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1178 lines
31 KiB
1178 lines
31 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* This source code contains proprietary and confidential information of |
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* Valve LLC and its suppliers. Access to this code is restricted to |
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* persons who have executed a written SDK license with Valve. Any access, |
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* use or distribution of this code by or to any unlicensed person is illegal. |
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* |
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****/ |
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//========================================================= |
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// Agrunt - Dominant, warlike alien grunt monster |
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//========================================================= |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "schedule.h" |
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#include "squadmonster.h" |
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#include "weapons.h" |
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#include "soundent.h" |
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#include "hornet.h" |
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|
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//========================================================= |
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// monster-specific schedule types |
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//========================================================= |
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enum |
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{ |
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SCHED_AGRUNT_SUPPRESS = LAST_COMMON_SCHEDULE + 1, |
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SCHED_AGRUNT_THREAT_DISPLAY |
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}; |
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//========================================================= |
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// monster-specific tasks |
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//========================================================= |
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enum |
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{ |
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TASK_AGRUNT_SETUP_HIDE_ATTACK = LAST_COMMON_TASK + 1, |
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TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE |
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}; |
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int iAgruntMuzzleFlash; |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define AGRUNT_AE_HORNET1 ( 1 ) |
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#define AGRUNT_AE_HORNET2 ( 2 ) |
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#define AGRUNT_AE_HORNET3 ( 3 ) |
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#define AGRUNT_AE_HORNET4 ( 4 ) |
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#define AGRUNT_AE_HORNET5 ( 5 ) |
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// some events are set up in the QC file that aren't recognized by the code yet. |
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#define AGRUNT_AE_PUNCH ( 6 ) |
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#define AGRUNT_AE_BITE ( 7 ) |
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#define AGRUNT_AE_LEFT_FOOT ( 10 ) |
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#define AGRUNT_AE_RIGHT_FOOT ( 11 ) |
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#define AGRUNT_AE_LEFT_PUNCH ( 12 ) |
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#define AGRUNT_AE_RIGHT_PUNCH ( 13 ) |
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#define AGRUNT_MELEE_DIST 100 |
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class CAGrunt : public CSquadMonster |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void SetYawSpeed( void ); |
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int Classify( void ); |
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int ISoundMask( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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void SetObjectCollisionBox( void ) |
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{ |
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pev->absmin = pev->origin + Vector( -32, -32, 0 ); |
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pev->absmax = pev->origin + Vector( 32, 32, 85 ); |
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} |
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Schedule_t *GetSchedule( void ); |
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Schedule_t *GetScheduleOfType( int Type ); |
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BOOL FCanCheckAttacks( void ); |
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BOOL CheckMeleeAttack1( float flDot, float flDist ); |
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BOOL CheckRangeAttack1( float flDot, float flDist ); |
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void StartTask( Task_t *pTask ); |
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void AlertSound( void ); |
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void DeathSound( void ); |
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void PainSound( void ); |
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void AttackSound( void ); |
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void PrescheduleThink( void ); |
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); |
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int IRelationship( CBaseEntity *pTarget ); |
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void StopTalking( void ); |
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BOOL ShouldSpeak( void ); |
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CUSTOM_SCHEDULES |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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static const char *pAttackHitSounds[]; |
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static const char *pAttackMissSounds[]; |
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static const char *pAttackSounds[]; |
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static const char *pDieSounds[]; |
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static const char *pPainSounds[]; |
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static const char *pIdleSounds[]; |
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static const char *pAlertSounds[]; |
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BOOL m_fCanHornetAttack; |
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float m_flNextHornetAttackCheck; |
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|
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float m_flNextPainTime; |
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// three hacky fields for speech stuff. These don't really need to be saved. |
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float m_flNextSpeakTime; |
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float m_flNextWordTime; |
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int m_iLastWord; |
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}; |
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LINK_ENTITY_TO_CLASS( monster_alien_grunt, CAGrunt ) |
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TYPEDESCRIPTION CAGrunt::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CAGrunt, m_fCanHornetAttack, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CAGrunt, m_flNextHornetAttackCheck, FIELD_TIME ), |
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DEFINE_FIELD( CAGrunt, m_flNextPainTime, FIELD_TIME ), |
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DEFINE_FIELD( CAGrunt, m_flNextSpeakTime, FIELD_TIME ), |
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DEFINE_FIELD( CAGrunt, m_flNextWordTime, FIELD_TIME ), |
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DEFINE_FIELD( CAGrunt, m_iLastWord, FIELD_INTEGER ), |
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}; |
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IMPLEMENT_SAVERESTORE( CAGrunt, CSquadMonster ) |
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const char *CAGrunt::pAttackHitSounds[] = |
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{ |
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"zombie/claw_strike1.wav", |
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"zombie/claw_strike2.wav", |
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"zombie/claw_strike3.wav", |
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}; |
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const char *CAGrunt::pAttackMissSounds[] = |
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{ |
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"zombie/claw_miss1.wav", |
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"zombie/claw_miss2.wav", |
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}; |
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const char *CAGrunt::pAttackSounds[] = |
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{ |
