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1027 lines
28 KiB
1027 lines
28 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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// male assassin |
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//========================================================= |
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//========================================================= |
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// Hit groups! |
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//========================================================= |
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/* |
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1 - Head |
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2 - Stomach |
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3 - Gun |
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*/ |
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#include "extdll.h" |
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#include "plane.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 "animation.h" |
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#include "squadmonster.h" |
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#include "weapons.h" |
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#include "talkmonster.h" |
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#include "soundent.h" |
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#include "effects.h" |
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#include "customentity.h" |
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#include "hgrunt.h" |
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extern int g_fGruntQuestion; // true if an idle grunt asked a question. Cleared when someone answers. |
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extern DLL_GLOBAL int g_iSkillLevel; |
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extern Schedule_t slIdleStand[]; |
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extern Schedule_t slGruntFail[]; |
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extern Schedule_t slGruntCombatFail[]; |
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extern Schedule_t slGruntVictoryDance[]; |
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extern Schedule_t slGruntEstablishLineOfFire[]; |
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extern Schedule_t slGruntFoundEnemy[]; |
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extern Schedule_t slGruntCombatFace[]; |
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extern Schedule_t slGruntSignalSuppress[]; |
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extern Schedule_t slGruntSuppress[]; |
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extern Schedule_t slGruntWaitInCover[]; |
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extern Schedule_t slGruntTakeCover[]; |
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extern Schedule_t slGruntGrenadeCover[]; |
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extern Schedule_t slGruntTossGrenadeCover[]; |
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extern Schedule_t slGruntTakeCoverFromBestSound[]; |
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extern Schedule_t slGruntHideReload[]; |
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extern Schedule_t slGruntSweep[]; |
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extern Schedule_t slGruntRangeAttack1A[]; |
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extern Schedule_t slGruntRangeAttack1B[]; |
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extern Schedule_t slGruntRangeAttack2[]; |
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extern Schedule_t slGruntRepel[]; |
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extern Schedule_t slGruntRepelAttack[]; |
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extern Schedule_t slGruntRepelLand[]; |
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class CMassn : public CHGrunt |
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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 HandleAnimEvent(MonsterEvent_t *pEvent); |
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void DeathSound(void); |
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void PainSound(void); |
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void IdleSound(void); |
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void SpeakSentence(void); |
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Schedule_t *GetSchedule(void); |
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Schedule_t *GetScheduleOfType(int Type); |
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int IRelationship(CBaseEntity *pTarget); |
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static const char *pGruntSentences[]; |
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}; |
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LINK_ENTITY_TO_CLASS( monster_massn, CMassn ) |
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const char *CMassn::pGruntSentences[] = |
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{ |
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"MN_GREN", // grenade scared grunt |
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"MN_ALERT", // sees player |
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"MN_MONSTER", // sees monster |
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"MN_COVER", // running to cover |
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"MN_THROW", // about to throw grenade |
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"MN_CHARGE", // running out to get the enemy |
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"MN_TAUNT", // say rude things |
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}; |
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//========================================================= |
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// Speak Sentence - say your cued up sentence. |
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// |
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// Some grunt sentences (take cover and charge) rely on actually |
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// being able to execute the intended action. It's really lame |
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// when a grunt says 'COVER ME' and then doesn't move. The problem |
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// is that the sentences were played when the decision to TRY |
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// to move to cover was made. Now the sentence is played after |
