/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * This source code contains proprietary and confidential information of * Valve LLC and its suppliers. Access to this code is restricted to * persons who have executed a written SDK license with Valve. Any access, * use or distribution of this code by or to any unlicensed person is illegal. * ****/ //========================================================= // hgrunt //========================================================= //========================================================= // Hit groups! //========================================================= /* 1 - Head 2 - Stomach 3 - Gun */ #include "extdll.h" #include "plane.h" #include "util.h" #include "cmbase.h" #include "cmbasemonster.h" #include "monsters.h" #include "schedule.h" #include "animation.h" #include "weapons.h" #include "cmtalkmonster.h" #include "effects.h" #include "customentity.h" int g_fGruntQuestion; // true if an idle grunt asked a question. Cleared when someone answers. //========================================================= // monster-specific DEFINE's //========================================================= #define GRUNT_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x! #define GRUNT_VOL 0.35 // volume of grunt sounds #define GRUNT_ATTN ATTN_NORM // attenutation of grunt sentences #define HGRUNT_LIMP_HEALTH 20 #define HGRUNT_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot. #define HGRUNT_NUM_HEADS 2 // how many grunt heads are there? #define HGRUNT_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill #define HGRUNT_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences #define HGRUNT_9MMAR ( 1 << 0) #define HGRUNT_HANDGRENADE ( 1 << 1) #define HGRUNT_GRENADELAUNCHER ( 1 << 2) #define HGRUNT_SHOTGUN ( 1 << 3) #define HEAD_GROUP 1 #define HEAD_GRUNT 0 #define HEAD_COMMANDER 1 #define HEAD_SHOTGUN 2 #define HEAD_M203 3 #define GUN_GROUP 2 #define GUN_MP5 0 #define GUN_SHOTGUN 1 #define GUN_NONE 2 //========================================================= // Monster's Anim Events Go Here //========================================================= #define HGRUNT_AE_RELOAD ( 2 ) #define HGRUNT_AE_KICK ( 3 ) #define HGRUNT_AE_BURST1 ( 4 ) #define HGRUNT_AE_BURST2 ( 5 ) #define HGRUNT_AE_BURST3 ( 6 ) #define HGRUNT_AE_GREN_TOSS ( 7 ) #define HGRUNT_AE_GREN_LAUNCH ( 8 ) #define HGRUNT_AE_GREN_DROP ( 9 ) #define HGRUNT_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad. #define HGRUNT_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5. //========================================================= // monster-specific schedule types //========================================================= enum { SCHED_GRUNT_SUPPRESS = LAST_COMMON_SCHEDULE + 1, SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way). SCHED_GRUNT_COVER_AND_RELOAD, SCHED_GRUNT_SWEEP, SCHED_GRUNT_FOUND_ENEMY, SCHED_GRUNT_REPEL, SCHED_GRUNT_REPEL_ATTACK, SCHED_GRUNT_REPEL_LAND, SCHED_GRUNT_WAIT_FACE_ENEMY, SCHED_GRUNT_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure. SCHED_GRUNT_ELOF_FAIL, }; //========================================================= // monster-specific tasks //========================================================= enum { TASK_GRUNT_FACE_TOSS_DIR = LAST_COMMON_TASK + 1, TASK_GRUNT_SPEAK_SENTENCE, TASK_GRUNT_CHECK_FIRE, }; //========================================================= // monster-specific conditions //========================================================= #define bits_COND_GRUNT_NOFIRE ( bits_COND_SPECIAL1 ) const char *CMHGrunt::pGruntSentences[] = { "HG_GREN", // grenade scared grunt "HG_ALERT", // sees player "HG_MONSTER", // sees monster "HG_COVER", // running to cover "HG_THROW", // about to throw grenade "HG_CHARGE", // running out to get the enemy "HG_TAUNT", // say rude things }; enum { HGRUNT_SENT_NONE = -1, HGRUNT_SENT_GREN = 0, HGRUNT_SENT_ALERT, HGRUNT_SENT_MONSTER, HGRUNT_SENT_COVER, HGRUNT_SENT_THROW, HGRUNT_SENT_CHARGE, HGRUNT_SENT_TAUNT, } HGRUNT_SENTENCE_TYPES; //========================================================= // Speak Sentence - say your cued up sentence. // // Some grunt sentences (take cover and charge) rely on actually // being able to execute the intended action. It's really lame // when a grunt says 'COVER ME' and then doesn't move. The problem // is that the sentences were played when the decision to TRY // to move to cover was made. Now the sentence is played after // we know for sure that there is a valid path. The schedule // may still fail but in most cases, well after the grunt has // started moving. //========================================================= void CMHGrunt :: SpeakSentence( void ) { if ( m_iSentence == HGRUNT_SENT_NONE ) { // no sentence cued up. return; } if (FOkToSpeak()) { SENTENCEG_PlayRndSz( ENT(pev), pGruntSentences[ m_iSentence ], HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); JustSpoke(); } } //========================================================= // IRelationship - overridden because Alien Grunts are // Human Grunt's nemesis. //========================================================= int CMHGrunt::IRelationship ( CMBaseEntity *pTarget ) { // on single player, forcing R_NM makes sense. // on multiplayer, a custom classification will cause misbehaviour. /* if (( strcmp(STRING(pTarget->pev->model), "models/agrunt.mdl") == 0 ) || ( strcmp(STRING(pTarget->pev->model), "models/garg.mdl") == 0 )) { return R_NM; } */ return CMBaseMonster::IRelationship( pTarget ); } //========================================================= // GibMonster - make gun fly through the air. //========================================================= void CMHGrunt :: GibMonster ( void ) { Vector vecGunPos; Vector vecGunAngles; CMBaseMonster :: GibMonster(); } //========================================================= // ISoundMask - Overidden for human grunts because they // hear the DANGER sound that is made by hand grenades and // other dangerous items. //========================================================= int CMHGrunt :: ISoundMask ( void ) { return 0; } //========================================================= // someone else is talking - don't speak //========================================================= BOOL CMHGrunt :: FOkToSpeak( void ) { // if someone else is talking, don't speak if (gpGlobals->time <= CMTalkMonster::g_talkWaitTime) return FALSE; if ( pev->spawnflags & SF_MONSTER_GAG ) { if ( m_MonsterState != MONSTERSTATE_COMBAT ) { // no talking outside of combat if gagged. return FALSE; } } // if player is not in pvs, don't speak // if (FNullEnt(FIND_CLIENT_IN_PVS(edict()))) // return FALSE; return TRUE; } //========================================================= //========================================================= void CMHGrunt :: JustSpoke( void ) { CMTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0); m_iSentence = HGRUNT_SENT_NONE; } //========================================================= // PrescheduleThink - this function runs after conditions // are collected and before scheduling code is run. //========================================================= void CMHGrunt :: PrescheduleThink ( void ) { return; } //========================================================= // 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 CMHGrunt :: FCanCheckAttacks ( void ) { if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) ) { return TRUE; } else { return FALSE; } } //========================================================= // CheckMeleeAttack1 //========================================================= BOOL CMHGrunt :: CheckMeleeAttack1 ( float flDot, float flDist ) { if (m_hEnemy != NULL) { if (UTIL_IsPlayer(m_hEnemy)) { if ( flDist <= 64 && flDot >= 0.7) { return TRUE; } } else if (m_hEnemy->v.euser4 != NULL) { edict_t *pEdict = m_hEnemy; CMBaseMonster *pEnemy = GetClassPtr((CMBaseMonster *)VARS(pEdict)); if ( flDist <= 64 && flDot >= 0.7 && pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON && pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON ) { return TRUE; } } } return FALSE; } //========================================================= // CheckRangeAttack1 - overridden for HGrunt, cause // FCanCheckAttacks() doesn't disqualify all attacks based // on whether or not the enemy is occluded because unlike // the base class, the HGrunt can attack when the enemy is // occluded (throw grenade over wall, etc). We must // disqualify the machine gun attack if the enemy is occluded. //========================================================= BOOL CMHGrunt :: CheckRangeAttack1 ( float flDot, float flDist ) { if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 ) { TraceResult tr; if ( !UTIL_IsPlayer(m_hEnemy) && 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, UTIL_BodyTarget(m_hEnemy, 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 CMHGrunt :: CheckRangeAttack2 ( float flDot, float flDist ) { if (! FBitSet(pev->weapons, (HGRUNT_HANDGRENADE | HGRUNT_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->v.flags, FL_ONGROUND ) && m_hEnemy->v.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, HGRUNT_HANDGRENADE)) { // find feet if (RANDOM_LONG(0,1)) { // magically know where they are vecTarget = Vector( m_hEnemy->v.origin.x, m_hEnemy->v.origin.y, m_hEnemy->v.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 + (UTIL_BodyTarget(m_hEnemy, pev->origin ) - m_hEnemy->v.origin); // estimate position if (HasConditions( bits_COND_SEE_ENEMY)) vecTarget = vecTarget + ((vecTarget - pev->origin).Length() / gSkillData.hgruntGrenadeSpeed) * m_hEnemy->v.velocity; } 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, HGRUNT_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; } //========================================================= // TraceAttack - make sure we're not taking it in the helmet //========================================================= void CMHGrunt :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { // check for helmet shot if (ptr->iHitgroup == 11) { // make sure we're wearing one if (GetBodygroup( 1 ) == HEAD_GRUNT && (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB))) { // absorb damage flDamage -= 20; if (flDamage <= 0) { UTIL_Ricochet( ptr->vecEndPos, 1.0 ); flDamage = 0.01; } } // it's head shot anyways ptr->iHitgroup = HITGROUP_HEAD; } CMBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); } //========================================================= // TakeDamage - overridden for the grunt because the grunt // needs to forget that he is in cover if he's hurt. (Obviously // not in a safe place anymore). //========================================================= int CMHGrunt :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { Forget( bits_MEMORY_INCOVER ); return CMBaseMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CMHGrunt :: SetYawSpeed ( void ) { int ys; switch ( m_Activity ) { case ACT_IDLE: ys = 150; break; case ACT_RUN: ys = 150; break; case ACT_WALK: ys = 180; break; case ACT_RANGE_ATTACK1: ys = 120; break; case ACT_RANGE_ATTACK2: ys = 120; break; case ACT_MELEE_ATTACK1: ys = 120; break; case ACT_MELEE_ATTACK2: ys = 120; break; case ACT_TURN_LEFT: case ACT_TURN_RIGHT: ys = 180; break; case ACT_GLIDE: case ACT_FLY: ys = 30; break; default: ys = 90; break; } pev->yaw_speed = ys; } void CMHGrunt :: IdleSound( void ) { if (FOkToSpeak() && (g_fGruntQuestion || RANDOM_LONG(0,1))) { if (!g_fGruntQuestion) { // ask question or make statement switch (RANDOM_LONG(0,2)) { case 0: // check in SENTENCEG_PlayRndSz(ENT(pev), "HG_CHECK", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); g_fGruntQuestion = 1; break; case 1: // question SENTENCEG_PlayRndSz(ENT(pev), "HG_QUEST", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); g_fGruntQuestion = 2; break; case 2: // statement SENTENCEG_PlayRndSz(ENT(pev), "HG_IDLE", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); break; } } else { switch (g_fGruntQuestion) { case 1: // check in SENTENCEG_PlayRndSz(ENT(pev), "HG_CLEAR", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); break; case 2: // question SENTENCEG_PlayRndSz(ENT(pev), "HG_ANSWER", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); break; } g_fGruntQuestion = 0; } JustSpoke(); } } //========================================================= // CheckAmmo - overridden for the grunt because he actually // uses ammo! (base class doesn't) //========================================================= void CMHGrunt :: CheckAmmo ( void ) { if ( m_cAmmoLoaded <= 0 ) { SetConditions(bits_COND_NO_AMMO_LOADED); } } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CMHGrunt :: Classify ( void ) { if ( m_iClassifyOverride == -1 ) // helper return CLASS_NONE; else if ( m_iClassifyOverride > 0 ) return m_iClassifyOverride; // override return CLASS_HUMAN_MILITARY; } //========================================================= //========================================================= edict_t *CMHGrunt :: Kick( void ) { TraceResult tr; UTIL_MakeVectors( pev->angles ); Vector vecStart = pev->origin; vecStart.z += pev->size.z * 0.5; Vector vecEnd = vecStart + (gpGlobals->v_forward * 70); UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr ); if ( tr.pHit ) return tr.pHit; return NULL; } //========================================================= // GetGunPosition return the end of the barrel //========================================================= Vector CMHGrunt :: GetGunPosition( ) { if (m_fStanding ) { return pev->origin + Vector( 0, 0, 60 ); } else { return pev->origin + Vector( 0, 0, 48 ); } } //========================================================= // Shoot //========================================================= void CMHGrunt :: Shoot ( void ) { if (m_hEnemy == NULL) { return; } Vector vecShootOrigin = GetGunPosition(); Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); UTIL_MakeVectors ( pev->angles ); Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40); EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL); FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_MONSTER_MP5 ); // shoot +-5 degrees pev->effects |= EF_MUZZLEFLASH; m_cAmmoLoaded--;// take away a bullet! Vector angDir = UTIL_VecToAngles( vecShootDir ); SetBlending( 0, angDir.x ); } //========================================================= // Shoot //========================================================= void CMHGrunt :: Shotgun ( void ) { if (m_hEnemy == NULL) { return; } Vector vecShootOrigin = GetGunPosition(); Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); UTIL_MakeVectors ( pev->angles ); Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40); EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iShotgunShell, TE_BOUNCE_SHOTSHELL); FireBullets(gSkillData.hgruntShotgunPellets, vecShootOrigin, vecShootDir, VECTOR_CONE_15DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); // shoot +-7.5 degrees pev->effects |= EF_MUZZLEFLASH; m_cAmmoLoaded--;// take away a bullet! Vector angDir = UTIL_VecToAngles( vecShootDir ); SetBlending( 0, angDir.x ); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CMHGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) { Vector vecShootDir; Vector vecShootOrigin; switch( pEvent->event ) { case HGRUNT_AE_DROP_GUN: { Vector vecGunPos; Vector vecGunAngles; GetAttachment( 0, vecGunPos, vecGunAngles ); // switch to body group with no gun. SetBodygroup( GUN_GROUP, GUN_NONE ); } break; case HGRUNT_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 HGRUNT_AE_GREN_TOSS: { UTIL_MakeVectors( pev->angles ); // CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 ); CMGrenade::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 HGRUNT_AE_GREN_LAUNCH: { EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM); CMGrenade::ShootContact( pev, GetGunPosition(), m_vecTossVelocity ); m_fThrowGrenade = FALSE; m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. } break; case HGRUNT_AE_GREN_DROP: { UTIL_MakeVectors( pev->angles ); CMGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 ); } break; case HGRUNT_AE_BURST1: { if ( FBitSet( pev->weapons, HGRUNT_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 { Shotgun( ); EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM ); } } break; case HGRUNT_AE_BURST2: case HGRUNT_AE_BURST3: Shoot(); break; case HGRUNT_AE_KICK: { edict_t *pHurt = Kick(); if ( pHurt ) { // SOUND HERE! UTIL_MakeVectors( pev->angles ); pHurt->v.punchangle.x = 15; pHurt->v.velocity = pHurt->v.velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50; if (UTIL_IsPlayer(pHurt)) UTIL_TakeDamage( pHurt, pev, pev, gSkillData.hgruntDmgKick, DMG_CLUB ); else if (pHurt->v.euser4 != NULL) { CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(pHurt)); pMonster->TakeDamage( pev, pev, gSkillData.hgruntDmgKick, DMG_CLUB ); } } } break; case HGRUNT_AE_CAUGHT_ENEMY: { if ( FOkToSpeak() ) { SENTENCEG_PlayRndSz(ENT(pev), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); JustSpoke(); } } default: CMBaseMonster::HandleAnimEvent( pEvent ); break; } } //========================================================= // Spawn //========================================================= void CMHGrunt :: Spawn() { Precache( ); SET_MODEL(ENT(pev), (!FStringNull( pev->model ) ? STRING( pev->model ) : "models/hgrunt.mdl")); UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = !m_bloodColor ? BLOOD_COLOR_RED : m_bloodColor; pev->effects = 0; pev->health = gSkillData.hgruntHealth; m_flFieldOfView = VIEW_FIELD_FULL; // indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_flNextGrenadeCheck = gpGlobals->time + 1; m_flNextPainTime = gpGlobals->time; m_iSentence = HGRUNT_SENT_NONE; m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; //jlb m_fEnemyEluded = FALSE; m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet. m_HackedGunPos = Vector ( 0, 0, 55 ); if (pev->weapons == 0) { // initialize to original values switch(RANDOM_LONG(0, 2)) { case 0: pev->weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE; break; case 1: pev->weapons = HGRUNT_SHOTGUN; break; case 2: pev->weapons = HGRUNT_9MMAR | HGRUNT_GRENADELAUNCHER; break; } } if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) { SetBodygroup( GUN_GROUP, GUN_SHOTGUN ); m_cClipSize = 8; } else { m_cClipSize = GRUNT_CLIP_SIZE; } m_cAmmoLoaded = m_cClipSize; if (RANDOM_LONG( 0, 99 ) < 80) pev->skin = 0; // light skin else pev->skin = 1; // dark skin if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) { SetBodygroup( HEAD_GROUP, HEAD_SHOTGUN); } else if (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER )) { SetBodygroup( HEAD_GROUP, HEAD_M203 ); pev->skin = 1; // alway dark skin } CMTalkMonster::g_talkWaitTime = 0; MonsterInit(); pev->classname = MAKE_STRING( "monster_human_grunt" ); if ( strlen( STRING( m_szMonsterName ) ) == 0 ) { // default name m_szMonsterName = MAKE_STRING( "Human Grunt" ); } } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CMHGrunt :: Precache() { PRECACHE_MODEL("models/hgrunt.mdl"); PRECACHE_SOUND( "hgrunt/gr_mgun1.wav" ); PRECACHE_SOUND( "hgrunt/gr_mgun2.wav" ); PRECACHE_SOUND( "hgrunt/gr_die1.wav" ); PRECACHE_SOUND( "hgrunt/gr_die2.wav" ); PRECACHE_SOUND( "hgrunt/gr_die3.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain1.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain2.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain3.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain4.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain5.wav" ); PRECACHE_SOUND( "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 // get voice pitch if (RANDOM_LONG(0,1)) m_voicePitch = 109 + RANDOM_LONG(0,7); else m_voicePitch = 100; m_iBrassShell = PRECACHE_MODELINDEX("models/shell.mdl");// brass shell m_iShotgunShell = PRECACHE_MODELINDEX("models/shotgunshell.mdl"); } //========================================================= // start task //========================================================= void CMHGrunt :: StartTask ( Task_t *pTask ) { m_iTaskStatus = TASKSTATUS_RUNNING; switch ( pTask->iTask ) { case TASK_GRUNT_CHECK_FIRE: TaskComplete(); break; case TASK_GRUNT_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 ); CMBaseMonster ::StartTask( pTask ); break; case TASK_RELOAD: m_IdealActivity = ACT_RELOAD; break; case TASK_GRUNT_FACE_TOSS_DIR: break; case TASK_FACE_IDEAL: case TASK_FACE_ENEMY: CMBaseMonster :: StartTask( pTask ); if (pev->movetype == MOVETYPE_FLY) { m_IdealActivity = ACT_GLIDE; } break; default: CMBaseMonster :: StartTask( pTask ); break; } } //========================================================= // RunTask //========================================================= void CMHGrunt :: RunTask ( Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_GRUNT_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; } default: { CMBaseMonster :: RunTask( pTask ); break; } } } //========================================================= // PainSound //========================================================= void CMHGrunt :: PainSound ( void ) { if ( gpGlobals->time > m_flNextPainTime ) { #if 0 if ( RANDOM_LONG(0,99) < 5 ) { // pain sentences are rare if (FOkToSpeak()) { SENTENCEG_PlayRndSz(ENT(pev), "HG_PAIN", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, PITCH_NORM); JustSpoke(); return; } } #endif switch ( RANDOM_LONG(0,6) ) { case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain3.