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2466 lines
61 KiB
2466 lines
61 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, 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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// friendly grunt |
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//========================================================= |
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// UNDONE: Holster weapon? |
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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 "squad.h" |
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#include "squadmonster.h" |
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#include "talkmonster.h" |
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#include "schedule.h" |
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#include "animation.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 "fgrunt.h" |
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#ifdef DEBUG |
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#include "gearbox_utils.h" |
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#endif |
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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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extern Schedule_t slBaFollow[]; |
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extern Schedule_t slBarneyEnemyDraw[]; |
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extern Schedule_t slBaFaceTarget[]; |
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extern Schedule_t slIdleBaStand[]; |
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//========================================================= |
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// monster-specific DEFINE's |
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//========================================================= |
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#define FGRUNT_CLIP_SIZE_MP5 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x! |
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#define FGRUNT_CLIP_SIZE_SAW 50 // Same as above |
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#define FGRUNT_VOL 0.35 // volume of grunt sounds |
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#define FGRUNT_ATTN ATTN_NORM // attenutation of grunt sentences |
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#define FGRUNT_LIMP_HEALTH 20 |
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#define FGRUNT_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot. |
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#define FGRUNT_NUM_HEADS 8 // how many grunt heads are there? |
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#define FGRUNT_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill |
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#define FGRUNT_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences |
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#define FGRUNT_9MMAR ( 1 << 0 ) |
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#define FGRUNT_HANDGRENADE ( 1 << 1 ) |
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#define FGRUNT_GRENADELAUNCHER ( 1 << 2 ) |
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#define FGRUNT_SHOTGUN ( 1 << 3 ) |
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#define FGRUNT_SAW ( 1 << 4 ) |
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#define HEAD_GROUP 1 |
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#define TORSO_GROUP 2 |
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#define GUN_GROUP 3 |
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#define HEAD_GASMASK 0 |
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#define HEAD_BERET 1 |
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#define HEAD_OPS_MASK 2 |
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#define HEAD_BANDANA_WHITE 3 |
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#define HEAD_BANDANA_BLACK 4 |
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#define HEAD_MP 5 |
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#define HEAD_MAJOR 6 |
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#define HEAD_BERET_BLACK 7 |
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#define TORSO_BACKPACK 0 |
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#define TORSO_SAW 1 |
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#define TORSO_NOBACKPACK 2 |
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#define TORSO_SHELLS 3 |
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#define GUN_MP5 0 |
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#define GUN_SHOTGUN 1 |
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#define GUN_SAW 2 |
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#define GUN_NONE 3 |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define FGRUNT_AE_RELOAD ( 2 ) |
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#define FGRUNT_AE_KICK ( 3 ) |
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#define FGRUNT_AE_BURST1 ( 4 ) |
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#define FGRUNT_AE_BURST2 ( 5 ) |
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#define FGRUNT_AE_BURST3 ( 6 ) |
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#define FGRUNT_AE_GREN_TOSS ( 7 ) |
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#define FGRUNT_AE_GREN_LAUNCH ( 8 ) |
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#define FGRUNT_AE_GREN_DROP ( 9 ) |
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#define FGRUNT_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad. |
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#define FGRUNT_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5. |
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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_FGRUNT_SUPPRESS = LAST_COMMON_SCHEDULE + 1, |
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SCHED_FGRUNT_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way). |
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SCHED_FGRUNT_COVER_AND_RELOAD, |
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SCHED_FGRUNT_SWEEP, |
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SCHED_FGRUNT_FOUND_ENEMY, |
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SCHED_FGRUNT_REPEL, |
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SCHED_FGRUNT_REPEL_ATTACK, |
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SCHED_FGRUNT_REPEL_LAND, |
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SCHED_FGRUNT_WAIT_FACE_ENEMY, |
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SCHED_FGRUNT_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure. |
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SCHED_FGRUNT_ELOF_FAIL, |
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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_FGRUNT_FACE_TOSS_DIR = LAST_COMMON_TASK + 1, |
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TASK_FGRUNT_SPEAK_SENTENCE, |
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TASK_FGRUNT_CHECK_FIRE, |
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}; |
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static const char* g_pszDeathSounds[] = |
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{ |
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"fgrunt/death1.wav", |
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"fgrunt/death2.wav", |
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"fgrunt/death3.wav", |
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"fgrunt/death4.wav", |
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"fgrunt/death5.wav", |
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"fgrunt/death6.wav", |
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}; |
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static const char* g_pszPainSounds[] = |
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{ |
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"fgrunt/pain1.wav", |
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"fgrunt/pain2.wav", |
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"fgrunt/pain3.wav", |
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"fgrunt/pain4.wav", |
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"fgrunt/pain5.wav", |
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"fgrunt/pain6.wav", |
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}; |
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#define FGRUNT_NUM_DEATH_SOUNDS ARRAYSIZE( g_pszDeathSounds ) |
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#define FGRUNT_NUM_PAIN_SOUNDS ARRAYSIZE( g_pszPainSounds ) |
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//========================================================= |
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// CFGrunt |
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//========================================================= |
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LINK_ENTITY_TO_CLASS(monster_human_grunt_ally, CFGrunt); |
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TYPEDESCRIPTION CFGrunt::m_SaveData[] = |
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{ |
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DEFINE_FIELD(CFGrunt, m_painTime, FIELD_TIME), |
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DEFINE_FIELD(CFGrunt, m_checkAttackTime, FIELD_TIME), |
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DEFINE_FIELD(CFGrunt, m_lastAttackCheck, FIELD_BOOLEAN), |
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DEFINE_FIELD(CFGrunt, m_flPlayerDamage, FIELD_FLOAT), |