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"agrunt/ag_attack1.wav", |
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"agrunt/ag_attack2.wav", |
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"agrunt/ag_attack3.wav", |
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}; |
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const char *CAGrunt::pDieSounds[] = |
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{ |
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"agrunt/ag_die1.wav", |
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"agrunt/ag_die4.wav", |
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"agrunt/ag_die5.wav", |
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}; |
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const char *CAGrunt::pPainSounds[] = |
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{ |
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"agrunt/ag_pain1.wav", |
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"agrunt/ag_pain2.wav", |
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"agrunt/ag_pain3.wav", |
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"agrunt/ag_pain4.wav", |
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"agrunt/ag_pain5.wav", |
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}; |
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const char *CAGrunt::pIdleSounds[] = |
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{ |
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"agrunt/ag_idle1.wav", |
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"agrunt/ag_idle2.wav", |
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"agrunt/ag_idle3.wav", |
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"agrunt/ag_idle4.wav", |
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}; |
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const char *CAGrunt::pAlertSounds[] = |
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{ |
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"agrunt/ag_alert1.wav", |
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"agrunt/ag_alert3.wav", |
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"agrunt/ag_alert4.wav", |
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"agrunt/ag_alert5.wav", |
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}; |
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//========================================================= |
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// IRelationship - overridden because Human Grunts are |
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// Alien Grunt's nemesis. |
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//========================================================= |
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int CAGrunt::IRelationship( CBaseEntity *pTarget ) |
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{ |
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if( FClassnameIs( pTarget->pev, "monster_human_grunt" ) ) |
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{ |
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return R_NM; |
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} |
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return CSquadMonster::IRelationship( pTarget ); |
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} |
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//========================================================= |
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// ISoundMask |
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//========================================================= |
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int CAGrunt::ISoundMask( void ) |
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{ |
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return ( bits_SOUND_WORLD | bits_SOUND_COMBAT | bits_SOUND_PLAYER | bits_SOUND_DANGER ); |
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} |
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//========================================================= |
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// TraceAttack |
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//========================================================= |
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void CAGrunt::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) |
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{ |
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if( ptr->iHitgroup == 10 && ( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_CLUB ) ) ) |
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{ |
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// hit armor |
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if( pev->dmgtime != gpGlobals->time || ( RANDOM_LONG( 0, 10 ) < 1 ) ) |
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{ |
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UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 1, 2 ) ); |
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pev->dmgtime = gpGlobals->time; |
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} |
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if( RANDOM_LONG( 0, 1 ) == 0 ) |
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{ |
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Vector vecTracerDir = vecDir; |
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vecTracerDir.x += RANDOM_FLOAT( -0.3, 0.3 ); |
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vecTracerDir.y += RANDOM_FLOAT( -0.3, 0.3 ); |
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vecTracerDir.z += RANDOM_FLOAT( -0.3, 0.3 ); |
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vecTracerDir = vecTracerDir * -512; |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, ptr->vecEndPos ); |
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WRITE_BYTE( TE_TRACER ); |
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WRITE_COORD( ptr->vecEndPos.x ); |
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WRITE_COORD( ptr->vecEndPos.y ); |
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WRITE_COORD( ptr->vecEndPos.z ); |
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WRITE_COORD( vecTracerDir.x ); |
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WRITE_COORD( vecTracerDir.y ); |
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WRITE_COORD( vecTracerDir.z ); |
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MESSAGE_END(); |
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} |
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flDamage -= 20; |
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if( flDamage <= 0 ) |
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flDamage = 0.1;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated |
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} |
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else |
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{ |
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SpawnBlood( ptr->vecEndPos, BloodColor(), flDamage );// a little surface blood. |
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TraceBleed( flDamage, vecDir, ptr, bitsDamageType ); |
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} |
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AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); |
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} |
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//========================================================= |
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// StopTalking - won't speak again for 10-20 seconds. |
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//========================================================= |
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void CAGrunt::StopTalking( void ) |
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{ |
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m_flNextWordTime = m_flNextSpeakTime = gpGlobals->time + 10 + RANDOM_LONG( 0, 10 ); |
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} |
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//========================================================= |
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// ShouldSpeak - Should this agrunt be talking? |
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//========================================================= |
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BOOL CAGrunt::ShouldSpeak( void ) |
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{ |
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if( m_flNextSpeakTime > gpGlobals->time ) |
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{ |
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// my time to talk is still in the future. |
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return FALSE; |
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} |
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if( pev->spawnflags & SF_MONSTER_GAG ) |
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{ |
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if( m_MonsterState != MONSTERSTATE_COMBAT ) |
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{ |
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// if gagged, don't talk outside of combat. |
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// if not going to talk because of this, put the talk time |
