/*** * * 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. * ****/ //========================================================= // SPForce //========================================================= //========================================================= // Hit groups! //========================================================= /* 1 - Head 2 - Stomach 3 - Gun */ #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" int g_fSPForceQuestion; // true if an idle SPForce asked a question. Cleared when someone answers. extern DLL_GLOBAL int g_iSkillLevel; //========================================================= // monster-specific DEFINE's //========================================================= #define SPFORCE_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x! #define SPFORCE_VOL 0.35 // volume of SPForce sounds #define SPFORCE_ATTN ATTN_NORM // attenutation of SPForce sentences #define SPFORCE_LIMP_HEALTH 20 #define SPFORCE_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a SPForce with a single headshot. #define SPFORCE_NUM_HEADS 2 // how many SPForce heads are there? #define SPFORCE_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill #define SPFORCE_SENTENCE_VOLUME (float)0.35 // volume of SPForce sentences #define SPFORCE_M41A ( 1 << 0) #define SPFORCE_HANDGRENADE ( 1 << 1) #define SPFORCE_GRENADELAUNCHER ( 1 << 2) #define SPFORCE_BERETTA ( 1 << 3) #define HEAD_GROUP 1 #define HEAD_SPForce 0 #define HEAD_COMMANDER 1 #define HEAD_BERETTA 2 #define HEAD_M203 3 #define GUN_GROUP 2 #define GUN_M41A 0 #define GUN_BERETTA 1 #define GUN_NONE 2 //========================================================= // Monster's Anim Events Go Here //========================================================= #define SPFORCE_AE_RELOAD ( 2 ) #define SPFORCE_AE_KICK ( 3 ) #define SPFORCE_AE_BURST1 ( 4 ) #define SPFORCE_AE_BURST2 ( 5 ) #define SPFORCE_AE_BURST3 ( 6 ) #define SPFORCE_AE_GREN_TOSS ( 7 ) #define SPFORCE_AE_GREN_LAUNCH ( 8 ) #define SPFORCE_AE_GREN_DROP ( 9 ) #define SPFORCE_AE_CAUGHT_ENEMY ( 10) // SPForce established sight with an enemy (player only) that had previously eluded the squad. #define SPFORCE_AE_DROP_GUN ( 11) // SPForce (probably dead) is dropping his mp5. //========================================================= // monster-specific schedule types //========================================================= enum { SCHED_SPFORCE_SUPPRESS = LAST_COMMON_SCHEDULE + 1, SCHED_SPFORCE_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way). SCHED_SPFORCE_COVER_AND_RELOAD, SCHED_SPFORCE_SWEEP, SCHED_SPFORCE_FOUND_ENEMY, SCHED_SPFORCE_REPEL, SCHED_SPFORCE_REPEL_ATTACK, SCHED_SPFORCE_REPEL_LAND, SCHED_SPFORCE_WAIT_FACE_ENEMY, SCHED_SPFORCE_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure. SCHED_SPFORCE_ELOF_FAIL, }; //========================================================= // monster-specific tasks //========================================================= enum { TASK_SPFORCE_FACE_TOSS_DIR = LAST_COMMON_TASK + 1, TASK_SPFORCE_SPEAK_SENTENCE, TASK_SPFORCE_CHECK_FIRE, }; //========================================================= // monster-specific conditions //========================================================= #define bits_COND_SPFORCE_NOFIRE ( bits_COND_SPECIAL1 ) class CSPForce : public CHGrunt { public: void Spawn( void ); void Precache( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); void Shoot ( void ); void Beretta ( void ); void GibMonster( void ); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); int IRelationship ( CBaseEntity *pTarget ); }; LINK_ENTITY_TO_CLASS( monster_human_spforce, CSPForce ); //========================================================= // IRelationship - overridden because Alien Grunts are // Human grunt's nemesis. //========================================================= int CSPForce::IRelationship ( CBaseEntity *pTarget ) { if ( FClassnameIs( pTarget->pev, "monster_alien_grunt" ) || ( FClassnameIs( pTarget->pev, "monster_gargantua" ) ) ) { return R_NM; } else if( FClassnameIs( pTarget->pev, "monster_human_grunt" ) ) { return R_HT; } return