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1082 lines
31 KiB
1082 lines
31 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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// terror |
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//========================================================= |
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//========================================================= |
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// Hit groups! |
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//========================================================= |
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/* |
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1 - Head |
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2 - Stomach |
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3 - Gun |
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*/ |
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#include "extdll.h" |
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#include "plane.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "schedule.h" |
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#include "animation.h" |
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#include "squadmonster.h" |
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#include "weapons.h" |
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#include "talkmonster.h" |
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#include "soundent.h" |
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#include "effects.h" |
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#include "customentity.h" |
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#include "hgrunt.h" |
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int g_fTerrorQuestion; // 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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//========================================================= |
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// monster-specific DEFINE's |
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//========================================================= |
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#define TERROR_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x! |
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#define TERROR_VOL 0.35 // volume of grunt sounds |
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#define TERROR_ATTN ATTN_NORM // attenutation of grunt sentences |
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#define TERROR_LIMP_HEALTH 20 |
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#define TERROR_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot. |
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#define TERROR_NUM_HEADS 2 // how many grunt heads are there? |
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#define TERROR_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 TERROR_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences |
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#define TERROR_MP5 ( 1 << 0) |
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#define TERROR_HANDGRENADE ( 1 << 1) |
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#define TERROR_GRENADELAUNCHER ( 1 << 2) |
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#define TERROR_SHOTGUN ( 1 << 3) |
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#define HEAD_GROUP 1 |
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#define HEAD_TERROR 0 |
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#define HEAD_COMMANDER 1 |
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#define HEAD_SHOTGUN 2 |
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#define HEAD_M203 3 |
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#define GUN_GROUP 2 |
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#define GUN_MP5 0 |
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#define GUN_SHOTGUN 1 |
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#define GUN_NONE 2 |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define TERROR_AE_RELOAD ( 2 ) |
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#define TERROR_AE_KICK ( 3 ) |
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#define TERROR_AE_BURST1 ( 4 ) |
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#define TERROR_AE_BURST2 ( 5 ) |
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#define TERROR_AE_BURST3 ( 6 ) |
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#define TERROR_AE_GREN_TOSS ( 7 ) |
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#define TERROR_AE_GREN_LAUNCH ( 8 ) |
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#define TERROR_AE_GREN_DROP ( 9 ) |
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#define TERROR_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad. |
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#define TERROR_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_TERROR_SUPPRESS = LAST_COMMON_SCHEDULE + 1, |
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SCHED_TERROR_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_TERROR_COVER_AND_RELOAD, |
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SCHED_TERROR_SWEEP, |
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SCHED_TERROR_FOUND_ENEMY, |
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SCHED_TERROR_REPEL, |
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SCHED_TERROR_REPEL_ATTACK, |
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SCHED_TERROR_REPEL_LAND, |
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SCHED_TERROR_WAIT_FACE_ENEMY, |
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SCHED_TERROR_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_TERROR_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_TERROR_FACE_TOSS_DIR = LAST_COMMON_TASK + 1, |
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TASK_TERROR_SPEAK_SENTENCE, |
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TASK_TERROR_CHECK_FIRE, |
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}; |
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//========================================================= |
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// monster-specific conditions |
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//========================================================= |
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#define bits_COND_TERROR_NOFIRE ( bits_COND_SPECIAL1 ) |
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class CTerror : public CHGrunt |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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//int Classify ( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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void IdleSound ( void ); |
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void GibMonster( void ); |
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void SpeakSentence( void ); |
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Schedule_t *GetSchedule( void ); |
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Schedule_t *GetScheduleOfType ( int Type ); |
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); |
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int IRelationship ( CBaseEntity *pTarget ); |
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static const char *pTerrorSentences[]; |
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}; |
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LINK_ENTITY_TO_CLASS( monster_human_terror, CTerror ); |
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const char *CTerror::pTerrorSentences[] = |
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{ |
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"TR_GREN", // grenade scared grunt |
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"TR_ALERT", // sees player |
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"TR_MONSTER", // sees monster |
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"TR_COVER", // running to cover |