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// we know for sure that there is a valid path. The schedule |
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// may still fail but in most cases, well after the grunt has |
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// started moving. |
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//========================================================= |
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void CMassn::SpeakSentence( void ) |
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{ |
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if( m_iSentence == HGRUNT_SENT_NONE ) |
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{ |
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// no sentence cued up. |
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return; |
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} |
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if( FOkToSpeak() ) |
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{ |
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SENTENCEG_PlayRndSz( ENT( pev ), pGruntSentences[m_iSentence], HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
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JustSpoke(); |
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} |
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} |
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//========================================================= |
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// IRelationship - overridden because Alien Grunts are |
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// Human Grunt's nemesis. |
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//========================================================= |
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int CMassn::IRelationship( CBaseEntity *pTarget ) |
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{ |
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if( FClassnameIs( pTarget->pev, "monster_alien_grunt" ) || FClassnameIs( pTarget->pev, "monster_gargantua" ) || 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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void CMassn::IdleSound( void ) |
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{ |
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if( FOkToSpeak() && ( g_fGruntQuestion || RANDOM_LONG( 0, 1 ) ) ) |
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{ |
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if( !g_fGruntQuestion ) |
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{ |
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// ask question or make statement |
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switch( RANDOM_LONG( 0, 2 ) ) |
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{ |
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case 0: |
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// check in |
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SENTENCEG_PlayRndSz( ENT( pev ), "MN_CHECK", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); |
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g_fGruntQuestion = 1; |
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break; |
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case 1: |
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// question |
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SENTENCEG_PlayRndSz( ENT( pev ), "MN_QUEST", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); |
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g_fGruntQuestion = 2; |
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break; |
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case 2: |
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// statement |
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SENTENCEG_PlayRndSz( ENT( pev ), "MN_IDLE", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); |
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break; |
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} |
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} |
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else |
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{ |
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switch( g_fGruntQuestion ) |
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{ |
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case 1: |
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// check in |
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SENTENCEG_PlayRndSz( ENT( pev ), "MN_CLEAR", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); |
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break; |
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case 2: |
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// question |
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SENTENCEG_PlayRndSz( ENT( pev ), "MN_ANSWER", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); |
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break; |
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} |
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g_fGruntQuestion = 0; |
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} |
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JustSpoke(); |
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} |
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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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void CMassn::HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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Vector vecShootDir; |
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Vector vecShootOrigin; |
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switch( pEvent->event ) |
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{ |
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case HGRUNT_AE_DROP_GUN: |
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{ |
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Vector vecGunPos; |
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Vector vecGunAngles; |
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GetAttachment( 0, vecGunPos, vecGunAngles ); |
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// switch to body group with no gun. |
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SetBodygroup( GUN_GROUP, GUN_NONE ); |
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// now spawn a gun. |
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if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) ) |
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{ |
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DropItem( "weapon_handgrenade", vecGunPos, vecGunAngles ); |