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// into the future a bit, so we don't talk immediately after |
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// going into combat |
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m_flNextSpeakTime = gpGlobals->time + 3; |
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return FALSE; |
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} |
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} |
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return TRUE; |
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} |
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//========================================================= |
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// PrescheduleThink |
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//========================================================= |
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void CAGrunt::PrescheduleThink( void ) |
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{ |
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if( ShouldSpeak() ) |
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{ |
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if( m_flNextWordTime < gpGlobals->time ) |
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{ |
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int num = -1; |
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do |
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{ |
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num = RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) - 1 ); |
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} while( num == m_iLastWord ); |
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m_iLastWord = num; |
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// play a new sound |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, pIdleSounds[num], 1.0, ATTN_NORM ); |
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// is this word our last? |
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if( RANDOM_LONG( 1, 10 ) <= 1 ) |
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{ |
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// stop talking. |
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StopTalking(); |
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} |
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else |
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{ |
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m_flNextWordTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 1 ); |
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} |
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} |
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} |
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} |
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//========================================================= |
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// DieSound |
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//========================================================= |
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void CAGrunt::DeathSound( void ) |
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{ |
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StopTalking(); |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, pDieSounds[RANDOM_LONG( 0, ARRAYSIZE( pDieSounds ) - 1 )], 1.0, ATTN_NORM ); |
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} |
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//========================================================= |
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// AlertSound |
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//========================================================= |
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void CAGrunt::AlertSound( void ) |
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{ |
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StopTalking(); |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, pAlertSounds[RANDOM_LONG( 0, ARRAYSIZE( pAlertSounds ) - 1 )], 1.0, ATTN_NORM ); |
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} |
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//========================================================= |
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// AttackSound |
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//========================================================= |
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void CAGrunt::AttackSound( void ) |
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{ |
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StopTalking(); |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM ); |
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} |
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//========================================================= |
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// PainSound |
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//========================================================= |
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void CAGrunt::PainSound( void ) |
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{ |
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if( m_flNextPainTime > gpGlobals->time ) |
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{ |
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return; |
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} |
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m_flNextPainTime = gpGlobals->time + 0.6; |
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StopTalking(); |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM ); |
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} |
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//========================================================= |
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// Classify - indicates this monster's place in the |
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// relationship table. |
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//========================================================= |
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int CAGrunt::Classify( void ) |
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{ |
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return CLASS_ALIEN_MILITARY; |
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} |
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//========================================================= |
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// SetYawSpeed - allows each sequence to have a different |
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// turn rate associated with it. |
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//========================================================= |
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void CAGrunt::SetYawSpeed( void ) |
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{ |
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int ys; |
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switch( m_Activity ) |
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{ |
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case ACT_TURN_LEFT: |
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case ACT_TURN_RIGHT: |
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ys = 110; |
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break; |
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default: |
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ys = 100; |
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break; |
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} |
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pev->yaw_speed = ys; |
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} |
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//========================================================= |
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// HandleAnimEvent - catches the monster-specific messages |
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// that occur when tagged animation frames are played. |
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// |
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// Returns number of events handled, 0 if none. |
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//========================================================= |
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void CAGrunt::HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case AGRUNT_AE_HORNET1: |
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case AGRUNT_AE_HORNET2: |
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case AGRUNT_AE_HORNET3: |
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case AGRUNT_AE_HORNET4: |
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case AGRUNT_AE_HORNET5: |
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{ |
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// m_vecEnemyLKP should be center of enemy body |
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Vector vecArmPos, vecArmDir; |
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Vector vecDirToEnemy; |
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Vector angDir; |
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|
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if( HasConditions( bits_COND_SEE_ENEMY ) ) |