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DEFINE_FIELD(CFGrunt, head, FIELD_INTEGER), |
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DEFINE_FIELD(CFGrunt, torso, FIELD_INTEGER), |
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}; |
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IMPLEMENT_SAVERESTORE(CFGrunt, CTalkMonster); |
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#if 0 |
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//========================================================= |
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// AI Schedules Specific to this monster |
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//========================================================= |
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Task_t tlFgFollow[] = |
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{ |
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{ TASK_MOVE_TO_TARGET_RANGE, (float)128 }, // Move within 128 of target ent (client) |
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{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, |
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}; |
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Schedule_t slFgFollow[] = |
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{ |
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{ |
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tlFgFollow, |
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ARRAYSIZE(tlFgFollow), |
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bits_COND_NEW_ENEMY | |
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bits_COND_LIGHT_DAMAGE | |
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bits_COND_HEAVY_DAMAGE | |
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bits_COND_HEAR_SOUND | |
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bits_COND_PROVOKED, |
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bits_SOUND_DANGER, |
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"Follow" |
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}, |
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}; |
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//========================================================= |
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// BarneyDraw- much better looking draw schedule for when |
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// barney knows who he's gonna attack. |
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//========================================================= |
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Task_t tlFgEnemyDraw[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_FACE_ENEMY, 0 }, |
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{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_ARM }, |
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}; |
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Schedule_t slFgEnemyDraw[] = |
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{ |
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{ |
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tlFgEnemyDraw, |
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ARRAYSIZE(tlFgEnemyDraw), |
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0, |
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0, |
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"FGrunt Enemy Draw" |
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} |
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}; |
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Task_t tlFgFaceTarget[] = |
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{ |
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
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{ TASK_FACE_TARGET, (float)0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
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{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE }, |
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}; |
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Schedule_t slFgFaceTarget[] = |
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{ |
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{ |
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tlFgFaceTarget, |
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ARRAYSIZE(tlFgFaceTarget), |
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bits_COND_CLIENT_PUSH | |
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bits_COND_NEW_ENEMY | |
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bits_COND_LIGHT_DAMAGE | |
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bits_COND_HEAVY_DAMAGE | |
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bits_COND_HEAR_SOUND | |
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bits_COND_PROVOKED, |
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bits_SOUND_DANGER, |
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"FaceTarget" |
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}, |
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}; |
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Task_t tlIdleFgStand[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
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{ TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds. |
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{ TASK_TLK_HEADRESET, (float)0 }, // reset head position |
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}; |
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Schedule_t slIdleFgStand[] = |
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{ |
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{ |
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tlIdleFgStand, |
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ARRAYSIZE(tlIdleFgStand), |
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bits_COND_NEW_ENEMY | |
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bits_COND_LIGHT_DAMAGE | |
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bits_COND_HEAVY_DAMAGE | |
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bits_COND_HEAR_SOUND | |
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bits_COND_SMELL | |
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bits_COND_PROVOKED, |
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bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code. |
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//bits_SOUND_PLAYER | |
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//bits_SOUND_WORLD | |
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bits_SOUND_DANGER | |
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bits_SOUND_MEAT |// scents |
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bits_SOUND_CARCASS | |
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bits_SOUND_GARBAGE, |
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"IdleStand" |
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}, |
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}; |
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DEFINE_CUSTOM_SCHEDULES(CFGrunt) |
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{ |
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slFgFollow, |
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slFgEnemyDraw, |
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slFgFaceTarget, |
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slIdleFgStand, |
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}; |
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#else |
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DEFINE_CUSTOM_SCHEDULES(CFGrunt) |
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{ |
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slGruntFail, |
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slGruntCombatFail, |
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slGruntVictoryDance, |
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slGruntEstablishLineOfFire, |
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slGruntFoundEnemy, |
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slGruntCombatFace, |
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slGruntSignalSuppress, |
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slGruntSuppress, |
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slGruntWaitInCover, |
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slGruntTakeCover, |
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slGruntGrenadeCover, |
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slGruntTossGrenadeCover, |
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slGruntTakeCoverFromBestSound, |
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slGruntHideReload, |
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slGruntSweep, |
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slGruntRangeAttack1A, |
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slGruntRangeAttack1B, |
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slGruntRangeAttack2, |
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slGruntRepel, |
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slGruntRepelAttack, |
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slGruntRepelLand, |
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slBaFollow, |
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slBarneyEnemyDraw, |
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slBaFaceTarget, |
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slIdleBaStand, |
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}; |
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#endif |
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IMPLEMENT_CUSTOM_SCHEDULES(CFGrunt, CTalkMonster); |