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"TR_THROW", // about to throw grenade |
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"TR_CHARGE", // running out to get the enemy |
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"TR_TAUNT", // say rude things |
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}; |
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typedef enum |
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{ |
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TERROR_SENT_NONE = -1, |
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TERROR_SENT_GREN = 0, |
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TERROR_SENT_ALERT, |
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TERROR_SENT_MONSTER, |
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TERROR_SENT_COVER, |
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TERROR_SENT_THROW, |
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TERROR_SENT_CHARGE, |
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TERROR_SENT_TAUNT, |
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} TERROR_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 CTerror :: SpeakSentence( void ) |
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{ |
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if ( m_iSentence == TERROR_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), pTerrorSentences[ m_iSentence ], TERROR_SENTENCE_VOLUME, TERROR_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 Terrors are |
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// Human Terror's nemesis. |
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//========================================================= |
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int CTerror::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 CSquadMonster::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 CTerror :: 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, TERROR_SHOTGUN )) |
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{ |
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pGun = DropItem( "weapon_barneyshotgun", vecGunPos, vecGunAngles ); |
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} |
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else |
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{ |
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pGun = DropItem( "weapon_barney9mmar", 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, TERROR_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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*/ |
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CBaseMonster :: GibMonster(); |
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} |
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//========================================================= |
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// TakeDamage - overridden for the grunt because the grunt |
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// needs to forget that he is in cover if he's hurt. (Obviously |
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// not in a safe place anymore). |
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//========================================================= |
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int CTerror :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
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{ |
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Forget( bits_MEMORY_INCOVER ); |
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return CSquadMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
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} |
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void CTerror :: IdleSound( void ) |
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{ |
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if (FOkToSpeak() && (g_fTerrorQuestion || RANDOM_LONG(0,1))) |
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{ |
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if (!g_fTerrorQuestion) |
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{ |
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// ask question or make statement |
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switch (RANDOM_LONG(0,2)) |
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{ |
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case 0: // check in |
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SENTENCEG_PlayRndSz(ENT(pev), "TR_CHECK", TERROR_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
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g_fTerrorQuestion = 1; |
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break; |
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case 1: // question |
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SENTENCEG_PlayRndSz(ENT(pev), "TR_QUEST", TERROR_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
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g_fTerrorQuestion = 2; |
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break; |
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case 2: // statement |
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SENTENCEG_PlayRndSz(ENT(pev), "TR_IDLE", TERROR_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
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break; |
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} |
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} |
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else |
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{ |
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switch (g_fTerrorQuestion) |
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{ |
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case 1: // check in |
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SENTENCEG_PlayRndSz(ENT(pev), "TR_CLEAR", TERROR_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
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break; |
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case 2: // question |
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SENTENCEG_PlayRndSz(ENT(pev), "TR_ANSWER", TERROR_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
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break; |
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} |
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g_fTerrorQuestion = 0; |
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} |
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JustSpoke(); |
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} |
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} |
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//========================================================= |
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// HandleAnimEvent - catches the monster-specific messages |
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// that occur when tagged animation frames are played. |
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//========================================================= |
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void CTerror :: HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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Vector vecShootDir; |
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Vector vecShootOrigin; |
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switch( pEvent->event ) |
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{ |
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case TERROR_AE_DROP_GUN: |
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break; |
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case TERROR_AE_RELOAD: |
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_reload1.wav", 1, ATTN_NORM ); |
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m_cAmmoLoaded = m_cClipSize; |
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ClearConditions(bits_COND_NO_AMMO_LOADED); |
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break; |