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain4.wav", 1, ATTN_NORM ); break; case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain5.wav", 1, ATTN_NORM ); break; case 3: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain1.wav", 1, ATTN_NORM ); break; case 4: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain2.wav", 1, ATTN_NORM ); break; } m_flNextPainTime = gpGlobals->time + 1; } } //========================================================= // DeathSound //========================================================= void CMHGrunt :: DeathSound ( void ) { switch ( RANDOM_LONG(0,2) ) { case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die1.wav", 1, ATTN_IDLE ); break; case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die2.wav", 1, ATTN_IDLE ); break; case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die3.wav", 1, ATTN_IDLE ); break; } } //========================================================= // AI Schedules Specific to this monster //========================================================= //========================================================= // GruntFail //========================================================= Task_t tlGruntFail[] = { { TASK_STOP_MOVING, 0 }, { TASK_SET_ACTIVITY, (float)ACT_IDLE }, { TASK_WAIT, (float)2 }, { TASK_WAIT_PVS, (float)0 }, }; Schedule_t slGruntFail[] = { { tlGruntFail, ARRAYSIZE ( tlGruntFail ), bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK2, 0, "Grunt Fail" }, }; //========================================================= // Grunt Combat Fail //========================================================= Task_t tlGruntCombatFail[] = { { TASK_STOP_MOVING, 0 }, { TASK_SET_ACTIVITY, (float)ACT_IDLE }, { TASK_WAIT_FACE_ENEMY, (float)2 }, { TASK_WAIT_PVS, (float)0 }, }; Schedule_t slGruntCombatFail[] = { { tlGruntCombatFail, ARRAYSIZE ( tlGruntCombatFail ), bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2, 0, "Grunt Combat Fail" }, }; //========================================================= // Victory dance! //========================================================= Task_t tlGruntVictoryDance[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_WAIT, (float)1.5 }, { TASK_GET_PATH_TO_ENEMY_CORPSE, (float)0 }, { TASK_WALK_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, }; Schedule_t slGruntVictoryDance[] = { { tlGruntVictoryDance, ARRAYSIZE ( tlGruntVictoryDance ), bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "GruntVictoryDance" }, }; //========================================================= // Establish line of fire - move to a position that allows // the grunt to attack. //========================================================= Task_t tlGruntEstablishLineOfFire[] = { { TASK_SET_FAIL_SCHEDULE, (float)SCHED_GRUNT_ELOF_FAIL }, { TASK_GET_PATH_TO_ENEMY, (float)0 }, { TASK_GRUNT_SPEAK_SENTENCE,(float)0 }, { TASK_RUN_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, }; Schedule_t slGruntEstablishLineOfFire[] = { { tlGruntEstablishLineOfFire, ARRAYSIZE ( tlGruntEstablishLineOfFire ), bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD | bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK2 | bits_COND_HEAR_SOUND, 0, "GruntEstablishLineOfFire" }, }; //========================================================= // GruntFoundEnemy - grunt established sight with an enemy // that was hiding from the squad. //========================================================= Task_t tlGruntFoundEnemy[] = { { TASK_STOP_MOVING, 0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_SIGNAL1 }, }; Schedule_t slGruntFoundEnemy[] = { { tlGruntFoundEnemy, ARRAYSIZE ( tlGruntFoundEnemy ), bits_COND_HEAR_SOUND, 0, "GruntFoundEnemy" }, }; //========================================================= // GruntCombatFace Schedule //========================================================= Task_t tlGruntCombatFace1[] = { { TASK_STOP_MOVING, 0 }, { TASK_SET_ACTIVITY, (float)ACT_IDLE }, { TASK_FACE_ENEMY, (float)0 }, { TASK_WAIT, (float)1.5 }, { TASK_SET_SCHEDULE, (float)SCHED_GRUNT_SWEEP }, }; Schedule_t slGruntCombatFace[] = { { tlGruntCombatFace1, ARRAYSIZE ( tlGruntCombatFace1 ), bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD | bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2, 0, "Combat Face" }, }; //========================================================= // Suppressing fire - don't stop shooting until the clip is // empty or grunt gets hurt. //========================================================= Task_t tlGruntSignalSuppress[] = { { TASK_STOP_MOVING, 0 }, { TASK_FACE_IDEAL, (float)0 }, { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, }; Schedule_t slGruntSignalSuppress[] = { { tlGruntSignalSuppress, ARRAYSIZE ( tlGruntSignalSuppress ), bits_COND_ENEMY_DEAD | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND | bits_COND_GRUNT_NOFIRE | bits_COND_NO_AMMO_LOADED, 0, "SignalSuppress" }, }; Task_t tlGruntSuppress[] = { { TASK_STOP_MOVING, 0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, }; Schedule_t slGruntSuppress[] = { { tlGruntSuppress, ARRAYSIZE ( tlGruntSuppress ), bits_COND_ENEMY_DEAD | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND | bits_COND_GRUNT_NOFIRE | bits_COND_NO_AMMO_LOADED, 0, "Suppress" }, }; //========================================================= // grunt wait in cover - we don't allow danger or the ability // to attack to break a grunt's run to cover schedule, but // when a grunt is in cover, we do want them to attack if they can. //========================================================= Task_t