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const char *CFGrunt::pGruntSentences[] = |
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{ |
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"FG_GREN", // grenade scared grunt |
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"FG_ALERT", // sees player |
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"FG_MONSTER", // sees monster |
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"FG_COVER", // running to cover |
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"FG_THROW", // about to throw grenade |
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"FG_CHARGE", // running out to get the enemy |
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"FG_TAUNT", // say rude things |
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}; |
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enum |
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{ |
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FGRUNT_SENT_NONE = -1, |
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FGRUNT_SENT_GREN = 0, |
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FGRUNT_SENT_ALERT, |
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FGRUNT_SENT_MONSTER, |
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FGRUNT_SENT_COVER, |
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FGRUNT_SENT_THROW, |
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FGRUNT_SENT_CHARGE, |
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FGRUNT_SENT_TAUNT, |
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} FGRUNT_SENTENCE_TYPES; |
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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 CFGrunt::SpeakSentence(void) |
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{ |
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if (m_iSentence == FGRUNT_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], FGRUNT_SENTENCE_VOLUME, FGRUNT_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 CFGrunt::IRelationship(CBaseEntity *pTarget) |
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{ |
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if (FClassnameIs(pTarget->pev, "monster_alien_grunt") || (FClassnameIs(pTarget->pev, "monster_gargantua"))) |
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{ |
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return R_NM; |
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} |
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return CTalkMonster::IRelationship(pTarget); |
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} |
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//========================================================= |
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// GibMonster - make gun fly through the air. |
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//========================================================= |
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void CFGrunt::GibMonster(void) |
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{ |
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Vector vecGunPos; |
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Vector vecGunAngles; |
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if (GetBodygroup(2) != 2) |
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{// throw a gun if the grunt has one |
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GetAttachment(0, vecGunPos, vecGunAngles); |
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CBaseEntity *pGun; |
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if (FBitSet(pev->weapons, FGRUNT_SHOTGUN)) |
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{ |
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pGun = DropItem("weapon_shotgun", vecGunPos, vecGunAngles); |
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} |
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else if (FBitSet(pev->weapons, FGRUNT_SAW)) |
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{ |
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pGun = DropItem("weapon_m249", vecGunPos, vecGunAngles); |
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} |
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else |
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{ |
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pGun = DropItem("weapon_9mmAR", vecGunPos, vecGunAngles); |
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} |
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if (pGun) |
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{ |
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pGun->pev->velocity = Vector(RANDOM_FLOAT(-100, 100), RANDOM_FLOAT(-100, 100), RANDOM_FLOAT(200, 300)); |
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pGun->pev->avelocity = Vector(0, RANDOM_FLOAT(200, 400), 0); |
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} |
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if (FBitSet(pev->weapons, FGRUNT_GRENADELAUNCHER)) |
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{ |
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pGun = DropItem("ammo_ARgrenades", vecGunPos, vecGunAngles); |
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if (pGun) |
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{ |
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pGun->pev->velocity = Vector(RANDOM_FLOAT(-100, 100), RANDOM_FLOAT(-100, 100), RANDOM_FLOAT(200, 300)); |
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pGun->pev->avelocity = Vector(0, RANDOM_FLOAT(200, 400), 0); |
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} |
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} |
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} |
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CTalkMonster::GibMonster(); |
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} |
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//========================================================= |
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// ISoundMask - returns a bit mask indicating which types |
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// of sounds this monster regards. |
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//========================================================= |
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int CFGrunt::ISoundMask(void) |
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{ |
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return bits_SOUND_WORLD | |
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bits_SOUND_COMBAT | |
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bits_SOUND_CARCASS | |
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bits_SOUND_MEAT | |
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bits_SOUND_GARBAGE | |
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bits_SOUND_DANGER | |
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bits_SOUND_PLAYER; |
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} |
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//========================================================= |
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// someone else is talking - don't speak |
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//========================================================= |
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BOOL CFGrunt::FOkToSpeak(void) |
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{ |
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// if someone else is talking, don't speak |
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if (gpGlobals->time <= CTalkMonster::g_talkWaitTime) |
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return FALSE; |
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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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// no talking outside of combat if gagged. |
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return FALSE; |
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} |
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} |
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// if player is not in pvs, don't speak |
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// if (FNullEnt(FIND_CLIENT_IN_PVS(edict()))) |
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// return FALSE; |
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return TRUE; |
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} |
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//========================================================= |
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//========================================================= |
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void CFGrunt::JustSpoke(void) |
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{ |
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CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0); |
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m_iSentence = FGRUNT_SENT_NONE; |
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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 CFGrunt::Classify(void) |
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{ |
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return CLASS_PLAYER_ALLY; |
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} |
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//========================================================= |
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//========================================================= |
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CBaseEntity *CFGrunt::Kick(void) |