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} |
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else |
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{ |
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DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles ); |
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} |
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if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) ) |
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{ |
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DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles ); |
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} |
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} |
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break; |
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case HGRUNT_AE_RELOAD: |
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "massn/gr_reload1.wav", 1, ATTN_NORM ); |
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m_cAmmoLoaded = m_cClipSize; |
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ClearConditions( bits_COND_NO_AMMO_LOADED ); |
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break; |
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case HGRUNT_AE_GREN_TOSS: |
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{ |
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UTIL_MakeVectors( pev->angles ); |
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// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector( 0, 0, 32 ), m_vecTossVelocity, 3.5 ); |
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CGrenade::ShootTimed( pev, GetGunPosition(), m_vecTossVelocity, 3.5 ); |
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m_fThrowGrenade = FALSE; |
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m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. |
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// !!!LATER - when in a group, only try to throw grenade if ordered. |
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} |
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break; |
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case HGRUNT_AE_GREN_LAUNCH: |
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{ |
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM ); |
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CGrenade::ShootContact( pev, GetGunPosition(), m_vecTossVelocity ); |
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m_fThrowGrenade = FALSE; |
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if( g_iSkillLevel == SKILL_HARD ) |
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m_flNextGrenadeCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 );// wait a random amount of time before shooting again |
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else |
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m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. |
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} |
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break; |
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case HGRUNT_AE_GREN_DROP: |
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{ |
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UTIL_MakeVectors( pev->angles ); |
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CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 ); |
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} |
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break; |
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case HGRUNT_AE_BURST1: |
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{ |
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if( FBitSet( pev->weapons, HGRUNT_9MMAR ) ) |
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{ |
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Shoot(); |
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// the first round of the three round burst plays the sound and puts a sound in the world sound list. |
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if( RANDOM_LONG( 0, 1 ) ) |
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{ |
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "massn/gr_mgun1.wav", 1, ATTN_NORM ); |
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} |
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else |
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{ |
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "massn/gr_mgun2.wav", 1, ATTN_NORM ); |
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} |
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} |
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else |
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{ |
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Shotgun(); |
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "ambience/rifle1.wav", 1, ATTN_NORM ); |
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} |
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CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); |
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} |
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break; |
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case HGRUNT_AE_BURST2: |
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case HGRUNT_AE_BURST3: |
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Shoot(); |
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break; |
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case HGRUNT_AE_KICK: |
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{ |
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CBaseEntity *pHurt = Kick(); |
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if( pHurt ) |
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{ |
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// SOUND HERE! |
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UTIL_MakeVectors( pev->angles ); |
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pHurt->pev->punchangle.x = 15; |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50; |
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pHurt->TakeDamage( pev, pev, gSkillData.hgruntDmgKick, DMG_CLUB ); |
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} |
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} |
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break; |
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case HGRUNT_AE_CAUGHT_ENEMY: |
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{ |
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if( FOkToSpeak() ) |
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{ |
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SENTENCEG_PlayRndSz( ENT( pev ), "MN_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
