diff --git a/dlls/aghl/agrunt.cpp b/dlls/aghl/agrunt.cpp deleted file mode 100644 index b1022694..00000000 --- a/dlls/aghl/agrunt.cpp +++ /dev/null @@ -1,1186 +0,0 @@ -/*** -* -* Copyright (c) 1996-2002, 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. -* -****/ -//========================================================= -// Agrunt - Dominant, warlike alien grunt monster -//========================================================= - -#include "extdll.h" -#include "util.h" -#include "cbase.h" -#include "monsters.h" -#include "schedule.h" -#include "squadmonster.h" -#include "weapons.h" -#include "soundent.h" -#include "hornet.h" - -//========================================================= -// monster-specific schedule types -//========================================================= -enum -{ - SCHED_AGRUNT_SUPPRESS = LAST_COMMON_SCHEDULE + 1, - SCHED_AGRUNT_THREAT_DISPLAY, -}; - -//========================================================= -// monster-specific tasks -//========================================================= -enum -{ - TASK_AGRUNT_SETUP_HIDE_ATTACK = LAST_COMMON_TASK + 1, - TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE, -}; - -int iAgruntMuzzleFlash; - -//========================================================= -// Monster's Anim Events Go Here -//========================================================= -#define AGRUNT_AE_HORNET1 ( 1 ) -#define AGRUNT_AE_HORNET2 ( 2 ) -#define AGRUNT_AE_HORNET3 ( 3 ) -#define AGRUNT_AE_HORNET4 ( 4 ) -#define AGRUNT_AE_HORNET5 ( 5 ) -// some events are set up in the QC file that aren't recognized by the code yet. -#define AGRUNT_AE_PUNCH ( 6 ) -#define AGRUNT_AE_BITE ( 7 ) - -#define AGRUNT_AE_LEFT_FOOT ( 10 ) -#define AGRUNT_AE_RIGHT_FOOT ( 11 ) - -#define AGRUNT_AE_LEFT_PUNCH ( 12 ) -#define AGRUNT_AE_RIGHT_PUNCH ( 13 ) - - - -#define AGRUNT_MELEE_DIST 100 - -class CAGrunt : public CSquadMonster -{ -public: - void Spawn( void ); - void Precache( void ); - void SetYawSpeed ( void ); - int Classify ( void ); - int ISoundMask ( void ); - void HandleAnimEvent( MonsterEvent_t *pEvent ); - void SetObjectCollisionBox( void ) - { - pev->absmin = pev->origin + Vector( -32, -32, 0 ); - pev->absmax = pev->origin + Vector( 32, 32, 85 ); - } - - Schedule_t* GetSchedule ( void ); - Schedule_t* GetScheduleOfType ( int Type ); - BOOL FCanCheckAttacks ( void ); - BOOL CheckMeleeAttack1 ( float flDot, float flDist ); - BOOL CheckRangeAttack1 ( float flDot, float flDist ); - void StartTask ( Task_t *pTask ); - void AlertSound( void ); - void DeathSound ( void ); - void PainSound ( void ); - void AttackSound ( void ); - void PrescheduleThink ( void ); - void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); - int IRelationship( CBaseEntity *pTarget ); - void StopTalking ( void ); - BOOL ShouldSpeak( void ); - CUSTOM_SCHEDULES; - - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; - - 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[]; - - BOOL m_fCanHornetAttack; - float m_flNextHornetAttackCheck; - - float m_flNextPainTime; - - // three hacky fields for speech stuff. These don't really need to be saved. - float m_flNextSpeakTime; - float m_flNextWordTime; - int m_iLastWord; -}; -LINK_ENTITY_TO_CLASS( monster_alien_grunt, CAGrunt ); - -TYPEDESCRIPTION CAGrunt::m_SaveData[] = -{ - DEFINE_FIELD( CAGrunt, m_fCanHornetAttack, FIELD_BOOLEAN ), - DEFINE_FIELD( CAGrunt, m_flNextHornetAttackCheck, FIELD_TIME ), - DEFINE_FIELD( CAGrunt, m_flNextPainTime, FIELD_TIME ), - DEFINE_FIELD( CAGrunt, m_flNextSpeakTime, FIELD_TIME ), - DEFINE_FIELD( CAGrunt, m_flNextWordTime, FIELD_TIME ), - DEFINE_FIELD( CAGrunt, m_iLastWord, FIELD_INTEGER ), -}; - -IMPLEMENT_SAVERESTORE( CAGrunt, CSquadMonster ); - -const char *CAGrunt::pAttackHitSounds[] = -{ - "zombie/claw_strike1.wav", - "zombie/claw_strike2.wav", - "zombie/claw_strike3.wav", -}; - -const