CSquadMonster::IRelationship( pTarget ); } //========================================================= // GibMonster - make gun fly through the air. //========================================================= void CSPForce :: GibMonster ( void ) { Vector vecGunPos; Vector vecGunAngles; if ( GetBodygroup( 2 ) != 2 ) {// throw a gun if the SPForce has one GetAttachment( 0, vecGunPos, vecGunAngles ); CBaseEntity *pGun; //Alex994 begin - for beretta spawning if (FBitSet( pev->weapons, SPFORCE_BERETTA )) { pGun = DropItem( "weapon_beretta", vecGunPos, vecGunAngles ); } //Alex994 end else { pGun = DropItem( "weapon_9mmm41a", vecGunPos, vecGunAngles ); } if ( pGun ) { pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300)); pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 ); } if (FBitSet( pev->weapons, SPFORCE_GRENADELAUNCHER )) { pGun = DropItem( "ammo_ARgrenades", vecGunPos, vecGunAngles ); if ( pGun ) { pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300)); pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 ); } } } CBaseMonster :: GibMonster(); } //========================================================= // TakeDamage - overridden for the SPForce because the SPForce // needs to forget that he is in cover if he's hurt. (Obviously // not in a safe place anymore). //========================================================= int CSPForce :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { Forget( bits_MEMORY_INCOVER ); return CSquadMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } //========================================================= // Shoot //========================================================= void CSPForce :: Shoot ( void ) { if (m_hEnemy == 0) { return; } Vector vecShootOrigin = GetGunPosition(); Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); UTIL_MakeVectors ( pev->angles ); Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40); EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL); FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_MONSTER_MP5); // shoot +-5 degrees pev->effects |= EF_MUZZLEFLASH; m_cAmmoLoaded--;// take away a bullet! Vector angDir = UTIL_VecToAngles( vecShootDir ); SetBlending( 0, angDir.x ); } //========================================================= // Shoot //========================================================= void CSPForce :: Beretta ( void ) { if (m_hEnemy == 0) { return; } Vector vecShootOrigin = GetGunPosition(); Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); UTIL_MakeVectors ( pev->angles ); Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40); EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL); FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_4DEGREES, 2048, BULLET_MONSTER_9MM, 0 ); // shoot +-7.5 degrees pev->effects |= EF_MUZZLEFLASH; m_cAmmoLoaded--;// take away a bullet! Vector angDir = UTIL_VecToAngles( vecShootDir ); SetBlending( 0, angDir.x ); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CSPForce :: HandleAnimEvent( MonsterEvent_t *pEvent ) { Vector vecShootDir; Vector vecShootOrigin; switch( pEvent->event ) { case SPFORCE_AE_DROP_GUN: { Vector vecGunPos; Vector vecGunAngles; GetAttachment( 0, vecGunPos, vecGunAngles ); // switch to body group with no gun. SetBodygroup( GUN_GROUP, GUN_NONE ); //Alex begin if (FBitSet( pev->weapons, SPFORCE_BERETTA )) { DropItem( "weapon_beretta", vecGunPos, vecGunAngles ); } //Alex end else { DropItem( "weapon_9mmm41a", vecGunPos, vecGunAngles ); } if (FBitSet( pev->weapons, SPFORCE_GRENADELAUNCHER )) { DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles ); } } break; case SPFORCE_AE_RELOAD: // the first round of the three round burst plays the sound and puts a sound in the world sound list. if ( FBitSet( pev->weapons, SPFORCE_BERETTA ) ) { EMIT_SOUND( ENT(pev), CHAN_WEAPON, "spforce/spf_reload2.wav", 1, ATTN_NORM ); } else { EMIT_SOUND( ENT(pev), CHAN_WEAPON, "spforce/spf_reload1.wav", 1, ATTN_NORM ); } m_cAmmoLoaded = m_cClipSize; ClearConditions(bits_COND_NO_AMMO_LOADED); break; case SPFORCE_AE_GREN_TOSS: { UTIL_MakeVectors( pev->angles ); // CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 ); CGrenade::ShootTimed( pev, GetGunPosition(), m_vecTossVelocity, 3.5 ); m_fThrowGrenade = FALSE; m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. // !!!LATER - when in a group, only try to throw grenade if ordered. } break; case SPFORCE_AE_GREN_LAUNCH: { //EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/m41aglauncher.wav", 0.8, ATTN_NORM); if ( RANDOM_LONG(0,1) ) { EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/m41aglauncher.wav", 0.8, ATTN_NORM ); } else { EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/m41aglauncher2.wav", 0.8, ATTN_NORM ); } CGrenade::ShootContact( pev, GetGunPosition(), m_vecTossVelocity, gSkillData.plrDmgM41AGrenade ); m_fThrowGrenade = FALSE; if (g_iSkillLevel == SKILL_HARD) m_flNextGrenadeCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 );// wait a random amount of time before shooting again else m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. } break; case SPFORCE_AE_GREN_DROP: { UTIL_MakeVectors( pev->angles ); CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 ); } break; case SPFORCE_AE_BURST1: { if ( FBitSet( pev->weapons, SPFORCE_M41A )) { Shoot(); // the first round of the three round burst plays the sound and puts a sound in the world sound list. if ( RANDOM_LONG(0,1) ) { EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/m41ahks1.wav", 1, ATTN_NORM ); } else { EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/m41ahks2.wav", 1, ATTN_NORM ); } } //Alex begin else { Beretta(); // the first round of the three round burst plays the sound and puts a sound in the world sound list. EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/beretta_fire1.wav", 1, ATTN_NORM ); } CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); } break; case SPFORCE_AE_BURST2: case SPFORCE_AE_BURST3: Shoot(); break; case SPFORCE_AE_KICK: { CBaseEntity *pHurt = Kick(); if ( pHurt ) { // SOUND HERE! EMIT_SOUND( ENT(pev), CHAN_WEAPON, "common/kick.wav", 1, ATTN_NORM ); UTIL_MakeVectors( pev->angles ); 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 ); } } break; case SPFORCE_AE_CAUGHT_ENEMY: { if ( FOkToSpeak() ) { SENTENCEG_PlayRndSz(ENT(pev), "HG_ALERT", SPFORCE_SENTENCE_VOLUME, SPFORCE_ATTN, 0, m_voicePitch); JustSpoke(); } } break; default: CSquadMonster::HandleAnimEvent( pEvent ); break; } } //========================================================= // Spawn //========================================================= void CSPForce :: Spawn() { Precache( ); SET_MODEL(ENT(pev), "models/spforce.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.hgruntHealth; 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 = HGRUNT_SENT_NONE; m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; m_fEnemyEluded = FALSE; m_fFirstEncounter = TRUE;// this is true when the SPForce spawns, because he hasn't encountered an enemy yet. m_HackedGunPos = Vector ( 0, 0, 55 ); if (pev->weapons == 0) { // initialize to original values pev->weapons = SPFORCE_M41A | SPFORCE_HANDGRENADE; // pev->weapons = SPFORCE_SHOTGUN; // pev->weapons = SPFORCE_9MMAR | SPFORCE_GRENADELAUNCHER; } if (FBitSet( pev->weapons, SPFORCE_BERETTA )) { SetBodygroup( GUN_GROUP, GUN_BERETTA ); m_cClipSize = 15; } else { m_cClipSize = 45; } m_cAmmoLoaded = m_cClipSize; if (FBitSet( pev->weapons, SPFORCE_BERETTA )) { SetBodygroup( HEAD_GROUP, HEAD_BERETTA); } else if (FBitSet( pev->weapons, SPFORCE_GRENADELAUNCHER )) { SetBodygroup( HEAD_GROUP, HEAD_M203 ); } CTalkMonster::g_talkWaitTime = 0; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CSPForce :: Precache() { PRECACHE_MODEL( "models/spforce.mdl" ); PRECACHE_SOUND( "weapons/m41ahks1.wav" ); PRECACHE_SOUND( "weapons/m41ahks2.wav" ); PRECACHE_SOUND( "hgrunt/gr_die1.wav" ); PRECACHE_SOUND( "hgrunt/gr_die2.wav" ); PRECACHE_SOUND( "hgrunt/gr_die3.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain1.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain2.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain3.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain4.