//=========================================================
// Opposing Forces Monster Shocktrooper
//
// Made by Demiurge
//
//FGD monster_shocktrooper
//=========================================================
//=========================================================
// Hit groups!
//=========================================================
/*
1 - Head
2 - Stomach
3 - Gun
*/
#include "extdll.h"
#include "plane.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "animation.h"
#include "squadmonster.h"
#include "weapons.h"
#include "talkmonster.h"
#include "soundent.h"
#include "effects.h"
#include "customentity.h"
#include "shock.h"
int g_fTrooperQuestion; // true if an idle Trooper asked a question. Cleared when someone answers.
extern DLL_GLOBAL int g_iSkillLevel;
//=========================================================
// monster-specific DEFINE's
//=========================================================
#define TROOPER_CLIP_SIZE 8 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
#define TROOPER_VOL 0.35 // volume of grunt sounds
#define TROOPER_ATTN ATTN_NORM // attenutation of grunt sentences
#define STROOPER_LIMP_HEALTH 20
#define STROOPER_DMG_HEADSHOT ( DMG_SHOCK | DMG_CLUB ) // damage types that can kill a grunt with a single headshot.
#define STROOPER_NUM_HEADS 2 // how many grunt heads are there?
#define STROOPER_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
#define STROOPER_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences
#define STROOPER_SHOCK 1
#define STROOPER_SPOREGRENADE 2
#define GUN_SHOCK 1
#define GUN_NONE 2
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define STROOPER_AE_RELOAD ( 2 )
#define STROOPER_AE_KICK ( 3 )
#define STROOPER_AE_BURST1 ( 4 )
#define STROOPER_AE_BURST2 ( 5 )
#define STROOPER_AE_BURST3 ( 6 )
#define STROOPER_AE_GREN_TOSS ( 7 )
#define STROOPER_AE_GREN_DROP ( 9 )
#define STROOPER_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad.
#define STROOPER_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5.
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_TROOPER_SUPPRESS = LAST_COMMON_SCHEDULE + 1,
SCHED_TROOPER_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_TROOPER_COVER_AND_RELOAD,
SCHED_TROOPER_SWEEP,
SCHED_TROOPER_FOUND_ENEMY,
SCHED_TROOPER_WAIT_FACE_ENEMY,
SCHED_TROOPER_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
SCHED_TROOPER_ELOF_FAIL,
};
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_TROOPER_FACE_TOSS_DIR = LAST_COMMON_TASK + 1,
TASK_TROOPER_SPEAK_SENTENCE,
TASK_TROOPER_CHECK_FIRE,
};
//=========================================================
// monster-specific conditions
//=========================================================
#define bits_COND_TROOPER_NOFIRE ( bits_COND_SPECIAL1 )
#define BIG_CHILDCLASS "monster_shockroach"
class CSTrooper : public CSquadMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed ( void );
int Classify ( void );
int ISoundMask ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
BOOL FCanCheckAttacks ( void );
BOOL CheckMeleeAttack1 ( float flDot, float flDist );
BOOL CheckRangeAttack1 ( float flDot, float flDist );
BOOL CheckRangeAttack2 ( float flDot, float flDist );
void CheckAmmo ( void );
void SetActivity ( Activity NewActivity );
void StartTask ( Task_t *pTask );
void RunTask ( Task_t *pTask );
void DeathSound( void );
void PainSound( void );
void IdleSound ( void );
Vector GetGunPosition( void );
void Shoot ( void );
void PrescheduleThink ( void );
// void GibMonster( void );
void Killed( entvars_t *pevAttacker, int iGib );
void SpeakSentence( void );
int Save( CSave &save );
int Restore( CRestore &restore );
CBaseEntity *Kick( void );
Schedule_t *GetSchedule( void );
Schedule_t *GetScheduleOfType ( int Type );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
int IRelationship ( CBaseEntity *pTarget );
BOOL FOkToSpeak( void );
void JustSpoke( void );
CUSTOM_SCHEDULES;
static TYPEDESCRIPTION m_SaveData[];
// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
// not every server frame.
float m_flNextGrenadeCheck;
float m_flNextPainTime;
float m_flLastEnemySightTime;
Vector m_vecTossVelocity;
BOOL m_fThrowGrenade;
BOOL m_fStanding;
BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter.