char *CAGrunt::pAttackMissSounds[] = -{ - "zombie/claw_miss1.wav", - "zombie/claw_miss2.wav", -}; - -const char *CAGrunt::pAttackSounds[] = -{ - "agrunt/ag_attack1.wav", - "agrunt/ag_attack2.wav", - "agrunt/ag_attack3.wav", -}; - -const char *CAGrunt::pDieSounds[] = -{ - "agrunt/ag_die1.wav", - "agrunt/ag_die4.wav", - "agrunt/ag_die5.wav", -}; - -const char *CAGrunt::pPainSounds[] = -{ - "agrunt/ag_pain1.wav", - "agrunt/ag_pain2.wav", - "agrunt/ag_pain3.wav", - "agrunt/ag_pain4.wav", - "agrunt/ag_pain5.wav", -}; - -const char *CAGrunt::pIdleSounds[] = -{ - "agrunt/ag_idle1.wav", - "agrunt/ag_idle2.wav", - "agrunt/ag_idle3.wav", - "agrunt/ag_idle4.wav", -}; - -const char *CAGrunt::pAlertSounds[] = -{ - "agrunt/ag_alert1.wav", - "agrunt/ag_alert3.wav", - "agrunt/ag_alert4.wav", - "agrunt/ag_alert5.wav", -}; - -//========================================================= -// IRelationship - overridden because Human Grunts are -// Alien Grunt's nemesis. -//========================================================= -int CAGrunt::IRelationship ( CBaseEntity *pTarget ) -{ - if ( FClassnameIs( pTarget->pev, "monster_human_grunt" ) ) - { - return R_NM; - } - - return CSquadMonster :: IRelationship( pTarget ); -} - -//========================================================= -// ISoundMask -//========================================================= -int CAGrunt :: ISoundMask ( void ) -{ - return bits_SOUND_WORLD | - bits_SOUND_COMBAT | - bits_SOUND_PLAYER | - bits_SOUND_DANGER; -} - -//========================================================= -// TraceAttack -//========================================================= -void CAGrunt :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) -{ - if ( ptr->iHitgroup == 10 && (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_CLUB))) - { - // hit armor - if ( pev->dmgtime != gpGlobals->time || (RANDOM_LONG(0,10) < 1) ) - { - UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 1, 2) ); - pev->dmgtime = gpGlobals->time; - } - - if ( RANDOM_LONG( 0, 1 ) == 0 ) - { - Vector vecTracerDir = vecDir; - - vecTracerDir.x += RANDOM_FLOAT( -0.3, 0.3 ); - vecTracerDir.y += RANDOM_FLOAT( -0.3, 0.3 ); - vecTracerDir.z += RANDOM_FLOAT( -0.3, 0.3 ); - - vecTracerDir = vecTracerDir * -512; - - MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, ptr->vecEndPos ); - WRITE_BYTE( TE_TRACER ); - WRITE_COORD( ptr->vecEndPos.x ); - WRITE_COORD( ptr->vecEndPos.y ); - WRITE_COORD( ptr->vecEndPos.z ); - - WRITE_COORD( vecTracerDir.x ); - WRITE_COORD( vecTracerDir.y ); - WRITE_COORD( vecTracerDir.z ); - MESSAGE_END(); - } - - flDamage -= 20; - if (flDamage <= 0) - flDamage = 0.1;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated - } - else - { - SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage);// a little surface blood. - TraceBleed( flDamage, vecDir, ptr, bitsDamageType ); - } - - AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); -} - -//========================================================= -// StopTalking - won't speak again for 10-20 seconds. -//========================================================= -void CAGrunt::StopTalking( void ) -{ - m_flNextWordTime = m_flNextSpeakTime = gpGlobals->time + 10 + RANDOM_LONG(0, 10); -} - -//========================================================= -// ShouldSpeak - Should this agrunt be talking? -//========================================================= -BOOL CAGrunt::ShouldSpeak( void ) -{ - if ( m_flNextSpeakTime > gpGlobals->time ) - { - // my time to talk is still in the future. - return FALSE; - } - - if ( pev->spawnflags & SF_MONSTER_GAG ) - { - if ( m_MonsterState != MONSTERSTATE_COMBAT ) - { - // if gagged, don't talk outside of combat. - // if not going to talk because of this, put the talk time - // into the future a bit, so we don't talk immediately after - // going into combat - m_flNextSpeakTime = gpGlobals->time + 3; - return FALSE; - } - } - - return TRUE; -} - -//========================================================= -// PrescheduleThink -//========================================================= -void CAGrunt :: PrescheduleThink ( void ) -{ - if ( ShouldSpeak() ) - { - if ( m_flNextWordTime < gpGlobals->time ) - { - int num = -1; - - do - { - num = RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1); - } while( num == m_iLastWord ); - - m_iLastWord = num; - - // play a new sound - EMIT_SOUND ( ENT(pev), CHAN_VOICE, pIdleSounds[ num ], 1.0, ATTN_NORM ); - - // is this word our last? - if ( RANDOM_LONG( 1, 10 ) <= 1 ) - { - // stop talking. - StopTalking(); - } - else - { - m_flNextWordTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 1 ); - } - } - } -} - -//========================================================= -// DieSound -//========================================================= -void CAGrunt :: DeathSound ( void ) -{ - StopTalking(); - - EMIT_SOUND ( ENT(pev), CHAN_VOICE, pDieSounds[RANDOM_LONG(0,ARRAYSIZE(pDieSounds)-1)], 1.0, ATTN_NORM ); -} - -//========================================================= -// AlertSound -//========================================================= -void CAGrunt :: AlertSound ( void ) -{ - StopTalking(); - - EMIT_SOUND ( ENT(pev), CHAN_VOICE, pAlertSounds[RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1)], 1.0, ATTN_NORM ); -} - -//========================================================= -// AttackSound -//========================================================= -void CAGrunt :: AttackSound ( void ) -{ - StopTalking(); - - EMIT_SOUND ( ENT(pev), CHAN_VOICE, pAttackSounds[RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1)], 1.0, ATTN_NORM ); -} - -//========================================================= -// PainSound -//========================================================= -void CAGrunt :: PainSound ( void ) -{ - if ( m_flNextPainTime > gpGlobals->time ) - { - return; - } - - m_flNextPainTime = gpGlobals->time + 0.6; - - StopTalking(); - - EMIT_SOUND ( ENT(pev), CHAN_VOICE, pPainSounds[RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1)], 1.0, ATTN_NORM ); -} - -//========================================================= -// Classify - indicates this monster's place in the -// relationship table. -//========================================================= -int CAGrunt :: Classify ( void ) -{ - return CLASS_ALIEN_MILITARY; -} - -//========================================================= -// SetYawSpeed - allows each sequence to have a different -// turn rate associated with it. -//========================================================= -void CAGrunt :: SetYawSpeed ( void ) -{ - int ys; - - switch ( m_Activity ) - { - case ACT_TURN_LEFT: - case ACT_TURN_RIGHT: - ys = 110; - break; - default: ys = 100; - } - - pev->yaw_speed = ys; -} - -//========================================================= -// HandleAnimEvent - catches the monster-specific messages -// that occur when tagged animation frames are played. -// -// Returns number of events handled, 0 if none. -//========================================================= -void CAGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) -{ - switch( pEvent->event ) - { - case AGRUNT_AE_HORNET1: - case AGRUNT_AE_HORNET2: - case AGRUNT_AE_HORNET3: - case AGRUNT_AE_HORNET4: - case AGRUNT_AE_HORNET5: - { - // m_vecEnemyLKP should be center of enemy body - Vector vecArmPos, vecArmDir; - Vector vecDirToEnemy; - Vector angDir; - - if (HasConditions( bits_COND_SEE_ENEMY)) - { - vecDirToEnemy = ( ( m_vecEnemyLKP ) - pev->origin ); - angDir = UTIL_VecToAngles( vecDirToEnemy ); - vecDirToEnemy = vecDirToEnemy.Normalize(); - } - else - { - angDir = pev->angles; - UTIL_MakeAimVectors( angDir ); - vecDirToEnemy = gpGlobals->v_forward; - } - - pev->effects = EF_MUZZLEFLASH; - - // make angles +-180 - if (angDir.x > 180) - { - angDir.x = angDir.x - 360; - } - - SetBlending( 0, angDir.x ); - GetAttachment( 0, vecArmPos, vecArmDir ); - - vecArmPos = vecArmPos + vecDirToEnemy * 32; - MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecArmPos ); - WRITE_BYTE( TE_SPRITE ); - WRITE_COORD( vecArmPos.x ); // pos - WRITE_COORD( vecArmPos.y ); - WRITE_COORD( vecArmPos.z ); - WRITE_SHORT( iAgruntMuzzleFlash ); // model - WRITE_BYTE( 6 ); // size * 10 - WRITE_BYTE( 128 ); // brightness - MESSAGE_END(); - - CBaseEntity *pHornet = CBaseEntity::Create( "hornet", vecArmPos, UTIL_VecToAngles( vecDirToEnemy ), edict() ); - UTIL_MakeVectors ( pHornet->pev->angles ); - pHornet->pev->velocity = gpGlobals->v_forward * 300; - - - - switch ( RANDOM_LONG ( 0 , 2 ) ) - { - case 0: EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire1.wav", 1.0, ATTN_NORM, 0, 100 ); break; - case 1: EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire2.wav", 1.0, ATTN_NORM, 0, 100 ); break; - case 2: EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire3.wav", 1.0, ATTN_NORM, 0, 100 ); break; - } - - CBaseMonster *pHornetMonster = pHornet->MyMonsterPointer(); - - if ( pHornetMonster ) - { - pHornetMonster->m_hEnemy = m_hEnemy; - } - } - break; - - case AGRUNT_AE_LEFT_FOOT: - switch (RANDOM_LONG(0,1)) - { - // left foot - case 0: EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder2.wav", 1, ATTN_NORM, 0, 70 ); break; - case 1: EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder4.wav", 1, ATTN_NORM, 0, 70 ); break; - } - break; - case AGRUNT_AE_RIGHT_FOOT: - // right foot - switch (RANDOM_LONG(0,1)) - { - case 0: EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder1.wav", 1, ATTN_NORM, 0, 70 ); break; - case 1: EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder3.wav", 1, ATTN_NORM, 0 ,70); break; - } - break; - - case AGRUNT_AE_LEFT_PUNCH: - { - CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, gSkillData.agruntDmgPunch, DMG_CLUB ); - - if ( pHurt ) - { - pHurt->pev->punchangle.y = -25; - pHurt->pev->punchangle.x = 8; - - // OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above. - if ( pHurt->IsPlayer() ) - { - // this is a player. Knock him around. - pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 250; - } - - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); - - Vector vecArmPos, vecArmAng; - GetAttachment( 0, vecArmPos, vecArmAng ); - SpawnBlood(vecArmPos, pHurt->BloodColor(), 25);// a little surface blood. - } - else - { - // Play a random attack miss sound - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); - } - } - break; - - case AGRUNT_AE_RIGHT_PUNCH: - { - CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, gSkillData.agruntDmgPunch, DMG_CLUB ); - - if ( pHurt ) - { - pHurt->pev->punchangle.y = 25; - pHurt->pev->punchangle.x = 8; - - // OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above. - if ( pHurt->IsPlayer() ) - { - // this is a player. Knock him around. - pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -250; - } - - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); - - Vector vecArmPos, vecArmAng; - GetAttachment( 0, vecArmPos, vecArmAng ); - SpawnBlood(vecArmPos, pHurt->BloodColor(), 25);// a little surface blood. - } - else - { - // Play a random attack miss sound - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); - } - } - break; - - default: - CSquadMonster::HandleAnimEvent( pEvent ); - break; - } -} - -//========================================================= -// Spawn -//========================================================= -void CAGrunt :: Spawn() -{ - Precache( ); - - SET_MODEL(ENT(pev), "models/agrunt.mdl"); - UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 64)); - - pev->solid = SOLID_SLIDEBOX; - pev->movetype = MOVETYPE_STEP; - m_bloodColor = BLOOD_COLOR_GREEN; - pev->effects = 0; - pev->health = gSkillData.agruntHealth; - m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) - m_MonsterState = MONSTERSTATE_NONE; - m_afCapability = 0; - m_afCapability |= bits_CAP_SQUAD; - - m_HackedGunPos = Vector( 24, 64, 48 ); - - m_flNextSpeakTime = m_flNextWordTime = gpGlobals->time + 10 + RANDOM_LONG(0, 10); - - - MonsterInit(); -} - -//========================================================= -// Precache - precaches all resources this monster needs -//========================================================= -void CAGrunt :: Precache() -{ - int i; - - PRECACHE_MODEL("models/agrunt.mdl"); - - for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) - PRECACHE_SOUND((char *)pAttackHitSounds[i]); - - for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) - PRECACHE_SOUND((char *)pAttackMissSounds[i]); - - for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) - PRECACHE_SOUND((char *)pIdleSounds[i]); - - for ( i = 0; i < ARRAYSIZE( pDieSounds ); i++ ) - PRECACHE_SOUND((char *)pDieSounds[i]); - - for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) - PRECACHE_SOUND((char *)pPainSounds[i]); - - for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ ) - PRECACHE_SOUND((char *)pAttackSounds[i]); - - for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) - PRECACHE_SOUND((char *)pAlertSounds[i]); - - - PRECACHE_SOUND( "hassault/hw_shoot1.wav" ); - - iAgruntMuzzleFlash = PRECACHE_MODEL( "sprites/muz4.spr" ); - - UTIL_PrecacheOther( "hornet" ); -} - -//========================================================= -// AI Schedules Specific to this monster -//========================================================= - -//========================================================= -// Fail Schedule -//========================================================= -Task_t tlAGruntFail[] = -{ - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT, (float)2 }, - { TASK_WAIT_PVS, (float)0 }, -}; - -Schedule_t slAGruntFail[] = -{ - { - tlAGruntFail, - ARRAYSIZE ( tlAGruntFail ), - bits_COND_CAN_RANGE_ATTACK1 | - bits_COND_CAN_MELEE_ATTACK1, - 0, - "AGrunt Fail" - }, -}; - -//========================================================= -// Combat Fail Schedule -//========================================================= -Task_t tlAGruntCombatFail[] = -{ - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT_FACE_ENEMY, (float)2 }, - { TASK_WAIT_PVS, (float)0 }, -}; - -Schedule_t slAGruntCombatFail[] = -{ - { - tlAGruntCombatFail, - ARRAYSIZE ( tlAGruntCombatFail ), - bits_COND_CAN_RANGE_ATTACK1 | - bits_COND_CAN_MELEE_ATTACK1, - 0, - "AGrunt Combat Fail" - }, -}; - -//========================================================= -// Standoff schedule. Used in combat when a monster is -// hiding in cover or the enemy has moved out of sight. -// Should we look around in this schedule? -//========================================================= -Task_t tlAGruntStandoff[] = -{ - { TASK_STOP_MOVING, (float)0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT_FACE_ENEMY, (float)2 }, -}; - -Schedule_t slAGruntStandoff[] = -{ - { - tlAGruntStandoff, - ARRAYSIZE ( tlAGruntStandoff ), - bits_COND_CAN_RANGE_ATTACK1 | - bits_COND_CAN_MELEE_ATTACK1 | - bits_COND_SEE_ENEMY | - bits_COND_NEW_ENEMY | - bits_COND_HEAR_SOUND, - - bits_SOUND_DANGER, - "Agrunt Standoff" - } -}; - -//========================================================= -// Suppress -//========================================================= -Task_t tlAGruntSuppressHornet[] = -{ - { TASK_STOP_MOVING, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, -}; - -Schedule_t slAGruntSuppress[] = -{ - { - tlAGruntSuppressHornet, - ARRAYSIZE ( tlAGruntSuppressHornet ), - 0, - 0, - "AGrunt Suppress Hornet", - }, -}; - -//========================================================= -// primary