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case TERROR_AE_GREN_TOSS: |
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{ |
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UTIL_MakeVectors( pev->angles ); |
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// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 ); |
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CGrenade::ShootTimed( pev, GetGunPosition(), m_vecTossVelocity, 3.5 ); |
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m_fThrowGrenade = FALSE; |
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m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. |
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// !!!LATER - when in a group, only try to throw grenade if ordered. |
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} |
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break; |
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case TERROR_AE_GREN_LAUNCH: |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM); |
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CGrenade::ShootContact( pev, GetGunPosition(), m_vecTossVelocity, gSkillData.plrDmgM203Grenade ); |
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m_fThrowGrenade = FALSE; |
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if (g_iSkillLevel == SKILL_HARD) |
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m_flNextGrenadeCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 );// wait a random amount of time before shooting again |
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else |
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m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. |
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} |
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break; |
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case TERROR_AE_GREN_DROP: |
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{ |
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UTIL_MakeVectors( pev->angles ); |
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CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 ); |
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} |
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break; |
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case TERROR_AE_BURST1: |
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{ |
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if ( FBitSet( pev->weapons, TERROR_MP5 )) |
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{ |
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Shoot(); |
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// the first round of the three round burst plays the sound and puts a sound in the world sound list. |
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if ( RANDOM_LONG(0,1) ) |
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{ |
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun1.wav", 1, ATTN_NORM ); |
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} |
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else |
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{ |
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun2.wav", 1, ATTN_NORM ); |
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} |
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} |
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else |
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{ |
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Shotgun( ); |
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM ); |
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} |
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CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); |
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} |
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break; |
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case TERROR_AE_BURST2: |
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case TERROR_AE_BURST3: |
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Shoot(); |
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break; |
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case TERROR_AE_KICK: |
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{ |
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CBaseEntity *pHurt = Kick(); |
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if ( pHurt ) |
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{ |
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// SOUND HERE! |
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UTIL_MakeVectors( pev->angles ); |
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pHurt->pev->punchangle.x = 15; |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50; |
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pHurt->TakeDamage( pev, pev, gSkillData.hgruntDmgKick, DMG_CLUB ); |
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} |
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} |
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break; |
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case TERROR_AE_CAUGHT_ENEMY: |
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{ |
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if ( FOkToSpeak() ) |
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{ |
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SENTENCEG_PlayRndSz(ENT(pev), "TR_ALERT", TERROR_SENTENCE_VOLUME, TERROR_ATTN, 0, m_voicePitch); |
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JustSpoke(); |
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} |
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} |
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break; |
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default: |
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CSquadMonster::HandleAnimEvent( pEvent ); |
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break; |
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} |
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} |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CTerror :: Spawn() |
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{ |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/terror.mdl"); |
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UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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m_bloodColor = BLOOD_COLOR_RED; |
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pev->effects = 0; |
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pev->health = gSkillData.hgruntHealth; |
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
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m_MonsterState = MONSTERSTATE_NONE; |
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m_flNextGrenadeCheck = gpGlobals->time + 1; |
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m_flNextPainTime = gpGlobals->time; |
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m_iSentence = TERROR_SENT_NONE; |
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m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; |
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m_fEnemyEluded = FALSE; |
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m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet. |
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m_HackedGunPos = Vector ( 0, 0, 55 ); |
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if (pev->weapons == 0) |
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{ |
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// initialize to original values |
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pev->weapons = TERROR_MP5 | TERROR_HANDGRENADE; |
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// pev->weapons = TERROR_SHOTGUN; |
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// pev->weapons = TERROR_9MMM41A | TERROR_GRENADELAUNCHER; |
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} |
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if (FBitSet( pev->weapons, TERROR_SHOTGUN )) |
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{ |