int m_cClipSize;
int m_voicePitch;
int m_iVgib;
int m_iSentence;
static const char *pTrooperSentences[];
};
LINK_ENTITY_TO_CLASS( monster_shock_trooper, CSTrooper );
TYPEDESCRIPTION CSTrooper::m_SaveData[] =
{
DEFINE_FIELD( CSTrooper, m_flNextGrenadeCheck, FIELD_TIME ),
DEFINE_FIELD( CSTrooper, m_flNextPainTime, FIELD_TIME ),
DEFINE_FIELD( CSTrooper, m_vecTossVelocity, FIELD_VECTOR ),
DEFINE_FIELD( CSTrooper, m_fThrowGrenade, FIELD_BOOLEAN ),
DEFINE_FIELD( CSTrooper, m_fStanding, FIELD_BOOLEAN ),
DEFINE_FIELD( CSTrooper, m_fFirstEncounter, FIELD_BOOLEAN ),
DEFINE_FIELD( CSTrooper, m_cClipSize, FIELD_INTEGER ),
DEFINE_FIELD( CSTrooper, m_voicePitch, FIELD_INTEGER ),
DEFINE_FIELD( CSTrooper, m_iSentence, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CSTrooper, CSquadMonster );
const char *CSTrooper::pTrooperSentences[] =
{
"ST_GREN", // grenade scared grunt
"ST_ALERT", // sees player
"ST_MONSTER", // sees monster
"ST_COVER", // running to cover
"ST_THROW", // about to throw grenade
"ST_CHARGE", // running out to get the enemy
"ST_TAUNT", // say rude things
};
enum
{
STROOPER_SENT_NONE = -1,
STROOPER_SENT_GREN = 0,
STROOPER_SENT_ALERT,
STROOPER_SENT_MONSTER,
STROOPER_SENT_COVER,
STROOPER_SENT_THROW,
STROOPER_SENT_CHARGE,
STROOPER_SENT_TAUNT,
} STROOPER_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 CSTrooper :: SpeakSentence( void )
{
if ( m_iSentence == STROOPER_SENT_NONE )
{
// no sentence cued up.
return;
}
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), pTrooperSentences[ m_iSentence ], STROOPER_SENTENCE_VOLUME, TROOPER_ATTN, 0, m_voicePitch);
JustSpoke();
}
}
//=========================================================
// IRelationship - overridden because Alien Troopers are
// Human Trooper's nemesis.
//=========================================================
int CSTrooper::IRelationship ( CBaseEntity *pTarget )
{
if ( FClassnameIs( pTarget->pev, "monster_alien_grunt" ) || ( FClassnameIs( pTarget->pev, "monster_gargantua" ) ) || ( FClassnameIs( pTarget->pev, "monster_gargantua_friend" ) ) || ( FClassnameIs( pTarget->pev, "monster_babygarg" ) ) || ( FClassnameIs( pTarget->pev, "monster_babygarg_friend" ) ) )
{
return R_NM;
}
return CSquadMonster::IRelationship( pTarget );
}
//=========================================================
// GibMonster - make gun fly through the air.
//=========================================================
/*void CSTrooper :: GibMonster ( void )
{
Vector vecGunPos;
Vector vecGunAngles;
if ( GetBodygroup( 2 ) != 2 )
{// throw a gun if the grunt has one
GetAttachment( 0, vecGunPos, vecGunAngles );
//DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles );
CBaseEntity *pChild = CBaseEntity::Create( "monster_shockroach", pev->origin, pev->angles, edict() );
}
Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
// gibs
vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
WRITE_BYTE( TE_BREAKMODEL);
// position
WRITE_COORD( vecSpot.x );
WRITE_COORD( vecSpot.y );
WRITE_COORD( vecSpot.z );
// size
WRITE_COORD( 100 );
WRITE_COORD( 100 );
WRITE_COORD( 32 );
// velocity
WRITE_COORD( 0 );
WRITE_COORD( 0 );
WRITE_COORD( 200 );
// randomization
WRITE_BYTE( 8 );
// Model
WRITE_SHORT( m_iVgib ); //model id#
// # of shards
WRITE_BYTE( 8 );
// duration
WRITE_BYTE( 200 );// 10.0 seconds
// flags
WRITE_BYTE( BREAK_FLESH );
MESSAGE_END();
SetThink( SUB_Remove );
pev->nextthink = gpGlobals->time + 0.1;
CBaseMonster :: GibMonster();
}*/
//=========================================================
// ISoundMask - Overidden for human grunts because they
// hear the DANGER sound that is made by hand grenades and
// other dangerous items.