tlGruntWaitInCover[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_SET_ACTIVITY, (float)ACT_IDLE }, { TASK_WAIT_FACE_ENEMY, (float)1 }, }; Schedule_t slGruntWaitInCover[] = { { tlGruntWaitInCover, ARRAYSIZE ( tlGruntWaitInCover ), bits_COND_NEW_ENEMY | bits_COND_HEAR_SOUND | bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK2, 0, "GruntWaitInCover" }, }; //========================================================= // run to cover. // !!!BUGBUG - set a decent fail schedule here. //========================================================= Task_t tlGruntTakeCover1[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_SET_FAIL_SCHEDULE, (float)SCHED_GRUNT_TAKECOVER_FAILED }, { TASK_WAIT, (float)0.2 }, { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, { TASK_GRUNT_SPEAK_SENTENCE, (float)0 }, { TASK_RUN_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, { TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY }, }; Schedule_t slGruntTakeCover[] = { { tlGruntTakeCover1, ARRAYSIZE ( tlGruntTakeCover1 ), 0, 0, "TakeCover" }, }; //========================================================= // drop grenade then run to cover. //========================================================= Task_t tlGruntGrenadeCover1[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_FIND_COVER_FROM_ENEMY, (float)99 }, { TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384 }, { TASK_PLAY_SEQUENCE, (float)ACT_SPECIAL_ATTACK1 }, { TASK_CLEAR_MOVE_WAIT, (float)0 }, { TASK_RUN_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, { TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY }, }; Schedule_t slGruntGrenadeCover[] = { { tlGruntGrenadeCover1, ARRAYSIZE ( tlGruntGrenadeCover1 ), 0, 0, "GrenadeCover" }, }; //========================================================= // drop grenade then run to cover. //========================================================= Task_t tlGruntTossGrenadeCover1[] = { { TASK_FACE_ENEMY, (float)0 }, { TASK_RANGE_ATTACK2, (float)0 }, { TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY }, }; Schedule_t slGruntTossGrenadeCover[] = { { tlGruntTossGrenadeCover1, ARRAYSIZE ( tlGruntTossGrenadeCover1 ), 0, 0, "TossGrenadeCover" }, }; //========================================================= // hide from the loudest sound source (to run from grenade) //========================================================= Task_t tlGruntTakeCoverFromBestSound[] = { { TASK_SET_FAIL_SCHEDULE, (float)SCHED_COWER },// duck and cover if cannot move from explosion { TASK_STOP_MOVING, (float)0 }, { TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 }, { TASK_RUN_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, { TASK_TURN_LEFT, (float)179 }, }; Schedule_t slGruntTakeCoverFromBestSound[] = { { tlGruntTakeCoverFromBestSound, ARRAYSIZE ( tlGruntTakeCoverFromBestSound ), 0, 0, "GruntTakeCoverFromBestSound" }, }; //========================================================= // Grunt reload schedule //========================================================= Task_t tlGruntHideReload[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_SET_FAIL_SCHEDULE, (float)SCHED_RELOAD }, { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, { TASK_RUN_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, { TASK_FACE_ENEMY, (float)0 }, { TASK_PLAY_SEQUENCE, (float)ACT_RELOAD }, }; Schedule_t slGruntHideReload[] = { { tlGruntHideReload, ARRAYSIZE ( tlGruntHideReload ), bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND, 0, "GruntHideReload" } }; //========================================================= // Do a turning sweep of the area //========================================================= Task_t tlGruntSweep[] = { { TASK_TURN_LEFT, (float)179 }, { TASK_WAIT, (float)1 }, { TASK_TURN_LEFT, (float)179 }, { TASK_WAIT, (float)1 }, }; Schedule_t slGruntSweep[] = { { tlGruntSweep, ARRAYSIZE ( tlGruntSweep ), bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_HEAR_SOUND, 0, "Grunt Sweep" }, }; //========================================================= // primary range attack. Overriden because base class stops attacking when the enemy is occluded. // grunt's grenade toss requires the enemy be occluded. //========================================================= Task_t tlGruntRangeAttack1A[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, }; Schedule_t slGruntRangeAttack1A[] = { { tlGruntRangeAttack1A, ARRAYSIZE ( tlGruntRangeAttack1A ), bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD | bits_COND_HEAVY_DAMAGE | bits_COND_ENEMY_OCCLUDED | bits_COND_HEAR_SOUND | bits_COND_GRUNT_NOFIRE | bits_COND_NO_AMMO_LOADED, 0, "Range Attack1A" }, }; //========================================================= // primary range attack. Overriden because base class stops attacking when the enemy is occluded. // grunt's grenade toss requires the enemy be occluded. //========================================================= Task_t tlGruntRangeAttack1B[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, }; Schedule_t slGruntRangeAttack1B[] = { { tlGruntRangeAttack1B, ARRAYSIZE ( tlGruntRangeAttack1B ), bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD | bits_COND_HEAVY_DAMAGE | bits_COND_ENEMY_OCCLUDED | bits_COND_NO_AMMO_LOADED | bits_COND_GRUNT_NOFIRE | bits_COND_HEAR_SOUND, 0, "Range Attack1B" }, }; //========================================================= // secondary range attack. Overriden because base