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{ |
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TraceResult tr; |
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UTIL_MakeVectors(pev->angles); |
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Vector vecStart = pev->origin; |
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vecStart.z += pev->size.z * 0.5; |
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Vector vecEnd = vecStart + (gpGlobals->v_forward * 70); |
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UTIL_TraceHull(vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr); |
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if (tr.pHit) |
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{ |
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CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); |
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return pEntity; |
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} |
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return NULL; |
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} |
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//========================================================= |
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// GetGunPosition return the end of the barrel |
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//========================================================= |
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Vector CFGrunt::GetGunPosition() |
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{ |
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if (m_fStanding) |
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{ |
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return pev->origin + Vector(0, 0, 60); |
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} |
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else |
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{ |
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return pev->origin + Vector(0, 0, 48); |
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} |
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} |
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//========================================================= |
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// ALertSound - barney says "Freeze!" |
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//========================================================= |
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void CFGrunt::AlertSound(void) |
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{ |
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if (m_hEnemy != NULL) |
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{ |
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if (FOkToSpeak()) |
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{ |
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PlaySentence("FG_ATTACK", RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE); |
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} |
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} |
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} |
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//========================================================= |
|
// SetYawSpeed - allows each sequence to have a different |
|
// turn rate associated with it. |
|
//========================================================= |
|
void CFGrunt::SetYawSpeed(void) |
|
{ |
|
int ys; |
|
|
|
ys = 0; |
|
|
|
switch (m_Activity) |
|
{ |
|
case ACT_IDLE: |
|
ys = 70; |
|
break; |
|
case ACT_WALK: |
|
ys = 70; |
|
break; |
|
case ACT_RUN: |
|
ys = 90; |
|
break; |
|
default: |
|
ys = 70; |
|
break; |
|
} |
|
|
|
pev->yaw_speed = ys; |
|
} |
|
|
|
|
|
//========================================================= |
|
// FCanCheckAttacks - this is overridden for human grunts |
|
// because they can throw/shoot grenades when they can't see their |
|
// target and the base class doesn't check attacks if the monster |
|
// cannot see its enemy. |
|
// |
|
// !!!BUGBUG - this gets called before a 3-round burst is fired |
|
// which means that a friendly can still be hit with up to 2 rounds. |
|
// ALSO, grenades will not be tossed if there is a friendly in front, |
|
// this is a bad bug. Friendly machine gun fire avoidance |
|
// will unecessarily prevent the throwing of a grenade as well. |
|
//========================================================= |
|
BOOL CFGrunt::FCanCheckAttacks(void) |
|
{ |
|
if (!HasConditions(bits_COND_ENEMY_TOOFAR)) |
|
{ |
|
return TRUE; |
|
} |
|
else |
|
{ |
|
return FALSE; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// CheckMeleeAttack1 |
|
//========================================================= |
|
BOOL CFGrunt::CheckMeleeAttack1(float flDot, float flDist) |
|
{ |
|
CBaseMonster *pEnemy; |
|
|
|
if (m_hEnemy != NULL) |
|
{ |
|
pEnemy = m_hEnemy->MyMonsterPointer(); |
|
|
|
if (!pEnemy) |
|
{ |
|
return FALSE; |
|
} |
|
} |
|
|
|
if (flDist <= 64 && flDot >= 0.7 && |
|
pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON && |
|
pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON) |
|
{ |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
|
|
|
|
//========================================================= |
|
// CheckRangeAttack1 |
|
//========================================================= |
|
BOOL CFGrunt::CheckRangeAttack1(float flDot, float flDist) |
|
{ |
|
if (flDist <= 1024 && flDot >= 0.5) |
|
{ |
|
if (gpGlobals->time > m_checkAttackTime) |
|
{ |
|
TraceResult tr; |
|
|
|
Vector shootOrigin = pev->origin + Vector(0, 0, 55); |
|
CBaseEntity *pEnemy = m_hEnemy; |
|
Vector shootTarget = ((pEnemy->BodyTarget(shootOrigin) - pEnemy->pev->origin) + m_vecEnemyLKP); |
|
UTIL_TraceLine(shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr); |
|
m_checkAttackTime = gpGlobals->time + 1; |
|
if (tr.flFraction == 1.0 || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy)) |
|
m_lastAttackCheck = TRUE; |
|
else |
|
m_lastAttackCheck = FALSE; |
|
m_checkAttackTime = gpGlobals->time + 1.5; |
|
} |
|
return m_lastAttackCheck; |
|
} |
|
|
|
CSquadMonster* pSquadMonster = MySquadMonsterPointer(); |
|
|
|
if (pSquadMonster && pSquadMonster->InSquad()) |
|
{ |
|
if (!HasConditions(bits_COND_ENEMY_OCCLUDED) && flDist <= 2048 && flDot >= 0.5 && pSquadMonster->NoFriendlyFire()) |
|
{ |
|
TraceResult tr; |
|
|
|
if (!m_hEnemy->IsPlayer() && flDist <= 64) |
|
{ |
|
// kick nonclients, but don't shoot at them. |
|
return FALSE; |
|
} |
|
|
|
Vector vecSrc = GetGunPosition(); |
|
|
|
// verify that a bullet fired from the gun will hit the enemy before the world. |
|
UTIL_TraceLine(vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr); |
|
|
|
if (tr.flFraction == 1.0) |
|
{ |
|
return TRUE; |
|
} |
|
} |
|
} |
|
|
|
return FALSE; |
|
} |
|
|
|
|
|
//========================================================= |
|
// CheckRangeAttack2 - this checks the Grunt's grenade |
|
// attack. |
|
//========================================================= |
|
BOOL CFGrunt::CheckRangeAttack2(float flDot, float flDist) |
|
{ |
|
if (!FBitSet(pev->weapons, (FGRUNT_HANDGRENADE | FGRUNT_GRENADELAUNCHER))) |
|
{ |
|
return FALSE; |
|
} |
|
|
|
// if the grunt isn't moving, it's ok to check. |
|
if (m_flGroundSpeed != 0) |
|
{ |
|
m_fThrowGrenade = FALSE; |
|
return m_fThrowGrenade; |
|
} |
|
|
|
// assume things haven't changed too much since last time |
|
if (gpGlobals->time < m_flNextGrenadeCheck) |
|
{ |
|
return m_fThrowGrenade; |
|
} |
|
|
|
if (!FBitSet(m_hEnemy->pev->flags, FL_ONGROUND) && m_hEnemy->pev->waterlevel == 0 && m_vecEnemyLKP.z > pev->absmax.z) |
|
{ |
|
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to |
|
// be grenaded. |
|
// don't throw grenades at anything that isn't on the ground! |
|
m_fThrowGrenade = FALSE; |
|
return m_fThrowGrenade; |
|
} |
|
|
|
Vector vecTarget; |
|
|
|
if (FBitSet(pev->weapons, FGRUNT_HANDGRENADE)) |
|
{ |
|
// find feet |
|
if (RANDOM_LONG(0, 1)) |
|
{ |
|
// magically know where they are |
|
vecTarget = Vector(m_hEnemy->pev->origin.x, m_hEnemy->pev->origin.y, m_hEnemy->pev->absmin.z); |
|
} |
|
else |
|
{ |
|
// toss it to where you last saw them |
|
vecTarget = m_vecEnemyLKP; |
|
} |
|
// vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin); |
|
// estimate position |
|
// vecTarget = vecTarget + m_hEnemy->pev->velocity * 2; |
|
} |
|
else |
|
{ |
|
// find target |
|
// vecTarget = m_hEnemy->BodyTarget( pev->origin ); |
|
vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget(pev->origin) - m_hEnemy->pev->origin); |
|
// estimate position |
|
if (HasConditions(bits_COND_SEE_ENEMY)) |
|
vecTarget = vecTarget + ((vecTarget - pev->origin).Length() / gSkillData.hgruntGrenadeSpeed) * m_hEnemy->pev->velocity; |
|
} |
|
|
|
// are any of my squad members near the intended grenade impact area? |
|
CSquadMonster* pSquadMonster = MySquadMonsterPointer(); |
|
if (pSquadMonster && pSquadMonster->InSquad()) |
|
{ |
|
if (pSquadMonster->SquadMemberInRange(vecTarget, 256)) |
|
{ |
|
// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while. |
|
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. |
|
m_fThrowGrenade = FALSE; |
|
} |
|
} |
|
|
|
if ((vecTarget - pev->origin).Length2D() <= 256) |
|
{ |
|
// crap, I don't want to blow myself up |
|
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. |
|
m_fThrowGrenade = FALSE; |
|
return m_fThrowGrenade; |
|
} |
|
|
|
|
|
if (FBitSet(pev->weapons, FGRUNT_HANDGRENADE)) |
|
{ |
|
Vector vecToss = VecCheckToss(pev, GetGunPosition(), vecTarget, 0.5); |
|
|
|
if (vecToss != g_vecZero) |
|
{ |
|
m_vecTossVelocity = vecToss; |
|
|
|
// throw a hand grenade |
|
m_fThrowGrenade = TRUE; |
|
// don't check again for a while. |
|
m_flNextGrenadeCheck = gpGlobals->time; // 1/3 second. |
|
} |