//=========================================================
int CSTrooper :: ISoundMask ( void )
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER |
bits_SOUND_DANGER;
}
//=========================================================
// someone else is talking - don't speak
//=========================================================
BOOL CSTrooper :: FOkToSpeak( void )
{
// if someone else is talking, don't speak
if (gpGlobals->time <= CTalkMonster::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 CSTrooper :: JustSpoke( void )
{
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0);
m_iSentence = STROOPER_SENT_NONE;
}
//=========================================================
// PrescheduleThink - this function runs after conditions
// are collected and before scheduling code is run.
//=========================================================
void CSTrooper :: PrescheduleThink ( void )
{
if ( InSquad() && m_hEnemy != NULL )
{
if ( HasConditions ( bits_COND_SEE_ENEMY ) )
{
// update the squad's last enemy sighting time.
MySquadLeader()->m_flLastEnemySightTime = gpGlobals->time;
}
else
{
if ( gpGlobals->time - MySquadLeader()->m_flLastEnemySightTime > 5 )
{
// been a while since we've seen the enemy
MySquadLeader()->m_fEnemyEluded = TRUE;
}
}
}
}
//=========================================================
// 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 CSTrooper :: FCanCheckAttacks ( void )
{
if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) )
{
return TRUE;
}
else
{
return FALSE;
}
}
//=========================================================
// CheckMeleeAttack1
//=========================================================
BOOL CSTrooper :: CheckMeleeAttack1 ( float flDot, float flDist )
{
CBaseMonster *pEnemy;
if ( m_hEnemy != NULL )
{
pEnemy = m_hEnemy->MyMonsterPointer();
if ( !pEnemy )
{
return FALSE;
}
}
if ( flDist <= 64 && flDot >= 0.7 &&
pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON )
{
return TRUE;
}
return FALSE;
}
//=========================================================
// CheckRangeAttack1 - overridden for STrooper, cause
// FCanCheckAttacks() doesn't disqualify all attacks based
// on whether or not the enemy is occluded because unlike
// the base class, the STrooper 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 CSTrooper :: CheckRangeAttack1 ( float flDot, float flDist )
{
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() )
{
TraceResult tr;
if ( !m_hEnemy->IsPlayer() && flDist <= 64 )
{
// kick nonclients, but don't shoot at them.
return FALSE;
}
Vector vecSrc = GetGunPosition();
// verify that a bullet fired from the gun will hit the enemy before the world.
UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr);
if ( tr.flFraction == 1.0 )
{
return TRUE;
}
}
return FALSE;
}
//=========================================================
// CheckRangeAttack2 - this checks the Trooper's grenade
// attack.
//=========================================================
BOOL CSTrooper :: CheckRangeAttack2 ( float flDot, float flDist )
{
// if the grunt isn't moving, it's ok to check.
if ( m_flGroundSpeed != 0 )
{
m_fThrowGrenade = FALSE;
return m_fThrowGrenade;
}
// assume things haven't changed too much since last time
if (gpGlobals->time < m_flNextGrenadeCheck )
{
return m_fThrowGrenade;
}
if ( !FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND ) && m_hEnemy->pev->waterlevel == 0 && m_vecEnemyLKP.z > pev->absmax.z )
{
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
// be grenaded.