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JustSpoke(); |
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} |
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} |
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break; |
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default: |
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CSquadMonster::HandleAnimEvent( pEvent ); |
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break; |
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} |
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} |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CMassn::Spawn() |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/massn.mdl" ); |
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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m_bloodColor = BLOOD_COLOR_RED; |
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pev->effects = 0; |
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pev->health = gSkillData.hgruntHealth; |
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
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m_MonsterState = MONSTERSTATE_NONE; |
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m_flNextGrenadeCheck = gpGlobals->time + 1; |
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m_flNextPainTime = gpGlobals->time; |
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m_iSentence = HGRUNT_SENT_NONE; |
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m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; |
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m_fEnemyEluded = FALSE; |
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m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet. |
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m_HackedGunPos = Vector( 0, 0, 55 ); |
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if( pev->weapons == 0 ) |
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{ |
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// initialize to original values |
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pev->weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE; |
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// pev->weapons = HGRUNT_SHOTGUN; |
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// pev->weapons = HGRUNT_9MMAR | HGRUNT_GRENADELAUNCHER; |
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} |
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if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) ) |
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{ |
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SetBodygroup( HEAD_SHOTGUN, GUN_SHOTGUN ); |
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m_cClipSize = 5; |
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} |
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else |
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{ |
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m_cClipSize = GRUNT_CLIP_SIZE; |
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} |
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m_cAmmoLoaded = m_cClipSize; |
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/* |
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if( RANDOM_LONG( 0, 99 ) < 80 ) |
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pev->skin = 0; // light skin |
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else |
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pev->skin = 1; // dark skin |
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if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) ) |
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{ |
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SetBodygroup( HEAD_GROUP, HEAD_SHOTGUN ); |
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} |
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else if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) ) |
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{ |
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SetBodygroup( HEAD_GROUP, HEAD_M203 ); |
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pev->skin = 1; // alway dark skin |
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} |
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*/ |
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CTalkMonster::g_talkWaitTime = 0; |
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MonsterInit(); |
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} |
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//========================================================= |
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// Precache - precaches all resources this monster needs |
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//========================================================= |
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void CMassn::Precache() |
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{ |
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PRECACHE_MODEL( "models/massn.mdl" ); |
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PRECACHE_SOUND( "massn/gr_mgun1.wav" ); |
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PRECACHE_SOUND( "massn/gr_mgun2.wav" ); |
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PRECACHE_SOUND( "massn/gr_die1.wav" ); |
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PRECACHE_SOUND( "massn/gr_die2.wav" ); |
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PRECACHE_SOUND( "massn/gr_die3.wav" ); |
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PRECACHE_SOUND( "massn/gr_pain1.wav" ); |
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PRECACHE_SOUND( "massn/gr_pain2.wav" ); |
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PRECACHE_SOUND( "massn/gr_pain3.wav" ); |
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PRECACHE_SOUND( "massn/gr_pain4.wav" ); |
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PRECACHE_SOUND( "massn/gr_pain5.wav" ); |
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PRECACHE_SOUND( "massn/gr_reload1.wav" ); |
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PRECACHE_SOUND( "weapons/glauncher.wav" ); |
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PRECACHE_SOUND( "ambience/rifle1.wav" ); |
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PRECACHE_SOUND( "zombie/claw_miss2.wav" );// because we use the basemonster SWIPE animation event |
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// get voice pitch |
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if( RANDOM_LONG( 0, 1 ) ) |
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m_voicePitch = 109 + RANDOM_LONG( 0, 7 ); |