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SetBodygroup( GUN_GROUP, GUN_SHOTGUN ); |
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m_cClipSize = 8; |
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} |
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else |
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{ |
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m_cClipSize = 48; |
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} |
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m_cAmmoLoaded = m_cClipSize; |
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if (FBitSet( pev->weapons, TERROR_SHOTGUN )) |
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{ |
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SetBodygroup( HEAD_GROUP, HEAD_SHOTGUN); |
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} |
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else if (FBitSet( pev->weapons, TERROR_GRENADELAUNCHER )) |
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{ |
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SetBodygroup( HEAD_GROUP, HEAD_M203 ); |
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} |
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CTalkMonster::g_talkWaitTime = 0; |
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MonsterInit(); |
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} |
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//========================================================= |
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// Precache - precaches all resources this monster needs |
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//========================================================= |
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void CTerror :: Precache() |
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{ |
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PRECACHE_MODEL("models/terror.mdl"); |
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PRECACHE_SOUND( "hgrunt/gr_mgun1.wav" ); |
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PRECACHE_SOUND( "hgrunt/gr_mgun2.wav" ); |
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PRECACHE_SOUND( "hgrunt/gr_die1.wav" ); |
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PRECACHE_SOUND( "hgrunt/gr_die2.wav" ); |
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PRECACHE_SOUND( "hgrunt/gr_die3.wav" ); |
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PRECACHE_SOUND( "hgrunt/gr_pain1.wav" ); |
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PRECACHE_SOUND( "hgrunt/gr_pain2.wav" ); |
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PRECACHE_SOUND( "hgrunt/gr_pain3.wav" ); |
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PRECACHE_SOUND( "hgrunt/gr_pain4.wav" ); |
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PRECACHE_SOUND( "hgrunt/gr_pain5.wav" ); |
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PRECACHE_SOUND( "hgrunt/gr_reload1.wav" ); |
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PRECACHE_SOUND( "weapons/glauncher.wav" ); |
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PRECACHE_SOUND( "weapons/sbarrel1.wav" ); |
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PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event |
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// get voice pitch |
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m_voicePitch = 120 + RANDOM_LONG(0,2); |
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m_iBrassShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell |
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m_iShotgunShell = PRECACHE_MODEL ("models/shotgunshell.mdl"); |
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} |
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//========================================================= |
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// AI Schedules Specific to this monster |
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//========================================================= |
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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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//========================================================= |
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// Get Schedule! |
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//========================================================= |
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Schedule_t *CTerror :: GetSchedule( void ) |
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{ |
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// clear old sentence |
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m_iSentence = TERROR_SENT_NONE; |
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// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling. |
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if ( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE ) |
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{ |
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if (pev->flags & FL_ONGROUND) |
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{ |
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// just landed |
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pev->movetype = MOVETYPE_STEP; |
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return GetScheduleOfType ( SCHED_TERROR_REPEL_LAND ); |
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} |
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else |
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{ |
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// repel down a rope, |
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if ( m_MonsterState == MONSTERSTATE_COMBAT ) |
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return GetScheduleOfType ( SCHED_TERROR_REPEL_ATTACK ); |
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else |
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return GetScheduleOfType ( SCHED_TERROR_REPEL ); |
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} |
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} |
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// grunts place HIGH priority on running away from danger sounds. |
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if ( HasConditions(bits_COND_HEAR_SOUND) ) |
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{ |
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CSound *pSound; |
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pSound = PBestSound(); |
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ASSERT( pSound != NULL ); |
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if ( pSound) |
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{ |
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if (pSound->m_iType & bits_SOUND_DANGER) |
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{ |
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// dangerous sound nearby! |
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//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby, |
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// and the grunt should find cover from the blast |
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// good place for "SHIT!" or some other colorful verbal indicator of dismay. |
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// It's not safe to play a verbal order here "Scatter", etc cause |
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// this may only affect a single individual in a squad. |
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if (FOkToSpeak()) |
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{ |
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SENTENCEG_PlayRndSz( ENT(pev), "TR_GREN", TERROR_SENTENCE_VOLUME, TERROR_ATTN, 0, m_voicePitch); |
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JustSpoke(); |
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} |
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return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); |