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain5.wav" ); PRECACHE_SOUND( "spforce/spf_reload1.wav" ); PRECACHE_SOUND( "spforce/spf_reload2.wav" ); PRECACHE_SOUND( "weapons/m41aglauncher.wav" ); PRECACHE_SOUND( "weapons/m41aglauncher2.wav" ); PRECACHE_SOUND( "weapons/beretta_fire1.wav" ); PRECACHE_SOUND( "zombie/claw_miss2.wav" );// because we use the basemonster SWIPE animation event PRECACHE_SOUND( "common/kick.wav" ); // get voice pitch m_voicePitch = 92 + RANDOM_LONG( 0, 6 ); m_iBrassShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell } //========================================================= // CSPForceRepel - when triggered, spawns a monster_human_spforce // repelling down a line. //========================================================= class CSPForceRepel : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void EXPORT RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); int m_iSpriteTexture; // Don't save, precache }; LINK_ENTITY_TO_CLASS( monster_spforce_repel, CSPForceRepel ); void CSPForceRepel::Spawn( void ) { Precache( ); pev->solid = SOLID_NOT; SetUse( &CSPForceRepel::RepelUse ); } void CSPForceRepel::Precache( void ) { UTIL_PrecacheOther( "monster_human_spforce" ); m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" ); } void CSPForceRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { TraceResult tr; UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr); /* if ( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP) return NULL; */ CBaseEntity *pEntity = Create( "monster_human_spforce", pev->origin, pev->angles ); CBaseMonster *pSPForce = pEntity->MyMonsterPointer( ); pSPForce->pev->movetype = MOVETYPE_FLY; pSPForce->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) ); pSPForce->SetActivity( ACT_GLIDE ); // UNDONE: position? pSPForce->m_vecLastPosition = tr.vecEndPos; CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 ); pBeam->PointEntInit( pev->origin + Vector(0,0,112), pSPForce->entindex() ); pBeam->SetFlags( BEAM_FSOLID ); pBeam->SetColor( 255, 255, 255 ); pBeam->SetThink( &CBeam::SUB_Remove ); pBeam->pev->nextthink = gpGlobals->time + -4096.0f * tr.flFraction / pSPForce->pev->velocity.z + 0.5f; UTIL_Remove( this ); } //========================================================= // DEAD SPFORCE PROP //========================================================= class CDeadSPForce : public CBaseMonster { public: void Spawn( void ); int Classify ( void ) { return CLASS_HUMAN_MILITARY; } void KeyValue( KeyValueData *pkvd ); int m_iPose;// which sequence to display -- temporary, don't need to save static const char *m_szPoses[3]; }; const char *CDeadSPForce::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" }; void CDeadSPForce::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "pose")) { m_iPose = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else CBaseMonster::KeyValue( pkvd ); } LINK_ENTITY_TO_CLASS( monster_spforce_dead, CDeadSPForce ); //========================================================= // ********** DeadSPForce SPAWN ********** //========================================================= void CDeadSPForce :: Spawn( void ) { PRECACHE_MODEL("models/spforce.mdl"); SET_MODEL(ENT(pev), "models/spforce.mdl"); pev->effects = 0; pev->yaw_speed = 8; pev->sequence = 0; m_bloodColor = BLOOD_COLOR_RED; pev->sequence = LookupSequence( m_szPoses[m_iPose] ); if (pev->sequence == -1) { ALERT ( at_console, "Dead SPForce with bad pose\n" ); } // Corpses have less health pev->health = 8; // map old bodies onto new bodies switch( pev->body ) { case 0: // SPForce with Gun pev->body = 0; pev->skin = 0; SetBodygroup( HEAD_GROUP, HEAD_SPForce ); SetBodygroup( GUN_GROUP, GUN_M41A ); break; case 1: // Commander with Gun pev->body = 0; pev->skin = 0; SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); SetBodygroup( GUN_GROUP, GUN_M41A ); break; case 2: // SPForce no Gun pev->body = 0; pev->skin = 0; SetBodygroup( HEAD_GROUP, HEAD_SPForce ); SetBodygroup( GUN_GROUP, GUN_NONE ); break; case 3: // Commander no Gun pev->body = 0; pev->skin = 0; SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); SetBodygroup( GUN_GROUP, GUN_NONE ); break; } MonsterInitDead(); }