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else |
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m_voicePitch = 100; |
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m_iBrassShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell |
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m_iShotgunShell = PRECACHE_MODEL( "models/shotgunshell.mdl" ); |
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} |
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//========================================================= |
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// PainSound |
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//========================================================= |
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void CMassn::PainSound( void ) |
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{ |
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if( gpGlobals->time > m_flNextPainTime ) |
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{ |
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#if 0 |
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if( RANDOM_LONG( 0, 99 ) < 5 ) |
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{ |
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// pain sentences are rare |
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if( FOkToSpeak() ) |
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{ |
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SENTENCEG_PlayRndSz( ENT( pev ), "MN_PAIN", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, PITCH_NORM ); |
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JustSpoke(); |
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return; |
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} |
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} |
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#endif |
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switch( RANDOM_LONG( 0, 6 ) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_pain3.wav", 1, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_pain4.wav", 1, ATTN_NORM ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_pain5.wav", 1, ATTN_NORM ); |
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break; |
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case 3: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_pain1.wav", 1, ATTN_NORM ); |
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break; |
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case 4: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_pain2.wav", 1, ATTN_NORM ); |
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break; |
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} |
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m_flNextPainTime = gpGlobals->time + 1; |
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} |
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} |
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//========================================================= |
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// DeathSound |
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//========================================================= |
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void CMassn::DeathSound( void ) |
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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( ENT( pev ), CHAN_VOICE, "massn/gr_die1.wav", 1, ATTN_IDLE ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_die2.wav", 1, ATTN_IDLE ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_die3.wav", 1, ATTN_IDLE ); |
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break; |
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} |
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} |
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|
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//========================================================= |
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// AI Schedules Specific to this monster |
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//========================================================= |
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|
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//========================================================= |
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// Get Schedule! |
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//========================================================= |
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Schedule_t *CMassn::GetSchedule( void ) |
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{ |
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|
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// clear old sentence |
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m_iSentence = HGRUNT_SENT_NONE; |
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|
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// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling. |
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if( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE ) |
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{ |
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if( pev->flags & FL_ONGROUND ) |
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{ |
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// just landed |
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pev->movetype = MOVETYPE_STEP; |
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return GetScheduleOfType( SCHED_GRUNT_REPEL_LAND ); |
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} |
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else |
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{ |
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// repel down a rope, |
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if( m_MonsterState == MONSTERSTATE_COMBAT ) |
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return GetScheduleOfType( SCHED_GRUNT_REPEL_ATTACK ); |
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else |
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return GetScheduleOfType( SCHED_GRUNT_REPEL ); |
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} |
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} |
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|
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// grunts place HIGH priority on running away from danger sounds. |
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if( HasConditions( bits_COND_HEAR_SOUND ) ) |
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{ |
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CSound *pSound; |
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pSound = PBestSound(); |