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} |
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/* |
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if (!HasConditions( bits_COND_SEE_ENEMY ) && ( pSound->m_iType & (bits_SOUND_PLAYER | bits_SOUND_COMBAT) )) |
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{ |
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MakeIdealYaw( pSound->m_vecOrigin ); |
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} |
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*/ |
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} |
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} |
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switch ( m_MonsterState ) |
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{ |
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case MONSTERSTATE_COMBAT: |
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{ |
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// dead enemy |
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if ( HasConditions( bits_COND_ENEMY_DEAD ) ) |
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{ |
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// call base class, all code to handle dead enemies is centralized there. |
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return CBaseMonster :: GetSchedule(); |
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} |
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// new enemy |
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if ( HasConditions(bits_COND_NEW_ENEMY) ) |
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{ |
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if ( InSquad() ) |
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{ |
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MySquadLeader()->m_fEnemyEluded = FALSE; |
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if ( !IsLeader() ) |
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{ |
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return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ); |
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} |
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else |
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{ |
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//!!!KELLY - the leader of a squad of grunts has just seen the player or a |
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// monster and has made it the squad's enemy. You |
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// can check pev->flags for FL_CLIENT to determine whether this is the player |
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// or a monster. He's going to immediately start |
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// firing, though. If you'd like, we can make an alternate "first sight" |
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// schedule where the leader plays a handsign anim |
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// that gives us enough time to hear a short sentence or spoken command |
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// before he starts pluggin away. |
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if (FOkToSpeak())// && RANDOM_LONG(0,1)) |
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{ |
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if ((m_hEnemy != 0) && m_hEnemy->IsPlayer()) |
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// player |
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SENTENCEG_PlayRndSz( ENT(pev), "TR_ALERT", TERROR_SENTENCE_VOLUME, TERROR_ATTN, 0, m_voicePitch); |
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else if ((m_hEnemy != 0) && |
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(m_hEnemy->Classify() != CLASS_PLAYER_ALLY) && |
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(m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE) && |
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(m_hEnemy->Classify() != CLASS_MACHINE)) |
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// monster |
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SENTENCEG_PlayRndSz( ENT(pev), "TR_MONST", TERROR_SENTENCE_VOLUME, TERROR_ATTN, 0, m_voicePitch); |
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JustSpoke(); |
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} |
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if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) |
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{ |
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return GetScheduleOfType ( SCHED_TERROR_SUPPRESS ); |
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} |
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else |
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{ |
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return GetScheduleOfType ( SCHED_TERROR_ESTABLISH_LINE_OF_FIRE ); |
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} |
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} |
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} |
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} |
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// no ammo |
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else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) ) |
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{ |
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//!!!KELLY - this individual just realized he's out of bullet ammo. |
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// He's going to try to find cover to run to and reload, but rarely, if |
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// none is available, he'll drop and reload in the open here. |
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return GetScheduleOfType ( SCHED_TERROR_COVER_AND_RELOAD ); |
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} |
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// damaged just a little |
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else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) ) |
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{ |
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// if hurt: |
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// 90% chance of taking cover |
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// 10% chance of flinch. |
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int iPercent = RANDOM_LONG(0,99); |
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if ( iPercent <= 90 && m_hEnemy != 0 ) |
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{ |
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// only try to take cover if we actually have an enemy! |
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//!!!KELLY - this grunt was hit and is going to run to cover. |
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if (FOkToSpeak()) // && RANDOM_LONG(0,1)) |
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{ |
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//SENTENCEG_PlayRndSz( ENT(pev), "TR_COVER", TERROR_SENTENCE_VOLUME, TERROR_ATTN, 0, m_voicePitch); |
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m_iSentence = TERROR_SENT_COVER; |
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//JustSpoke(); |
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} |
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return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
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} |
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else |
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{ |
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return GetScheduleOfType( SCHED_SMALL_FLINCH ); |
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} |
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} |
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// can kick |
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else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) ) |