// don't throw grenades at anything that isn't on the ground!
m_fThrowGrenade = FALSE;
return m_fThrowGrenade;
}
Vector vecTarget;
if (FBitSet( pev->weapons, STROOPER_SPOREGRENADE))
{
// find feet
if (RANDOM_LONG(0,1))
{
// magically know where they are
vecTarget = Vector( m_hEnemy->pev->origin.x, m_hEnemy->pev->origin.y, m_hEnemy->pev->absmin.z );
}
else
{
// toss it to where you last saw them
vecTarget = m_vecEnemyLKP;
}
// vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin);
// estimate position
// vecTarget = vecTarget + m_hEnemy->pev->velocity * 2;
}
else
{
// find target
// vecTarget = m_hEnemy->BodyTarget( pev->origin );
vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin);
// estimate position
if (HasConditions( bits_COND_SEE_ENEMY))
vecTarget = vecTarget + ((vecTarget - pev->origin).Length() / gSkillData.shocktrooperGrenadeSpeed) * m_hEnemy->pev->velocity;
}
// are any of my squad members near the intended grenade impact area?
if ( InSquad() )
{
if (SquadMemberInRange( vecTarget, 256 ))
{
// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
m_fThrowGrenade = FALSE;
}
}
if ( ( vecTarget - pev->origin ).Length2D() <= 256 )
{
// crap, I don't want to blow myself up
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
m_fThrowGrenade = FALSE;
return m_fThrowGrenade;
}
if (FBitSet( pev->weapons, STROOPER_SPOREGRENADE))
{
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.shocktrooperGrenadeSpeed, 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 CSTrooper :: 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 ) == (bitsDamageType & (DMG_SHOCK | 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;
}
CSquadMonster::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 CSTrooper :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
Forget( bits_MEMORY_INCOVER );
return CSquadMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CSTrooper :: 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 CSTrooper :: IdleSound( void )
{
if (FOkToSpeak() && (g_fTrooperQuestion || RANDOM_LONG(0,1)))
{
if (!g_fTrooperQuestion)
{
// ask question or make statement
switch (RANDOM_LONG(0,2))
{
case 0: // check in
SENTENCEG_PlayRndSz(ENT(pev), "ST_CHECK", STROOPER_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
g_fTrooperQuestion = 1;
break;
case 1: // question
SENTENCEG_PlayRndSz(ENT(pev), "ST_QUEST", STROOPER_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
g_fTrooperQuestion = 2;
break;
case 2: // statement
SENTENCEG_PlayRndSz(ENT(pev), "ST_IDLE", STROOPER_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
}
}
else
{
switch (g_fTrooperQuestion)
{
case 1: // check in
SENTENCEG_PlayRndSz(ENT(pev), "ST_CLEAR", STROOPER_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
case 2: // question
SENTENCEG_PlayRndSz(ENT(pev), "ST_ANSWER", STROOPER_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
}
g_fTrooperQuestion = 0;
}
JustSpoke();
}
}
//=========================================================
// CheckAmmo - overridden for the grunt because he actually
// uses ammo! (base class doesn't)
//=========================================================
void CSTrooper :: CheckAmmo ( void )
{
if ( m_cAmmoLoaded <= 0 )
{
SetConditions(bits_COND_NO_AMMO_LOADED);
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CSTrooper :: Classify ( void )
{
return CLASS_ALIEN_MILITARY;
}
//=========================================================
//=========================================================
CBaseEntity *CSTrooper :: 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 )
{
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
return pEntity;
}
return NULL;
}
//=========================================================
// GetGunPosition return the end of the barrel
//=========================================================
Vector CSTrooper :: GetGunPosition( )
{
if (m_fStanding )
{
return pev->origin + Vector( 0, 0, 60 );
}
else
{
return pev->origin + Vector( 0, 0, 48 );
}
}
//=========================================================
// Shoot
//=========================================================
void CSTrooper :: Shoot ( void )
{
if (m_hEnemy == NULL)
{
return;
}
Vector vecGunPos, vecGunDir;
Vector vecDirToEnemy;
Vector angDir;
UTIL_MakeAimVectors ( pev->angles );
m_vecEnemyLKP = m_hEnemy->BodyTarget( pev->origin );
vecDirToEnemy = ( (( m_vecEnemyLKP ) - pev->origin) + gpGlobals->v_up * -25 +gpGlobals->v_right * -20 ).Normalize();
if (m_fStanding )
{
vecDirToEnemy = ( (( m_vecEnemyLKP ) - pev->origin) + gpGlobals->v_up * -50 +gpGlobals->v_right * -10 ).Normalize();
}
vecDirToEnemy.z = vecDirToEnemy.z * -1;
pev->effects |= EF_MUZZLEFLASH;
m_cAmmoLoaded--;// take away a bullet!