|
else |
|
{ |
|
// don't throw |
|
m_fThrowGrenade = FALSE; |
|
// don't check again for a while. |
|
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. |
|
} |
|
} |
|
else |
|
{ |
|
Vector vecToss = VecCheckThrow(pev, GetGunPosition(), vecTarget, gSkillData.hgruntGrenadeSpeed, 0.5); |
|
|
|
if (vecToss != g_vecZero) |
|
{ |
|
m_vecTossVelocity = vecToss; |
|
|
|
// throw a hand grenade |
|
m_fThrowGrenade = TRUE; |
|
// don't check again for a while. |
|
m_flNextGrenadeCheck = gpGlobals->time + 0.3; // 1/3 second. |
|
} |
|
else |
|
{ |
|
// don't throw |
|
m_fThrowGrenade = FALSE; |
|
// don't check again for a while. |
|
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. |
|
} |
|
} |
|
|
|
return m_fThrowGrenade; |
|
} |
|
|
|
//========================================================= |
|
// Fire |
|
//========================================================= |
|
void CFGrunt::Fire(const Vector& vecShootOrigin, const Vector& vecShootDir, const Vector& vecSpread, int model, int effects, int bulletType, int soundType) |
|
{ |
|
UTIL_MakeVectors(pev->angles); |
|
|
|
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40, 90) + gpGlobals->v_up * RANDOM_FLOAT(75, 200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40); |
|
EjectBrass(vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, model, soundType); |
|
FireBullets(1, vecShootOrigin, vecShootDir, vecSpread, 2048, bulletType); // shoot +-5 degrees |
|
|
|
pev->effects |= effects; |
|
|
|
Vector angDir = UTIL_VecToAngles(vecShootDir); |
|
SetBlending(0, angDir.x); |
|
} |
|
|
|
//========================================================= |
|
// Shoot |
|
//========================================================= |
|
void CFGrunt::Shoot(void) |
|
{ |
|
if (m_hEnemy == NULL) |
|
{ |
|
return; |
|
} |
|
|
|
Fire(GetGunPosition(), ShootAtEnemy(GetGunPosition()), VECTOR_CONE_10DEGREES, m_iBrassShell, EF_MUZZLEFLASH, BULLET_MONSTER_MP5, TE_BOUNCE_SHELL); |
|
|
|
m_cAmmoLoaded--;// take away a bullet! |
|
} |
|
|
|
//========================================================= |
|
// Shotgun |
|
//========================================================= |
|
void CFGrunt::Shotgun(void) |
|
{ |
|
if (m_hEnemy == NULL) |
|
{ |
|
return; |
|
} |
|
|
|
Fire(GetGunPosition(), ShootAtEnemy(GetGunPosition()), VECTOR_CONE_15DEGREES, m_iShotgunShell, EF_MUZZLEFLASH, BULLET_PLAYER_BUCKSHOT, TE_BOUNCE_SHELL); |
|
|
|
m_cAmmoLoaded--;// take away a bullet! |
|
} |
|
|
|
//========================================================= |
|
// Saw |
|
//========================================================= |
|
void CFGrunt::Saw(void) |
|
{ |
|
if (m_hEnemy == NULL) |
|
{ |
|
return; |
|
} |
|
|
|
Fire(GetGunPosition(), ShootAtEnemy(GetGunPosition()), VECTOR_CONE_10DEGREES, m_iSawShell, EF_MUZZLEFLASH, BULLET_PLAYER_556, TE_BOUNCE_SHELL); |
|
|
|
m_cAmmoLoaded--;// take away a bullet! |
|
} |
|
|
|
|
|
//========================================================= |
|
// HandleAnimEvent - catches the monster-specific messages |
|
// that occur when tagged animation frames are played. |
|
// |
|
// Returns number of events handled, 0 if none. |
|
//========================================================= |
|
void CFGrunt::HandleAnimEvent(MonsterEvent_t *pEvent) |
|
{ |
|
Vector vecShootDir; |
|
Vector vecShootOrigin; |
|
|
|
switch (pEvent->event) |
|
{ |
|
case FGRUNT_AE_DROP_GUN: |
|
{ |
|
Vector vecGunPos; |
|
Vector vecGunAngles; |
|
|
|
GetAttachment(0, vecGunPos, vecGunAngles); |
|
|
|
// switch to body group with no gun. |
|
SetBodygroup(GUN_GROUP, GUN_NONE); |
|
|
|
// now spawn a gun. |
|
DropGun(vecGunPos, vecGunAngles); |
|
|
|
// Drop grenades if supported. |
|
if (FBitSet(pev->weapons, FGRUNT_GRENADELAUNCHER)) |
|
{ |
|
DropItem("ammo_ARgrenades", BodyTarget(pev->origin), vecGunAngles); |
|
} |
|
|
|
} |
|
break; |
|
|
|
case FGRUNT_AE_RELOAD: |
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hgrunt/gr_reload1.wav", 1, ATTN_NORM); |
|
m_cAmmoLoaded = m_cClipSize; |
|
ClearConditions(bits_COND_NO_AMMO_LOADED); |
|
break; |
|
|
|
case FGRUNT_AE_GREN_TOSS: |
|
{ |
|
UTIL_MakeVectors(pev->angles); |
|
// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 ); |
|
CGrenade::ShootTimed(pev, GetGunPosition(), m_vecTossVelocity, 3.5); |
|
|
|
m_fThrowGrenade = FALSE; |
|
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. |
|
// !!!LATER - when in a group, only try to throw grenade if ordered. |
|
} |
|
break; |
|
|
|
case FGRUNT_AE_GREN_LAUNCH: |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM); |
|
CGrenade::ShootContact(pev, GetGunPosition(), m_vecTossVelocity); |
|
m_fThrowGrenade = FALSE; |
|
if (g_iSkillLevel == SKILL_HARD) |
|
m_flNextGrenadeCheck = gpGlobals->time + RANDOM_FLOAT(2, 5);// wait a random amount of time before shooting again |
|
else |
|
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. |
|
} |
|
break; |
|
|
|
case FGRUNT_AE_GREN_DROP: |
|
{ |
|
UTIL_MakeVectors(pev->angles); |
|
CGrenade::ShootTimed(pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3); |
|
} |
|
break; |
|
|
|
case FGRUNT_AE_BURST1: |
|
{ |
|
if (FBitSet(pev->weapons, FGRUNT_9MMAR)) |
|
{ |
|
Shoot(); |
|
|
|
// the first round of the three round burst plays the sound and puts a sound in the world sound list. |
|
if (RANDOM_LONG(0, 1)) |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun1.wav", 1, ATTN_NORM); |
|
} |
|
else |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun2.wav", 1, ATTN_NORM); |
|
} |
|
} |
|
else if (FBitSet(pev->weapons, FGRUNT_SAW)) |
|
{ |
|
Saw(); |
|
|
|
switch (RANDOM_LONG(0, 2)) |
|
{ |
|
case 0: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/saw_fire1.wav", 1, ATTN_NORM); break; |
|
case 1: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/saw_fire2.wav", 1, ATTN_NORM); break; |
|
case 2: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/saw_fire3.wav", 1, ATTN_NORM); break; |
|
default: |
|
break; |
|
} |
|
} |
|
else |
|
{ |
|
Shotgun(); |
|
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM); |
|
} |
|
|
|
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 384, 0.3); |
|
} |
|
break; |
|
|
|
case FGRUNT_AE_BURST2: |
|
case FGRUNT_AE_BURST3: |
|
if (FBitSet(pev->weapons, FGRUNT_9MMAR)) |
|
{ |
|
Shoot(); |
|
} |
|
else if(FBitSet(pev->weapons, FGRUNT_SAW)) |
|
{ |
|
Saw(); |
|
} |
|
break; |
|
|
|
case FGRUNT_AE_KICK: |
|
{ |
|
CBaseEntity *pHurt = Kick(); |
|
|
|
if (pHurt) |
|
{ |
|
// SOUND HERE! |
|
UTIL_MakeVectors(pev->angles); |
|
pHurt->pev->punchangle.x = 15; |
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50; |
|
pHurt->TakeDamage(pev, pev, gSkillData.hgruntAllyDmgKick, DMG_CLUB); |
|
} |
|
} |
|
break; |
|
|
|
case FGRUNT_AE_CAUGHT_ENEMY: |
|
{ |
|
if (FOkToSpeak()) |
|
{ |
|
SENTENCEG_PlayRndSz(ENT(pev), "FG_ALERT", FGRUNT_SENTENCE_VOLUME, FGRUNT_ATTN, 0, m_voicePitch); |
|
JustSpoke(); |
|
} |
|
|
|
} |
|
|
|
default: |
|
CTalkMonster::HandleAnimEvent(pEvent); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Spawn |
|
//========================================================= |
|
void CFGrunt::Spawn() |
|
{ |
|
Precache(); |
|
|
|
SET_MODEL(ENT(pev), "models/hgrunt_opfor.mdl"); |
|
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); |
|
|
|
pev->solid = SOLID_SLIDEBOX; |
|
pev->movetype = MOVETYPE_STEP; |
|
m_bloodColor = BLOOD_COLOR_RED; |
|
pev->health = gSkillData.hgruntAllyHealth; |
|
pev->view_ofs = Vector(0, 0, 50);// position of the eyes relative to monster's origin. |
|
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello |
|
m_MonsterState = MONSTERSTATE_NONE; |
|
|
|
pev->body = 0; // gun in holster |
|
|
|
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; |
|
|
|
|
|
// Select a random head. |
|
if (head == -1) |
|
{ |
|
SetBodygroup(HEAD_GROUP, RANDOM_LONG(0, FGRUNT_NUM_HEADS - 1 )); |
|
} |
|
else |
|
{ |
|
SetBodygroup(HEAD_GROUP, head); |
|
} |
|
|
|
if (pev->weapons == 0) |
|
{ |
|
// initialize to original values |
|
pev->weapons = FGRUNT_9MMAR | FGRUNT_HANDGRENADE; |
|
} |
|
|
|
// Setup bodygroups. |
|
if (FBitSet(pev->weapons, FGRUNT_SHOTGUN)) |
|
{ |
|
torso = TORSO_SHELLS; |
|
|
|
SetBodygroup(TORSO_GROUP, torso); |
|
SetBodygroup(GUN_GROUP, GUN_SHOTGUN); |
|
|
|
m_cClipSize = 8; |
|
} |
|
else if (FBitSet(pev->weapons, FGRUNT_SAW)) |
|
{ |
|
torso = TORSO_SAW; |
|
|
|
SetBodygroup(TORSO_GROUP, torso); |
|
SetBodygroup(GUN_GROUP, GUN_SAW); |
|
|
|
m_cClipSize = FGRUNT_CLIP_SIZE_SAW; |
|
} |
|
else |
|
{ |
|
torso = TORSO_BACKPACK; |
|
|
|
SetBodygroup(TORSO_GROUP, torso); |
|
SetBodygroup(GUN_GROUP, GUN_MP5); |
|
|
|
m_cClipSize = FGRUNT_CLIP_SIZE_MP5; |
|
} |
|
|
|
|
|
m_cAmmoLoaded = m_cClipSize; |
|
|
|
MonsterInit(); |
|
SetUse(&CFGrunt::FollowerUse); |
|
} |
|
|
|
//========================================================= |
|
// Precache - precaches all resources this monster needs |
|
//========================================================= |
|
void CFGrunt::Precache() |
|
{ |
|
PRECACHE_MODEL("models/hgrunt_opfor.mdl"); |
|
|
|
PRECACHE_SOUND("hgrunt/gr_mgun1.wav"); |
|
PRECACHE_SOUND("hgrunt/gr_mgun2.wav"); |
|
|
|
PRECACHE_SOUND("hgrunt/saw_fire1.wav"); |
|
PRECACHE_SOUND("hgrunt/saw_fire2.wav"); |
|
PRECACHE_SOUND("hgrunt/saw_fire3.wav"); |
|
|
|
PRECACHE_SOUND("hgrunt/gr_reload1.wav"); |
|
|
|
PRECACHE_SOUND("weapons/glauncher.wav"); |
|
|
|
PRECACHE_SOUND("weapons/sbarrel1.wav"); |
|
|
|
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event |
|
|
|
PRECACHE_SOUND_ARRAY( g_pszDeathSounds ); |
|
|
|
PRECACHE_SOUND_ARRAY( g_pszPainSounds ); |
|
|
|
m_iBrassShell = PRECACHE_MODEL("models/shell.mdl");// brass shell |
|
m_iShotgunShell = PRECACHE_MODEL("models/shotgunshell.mdl"); |
|
m_iSawShell = PRECACHE_MODEL("models/saw_shell.mdl"); |
|
|
|
|
|
// every new barney must call this, otherwise |
|
// when a level is loaded, nobody will talk (time is reset to 0) |
|
TalkInit(); |
|
CTalkMonster::Precache(); |
|
} |
|
|