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{ |
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return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ); |
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} |
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// can grenade launch |
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else if ( FBitSet( pev->weapons, TERROR_GRENADELAUNCHER) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) |
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{ |
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// shoot a grenade if you can |
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return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); |
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} |
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// can shoot |
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else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) |
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{ |
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if ( InSquad() ) |
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{ |
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// if the enemy has eluded the squad and a squad member has just located the enemy |
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// and the enemy does not see the squad member, issue a call to the squad to waste a |
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// little time and give the player a chance to turn. |
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if ( MySquadLeader()->m_fEnemyEluded && !HasConditions ( bits_COND_ENEMY_FACING_ME ) ) |
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{ |
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MySquadLeader()->m_fEnemyEluded = FALSE; |
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return GetScheduleOfType ( SCHED_TERROR_FOUND_ENEMY ); |
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} |
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} |
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if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) ) |
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{ |
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// try to take an available ENGAGE slot |
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return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); |
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} |
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else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) |
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{ |
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// throw a grenade if can and no engage slots are available |
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return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); |
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} |
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else |
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{ |
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// hide! |
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return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
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} |
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} |
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// can't see enemy |
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else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) ) |
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{ |
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if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) |
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{ |
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//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc |
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if (FOkToSpeak()) |
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{ |
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SENTENCEG_PlayRndSz( ENT(pev), "TR_THROW", TERROR_SENTENCE_VOLUME, TERROR_ATTN, 0, m_voicePitch); |
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JustSpoke(); |
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} |
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return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); |
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} |
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else if ( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) |
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{ |
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//!!!KELLY - grunt cannot see the enemy and has just decided to |
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// charge the enemy's position. |
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if (FOkToSpeak())// && RANDOM_LONG(0,1)) |
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{ |
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//SENTENCEG_PlayRndSz( ENT(pev), "TR_CHARGE", TERROR_SENTENCE_VOLUME, TERROR_ATTN, 0, m_voicePitch); |
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m_iSentence = TERROR_SENT_CHARGE; |
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//JustSpoke(); |
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} |
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return GetScheduleOfType( SCHED_TERROR_ESTABLISH_LINE_OF_FIRE ); |
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} |
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else |
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{ |
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//!!!KELLY - grunt is going to stay put for a couple seconds to see if |
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// the enemy wanders back out into the open, or approaches the |
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// grunt's covered position. Good place for a taunt, I guess? |
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if (FOkToSpeak() && RANDOM_LONG(0,1)) |
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{ |
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SENTENCEG_PlayRndSz( ENT(pev), "TR_TAUNT", TERROR_SENTENCE_VOLUME, TERROR_ATTN, 0, m_voicePitch); |
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JustSpoke(); |
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} |
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return GetScheduleOfType( SCHED_STANDOFF ); |
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} |
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} |
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if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) |
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{ |
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return GetScheduleOfType ( SCHED_TERROR_ESTABLISH_LINE_OF_FIRE ); |
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} |
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} |
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default: |
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break; |
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} |
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// no special cases here, call the base class |
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return CSquadMonster :: GetSchedule(); |
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} |
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//========================================================= |
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//========================================================= |
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Schedule_t* CTerror :: GetScheduleOfType ( int Type ) |
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{ |
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switch ( Type ) |
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{ |
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case SCHED_TAKE_COVER_FROM_ENEMY: |
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{ |
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if ( InSquad() ) |