range attacks -//========================================================= -Task_t tlAGruntRangeAttack1[] = -{ - { TASK_STOP_MOVING, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, -}; - -Schedule_t slAGruntRangeAttack1[] = -{ - { - tlAGruntRangeAttack1, - ARRAYSIZE ( tlAGruntRangeAttack1 ), - bits_COND_NEW_ENEMY | - bits_COND_ENEMY_DEAD | - bits_COND_HEAVY_DAMAGE, - - 0, - "AGrunt Range Attack1" - }, -}; - - -Task_t tlAGruntHiddenRangeAttack1[] = -{ - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_STANDOFF }, - { TASK_AGRUNT_SETUP_HIDE_ATTACK, 0 }, - { TASK_STOP_MOVING, 0 }, - { TASK_FACE_IDEAL, 0 }, - { TASK_RANGE_ATTACK1_NOTURN, (float)0 }, -}; - -Schedule_t slAGruntHiddenRangeAttack[] = -{ - { - tlAGruntHiddenRangeAttack1, - ARRAYSIZE ( tlAGruntHiddenRangeAttack1 ), - bits_COND_NEW_ENEMY | - bits_COND_HEAVY_DAMAGE | - bits_COND_HEAR_SOUND, - - bits_SOUND_DANGER, - "AGrunt Hidden Range Attack1" - }, -}; - -//========================================================= -// Take cover from enemy! Tries lateral cover before node -// cover! -//========================================================= -Task_t tlAGruntTakeCoverFromEnemy[] = -{ - { TASK_STOP_MOVING, (float)0 }, - { TASK_WAIT, (float)0.2 }, - { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, - { TASK_FACE_ENEMY, (float)0 }, -}; - -Schedule_t slAGruntTakeCoverFromEnemy[] = -{ - { - tlAGruntTakeCoverFromEnemy, - ARRAYSIZE ( tlAGruntTakeCoverFromEnemy ), - bits_COND_NEW_ENEMY, - 0, - "AGruntTakeCoverFromEnemy" - }, -}; - -//========================================================= -// Victory dance! -//========================================================= -Task_t tlAGruntVictoryDance[] = -{ - { TASK_STOP_MOVING, (float)0 }, - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_AGRUNT_THREAT_DISPLAY }, - { TASK_WAIT, (float)0.2 }, - { TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE, (float)0 }, - { TASK_WALK_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_CROUCH }, - { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, - { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, - { TASK_PLAY_SEQUENCE, (float)ACT_STAND }, - { TASK_PLAY_SEQUENCE, (float)ACT_THREAT_DISPLAY }, - { TASK_PLAY_SEQUENCE, (float)ACT_CROUCH }, - { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, - { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, - { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, - { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, - { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, - { TASK_PLAY_SEQUENCE, (float)ACT_STAND }, -}; - -Schedule_t slAGruntVictoryDance[] = -{ - { - tlAGruntVictoryDance, - ARRAYSIZE ( tlAGruntVictoryDance ), - bits_COND_NEW_ENEMY | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE, - 0, - "AGruntVictoryDance" - }, -}; - -//========================================================= -//========================================================= -Task_t tlAGruntThreatDisplay[] = -{ - { TASK_STOP_MOVING, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_THREAT_DISPLAY }, -}; - -Schedule_t slAGruntThreatDisplay[] = -{ - { - tlAGruntThreatDisplay, - ARRAYSIZE ( tlAGruntThreatDisplay ), - bits_COND_NEW_ENEMY | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE, - - bits_SOUND_PLAYER | - bits_SOUND_COMBAT | - bits_SOUND_WORLD, - "AGruntThreatDisplay" - }, -}; - -DEFINE_CUSTOM_SCHEDULES( CAGrunt ) -{ - slAGruntFail, - slAGruntCombatFail, - slAGruntStandoff, - slAGruntSuppress, - slAGruntRangeAttack1, - slAGruntHiddenRangeAttack, - slAGruntTakeCoverFromEnemy, - slAGruntVictoryDance, - slAGruntThreatDisplay, -}; - -IMPLEMENT_CUSTOM_SCHEDULES( CAGrunt, CSquadMonster ); - -//========================================================= -// FCanCheckAttacks - this is overridden for alien grunts -// because they can use their smart weapons against