|
// Init talk data |
|
void CFGrunt::TalkInit() |
|
{ |
|
|
|
CTalkMonster::TalkInit(); |
|
|
|
// scientists speach group names (group names are in sentences.txt) |
|
|
|
m_szGrp[TLK_ANSWER] = "FG_ANSWER"; |
|
m_szGrp[TLK_QUESTION] = "FG_QUESTION"; |
|
m_szGrp[TLK_IDLE] = "FG_IDLE"; |
|
m_szGrp[TLK_STARE] = "FG_STARE"; |
|
m_szGrp[TLK_USE] = "FG_OK"; |
|
m_szGrp[TLK_UNUSE] = "FG_WAIT"; |
|
m_szGrp[TLK_STOP] = "FG_STOP"; |
|
|
|
m_szGrp[TLK_NOSHOOT] = "FG_SCARED"; |
|
m_szGrp[TLK_HELLO] = "FG_HELLO"; |
|
|
|
m_szGrp[TLK_PLHURT1] = "!FG_CUREA"; |
|
m_szGrp[TLK_PLHURT2] = "!FG_CUREB"; |
|
m_szGrp[TLK_PLHURT3] = "!FG_CUREC"; |
|
|
|
m_szGrp[TLK_PHELLO] = NULL; |
|
m_szGrp[TLK_PIDLE] = NULL; |
|
m_szGrp[TLK_PQUESTION] = "FG_PQUEST"; |
|
|
|
m_szGrp[TLK_SMELL] = "FG_SMELL"; |
|
|
|
m_szGrp[TLK_WOUND] = "FG_WOUND"; |
|
m_szGrp[TLK_MORTAL] = "FG_MORTAL"; |
|
|
|
// get voice for head - just one barney voice for now |
|
m_voicePitch = 100; |
|
} |
|
|
|
|
|
static BOOL IsFacing(entvars_t *pevTest, const Vector &reference) |
|
{ |
|
Vector vecDir = (reference - pevTest->origin); |
|
vecDir.z = 0; |
|
vecDir = vecDir.Normalize(); |
|
Vector forward, angle; |
|
angle = pevTest->v_angle; |
|
angle.x = 0; |
|
UTIL_MakeVectorsPrivate(angle, forward, NULL, NULL); |
|
// He's facing me, he meant it |
|
if (DotProduct(forward, vecDir) > 0.96) // +/- 15 degrees or so |
|
{ |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
|
|
|
|
int CFGrunt::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) |
|
{ |
|
// make sure friends talk about it if player hurts talkmonsters... |
|
int ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); |
|
if (!IsAlive() || pev->deadflag == DEAD_DYING) |
|
return ret; |
|
|
|
if (m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT)) |
|
{ |
|
m_flPlayerDamage += flDamage; |
|
|
|
// This is a heurstic to determine if the player intended to harm me |
|
// If I have an enemy, we can't establish intent (may just be crossfire) |
|
if (m_hEnemy == NULL) |
|
{ |
|
// If the player was facing directly at me, or I'm already suspicious, get mad |
|
if ((m_afMemory & bits_MEMORY_SUSPICIOUS) || IsFacing(pevAttacker, pev->origin)) |
|
{ |
|
// Alright, now I'm pissed! |
|
PlaySentence("FG_MAD", 4, VOL_NORM, ATTN_NORM); |
|
|
|
Remember(bits_MEMORY_PROVOKED); |
|
StopFollowing(TRUE); |
|
} |
|
else |
|
{ |
|
// Hey, be careful with that |
|
PlaySentence("FG_SHOT", 4, VOL_NORM, ATTN_NORM); |
|
Remember(bits_MEMORY_SUSPICIOUS); |
|
} |
|
} |
|
else if (!(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO) |
|
{ |
|
PlaySentence("FG_SHOT", 4, VOL_NORM, ATTN_NORM); |
|
} |
|
} |
|
|
|
return ret; |
|
} |
|
|
|
|
|
//========================================================= |
|
// PainSound |
|
//========================================================= |
|
void CFGrunt::PainSound(void) |
|
{ |
|
if (gpGlobals->time < m_painTime) |
|
return; |
|
|
|
m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75); |
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, g_pszPainSounds[ RANDOM_LONG(0, FGRUNT_NUM_PAIN_SOUNDS - 1) ], 1, ATTN_NORM, 0, GetVoicePitch()); |
|
} |
|
|
|
//========================================================= |
|
// DeathSound |
|
//========================================================= |
|
void CFGrunt::DeathSound(void) |
|
{ |
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, g_pszDeathSounds[RANDOM_LONG(0, FGRUNT_NUM_DEATH_SOUNDS - 1)], 1, ATTN_NORM, 0, GetVoicePitch()); |
|
} |
|
|
|
|
|
//========================================================= |
|
// TractAttack |
|
//========================================================= |
|
void CFGrunt::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) |
|
{ |
|
switch (ptr->iHitgroup) |
|
{ |
|
case HITGROUP_CHEST: |
|
case HITGROUP_STOMACH: |
|
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST)) |
|
{ |
|
flDamage = flDamage / 2; |
|
} |
|
break; |
|
case 10: |
|
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_CLUB)) |
|
{ |
|
flDamage -= 20; |
|
if (flDamage <= 0) |
|
{ |
|
UTIL_Ricochet(ptr->vecEndPos, 1.0); |
|
flDamage = 0.01; |
|
} |
|
} |
|
// always a head shot |
|
ptr->iHitgroup = HITGROUP_HEAD; |
|
break; |
|
} |
|
|
|
CTalkMonster::TraceAttack(pevAttacker, flDamage, vecDir, ptr, bitsDamageType); |
|
} |
|
|
|
|
|
void CFGrunt::Killed(entvars_t *pevAttacker, int iGib) |
|
{ |
|
if (GetBodygroup(2) != 2) |
|
{ |
|
Vector vecGunPos; |
|
Vector vecGunAngles; |
|
|
|
// throw a gun if the grunt has one |
|
GetAttachment(0, vecGunPos, vecGunAngles); |
|
|
|
DropGun(vecGunPos, vecGunAngles); |
|
} |
|
|
|
SetUse(NULL); |
|
CTalkMonster::Killed(pevAttacker, iGib); |
|
} |
|
|
|
|
|
//========================================================= |
|
// DropGun |
|
//========================================================= |
|
CBaseEntity* CFGrunt::DropGun(const Vector& vecGunPos, const Vector& vecGunAngles, char* szClassname) |
|
{ |
|
CBaseEntity* pGun = NULL; |
|
|
|
if (szClassname && *szClassname) |
|
{ |
|
pGun = DropItem(szClassname, vecGunPos, vecGunAngles); |
|
|
|
if (pGun) |
|
{ |
|
return pGun; |
|
} |
|
else |
|
{ |
|
ALERT(at_console, "ERROR: Could not find classname %s. No such class.\n", szClassname); |
|
} |
|
} |
|
|
|
if (FBitSet(pev->weapons, FGRUNT_SHOTGUN)) |
|
{ |
|
pGun = DropItem("weapon_shotgun", vecGunPos, vecGunAngles); |
|
} |
|
else if (FBitSet(pev->weapons, FGRUNT_SAW)) |
|
{ |
|
pGun = DropItem("weapon_m249", vecGunPos, vecGunAngles); |
|
} |
|
else |
|
{ |
|
pGun = DropItem("weapon_9mmAR", vecGunPos, vecGunAngles); |
|
} |
|
|
|
return pGun; |
|
} |
|
|
|
//========================================================= |
|
// PrescheduleThink - this function runs after conditions |
|
// are collected and before scheduling code is run. |
|
//========================================================= |
|
void CFGrunt::PrescheduleThink(void) |
|
{ |
|
CSquadMonster* pSquadMonster = MySquadMonsterPointer(); |
|
|
|
if (pSquadMonster && pSquadMonster->InSquad() && m_hEnemy != NULL) |
|
{ |
|
if (HasConditions(bits_COND_SEE_ENEMY)) |
|
{ |
|
// update the squad's last enemy sighting time. |
|
|
|
|
|
pSquadMonster->MySquadLeader()->m_flLastEnemySightTime = gpGlobals->time; |
|
} |
|
else |
|
{ |
|
if (gpGlobals->time - pSquadMonster->MySquadLeader()->m_flLastEnemySightTime > 5) |
|
{ |
|
// been a while since we've seen the enemy |
|
pSquadMonster->MySquadLeader()->m_fEnemyEluded = TRUE; |
|
} |
|
} |
|
} |
|
} |
|
//========================================================= |
|
// AI Schedules Specific to this monster |
|
//========================================================= |
|
|
|
Schedule_t* CFGrunt::GetScheduleOfType(int Type) |
|
{ |
|
#if 1 |
|
Schedule_t *psched; |
|
|
|
switch( Type ) |
|
{ |
|
case SCHED_TAKE_COVER_FROM_ENEMY: |
|
{ |
|
CSquadMonster* pSquadMonster = MySquadMonsterPointer(); |
|
if (pSquadMonster && pSquadMonster->InSquad()) |
|
{ |
|
if (g_iSkillLevel == SKILL_HARD && HasConditions(bits_COND_CAN_RANGE_ATTACK2) && pSquadMonster->OccupySlot(bits_SLOTS_HGRUNT_GRENADE)) |
|
{ |
|
if (FOkToSpeak()) |
|
{ |
|
SENTENCEG_PlayRndSz(ENT(pev), "FG_THROW", FGRUNT_SENTENCE_VOLUME, FGRUNT_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_FGRUNT_TAKECOVER_FAILED: |
|
{ |
|
CSquadMonster* pSquadMonster = MySquadMonsterPointer(); |
|
if (pSquadMonster && pSquadMonster->InSquad()) |
|
{ |
|
if (HasConditions(bits_COND_CAN_RANGE_ATTACK1) && pSquadMonster->OccupySlot(bits_SLOTS_HGRUNT_ENGAGE)) |
|
{ |
|
return GetScheduleOfType(SCHED_RANGE_ATTACK1); |
|
} |
|
} |
|
|
|
return GetScheduleOfType(SCHED_FAIL); |
|
} |
|
break; |
|
case SCHED_FGRUNT_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_FGRUNT_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_FGRUNT_WAIT_FACE_ENEMY: |
|
{ |
|
return &slGruntWaitInCover[0]; |
|
} |
|
case SCHED_FGRUNT_SWEEP: |
|
{ |
|
return &slGruntSweep[0]; |
|
} |
|
case SCHED_FGRUNT_COVER_AND_RELOAD: |
|
{ |
|
return &slGruntHideReload[0]; |
|
} |
|
case SCHED_FGRUNT_FOUND_ENEMY: |
|
{ |
|
return &slGruntFoundEnemy[0]; |
|
} |
|
case SCHED_VICTORY_DANCE: |
|
{ |
|
CSquadMonster* pSquadMonster = MySquadMonsterPointer(); |
|
if (pSquadMonster && pSquadMonster->InSquad()) |
|
{ |
|
if (!pSquadMonster->IsLeader()) |
|
{ |
|
return &slGruntFail[0]; |
|
} |
|
} |
|
|
|
return &slGruntVictoryDance[0]; |
|
} |
|
case SCHED_FGRUNT_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 != NULL) |
|
{ |
|
// grunt has an enemy, so pick a different default fail schedule most likely to help recover. |
|
return &slGruntCombatFail[0]; |
|
} |
|
|
|
return &slGruntFail[0]; |
|
} |
|
case SCHED_FGRUNT_REPEL: |
|
{ |
|
if (pev->velocity.z > -128) |
|
pev->velocity.z -= 32; |
|
return &slGruntRepel[0]; |
|
} |
|
case SCHED_FGRUNT_REPEL_ATTACK: |
|
{ |
|
if (pev->velocity.z > -128) |
|
pev->velocity.z -= 32; |
|
return &slGruntRepelAttack[0]; |
|
} |
|
case SCHED_FGRUNT_REPEL_LAND: |
|
{ |
|
return &slGruntRepelLand[0]; |
|
} |
|
|
|
case SCHED_ARM_WEAPON: |
|
if ( m_hEnemy != NULL ) |
|
{ |
|
// face enemy, then draw. |
|
return slBarneyEnemyDraw; |
|
} |
|
break; |
|
|
|
// Hook these to make a looping schedule |
|
case SCHED_TARGET_FACE: |
|
// call base class default so that barney will talk |
|
// when 'used' |
|
psched = CTalkMonster::GetScheduleOfType(Type); |
|
|
|
if (psched == slIdleStand) |
|
return slBaFaceTarget; // override this gfor different target face behavior |
|
else |
|
return psched; |
|
|
|
case SCHED_TARGET_CHASE: |
|
return slBaFollow; |
|
|
|
case SCHED_IDLE_STAND: |
|
// call base class default so that scientist will talk |
|
// when standing during idle |
|
psched = CTalkMonster::GetScheduleOfType(Type); |
|
|
|
if (psched == slIdleStand) |
|
{ |
|
// just look straight ahead. |
|
return slIdleBaStand; |
|
} |
|
else |
|
return psched; |
|
} |
|
|
|
#else |
|
Schedule_t *psched; |
|
|
|
switch (Type) |
|
{ |
|
case SCHED_ARM_WEAPON: |