GetAttachment( 1, vecGunPos, vecGunDir );
CBaseEntity *pShock = CBaseEntity::Create( "shock", vecGunPos, UTIL_VecToAngles( vecDirToEnemy ), edict() );
UTIL_MakeVectors ( pShock->pev->angles );
pShock->pev->velocity = gpGlobals->v_forward * 1300;
CBaseMonster *pShockMonster = pShock->MyMonsterPointer();
if ( pShockMonster )
{
pShockMonster->m_hEnemy = m_hEnemy;
}
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CSTrooper :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
Vector vecShootDir;
Vector vecShootOrigin;
switch( pEvent->event )
{
case STROOPER_AE_DROP_GUN:
{
Vector vecGunPos;
Vector vecGunAngles;
GetAttachment( 0, vecGunPos, vecGunAngles );
// switch to body group with no gun.
//SetBodygroup( GUN_NONE, GUN_NONE );
pev->body = 1;
// now spawn a gun.
//DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles );
//CBaseEntity *pChild = CBaseEntity::Create( "monster_shockroach", pev->origin, pev->angles, edict() );
}
break;
case STROOPER_AE_RELOAD:
m_cAmmoLoaded = m_cClipSize;
ClearConditions(bits_COND_NO_AMMO_LOADED);
break;
case STROOPER_AE_GREN_TOSS:
{
UTIL_MakeVectors( pev->angles );
// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 );
CSpore::Spore( 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 STROOPER_AE_GREN_DROP:
{
UTIL_MakeVectors( pev->angles );
CSpore::Spore( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 );
}
break;
case STROOPER_AE_BURST1:
{
Shoot();
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "shocktrooper/shock_trooper_attack.wav", 1, ATTN_NORM );
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
}
break;
case STROOPER_AE_BURST2:
case STROOPER_AE_BURST3:
Shoot();
break;
case STROOPER_AE_KICK:
{
CBaseEntity *pHurt = Kick();
if ( pHurt )
{
// SOUND HERE!
UTIL_MakeVectors( pev->angles );
pHurt->pev->punchangle.x = 15;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
pHurt->TakeDamage( pev, pev, gSkillData.shocktrooperDmgKick, DMG_CLUB );
}
}
break;
case STROOPER_AE_CAUGHT_ENEMY:
{
if ( FOkToSpeak() )
{
SENTENCEG_PlayRndSz(ENT(pev), "ST_ALERT", STROOPER_SENTENCE_VOLUME, TROOPER_ATTN, 0, m_voicePitch);
JustSpoke();
}
}
default:
CSquadMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CSTrooper :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/strooper.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_YELLOW;
pev->effects = 0;
pev->health = gSkillData.shocktrooperHealth;
m_flFieldOfView = 0.2;// 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 = STROOPER_SENT_NONE;
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
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 );
pev->weapons = STROOPER_SHOCK | STROOPER_SPOREGRENADE;
m_cClipSize = TROOPER_CLIP_SIZE;
m_cAmmoLoaded = m_cClipSize;
CTalkMonster::g_talkWaitTime = 0;
MonsterInit();
}
void CSTrooper::Killed( entvars_t *pevAttacker, int iGib )
{
CBaseEntity *pChild = CBaseEntity::Create( "monster_shockroach", pev->origin, pev->angles, edict() );
Vector vecSpot = pev->origin + (pev->menade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 );
CSpore::Spore( pev, GetGunPosition(), m_vecTossVelocity, 3.5 );
m_fThrowGrenade = FALSE;
m_flNextGrenadeCheck = gpGlobals->D( vecSpot.y );
WRITE_COORD( vecSpot.z );
// size
WRITE_COORD( 100 );
WRITE_COORD( 100 );
WRITE_COORD( 32 );
// velocity
WRITE_COORD( 0 );
WRITE_COORD( 0 );
WRITE_COOOP:
{
UTIL_MakeVectors( pev->angles );
CSpore::Spore( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 50 );}
break;
case STROOPER_AE_BURST1:
{
Shoot();
// the first round of the three round burst plays the sound and puts a sound in the world sound CBaseMonster::Killed( pevAttacker, iGib );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CSTrooper :: Precache()
{
PRECACHE_MODEL("models/strooper.mdl");
m_iVgib = PRECACHE_MODEL("models/strooper_gibs.mdl");
PRECACHE_SOUND( "shocktrooper/shock_trooper_attack.wav" );
PRECACHE_SOUND( "shocktrooper/shock_trooper_die1.wav" );
PRECACHE_SOUND( "shocktrooper/shock_trooper_die2.wav" );