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{ |
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if ( g_iSkillLevel == SKILL_HARD && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) |
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{ |
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if (FOkToSpeak()) |
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{ |
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SENTENCEG_PlayRndSz( ENT(pev), "TR_THROW", TERROR_SENTENCE_VOLUME, TERROR_ATTN, 0, m_voicePitch); |
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JustSpoke(); |
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} |
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return slGruntTossGrenadeCover; |
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} |
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else |
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{ |
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return &slGruntTakeCover[ 0 ]; |
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} |
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} |
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else |
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{ |
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if ( RANDOM_LONG(0,1) ) |
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{ |
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return &slGruntTakeCover[ 0 ]; |
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} |
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else |
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{ |
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return &slGruntGrenadeCover[ 0 ]; |
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} |
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} |
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} |
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case SCHED_TAKE_COVER_FROM_BEST_SOUND: |
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{ |
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return &slGruntTakeCoverFromBestSound[ 0 ]; |
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} |
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case SCHED_TERROR_TAKECOVER_FAILED: |
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{ |
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if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) |
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{ |
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return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); |
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} |
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return GetScheduleOfType ( SCHED_FAIL ); |
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} |
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break; |
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case SCHED_TERROR_ELOF_FAIL: |
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{ |
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// human grunt is unable to move to a position that allows him to attack the enemy. |
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return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ); |
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} |
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break; |
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case SCHED_TERROR_ESTABLISH_LINE_OF_FIRE: |
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{ |
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return &slGruntEstablishLineOfFire[ 0 ]; |
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} |
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break; |
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case SCHED_RANGE_ATTACK1: |
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{ |
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// randomly stand or crouch |
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if (RANDOM_LONG(0,9) == 0) |
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m_fStanding = RANDOM_LONG(0,1); |
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if (m_fStanding) |
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return &slGruntRangeAttack1B[ 0 ]; |
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else |
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return &slGruntRangeAttack1A[ 0 ]; |
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} |
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case SCHED_RANGE_ATTACK2: |
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{ |
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return &slGruntRangeAttack2[ 0 ]; |
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} |
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case SCHED_COMBAT_FACE: |
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{ |
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return &slGruntCombatFace[ 0 ]; |
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} |
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case SCHED_TERROR_WAIT_FACE_ENEMY: |
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{ |
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return &slGruntWaitInCover[ 0 ]; |
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} |
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case SCHED_TERROR_SWEEP: |
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{ |
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return &slGruntSweep[ 0 ]; |
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} |
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case SCHED_TERROR_COVER_AND_RELOAD: |
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{ |
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return &slGruntHideReload[ 0 ]; |
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} |
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case SCHED_TERROR_FOUND_ENEMY: |
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{ |
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return &slGruntFoundEnemy[ 0 ]; |
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} |
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case SCHED_VICTORY_DANCE: |
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{ |
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if ( InSquad() ) |
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{ |
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if ( !IsLeader() ) |
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{ |
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return &slGruntFail[ 0 ]; |
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} |
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} |
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return &slGruntVictoryDance[ 0 ]; |
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} |
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case SCHED_TERROR_SUPPRESS: |
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{ |
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if ( m_hEnemy->IsPlayer() && m_fFirstEncounter ) |
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{ |
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m_fFirstEncounter = FALSE;// after first encounter, leader won't issue handsigns anymore when he has a new enemy |
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return &slGruntSignalSuppress[ 0 ]; |
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} |
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else |
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{ |
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return &slGruntSuppress[ 0 ]; |
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} |
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} |
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case SCHED_FAIL: |
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{ |
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if ( m_hEnemy != 0 ) |
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{ |