unseen -// enemies. Base class doesn't attack anyone it can't see. -//========================================================= -BOOL CAGrunt :: FCanCheckAttacks ( void ) -{ - if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) ) - { - return TRUE; - } - else - { - return FALSE; - } -} - -//========================================================= -// CheckMeleeAttack1 - alien grunts zap the crap out of -// any enemy that gets too close. -//========================================================= -BOOL CAGrunt :: CheckMeleeAttack1 ( float flDot, float flDist ) -{ - if ( HasConditions ( bits_COND_SEE_ENEMY ) && flDist <= AGRUNT_MELEE_DIST && flDot >= 0.6 && m_hEnemy != NULL ) - { - return TRUE; - } - return FALSE; -} - -//========================================================= -// CheckRangeAttack1 -// -// !!!LATER - we may want to load balance this. Several -// tracelines are done, so we may not want to do this every -// server frame. Definitely not while firing. -//========================================================= -BOOL CAGrunt :: CheckRangeAttack1 ( float flDot, float flDist ) -{ - if ( gpGlobals->time < m_flNextHornetAttackCheck ) - { - return m_fCanHornetAttack; - } - - if ( HasConditions( bits_COND_SEE_ENEMY ) && flDist >= AGRUNT_MELEE_DIST && flDist <= 1024 && flDot >= 0.5 && NoFriendlyFire() ) - { - TraceResult tr; - Vector vecArmPos, vecArmDir; - - // verify that a shot fired from the gun will hit the enemy before the world. - // !!!LATER - we may wish to do something different for projectile weapons as opposed to instant-hit - UTIL_MakeVectors( pev->angles ); - GetAttachment( 0, vecArmPos, vecArmDir ); -// UTIL_TraceLine( vecArmPos, vecArmPos + gpGlobals->v_forward * 256, ignore_monsters, ENT(pev), &tr); - UTIL_TraceLine( vecArmPos, m_hEnemy->BodyTarget(vecArmPos), dont_ignore_monsters, ENT(pev), &tr); - - if ( tr.flFraction == 1.0 || tr.pHit == m_hEnemy->edict() ) - { - m_flNextHornetAttackCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 ); - m_fCanHornetAttack = TRUE; - return m_fCanHornetAttack; - } - } - - m_flNextHornetAttackCheck = gpGlobals->time + 0.2;// don't check for half second if this check wasn't successful - m_fCanHornetAttack = FALSE; - return m_fCanHornetAttack; -} - -//========================================================= -// StartTask -//========================================================= -void CAGrunt :: StartTask ( Task_t *pTask ) -{ - switch ( pTask->iTask ) - { - case TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE: - { - UTIL_MakeVectors( pev->angles ); - if ( BuildRoute ( m_vecEnemyLKP - gpGlobals->v_forward * 50, bits_MF_TO_LOCATION, NULL ) ) - { - TaskComplete(); - } - else - { - ALERT ( at_aiconsole, "AGruntGetPathToEnemyCorpse failed!!\n" ); - TaskFail(); - } - } - break; - - case TASK_AGRUNT_SETUP_HIDE_ATTACK: - // alien grunt shoots hornets back out into the open from a concealed location. - // try to find a spot to throw that gives the smart weapon a good chance of finding the enemy. - // ideally, this spot is along a line that is perpendicular to a line drawn from the agrunt to the enemy. - - CBaseMonster *pEnemyMonsterPtr; - - pEnemyMonsterPtr = m_hEnemy->MyMonsterPointer(); - - if ( pEnemyMonsterPtr ) - { - Vector vecCenter; - TraceResult tr; - BOOL fSkip; - - fSkip = FALSE; - vecCenter = Center(); - - UTIL_VecToAngles( m_vecEnemyLKP - pev->origin ); - - UTIL_TraceLine( Center() + gpGlobals->v_forward * 128, m_vecEnemyLKP, ignore_monsters, ENT(pev), &tr); - if ( tr.flFraction == 1.0 ) - { - MakeIdealYaw ( pev->origin + gpGlobals->v_right * 128 ); - fSkip = TRUE; - TaskComplete(); - } - - if ( !fSkip ) - { - UTIL_TraceLine( Center() - gpGlobals->v_forward * 128, m_vecEnemyLKP, ignore_monsters, ENT(pev), &tr); - if ( tr.flFraction == 1.0 ) - { - MakeIdealYaw ( pev->origin - gpGlobals->v_right * 128 ); - fSkip = TRUE; - TaskComplete(); - } - } - - if ( !fSkip ) - { - UTIL_TraceLine( Center() + gpGlobals->v_forward * 256, m_vecEnemyLKP, ignore_monsters, ENT(pev), &tr); - if ( tr.flFraction == 1.0 ) - { - MakeIdealYaw ( pev->origin + gpGlobals->v_right * 256 ); - fSkip = TRUE; - TaskComplete(); - } - } - - if ( !fSkip ) - { - UTIL_TraceLine( Center() - gpGlobals->v_forward * 256, m_vecEnemyLKP, ignore_monsters, ENT(pev), &tr); - if ( tr.flFraction == 1.0 ) - { - MakeIdealYaw ( pev->origin - gpGlobals->v_right * 256 ); - fSkip = TRUE; - TaskComplete(); - } - } - - if ( !fSkip ) - { - TaskFail(); - } - } - else - { - ALERT ( at_aiconsole, "AGRunt - no enemy monster ptr!!!\n" ); - TaskFail(); - } - break; - - default: - CSquadMonster :: StartTask ( pTask ); - break; - } -} - -//========================================================= -// GetSchedule - Decides which type of schedule best suits -// the monster's current state and conditions. Then calls -// monster's member function to get a pointer to a schedule -// of the proper type. -//========================================================= -Schedule_t *CAGrunt :: GetSchedule ( void ) -{ - if ( HasConditions(bits_COND_HEAR_SOUND) ) - { - CSound *pSound; - pSound = PBestSound(); - - ASSERT( pSound != NULL ); - if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) ) - { - // dangerous sound nearby! - return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); - } - } - - switch ( m_MonsterState ) - { - case MONSTERSTATE_COMBAT: - { -// dead enemy - if ( HasConditions( bits_COND_ENEMY_DEAD ) ) - { - // call base class, all code to handle dead enemies is centralized there. - return CBaseMonster :: GetSchedule(); - } - - if ( HasConditions(bits_COND_NEW_ENEMY) ) - { - return GetScheduleOfType( SCHED_WAKE_ANGRY ); - } - - // zap player! - if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) ) - { - AttackSound();// this is a total hack. Should be parto f the schedule - return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ); - } - - if ( HasConditions ( bits_COND_HEAVY_DAMAGE ) ) - { - return GetScheduleOfType( SCHED_SMALL_FLINCH ); - } - - // can attack - if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot ( bits_SLOTS_AGRUNT_HORNET ) ) - { - return GetScheduleOfType ( SCHED_RANGE_ATTACK1 ); - } - - if ( OccupySlot ( bits_SLOT_AGRUNT_CHASE ) ) - { - return GetScheduleOfType ( SCHED_CHASE_ENEMY ); - } - - return GetScheduleOfType ( SCHED_STANDOFF ); - } - } - - return CSquadMonster :: GetSchedule(); -} - -//========================================================= -//========================================================= -Schedule_t* CAGrunt :: GetScheduleOfType ( int Type ) -{ - switch ( Type ) - { - case SCHED_TAKE_COVER_FROM_ENEMY: - return &slAGruntTakeCoverFromEnemy[ 0 ]; - break; - - case SCHED_RANGE_ATTACK1: - if ( HasConditions( bits_COND_SEE_ENEMY ) ) - { - //normal attack - return &slAGruntRangeAttack1[ 0 ]; - } - else - { - // attack an unseen enemy - // return &slAGruntHiddenRangeAttack[ 0 ]; - return &slAGruntRangeAttack1[ 0 ]; - } - break; - - case SCHED_AGRUNT_THREAT_DISPLAY: - return &slAGruntThreatDisplay[ 0 ]; - break; - - case SCHED_AGRUNT_SUPPRESS: - return &slAGruntSuppress[ 0 ]; - break; - - case SCHED_STANDOFF: - return &slAGruntStandoff[ 0 ]; - break; - - case SCHED_VICTORY_DANCE: - return &slAGruntVictoryDance[ 0 ]; - break; - - case SCHED_FAIL: - // no fail schedule specified, so pick a good generic one. - { - if ( m_hEnemy != NULL ) - { - // I have an enemy - // !!!LATER - what if this enemy is really far away and i'm chasing him? - // this schedule will make me stop, face his last known position for 2 - // seconds, and then try to move again - return &slAGruntCombatFail[ 0 ]; - } - - return &slAGruntFail[ 0 ]; - } - break; - - } - - return CSquadMonster :: GetScheduleOfType( Type ); -} -