PRECACHE_SOUND( "shocktrooper/shock_trooper_die3.wav" );
PRECACHE_SOUND( "shocktrooper/shock_trooper_die4.wav" );
PRECACHE_SOUND( "shocktrooper/shock_trooper_pain1.wav" );
PRECACHE_SOUND( "shocktrooper/shock_trooper_pain2.wav" );
PRECACHE_SOUND( "shocktrooper/shock_trooper_pain3.wav" );
PRECACHE_SOUND( "shocktrooper/shock_trooper_pain4.wav" );
PRECACHE_SOUND( "shocktrooper/shock_trooper_pain5.wav" );
PRECACHE_SOUND( "weapons/sbarrel1.wav" );
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
UTIL_PrecacheOther( "shock" );
UTIL_PrecacheOther( "monster_shockroach" );
// get voice pitch
if (RANDOM_LONG(0,1))
m_voicePitch = 109 + RANDOM_LONG(0,7);
else
m_voicePitch = 100;
}
//=========================================================
// start task
//=========================================================
void CSTrooper :: StartTask ( Task_t *pTask )
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch ( pTask->iTask )
{
case TASK_TROOPER_CHECK_FIRE:
if ( !NoFriendlyFire() )
{
SetConditions( bits_COND_TROOPER_NOFIRE );
}
TaskComplete();
break;
case TASK_TROOPER_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 );
CSquadMonster ::StartTask( pTask );
break;
case TASK_RELOAD:
m_IdealActivity = ACT_RELOAD;
break;
case TASK_TROOPER_FACE_TOSS_DIR:
break;
case TASK_FACE_IDEAL:
case TASK_FACE_ENEMY:
CSquadMonster :: StartTask( pTask );
if (pev->movetype == MOVETYPE_FLY)
{
m_IdealActivity = ACT_GLIDE;
}
break;
default:
CSquadMonster :: StartTask( pTask );
break;
}
}
//=========================================================
// RunTask
//=========================================================
void CSTrooper :: RunTask ( Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_TROOPER_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:
{
CSquadMonster :: RunTask( pTask );
break;
}
}
}
//=========================================================
// PainSound
//=========================================================
void CSTrooper :: 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), "ST_PAIN", STROOPER_SENTENCE_VOLUME, ATTN_NORM, 0, PITCH_NORM);
JustSpoke();
return;
}
}
#endif
switch ( RANDOM_LONG(0,6) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_pain3.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_pain4.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_pain5.wav", 1, ATTN_NORM );
break;
case 3:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_pain1.wav", 1, ATTN_NORM );
break;
case 4:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_pain2.wav", 1, ATTN_NORM );
break;
}
m_flNextPainTime = gpGlobals->time + 1;
}
}
//=========================================================
// DeathSound
//=========================================================
void CSTrooper :: DeathSound ( void )
{
switch ( RANDOM_LONG(0,3) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_die1.wav", 1, ATTN_IDLE );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_die2.wav", 1, ATTN_IDLE );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_die3.wav", 1, ATTN_IDLE );
break;
case 3:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_die4.wav", 1, ATTN_IDLE );
break;
}
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
//=========================================================
// TrooperFail
//=========================================================
Task_t tlTrooperFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slTrooperFail[] =
{
{
tlTrooperFail,
ARRAYSIZE ( tlTrooperFail ),
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2,
0,
"Trooper Fail"
},
};
//=========================================================
// Trooper Combat Fail
//=========================================================
Task_t tlTrooperCombatFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slTrooperCombatFail[] =
{
{
tlTrooperCombatFail,
ARRAYSIZE ( tlTrooperCombatFail ),
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2,
0,
"Trooper Combat Fail"
},
};
//=========================================================
// Victory dance!