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|
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ASSERT( pSound != NULL ); |
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if( pSound ) |
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{ |
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if( pSound->m_iType & bits_SOUND_DANGER ) |
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{ |
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// dangerous sound nearby! |
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|
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//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby, |
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// and the grunt should find cover from the blast |
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// good place for "SHIT!" or some other colorful verbal indicator of dismay. |
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// It's not safe to play a verbal order here "Scatter", etc cause |
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// this may only affect a single individual in a squad. |
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if( FOkToSpeak() ) |
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{ |
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SENTENCEG_PlayRndSz( ENT( pev ), "MN_GREN", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
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JustSpoke(); |
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} |
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return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); |
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} |
|
/* |
|
if( !HasConditions( bits_COND_SEE_ENEMY ) && ( pSound->m_iType & ( bits_SOUND_PLAYER | bits_SOUND_COMBAT ) ) ) |
|
{ |
|
MakeIdealYaw( pSound->m_vecOrigin ); |
|
} |
|
*/ |
|
} |
|
} |
|
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(); |
|
} |
|
|
|
// new enemy |
|
if( HasConditions( bits_COND_NEW_ENEMY ) ) |
|
{ |
|
if( InSquad() ) |
|
{ |
|
MySquadLeader()->m_fEnemyEluded = FALSE; |
|
|
|
if( !IsLeader() ) |
|
{ |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
else |
|
{ |
|
//!!!KELLY - the leader of a squad of grunts has just seen the player or a |
|
// monster and has made it the squad's enemy. You |
|
// can check pev->flags for FL_CLIENT to determine whether this is the player |
|
// or a monster. He's going to immediately start |
|
// firing, though. If you'd like, we can make an alternate "first sight" |
|
// schedule where the leader plays a handsign anim |
|
// that gives us enough time to hear a short sentence or spoken command |
|
// before he starts pluggin away. |
|
if( FOkToSpeak() )// && RANDOM_LONG( 0, 1 ) ) |
|
{ |
|
if( ( m_hEnemy != 0 ) && m_hEnemy->IsPlayer() ) |
|
// player |
|
SENTENCEG_PlayRndSz( ENT( pev ), "MN_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
|
else if( ( m_hEnemy != 0 ) && |
|
( m_hEnemy->Classify() != CLASS_PLAYER_ALLY ) && |
|
( m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE ) && |
|
( m_hEnemy->Classify() != CLASS_MACHINE ) ) |
|
// monster |
|
SENTENCEG_PlayRndSz( ENT( pev ), "MN_MONST", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
|
|
|
JustSpoke(); |
|
} |
|
|
|
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_GRUNT_SUPPRESS ); |
|
} |
|
else |
|
{ |
|
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ); |
|
} |
|
} |
|
} |
|
} |
|
// no ammo |
|
else if( HasConditions( bits_COND_NO_AMMO_LOADED ) ) |
|
{ |
|
//!!!KELLY - this individual just realized he's out of bullet ammo. |
|
// He's going to try to find cover to run to and reload, but rarely, if |
|
// none is available, he'll drop and reload in the open here. |
|
return GetScheduleOfType( SCHED_GRUNT_COVER_AND_RELOAD ); |
|
} |
|
// damaged just a little |
|
else if( HasConditions( bits_COND_LIGHT_DAMAGE ) ) |
|
{ |
|
// if hurt: |
|
// 90% chance of taking cover |
|
// 10% chance of flinch. |
|
int iPercent = RANDOM_LONG( 0, 99 ); |
|
|
|
if( iPercent <= 90 && m_hEnemy != 0 ) |
|
{ |
|
// only try to take cover if we actually have an enemy! |
|
|
|
//!!!KELLY - this grunt was hit and is going to run to cover. |
|
if( FOkToSpeak() ) // && RANDOM_LONG( 0, 1 ) ) |
|
{ |
|
//SENTENCEG_PlayRndSz( ENT( pev ), "MN_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
|
m_iSentence = HGRUNT_SENT_COVER; |
|
//JustSpoke(); |
|
} |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
else |
|
{ |
|
return GetScheduleOfType( SCHED_SMALL_FLINCH ); |
|
} |
|
} |
|
// can kick |
|
else if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_MELEE_ATTACK1 ); |
|
} |
|
// can grenade launch |
|
else if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER) && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) |
|
{ |
|
// shoot a grenade if you can |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); |
|
} |
|
// can shoot |
|
else if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
if( InSquad() ) |
|
{ |
|
// if the enemy has eluded the squad and a squad member has just located the enemy |
|
// and the enemy does not see the squad member, issue a call to the squad to waste a |
|
// little time and give the player a chance to turn. |
|
if( MySquadLeader()->m_fEnemyEluded && !HasConditions( bits_COND_ENEMY_FACING_ME ) ) |
|
{ |
|
MySquadLeader()->m_fEnemyEluded = FALSE; |
|
return GetScheduleOfType( SCHED_GRUNT_FOUND_ENEMY ); |
|
} |
|
} |
|
|
|
if( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) |
|
{ |
|
// try to take an available ENGAGE slot |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); |
|
} |
|
else if( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) |
|
{ |
|
// throw a grenade if can and no engage slots are available |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); |
|
} |
|
else |
|
{ |
|
// hide! |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
} |
|
// can't see enemy |
|
else if( HasConditions( bits_COND_ENEMY_OCCLUDED ) ) |
|
{ |
|
if( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) |
|
{ |
|
//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc |
|
if( FOkToSpeak() ) |
|
{ |
|
SENTENCEG_PlayRndSz( ENT( pev ), "MN_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
|
JustSpoke(); |
|
} |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); |
|
} |
|
else if( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) |
|
{ |
|
//!!!KELLY - grunt cannot see the enemy and has just decided to |
|
// charge the enemy's position. |
|
if( FOkToSpeak() )// && RANDOM_LONG( 0, 1 ) ) |
|
{ |
|
//SENTENCEG_PlayRndSz( ENT( pev ), "MN_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
|
m_iSentence = HGRUNT_SENT_CHARGE; |
|
//JustSpoke(); |
|
} |
|
|
|
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ); |
|
} |
|