class stops attacking when the enemy is occluded. // grunt's grenade toss requires the enemy be occluded. //========================================================= Task_t tlGruntRangeAttack2[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_GRUNT_FACE_TOSS_DIR, (float)0 }, { TASK_PLAY_SEQUENCE, (float)ACT_RANGE_ATTACK2 }, { TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY },// don't run immediately after throwing grenade. }; Schedule_t slGruntRangeAttack2[] = { { tlGruntRangeAttack2, ARRAYSIZE ( tlGruntRangeAttack2 ), 0, 0, "RangeAttack2" }, }; //========================================================= // repel //========================================================= Task_t tlGruntRepel[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_FACE_IDEAL, (float)0 }, { TASK_PLAY_SEQUENCE, (float)ACT_GLIDE }, }; Schedule_t slGruntRepel[] = { { tlGruntRepel, ARRAYSIZE ( tlGruntRepel ), bits_COND_SEE_ENEMY | bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND, 0, "Repel" }, }; //========================================================= // repel //========================================================= Task_t tlGruntRepelAttack[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_PLAY_SEQUENCE, (float)ACT_FLY }, }; Schedule_t slGruntRepelAttack[] = { { tlGruntRepelAttack, ARRAYSIZE ( tlGruntRepelAttack ), bits_COND_ENEMY_OCCLUDED, 0, "Repel Attack" }, }; //========================================================= // repel land //========================================================= Task_t tlGruntRepelLand[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_PLAY_SEQUENCE, (float)ACT_LAND }, { TASK_GET_PATH_TO_LASTPOSITION,(float)0 }, { TASK_RUN_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, { TASK_CLEAR_LASTPOSITION, (float)0 }, }; Schedule_t slGruntRepelLand[] = { { tlGruntRepelLand, ARRAYSIZE ( tlGruntRepelLand ), bits_COND_SEE_ENEMY | bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND, 0, "Repel Land" }, }; //========================================================= // Chase enemy failure schedule //========================================================= Task_t tlGruntChaseEnemyFailed[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_WAIT, (float)0.2 }, { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, { TASK_RUN_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, // { TASK_TURN_LEFT, (float)179 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_WAIT, (float)1 }, }; Schedule_t slGruntChaseEnemyFailed[] = { { tlGruntChaseEnemyFailed, ARRAYSIZE ( tlGruntChaseEnemyFailed ), bits_COND_NEW_ENEMY | bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK2 | bits_COND_HEAR_SOUND, 0, "GruntChaseEnemyFailed" }, }; DEFINE_CUSTOM_SCHEDULES( CMHGrunt ) { slGruntFail, slGruntCombatFail, slGruntVictoryDance, slGruntEstablishLineOfFire, slGruntFoundEnemy, slGruntCombatFace, slGruntSignalSuppress, slGruntSuppress, slGruntWaitInCover, slGruntTakeCover, slGruntGrenadeCover, slGruntTossGrenadeCover, slGruntTakeCoverFromBestSound, slGruntHideReload, slGruntSweep, slGruntRangeAttack1A, slGruntRangeAttack1B, slGruntRangeAttack2, slGruntRepel, slGruntRepelAttack, slGruntRepelLand, slGruntChaseEnemyFailed, }; IMPLEMENT_CUSTOM_SCHEDULES( CMHGrunt, CMBaseMonster ); //========================================================= // SetActivity //========================================================= void CMHGrunt :: SetActivity ( Activity NewActivity ) { int iSequence = ACTIVITY_NOT_AVAILABLE; void *pmodel = GET_MODEL_PTR( ENT(pev) ); switch ( NewActivity) { case ACT_RANGE_ATTACK1: // grunt is either shooting standing or shooting crouched if (FBitSet( pev->weapons, HGRUNT_9MMAR)) { if ( m_fStanding ) { // get aimable sequence iSequence = LookupSequence( "standing_mp5" ); } else { // get crouching shoot iSequence = LookupSequence( "crouching_mp5" ); } } 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 & HGRUNT_HANDGRENADE ) { // get toss anim iSequence = LookupSequence( "throwgrenade" ); } else { // get launch anim iSequence = LookupSequence( "launchgrenade" ); } break; case ACT_RUN: if ( pev->health <= HGRUNT_LIMP_HEALTH ) { // limp! iSequence = LookupActivity ( ACT_RUN_HURT ); } else { iSequence = LookupActivity ( NewActivity ); } break; case ACT_WALK: if ( pev->health <= HGRUNT_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; 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) } } //========================================================= // Get Schedule! //========================================================= Schedule_t *CMHGrunt :: GetSchedule( void ) { // clear old sentence m_iSentence = HGRUNT_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_GRUNT_REPEL_LAND ); } else { // repel down a rope, if ( m_MonsterState == MONSTERSTATE_COMBAT ) return GetScheduleOfType ( SCHED_GRUNT_REPEL_ATTACK ); else return GetScheduleOfType ( SCHED_GRUNT_REPEL ); } } 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 CMBaseMonster :: GetSchedule(); } // new enemy if ( HasConditions(bits_COND_NEW_ENEMY) ) { // none of this should take place as CSquadMonster functions were completely stripped. -Giegue /* { { //!!!