP;
m_cAmmoLoaded = m_cClipSize;
pev->body = 0;
pev->skin = 0;
CTalkMonster::g_talkWaitTime = 0;
MonsterInit();
m_afCapability &= ~bits_CAP_RANGE_ATTACK2;
ClearConditions(bits_COND_NO_AMMO_LOADED);
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CCyberFranklin::Precache()
{
PRECACHE_MODEL("models/franklin2.mdl");
PRECACHE_SOUND_ARRAY(pAttackHitSounds);
PRECACHE_SOUND_ARRAY(pAttackMissSounds);
PRECACHE_SOUND_ARRAY(pDieSounds);
PRECACHE_SOUND_ARRAY(pPainSounds);
PRECACHE_SOUND_ARRAY(pAttackSounds);
PRECACHE_SOUND_ARRAY(pAlertSounds);
PRECACHE_SOUND("franklin/franklin_step.wav");
PRECACHE_SOUND("hassault/hw_shoot1.wav");
iFranklinMuzzleFlash = PRECACHE_MODEL("sprites/muz4.spr");
UTIL_PrecacheOther("hornet");
m_voicePitch = 100;
}
//=========================================================
// SetActivity
//=========================================================
void CCyberFranklin::SetActivity(Activity NewActivity)
{
int iSequence = ACTIVITY_NOT_AVAILABLE;
void *pmodel = GET_MODEL_PTR(ENT(pev));
switch (NewActivity)
{
case ACT_RANGE_ATTACK1:
{
// get crouching shoot
iSequence = LookupSequence("crouching_mp5");
}
break;
default:
CHGrunt::SetActivity(NewActivity);
return;
}
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)
}
}
//=========================================================
// start task
//=========================================================
void CCyberFranklin::StartTask(Task_t *pTask)
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch (pTask->iTask)
{
case TASK_MELEE_ATTACK1:
AttackSound();
CHGrunt::StartTask(pTask);
break;
default:
CHGrunt::StartTask(pTask);
break;
}
}