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{ |
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vecDirToEnemy = ( ( m_vecEnemyLKP ) - pev->origin ); |
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angDir = UTIL_VecToAngles( vecDirToEnemy ); |
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vecDirToEnemy = vecDirToEnemy.Normalize(); |
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} |
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else |
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{ |
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angDir = pev->angles; |
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UTIL_MakeAimVectors( angDir ); |
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vecDirToEnemy = gpGlobals->v_forward; |
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} |
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pev->effects = EF_MUZZLEFLASH; |
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|
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// make angles +-180 |
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if( angDir.x > 180 ) |
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{ |
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angDir.x = angDir.x - 360; |
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} |
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SetBlending( 0, angDir.x ); |
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GetAttachment( 0, vecArmPos, vecArmDir ); |
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vecArmPos = vecArmPos + vecDirToEnemy * 32; |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecArmPos ); |
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WRITE_BYTE( TE_SPRITE ); |
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WRITE_COORD( vecArmPos.x ); // pos |
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WRITE_COORD( vecArmPos.y ); |
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WRITE_COORD( vecArmPos.z ); |
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WRITE_SHORT( iAgruntMuzzleFlash ); // model |
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WRITE_BYTE( 6 ); // size * 10 |
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WRITE_BYTE( 128 ); // brightness |
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MESSAGE_END(); |
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CBaseEntity *pHornet = CBaseEntity::Create( "hornet", vecArmPos, UTIL_VecToAngles( vecDirToEnemy ), edict() ); |
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UTIL_MakeVectors ( pHornet->pev->angles ); |
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pHornet->pev->velocity = gpGlobals->v_forward * 300; |
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|
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switch( RANDOM_LONG ( 0 , 2 ) ) |
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{ |
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case 0: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "agrunt/ag_fire1.wav", 1.0, ATTN_NORM, 0, 100 ); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "agrunt/ag_fire2.wav", 1.0, ATTN_NORM, 0, 100 ); |
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break; |
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case 2: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "agrunt/ag_fire3.wav", 1.0, ATTN_NORM, 0, 100 ); |
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break; |
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} |
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|
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CBaseMonster *pHornetMonster = pHornet->MyMonsterPointer(); |
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|
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if( pHornetMonster ) |
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{ |
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pHornetMonster->m_hEnemy = m_hEnemy; |
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} |
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} |
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break; |
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case AGRUNT_AE_LEFT_FOOT: |
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switch( RANDOM_LONG( 0, 1 ) ) |
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{ |
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// left foot |
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case 0: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "player/pl_ladder2.wav", 1, ATTN_NORM, 0, 70 ); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "player/pl_ladder4.wav", 1, ATTN_NORM, 0, 70 ); |
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break; |
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} |
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break; |
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case AGRUNT_AE_RIGHT_FOOT: |
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// right foot |
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switch( RANDOM_LONG( 0, 1 ) ) |
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{ |
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case 0: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "player/pl_ladder1.wav", 1, ATTN_NORM, 0, 70 ); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "player/pl_ladder3.wav", 1, ATTN_NORM, 0 ,70); |
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break; |
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} |
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break; |
|
|
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case AGRUNT_AE_LEFT_PUNCH: |
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{ |
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CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, gSkillData.agruntDmgPunch, DMG_CLUB ); |
|
|
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if( pHurt ) |
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{ |
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pHurt->pev->punchangle.y = -25; |
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pHurt->pev->punchangle.x = 8; |
|
|
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// OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above. |
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if( pHurt->IsPlayer() ) |
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{ |
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// this is a player. Knock him around. |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 250; |
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} |
|
|
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); |
|
|
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Vector vecArmPos, vecArmAng; |
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GetAttachment( 0, vecArmPos, vecArmAng ); |
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SpawnBlood( vecArmPos, pHurt->BloodColor(), 25 );// a little surface blood. |
|
} |
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else |
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{ |
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// Play a random attack miss sound |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); |
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} |
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} |
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break; |
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case AGRUNT_AE_RIGHT_PUNCH: |
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{ |
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CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, gSkillData.agruntDmgPunch, DMG_CLUB ); |
|
|
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if( pHurt ) |
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{ |
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pHurt->pev->punchangle.y = 25; |
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pHurt->pev->punchangle.x = 8; |
|
|
|
// OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above. |
|
if( pHurt->IsPlayer() ) |
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{ |
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// this is a player. Knock him around. |
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -250; |
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} |
|
|
|
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() |
|
{ |
|
size_t i; |
|
|
|
PRECACHE_MODEL( "models/agrunt.mdl" ); |
|
|
|
for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) |
|
PRECACHE_SOUND( pAttackHitSounds[i] ); |
|
|
|
for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) |
|
PRECACHE_SOUND( pAttackMissSounds[i] ); |
|
|
|
for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) |
|
PRECACHE_SOUND( pIdleSounds[i] ); |
|
|
|
for( i = 0; i < ARRAYSIZE( pDieSounds ); i++ ) |
|
PRECACHE_SOUND( pDieSounds[i] ); |
|
|
|
for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) |
|
PRECACHE_SOUND( pPainSounds[i] ); |
|
|
|
for( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ ) |
|
PRECACHE_SOUND( pAttackSounds[i] ); |
|
|
|
for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) |
|
PRECACHE_SOUND( 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 != 0 ) |
|
{ |
|
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 ); |
|
} |
|
break; |
|
default: |
|
break; |
|
} |
|
|
|
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 != 0 ) |
|
{ |
|
// 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 ); |
|
}
|
|
|