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) && UTIL_IsPlayer(m_hEnemy)) // player SENTENCEG_PlayRndSz( ENT(pev), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_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), "HG_MONST", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); JustSpoke(); } if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) { return GetScheduleOfType ( SCHED_GRUNT_SUPPRESS ); } else { return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ); } } } */ } // no ammo else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) ) { //!!!KELLY - this individual just realized he's out of bullet ammo. // He's going to try to find cover to run to and reload, but rarely, if // none is available, he'll drop and reload in the open here. return GetScheduleOfType ( SCHED_GRUNT_COVER_AND_RELOAD ); } // damaged just a little else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) ) { // if hurt: // 90% chance of taking cover // 10% chance of flinch. int iPercent = RANDOM_LONG(0,99); if ( iPercent <= 90 && m_hEnemy != 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 = HGRUNT_SENT_COVER; //JustSpoke(); } return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); } else { return GetScheduleOfType( SCHED_SMALL_FLINCH ); } } // can kick else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) ) { return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ); } // can grenade launch else if ( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) ) { // shoot a grenade if you can return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); } // can shoot else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) { // lack of CSquadMonster functionality makes hgrunt behave erraticaly as is removes // core conditions to make them attack (OccupySlot). -Giegue // check if a grenade can be thrown, otherwise force weapon fire. if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) ) { // throw a grenade if can and no engage slots are available return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); } else { return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); // hide! //return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); } } // can't see enemy else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) ) { // missing CSquadMonster functions means that the monster will stand still if its enemy is out of sight // and if it is impossible to throw a grenade. force it to chase the enemy if attack isn't possible // -Giegue if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) ) { //!!!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), "HG_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); JustSpoke(); } return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); } else { return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ); } /* else { //!!!KELLY - grunt is going to stay put for a couple seconds to see if // the enemy wanders back out into the open, or approaches the // grunt's covered position. Good place for a taunt, I guess? if (FOkToSpeak() && RANDOM_LONG(0,1)) { SENTENCEG_PlayRndSz( ENT(pev), "HG_TAUNT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); JustSpoke(); } return GetScheduleOfType( SCHED_STANDOFF ); } */ } if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) { return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ); } } } // no special cases here, call the base class return CMBaseMonster :: GetSchedule(); } //========================================================= //========================================================= Schedule_t* CMHGrunt :: GetScheduleOfType ( int Type ) { switch ( Type ) { case SCHED_TAKE_COVER_FROM_ENEMY: { { if ( RANDOM_LONG(0,1) ) { return &slGruntTakeCover[ 0 ]; } else { return &slGruntGrenadeCover[ 0 ]; } } } case SCHED_TAKE_COVER_FROM_BEST_SOUND: { return &slGruntTakeCoverFromBestSound[ 0 ]; } case SCHED_GRUNT_TAKECOVER_FAILED: { if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) { return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); } return GetScheduleOfType ( SCHED_FAIL ); } break; case SCHED_GRUNT_ELOF_FAIL: { // human grunt is unable to move to a position that allows him to attack the enemy. return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ); } break; case SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE: { return &slGruntEstablishLineOfFire[ 0 ]; } break; case SCHED_RANGE_ATTACK1: { // randomly stand or crouch if (RANDOM_LONG(0,9) == 0) m_fStanding = RANDOM_LONG(0,1); if (m_fStanding) return &slGruntRangeAttack1B[ 0 ]; else return &slGruntRangeAttack1A[ 0 ]; } case SCHED_RANGE_ATTACK2: { return &slGruntRangeAttack2[ 0 ]; } case SCHED_COMBAT_FACE: { return &slGruntCombatFace[ 0 ]; } case SCHED_GRUNT_WAIT_FACE_ENEMY: { return &slGruntWaitInCover[ 0 ]; } case SCHED_GRUNT_SWEEP: { return &slGruntSweep[ 0 ]; } case SCHED_GRUNT_COVER_AND_RELOAD: { return &slGruntHideReload[ 0 ]; } case SCHED_GRUNT_FOUND_ENEMY: { return &slGruntFoundEnemy[ 0 ]; } case SCHED_VICTORY_DANCE: { return &slGruntVictoryDance[ 0 ]; } case SCHED_GRUNT_SUPPRESS: { if ( UTIL_IsPlayer(m_hEnemy) && 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_GRUNT_REPEL: { if (pev->velocity.z > -128) pev->velocity.z -= 32; return &slGruntRepel[ 0 ]; } case SCHED_GRUNT_REPEL_ATTACK: { if (pev->velocity.z > -128) pev->velocity.z -= 32; return &slGruntRepelAttack[ 0 ]; } case SCHED_GRUNT_REPEL_LAND: { return &slGruntRepelLand[ 0 ]; } case SCHED_CHASE_ENEMY_FAILED: { // add missing schedule from squadmonster.cpp return &slGruntChaseEnemyFailed[ 0 ]; } default: { return CMBaseMonster :: GetScheduleOfType ( Type ); } } }