|
if (m_hEnemy != NULL) |
|
{ |
|
// face enemy, then draw. |
|
return slFgEnemyDraw; |
|
} |
|
break; |
|
|
|
// Hook these to make a looping schedule |
|
case SCHED_TARGET_FACE: |
|
// call base class default so that barney will talk |
|
// when 'used' |
|
psched = CTalkMonster::GetScheduleOfType(Type); |
|
|
|
if (psched == slIdleStand) |
|
return slFgFaceTarget; // override this for different target face behavior |
|
else |
|
return psched; |
|
|
|
case SCHED_TARGET_CHASE: |
|
return slFgFollow; |
|
|
|
case SCHED_IDLE_STAND: |
|
// call base class default so that scientist will talk |
|
// when standing during idle |
|
psched = CTalkMonster::GetScheduleOfType(Type); |
|
|
|
if (psched == slIdleStand) |
|
{ |
|
// just look straight ahead. |
|
return slIdleFgStand; |
|
} |
|
else |
|
return psched; |
|
} |
|
#endif |
|
|
|
return CTalkMonster::GetScheduleOfType(Type); |
|
} |
|
|
|
|
|
//========================================================= |
|
// 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. |
|
// |
|
// Only supported when this monster has squad support! |
|
// |
|
//========================================================= |
|
Schedule_t *CFGrunt::GetSquadSchedule(void) |
|
{ |
|
CSquadMonster* pSquadMonster = MySquadMonsterPointer(); |
|
|
|
// This method is reserved for NPCs with squad support!. |
|
ASSERT(pSquadMonster != NULL); |
|
|
|
CSquadMonster* pSquadLeader = pSquadMonster->MySquadLeader(); |
|
|
|
switch (m_MonsterState) |
|
{ |
|
case MONSTERSTATE_COMBAT: |
|
{ |
|
// new enemy |
|
if (HasConditions(bits_COND_NEW_ENEMY)) |
|
{ |
|
pSquadLeader->m_fEnemyEluded = FALSE; |
|
|
|
if (!pSquadMonster->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 != NULL) && m_hEnemy->IsPlayer()) |
|
// player |
|
SENTENCEG_PlayRndSz(ENT(pev), "FG_ALERT", FGRUNT_SENTENCE_VOLUME, FGRUNT_ATTN, 0, m_voicePitch); |
|
else if ((m_hEnemy != NULL) && |
|
(m_hEnemy->Classify() != CLASS_PLAYER_ALLY) && |
|
(m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE) && |
|
(m_hEnemy->Classify() != CLASS_MACHINE)) |
|
// monster |
|
SENTENCEG_PlayRndSz(ENT(pev), "FG_MONST", FGRUNT_SENTENCE_VOLUME, FGRUNT_ATTN, 0, m_voicePitch); |
|
|
|
JustSpoke(); |
|
} |
|
|
|
if (HasConditions(bits_COND_CAN_RANGE_ATTACK1)) |
|
{ |
|
return GetScheduleOfType(SCHED_FGRUNT_SUPPRESS); |
|
} |
|
else |
|
{ |
|
return GetScheduleOfType(SCHED_FGRUNT_ESTABLISH_LINE_OF_FIRE); |
|
} |
|
} |
|
} |
|
|
|
// can grenade launch |
|
else if (FBitSet(pev->weapons, FGRUNT_GRENADELAUNCHER) && HasConditions(bits_COND_CAN_RANGE_ATTACK2) && pSquadMonster->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 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 (pSquadLeader->m_fEnemyEluded && !HasConditions(bits_COND_ENEMY_FACING_ME)) |
|
{ |
|
pSquadLeader->m_fEnemyEluded = FALSE; |
|
return GetScheduleOfType(SCHED_FGRUNT_FOUND_ENEMY); |
|
} |
|
|
|
if (pSquadMonster->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) && pSquadMonster->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) && pSquadMonster->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), "FG_THROW", FGRUNT_SENTENCE_VOLUME, FGRUNT_ATTN, 0, m_voicePitch); |
|
JustSpoke(); |
|
} |
|
return GetScheduleOfType(SCHED_RANGE_ATTACK2); |
|
} |
|
else if (pSquadMonster->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), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); |
|
m_iSentence = FGRUNT_SENT_CHARGE; |
|
//JustSpoke(); |
|
} |
|
|
|
return GetScheduleOfType(SCHED_FGRUNT_ESTABLISH_LINE_OF_FIRE); |
|
} |
|
} |
|
|
|
} |
|
break; |
|
default: |
|
break; |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
//========================================================= |
|
// 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 *CFGrunt::GetSchedule(void) |
|
{ |
|
// clear old sentence |
|
m_iSentence = FGRUNT_SENT_NONE; |
|
|
|
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling. |
|
if (pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE) |
|
{ |
|
if (pev->flags & FL_ONGROUND) |
|
{ |
|
// just landed |
|
pev->movetype = MOVETYPE_STEP; |
|
return GetScheduleOfType(SCHED_FGRUNT_REPEL_LAND); |
|
} |
|
else |
|
{ |
|
// repel down a rope, |
|
if (m_MonsterState == MONSTERSTATE_COMBAT) |
|
return GetScheduleOfType(SCHED_FGRUNT_REPEL_ATTACK); |
|
else |
|
return GetScheduleOfType(SCHED_FGRUNT_REPEL); |
|
} |
|
} |
|
|
|
// grunts place HIGH priority on running away from danger sounds. |
|
if (HasConditions(bits_COND_HEAR_SOUND)) |
|
{ |
|
CSound *pSound; |
|
pSound = PBestSound(); |
|
|
|
ASSERT( pSound != NULL ); |
|
if ( pSound) |
|
{ |
|
if (pSound->m_iType & bits_SOUND_DANGER) |
|
{ |
|
// dangerous sound nearby! |
|
|
|
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby, |
|
// and the grunt should find cover from the blast |
|
// good place for "SHIT!" or some other colorful verbal indicator of dismay. |
|
// It's not safe to play a verbal order here "Scatter", etc cause |
|
// this may only affect a single individual in a squad. |
|
|
|
if (FOkToSpeak()) |
|
{ |
|
SENTENCEG_PlayRndSz( ENT(pev), "FG_GREN", FGRUNT_SENTENCE_VOLUME, FGRUNT_ATTN, 0, m_voicePitch); |
|
JustSpoke(); |
|
} |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); |
|
} |
|
/* |
|
if (!HasConditions( bits_COND_SEE_ENEMY ) && ( pSound->m_iType & (bits_SOUND_PLAYER | bits_SOUND_COMBAT) )) |
|
{ |
|
MakeIdealYaw( pSound->m_vecOrigin ); |
|
} |
|
*/ |
|
} |
|
} |
|
if (HasConditions(bits_COND_ENEMY_DEAD) && FOkToSpeak()) |
|
{ |
|
PlaySentence("FG_KILL", 4, VOL_NORM, ATTN_NORM); |
|
} |
|
|
|
#if 1 |
|
// Check if we have squad support. |
|
CSquadMonster* pSquadMonster = MySquadMonsterPointer(); |
|
|
|
if (pSquadMonster) |
|
{ |
|
// squad schedule. |
|
Schedule_t* squadSched = GetSquadSchedule(); |
|
|
|
if (squadSched) |
|
{ |
|
return squadSched; |
|
} |
|
} |
|
#endif |
|
|
|
|
|
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)) |
|
{ |
|
|
|
} |
|
|
|
// 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_FGRUNT_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 != NULL) |
|
{ |
|
// 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), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); |
|
m_iSentence = FGRUNT_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 shoot |
|
else if (HasConditions(bits_COND_CAN_RANGE_ATTACK1)) |
|
{ |
|
if (FBitSet(pev->weapons, FGRUNT_GRENADELAUNCHER) && HasConditions(bits_COND_CAN_RANGE_ATTACK2)) |
|
{ |
|
// shoot a grenade if you can |
|
return GetScheduleOfType(SCHED_RANGE_ATTACK2); |
|
} |
|
// can shoot |
|
else if (HasConditions(bits_COND_CAN_RANGE_ATTACK1)) |
|
{ |
|
return GetScheduleOfType(SCHED_RANGE_ATTACK1); |
|
} |
|
} |
|
// can't see enemy |
|
else if (HasConditions(bits_COND_ENEMY_OCCLUDED)) |
|
{ |
|
//!!!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), "FG_TAUNT", FGRUNT_SENTENCE_VOLUME, FGRUNT_ATTN, 0, m_voicePitch); |
|
JustSpoke(); |
|
} |
|
return GetScheduleOfType(SCHED_STANDOFF); |
|
} |
|
|
|
if (HasConditions(bits_COND_SEE_ENEMY) && !HasConditions(bits_COND_CAN_RANGE_ATTACK1)) |
|
{ |
|
return GetScheduleOfType(SCHED_FGRUNT_ESTABLISH_LINE_OF_FIRE); |
|
} |
|
} |
|
case MONSTERSTATE_ALERT: |
|
case MONSTERSTATE_IDLE: |
|
{ |
|
if (HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE)) |
|
{ |
|
// flinch if hurt |
|
return GetScheduleOfType(SCHED_SMALL_FLINCH); |
|
} |
|
|
|
if (m_hEnemy == NULL && IsFollowing()) |
|
{ |
|
if (!m_hTargetEnt->IsAlive()) |
|
{ |
|
// UNDONE: Comment about the recently dead player here? |
|
StopFollowing(FALSE); |
|
break; |
|
} |
|
else |
|
{ |
|
if (HasConditions(bits_COND_CLIENT_PUSH)) |
|
{ |
|
return GetScheduleOfType(SCHED_MOVE_AWAY_FOLLOW); |
|
} |
|
return GetScheduleOfType(SCHED_TARGET_FACE); |
|
} |
|
} |
|
|
|
if (HasConditions(bits_COND_CLIENT_PUSH)) |
|
{ |
|
return GetScheduleOfType(SCHED_MOVE_AWAY); |
|
} |
|
|
|
// try to say something about smells |
|
TrySmellTalk(); |
|
break; |
|
} |
|
} |
|
|
|
return CTalkMonster::GetSchedule(); |
|
} |
|
|
|
MONSTERSTATE CFGrunt::GetIdealState(void) |
|
{ |
|
return CTalkMonster::GetIdealState(); |
|
} |
|
|
|
void CFGrunt::DeclineFollowing(void) |
|
{ |
|
PlaySentence("FG_POK", 2, VOL_NORM, ATTN_NORM); |
|
} |
|
|
|
void CFGrunt::StartTask(Task_t *pTask) |
|
{ |
|
#if 1 |
|
m_iTaskStatus = TASKSTATUS_RUNNING; |
|
|
|
switch (pTask->iTask) |
|
{ |
|
case TASK_FGRUNT_CHECK_FIRE: |
|
{ |
|
CSquadMonster* pSquadMonster = MySquadMonsterPointer(); |
|
|
|
if (pSquadMonster && !pSquadMonster->NoFriendlyFire()) |
|
{ |
|
SetConditions(bits_COND_SPECIAL1); // bits_COND_GRUNT_NOFIRE |
|
} |
|
TaskComplete(); |
|
} |
|
break; |
|
|
|
case TASK_FGRUNT_SPEAK_SENTENCE: |
|
SpeakSentence(); |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_WALK_PATH: |
|
case TASK_RUN_PATH: |
|
// grunt no longer assumes he is covered if he moves |
|
Forget(bits_MEMORY_INCOVER); |
|
CTalkMonster::StartTask(pTask); |
|
break; |
|
|
|
case TASK_RELOAD: |
|
m_IdealActivity = ACT_RELOAD; |
|
break; |
|
|
|
case TASK_FGRUNT_FACE_TOSS_DIR: |
|
break; |
|
|
|
case TASK_FACE_IDEAL: |
|
case TASK_FACE_ENEMY: |
|
CTalkMonster::StartTask(pTask); |
|
if (pev->movetype == MOVETYPE_FLY) |
|
{ |
|
m_IdealActivity = ACT_GLIDE; |
|
} |
|
break; |
|
|
|
default: |
|
CTalkMonster::StartTask(pTask); |
|
break; |
|
} |
|
#endif |
|
CTalkMonster::StartTask(pTask); |
|
} |
|
|
|
void CFGrunt::RunTask(Task_t *pTask) |
|
{ |
|
#if 1 |
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_FGRUNT_FACE_TOSS_DIR: |
|
{ |
|
// project a point along the toss vector and turn to face that point. |
|
MakeIdealYaw( pev->origin + m_vecTossVelocity * 64 ); |
|
ChangeYaw( pev->yaw_speed ); |
|
|
|
if ( FacingIdeal() ) |
|
{ |
|
m_iTaskStatus = TASKSTATUS_COMPLETE; |
|
} |
|
} |
|
break; |
|
|
|
case TASK_RANGE_ATTACK1: |
|
{ |
|
//if (m_hEnemy != NULL && (m_hEnemy->IsPlayer())) |
|
//{ |
|
// pev->framerate = 1.5; |
|
//} |
|
CTalkMonster::RunTask(pTask); |
