/*** * * 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; } }