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// grunt has an enemy, so pick a different default fail schedule most likely to help recover. |
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return &slGruntCombatFail[ 0 ]; |
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} |
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return &slGruntFail[ 0 ]; |
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} |
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case SCHED_TERROR_REPEL: |
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{ |
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if (pev->velocity.z > -128) |
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pev->velocity.z -= 32; |
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return &slGruntRepel[ 0 ]; |
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} |
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case SCHED_TERROR_REPEL_ATTACK: |
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{ |
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if (pev->velocity.z > -128) |
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pev->velocity.z -= 32; |
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return &slGruntRepelAttack[ 0 ]; |
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} |
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case SCHED_TERROR_REPEL_LAND: |
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{ |
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return &slGruntRepelLand[ 0 ]; |
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} |
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default: |
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{ |
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return CSquadMonster :: GetScheduleOfType ( Type ); |
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} |
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} |
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} |
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//========================================================= |
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// CTerrorRepel - when triggered, spawns a monster_human_grunt |
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// repelling down a line. |
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//========================================================= |
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class CTerrorRepel : public CBaseMonster |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void EXPORT RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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int m_iSpriteTexture; // Don't save, precache |
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}; |
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LINK_ENTITY_TO_CLASS( monster_terror_repel, CTerrorRepel ); |
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void CTerrorRepel::Spawn( void ) |
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{ |
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Precache( ); |
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pev->solid = SOLID_NOT; |
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SetUse( &CTerrorRepel::RepelUse ); |
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} |
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void CTerrorRepel::Precache( void ) |
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{ |
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UTIL_PrecacheOther( "monster_human_terror" ); |
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m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" ); |
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} |
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void CTerrorRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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TraceResult tr; |
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UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr); |
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CBaseEntity *pEntity = Create( "monster_human_terror", pev->origin, pev->angles ); |
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CBaseMonster *pTerror = pEntity->MyMonsterPointer( ); |
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pTerror->pev->movetype = MOVETYPE_FLY; |
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pTerror->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) ); |
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pTerror->SetActivity( ACT_GLIDE ); |
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// UNDONE: position? |
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pTerror->m_vecLastPosition = tr.vecEndPos; |
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CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 ); |
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pBeam->PointEntInit( pev->origin + Vector(0,0,112), pTerror->entindex() ); |
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pBeam->SetFlags( BEAM_FSOLID ); |
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pBeam->SetColor( 255, 255, 255 ); |
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pBeam->SetThink( &CBeam::SUB_Remove ); |
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pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pTerror->pev->velocity.z + 0.5; |
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UTIL_Remove( this ); |
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} |
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//========================================================= |
|
// DEAD TERROR PROP |
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//========================================================= |
|
class CDeadTerror : public CBaseMonster |
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{ |
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public: |
|
void Spawn( void ); |
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int Classify ( void ) { return CLASS_HUMAN_MILITARY; } |
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|
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void KeyValue( KeyValueData *pkvd ); |
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|
|
int m_iPose;// which sequence to display -- temporary, don't need to save |
|
static const char *m_szPoses[3]; |
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}; |
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|
|
const char *CDeadTerror::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" }; |
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|
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void CDeadTerror::KeyValue( KeyValueData *pkvd ) |
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{ |
|
if (FStrEq(pkvd->szKeyName, "pose")) |
|
{ |
|
m_iPose = atoi(pkvd->szValue); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseMonster::KeyValue( pkvd ); |
|
} |
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|
|
LINK_ENTITY_TO_CLASS( monster_terror_dead, CDeadTerror ); |
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|
|
//========================================================= |
|
// ********** DeadTerror SPAWN ********** |
|
//========================================================= |
|
void CDeadTerror :: Spawn( void ) |
|
{ |
|
PRECACHE_MODEL("models/terror.mdl"); |
|
SET_MODEL(ENT(pev), "models/terror.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 terror with bad pose\n" ); |
|
} |
|
|
|
// Corpses have less health |
|
pev->health = 8; |
|
|
|
// map old bodies onto new bodies |
|
switch( pev->body ) |
|
{ |
|
case 0: // Terror with Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup( HEAD_GROUP, HEAD_TERROR ); |
|
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: // Terror no Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup( HEAD_GROUP, HEAD_TERROR ); |
|
SetBodygroup( GUN_GROUP, GUN_NONE ); |
|
break; |
|
case 3: // Commander no Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); |
|
SetBodygroup( GUN_GROUP, GUN_NONE ); |
|
break; |
|
} |
|
|
|
MonsterInitDead(); |
|
}
|
|
|