else |
|
{ |
|
//!!!KELLY - grunt is going to stay put for a couple seconds to see if |
|
// the enemy wanders back out into the open, or approaches the |
|
// grunt's covered position. Good place for a taunt, I guess? |
|
if( FOkToSpeak() && RANDOM_LONG( 0, 1 ) ) |
|
{ |
|
SENTENCEG_PlayRndSz( ENT( pev ), "MN_TAUNT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
|
JustSpoke(); |
|
} |
|
return GetScheduleOfType( SCHED_STANDOFF ); |
|
} |
|
} |
|
|
|
if( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ); |
|
} |
|
} |
|
break; |
|
default: |
|
break; |
|
} |
|
|
|
// no special cases here, call the base class |
|
return CSquadMonster::GetSchedule(); |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
Schedule_t *CMassn::GetScheduleOfType( int Type ) |
|
{ |
|
switch( Type ) |
|
{ |
|
case SCHED_TAKE_COVER_FROM_ENEMY: |
|
{ |
|
if( InSquad() ) |
|
{ |
|
if( g_iSkillLevel == SKILL_HARD && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) |
|
{ |
|
if( FOkToSpeak() ) |
|
{ |
|
SENTENCEG_PlayRndSz( ENT( pev ), "MN_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
|
JustSpoke(); |
|
} |
|
return slGruntTossGrenadeCover; |
|
} |
|
else |
|
{ |
|
return &slGruntTakeCover[0]; |
|
} |
|
} |
|
else |
|
{ |
|
if( RANDOM_LONG( 0, 1 ) ) |
|
{ |
|
return &slGruntTakeCover[0]; |
|
} |
|
else |
|
{ |
|
return &slGruntGrenadeCover[0]; |
|
} |
|
} |
|
} |
|
case SCHED_TAKE_COVER_FROM_BEST_SOUND: |
|
{ |
|
return &slGruntTakeCoverFromBestSound[0]; |
|
} |
|
case SCHED_GRUNT_TAKECOVER_FAILED: |
|
{ |
|
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); |
|
} |
|
|
|
return GetScheduleOfType( SCHED_FAIL ); |
|
} |
|
break; |
|
case SCHED_GRUNT_ELOF_FAIL: |
|
{ |
|
// human grunt is unable to move to a position that allows him to attack the enemy. |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
break; |
|
case SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE: |
|
{ |
|
return &slGruntEstablishLineOfFire[0]; |
|
} |
|
break; |
|
case SCHED_RANGE_ATTACK1: |
|
{ |
|
// randomly stand or crouch |
|
if( RANDOM_LONG( 0, 9 ) == 0 ) |
|
m_fStanding = RANDOM_LONG( 0, 1 ); |
|
|
|
if( m_fStanding ) |
|
return &slGruntRangeAttack1B[0]; |
|
else |
|
return &slGruntRangeAttack1A[0]; |
|
} |
|
case SCHED_RANGE_ATTACK2: |
|
{ |
|
return &slGruntRangeAttack2[0]; |
|
} |
|
case SCHED_COMBAT_FACE: |
|
{ |
|
return &slGruntCombatFace[0]; |
|
} |
|
case SCHED_GRUNT_WAIT_FACE_ENEMY: |
|
{ |
|
return &slGruntWaitInCover[0]; |
|
} |
|
case SCHED_GRUNT_SWEEP: |
|
{ |
|
return &slGruntSweep[0]; |
|
} |
|
case SCHED_GRUNT_COVER_AND_RELOAD: |
|
{ |
|
return &slGruntHideReload[0]; |
|
} |
|
case SCHED_GRUNT_FOUND_ENEMY: |
|
{ |
|
return &slGruntFoundEnemy[0]; |
|
} |
|
case SCHED_VICTORY_DANCE: |
|
{ |
|
if( InSquad() ) |
|
{ |
|
if( !IsLeader() ) |
|
{ |
|
return &slGruntFail[0]; |
|
} |
|
} |
|
|
|
return &slGruntVictoryDance[0]; |
|
} |
|
case SCHED_GRUNT_SUPPRESS: |
|
{ |
|
if( m_hEnemy->IsPlayer() && m_fFirstEncounter ) |
|
{ |
|
m_fFirstEncounter = FALSE;// after first encounter, leader won't issue handsigns anymore when he has a new enemy |
|
return &slGruntSignalSuppress[0]; |
|
} |
|
else |
|
{ |
|
return &slGruntSuppress[0]; |
|
} |
|
} |
|
case SCHED_FAIL: |
|
{ |
|
if( m_hEnemy != 0 ) |
|
{ |
|
// grunt has an enemy, so pick a different default fail schedule most likely to help recover. |
|
return &slGruntCombatFail[0]; |
|
} |
|
|
|
return &slGruntFail[0]; |
|
} |
|
case SCHED_GRUNT_REPEL: |
|
{ |
|
if( pev->velocity.z > -128 ) |
|
pev->velocity.z -= 32; |
|
return &slGruntRepel[0]; |
|
} |
|
case SCHED_GRUNT_REPEL_ATTACK: |
|
{ |
|
if( pev->velocity.z > -128 ) |
|
pev->velocity.z -= 32; |
|
return &slGruntRepelAttack[0]; |
|
} |
|
case SCHED_GRUNT_REPEL_LAND: |
|
{ |
|
return &slGruntRepelLand[0]; |
|
} |
|
default: |
|
{ |
|
return CSquadMonster::GetScheduleOfType( Type ); |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// CMassnRepel - when triggered, spawns a monster_nari_grunt |
|
// repelling down a line. |
|
//========================================================= |
|
class CMassnRepel : 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_massn_repel, CMassnRepel ) |
|
|
|
void CMassnRepel::Spawn( void ) |
|
{ |
|
Precache(); |
|
pev->solid = SOLID_NOT; |
|
|
|
SetUse( &CMassnRepel::RepelUse ); |
|
} |
|
|
|
void CMassnRepel::Precache( void ) |
|
{ |
|
UTIL_PrecacheOther( "monster_massn" ); |
|
|
|
m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" ); |
|
} |
|
|
|
void CMassnRepel::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_massn", pev->origin, pev->angles ); |
|
CBaseMonster *pGrunt = pEntity->MyMonsterPointer(); |
|
pGrunt->pev->movetype = MOVETYPE_FLY; |
|
pGrunt->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) ); |
|
pGrunt->SetActivity( ACT_GLIDE ); |
|
// UNDONE: position? |
|
pGrunt->m_vecLastPosition = tr.vecEndPos; |
|
|
|
CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 ); |
|
pBeam->PointEntInit( pev->origin + Vector( 0, 0, 112 ), pGrunt->entindex() ); |
|
pBeam->SetFlags( BEAM_FSOLID ); |
|
pBeam->SetColor( 255, 255, 255 ); |
|
pBeam->SetThink( &CBaseEntity::SUB_Remove ); |
|
pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pGrunt->pev->velocity.z + 0.5; |
|
|
|
UTIL_Remove( this ); |
|
} |
|
|
|
//========================================================= |
|
// DEAD Male Assasin PROP |
|
//========================================================= |
|
class CDeadMassn : 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 *CDeadMassn::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" }; |
|
|
|
void CDeadMassn::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_massn_dead, CDeadMassn ) |
|
|
|
//========================================================= |
|
// ********** DeadMassn SPAWN ********** |
|
//========================================================= |
|
void CDeadMassn::Spawn( void ) |
|
{ |
|
PRECACHE_MODEL( "models/massn.mdl" ); |
|
SET_MODEL( ENT( pev ), "models/massn.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 male assassin with bad pose\n" ); |
|
} |
|
|
|
// Corpses have less health |
|
pev->health = 8; |
|
|
|
// map old bodies onto new bodies |
|
switch( pev->body ) |
|
{ |
|
case 0: |
|
// Grunt with Gun |
|
pev->body = 0; |
|
SetBodygroup( HEAD_GROUP, HEAD_GRUNT ); |
|
SetBodygroup( GUN_GROUP, GUN_MP5 ); |
|
break; |
|
case 1: |
|
// Commander with Gun |
|
pev->body = 0; |
|
SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); |
|
SetBodygroup( GUN_GROUP, GUN_MP5 ); |
|
break; |
|
case 2: |
|
// Grunt no Gun |
|
pev->body = 0; |
|
SetBodygroup( HEAD_GROUP, HEAD_GRUNT ); |
|
SetBodygroup( GUN_GROUP, GUN_NONE ); |
|
break; |
|
case 3: |
|
// Commander no Gun |
|
pev->body = 0; |
|
SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); |
|
SetBodygroup( GUN_GROUP, GUN_NONE ); |
|
break; |
|
} |
|
|
|
MonsterInitDead(); |
|
}
|
|
|