|
} |
|
break; |
|
|
|
default: |
|
{ |
|
CTalkMonster::RunTask(pTask); |
|
break; |
|
} |
|
} |
|
|
|
#else |
|
switch (pTask->iTask) |
|
{ |
|
case TASK_RANGE_ATTACK1: |
|
if (m_hEnemy != NULL && (m_hEnemy->IsPlayer())) |
|
{ |
|
pev->framerate = 1.5; |
|
} |
|
CTalkMonster::RunTask(pTask); |
|
break; |
|
default: |
|
CTalkMonster::RunTask(pTask); |
|
break; |
|
} |
|
#endif |
|
} |
|
|
|
|
|
void CFGrunt::KeyValue(KeyValueData *pkvd) |
|
{ |
|
if (FStrEq(pkvd->szKeyName, "head")) |
|
{ |
|
head = atoi(pkvd->szValue); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CTalkMonster::KeyValue(pkvd); |
|
} |
|
|
|
//========================================================= |
|
// SetActivity |
|
//========================================================= |
|
void CFGrunt::SetActivity(Activity NewActivity) |
|
{ |
|
int iSequence = ACTIVITY_NOT_AVAILABLE; |
|
void *pmodel = GET_MODEL_PTR(ENT(pev)); |
|
|
|
#ifdef DEBUG |
|
ALERT(at_console, "ALERT: incoming activity: %s\n", UTIL_GetActivityNameBySequence(LookupActivity(NewActivity))); |
|
#endif |
|
|
|
switch (NewActivity) |
|
{ |
|
case ACT_RANGE_ATTACK1: |
|
// grunt is either shooting standing or shooting crouched |
|
if (FBitSet(pev->weapons, FGRUNT_9MMAR)) |
|
{ |
|
if (m_fStanding) |
|
{ |
|
// get aimable sequence |
|
iSequence = LookupSequence("standing_mp5"); |
|
} |
|
else |
|
{ |
|
// get crouching shoot |
|
iSequence = LookupSequence("crouching_mp5"); |
|
} |
|
} |
|
else if (FBitSet(pev->weapons, FGRUNT_SAW)) |
|
{ |
|
if (m_fStanding) |
|
{ |
|
// get aimable sequence |
|
iSequence = LookupSequence("standing_saw"); |
|
} |
|
else |
|
{ |
|
// get crouching shoot |
|
iSequence = LookupSequence("crouching_saw"); |
|
} |
|
} |
|
else |
|
{ |
|
if (m_fStanding) |
|
{ |
|
// get aimable sequence |
|
iSequence = LookupSequence("standing_shotgun"); |
|
} |
|
else |
|
{ |
|
// get crouching shoot |
|
iSequence = LookupSequence("crouching_shotgun"); |
|
} |
|
} |
|
break; |
|
case ACT_RANGE_ATTACK2: |
|
// grunt is going to a secondary long range attack. This may be a thrown |
|
// grenade or fired grenade, we must determine which and pick proper sequence |
|
if (pev->weapons & FGRUNT_HANDGRENADE) |
|
{ |
|
// get toss anim |
|
iSequence = LookupSequence("throwgrenade"); |
|
} |
|
else |
|
{ |
|
// get launch anim |
|
iSequence = LookupSequence("launchgrenade"); |
|
} |
|
break; |
|
case ACT_RUN: |
|
if (pev->health <= FGRUNT_LIMP_HEALTH) |
|
{ |
|
// limp! |
|
iSequence = LookupActivity(ACT_RUN_HURT); |
|
} |
|
else |
|
{ |
|
iSequence = LookupActivity(NewActivity); |
|
} |
|
break; |
|
case ACT_WALK: |
|
if (pev->health <= FGRUNT_LIMP_HEALTH) |
|
{ |
|
// limp! |
|
iSequence = LookupActivity(ACT_WALK_HURT); |
|
} |
|
else |
|
{ |
|
iSequence = LookupActivity(NewActivity); |
|
} |
|
break; |
|
|
|
case ACT_IDLE: |
|
if (m_MonsterState == MONSTERSTATE_COMBAT) |
|
{ |
|
NewActivity = ACT_IDLE_ANGRY; |
|
} |
|
iSequence = LookupActivity(NewActivity); |
|
break; |
|
#if 1 |
|
|
|
case ACT_FLINCH_LEFTLEG: |
|
case ACT_FLINCH_RIGHTLEG: |
|
case ACT_FLINCH_LEFTARM: |
|
case ACT_FLINCH_RIGHTARM: |
|
{ |
|
NewActivity = ACT_SMALL_FLINCH; |
|
iSequence = LookupActivity(NewActivity); |
|
} |
|
break; |
|
#endif |
|
|
|
default: |
|
iSequence = LookupActivity(NewActivity); |
|
break; |
|
} |
|
|
|
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present |
|
|
|
// Set to the desired anim, or default anim if the desired is not present |
|
if (iSequence > ACTIVITY_NOT_AVAILABLE) |
|
{ |
|
if (pev->sequence != iSequence || !m_fSequenceLoops) |
|
{ |
|
pev->frame = 0; |
|
} |
|
|
|
pev->sequence = iSequence; // Set to the reset anim (if it's there) |
|
ResetSequenceInfo(); |
|
SetYawSpeed(); |
|
} |
|
else |
|
{ |
|
// Not available try to get default anim |
|
ALERT(at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity); |
|
pev->sequence = 0; // Set to the reset anim (if it's there) |
|
} |
|
|
|
|
|
#ifdef DEBUG |
|
UTIL_PrintActivity(this); |
|
#endif |
|
} |
|
|
|
|
|
//========================================================= |
|
// CHGruntRepel - when triggered, spawns a monster_human_grunt |
|
// repelling down a line. |
|
//========================================================= |
|
|
|
class CFGruntRepel : public CBaseMonster |
|
{ |
|
public: |
|
virtual void Spawn(void); |
|
virtual void Precache(void); |
|
virtual void EXPORT RepelUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); |
|
int m_iSpriteTexture; // Don't save, precache |
|
}; |
|
|
|
|
|
|
|
//========================================================= |
|
// CHGruntRepel - when triggered, spawns a monster_human_grunt |
|
// repelling down a line. |
|
//========================================================= |
|
|
|
LINK_ENTITY_TO_CLASS(monster_grunt_ally_repel, CFGruntRepel); |
|
|
|
void CFGruntRepel::Spawn(void) |
|
{ |
|
Precache(); |
|
pev->solid = SOLID_NOT; |
|
|
|
SetUse(&CFGruntRepel::RepelUse); |
|
} |
|
|
|
void CFGruntRepel::Precache(void) |
|
{ |
|
UTIL_PrecacheOther("monster_human_grunt_ally"); |
|
m_iSpriteTexture = PRECACHE_MODEL("sprites/rope.spr"); |
|
} |
|
|
|
void CFGruntRepel::RepelUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) |
|
{ |
|
TraceResult tr; |
|
UTIL_TraceLine(pev->origin, pev->origin + Vector(0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr); |
|
/* |
|
if ( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP) |
|
return NULL; |
|
*/ |
|
|
|
CBaseEntity *pEntity = Create("monster_human_grunt_ally", 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(&CBeam::SUB_Remove); |
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pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pGrunt->pev->velocity.z + 0.5; |
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|
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UTIL_Remove(this); |
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} |
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|
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//========================================================= |
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// DEAD FGRUNT PROP |
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//========================================================= |
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class CDeadFGrunt : public CBaseMonster |
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{ |
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public: |
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void Spawn(void); |
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int Classify(void) { return CLASS_HUMAN_MILITARY; } |
|
|
|
void KeyValue(KeyValueData *pkvd); |
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|
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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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|
|
int m_iPose;// which sequence to display -- temporary, don't need to save |
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int m_iHead; |
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static char *m_szPoses[6]; |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS(monster_human_grunt_ally_dead, CDeadFGrunt); |
|
|
|
TYPEDESCRIPTION CDeadFGrunt::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD(CDeadFGrunt, m_iHead, FIELD_INTEGER), |
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}; |
|
|
|
IMPLEMENT_SAVERESTORE(CDeadFGrunt, CBaseMonster); |
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|
|
char *CDeadFGrunt::m_szPoses[] = { "deadstomach", "deadside", "deadsitting", "dead_on_back", "dead_on_stomach", "dead_headcrabed" }; |
|
|
|
void CDeadFGrunt::KeyValue(KeyValueData *pkvd) |
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{ |
|
if (FStrEq(pkvd->szKeyName, "pose")) |
|
{ |
|
m_iPose = atoi(pkvd->szValue); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "head")) |
|
{ |
|
m_iHead = atoi(pkvd->szValue); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseMonster::KeyValue(pkvd); |
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} |
|
|
|
|
|
//========================================================= |
|
// ********** DeadHGrunt SPAWN ********** |
|
//========================================================= |
|
void CDeadFGrunt::Spawn(void) |
|
{ |
|
PRECACHE_MODEL("models/hgrunt_opfor.mdl"); |
|
SET_MODEL(ENT(pev), "models/hgrunt_opfor.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 fgrunt with bad pose\n"); |
|
} |
|
|
|
// Corpses have less health |
|
pev->health = 8; |
|
|
|
|
|
// Select a random head. |
|
if (m_iHead == -1) |
|
{ |
|
SetBodygroup(HEAD_GROUP, RANDOM_LONG(0, FGRUNT_NUM_HEADS - 1)); |
|
} |
|
|
|
if (pev->weapons == 0) |
|
{ |
|
SetBodygroup(HEAD_GROUP, HEAD_GASMASK); |
|
SetBodygroup(TORSO_GROUP, TORSO_BACKPACK); |
|
SetBodygroup(GUN_GROUP, GUN_MP5); |
|
} |
|
else if (FBitSet(pev->weapons, FGRUNT_9MMAR)) |
|
{ |
|
SetBodygroup(TORSO_GROUP, TORSO_BACKPACK); |
|
SetBodygroup(GUN_GROUP, GUN_MP5); |
|
} |
|
|
|
#if 0 |
|
// map old bodies onto new bodies |
|
switch (pev->body) |
|
{ |
|
case 0: // Grunt with Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup(HEAD_GROUP, HEAD_GRUNT); |
|
SetBodygroup(GUN_GROUP, GUN_MP5); |
|
break; |
|
case 1: // Commander with Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup(HEAD_GROUP, HEAD_COMMANDER); |
|
SetBodygroup(GUN_GROUP, GUN_MP5); |
|
break; |
|
case 2: // Grunt no Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup(HEAD_GROUP, HEAD_GRUNT); |
|
SetBodygroup(GUN_GROUP, GUN_NONE); |
|
break; |
|
case 3: // Commander no Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup(HEAD_GROUP, HEAD_COMMANDER); |
|
SetBodygroup(GUN_GROUP, GUN_NONE); |
|
break; |
|
} |
|
#else |
|
// Until we get head support, set these to default. |
|
pev->body = 0; |
|
pev->skin = 0; |
|
#endif |
|
|
|
MonsterInitDead(); |
|
} |