//=========================================================
Task_t tlTrooperVictoryDance[] =
{
{ 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 slTrooperVictoryDance[] =
{
{
tlTrooperVictoryDance,
ARRAYSIZE ( tlTrooperVictoryDance ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"TrooperVictoryDance"
},
};
//=========================================================
// Establish line of fire - move to a position that allows
// the grunt to attack.
//=========================================================
Task_t tlTrooperEstablishLineOfFire[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_TROOPER_ELOF_FAIL },
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
{ TASK_TROOPER_SPEAK_SENTENCE,(float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slTrooperEstablishLineOfFire[] =
{
{
tlTrooperEstablishLineOfFire,
ARRAYSIZE ( tlTrooperEstablishLineOfFire ),
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,
bits_SOUND_DANGER,
"TrooperEstablishLineOfFire"
},
};
//=========================================================
// TrooperFoundEnemy - grunt established sight with an enemy
// that was hiding from the squad.
//=========================================================
Task_t tlTrooperFoundEnemy[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_SIGNAL1 },
};
Schedule_t slTrooperFoundEnemy[] =
{
{
tlTrooperFoundEnemy,
ARRAYSIZE ( tlTrooperFoundEnemy ),
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"TrooperFoundEnemy"
},
};
//=========================================================
// TrooperCombatFace Schedule
//=========================================================
Task_t tlTrooperCombatFace1[] =
{
{ 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_TROOPER_SWEEP },
};
Schedule_t slTrooperCombatFace[] =
{
{
tlTrooperCombatFace1,
ARRAYSIZE ( tlTrooperCombatFace1 ),
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 tlTrooperSignalSuppress[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TROOPER_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TROOPER_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TROOPER_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TROOPER_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TROOPER_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slTrooperSignalSuppress[] =
{
{
tlTrooperSignalSuppress,
ARRAYSIZE ( tlTrooperSignalSuppress ),
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_TROOPER_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"SignalSuppress"
},
};
Task_t tlTrooperSuppress[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TROOPER_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TROOPER_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TROOPER_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TROOPER_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TROOPER_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slTrooperSuppress[] =
{
{
tlTrooperSuppress,
ARRAYSIZE ( tlTrooperSuppress ),
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_TROOPER_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"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 tlTrooperWaitInCover[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)1 },
};
Schedule_t slTrooperWaitInCover[] =
{
{
tlTrooperWaitInCover,
ARRAYSIZE ( tlTrooperWaitInCover ),
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,
bits_SOUND_DANGER,
"TrooperWaitInCover"
},
};
//=========================================================
// run to cover.
// !!!BUGBUG - set a decent fail schedule here.
//=========================================================
Task_t tlTrooperTakeCover1[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_TROOPER_TAKECOVER_FAILED },
{ TASK_WAIT, (float)0.2 },
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
{ TASK_TROOPER_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_TROOPER_WAIT_FACE_ENEMY },
};
Schedule_t slTrooperTakeCover[] =
{
{
tlTrooperTakeCover1,
ARRAYSIZE ( tlTrooperTakeCover1 ),
0,
0,
"TakeCover"
},
};
//=========================================================
// drop grenade then run to cover.
//=========================================================
Task_t tlTrooperGrenadeCover1[] =
{
{ 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_TROOPER_WAIT_FACE_ENEMY },
};
Schedule_t slTrooperGrenadeCover[] =
{
{
tlTrooperGrenadeCover1,
ARRAYSIZE ( tlTrooperGrenadeCover1 ),
0,
0,
"GrenadeCover"
},
};
//=========================================================
// drop grenade then run to cover.
//=========================================================
Task_t tlTrooperTossGrenadeCover1[] =
{
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_RANGE_ATTACK2, (float)0 },
{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY },
};
Schedule_t slTrooperTossGrenadeCover[] =
{
{
tlTrooperTossGrenadeCover1,
ARRAYSIZE ( tlTrooperTossGrenadeCover1 ),
0,
0,
"TossGrenadeCover"
},
};
//=========================================================
// hide from the loudest sound source (to run from grenade)
//=========================================================
Task_t tlTrooperTakeCoverFromBestSound[] =
{
{ 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 slTrooperTakeCoverFromBestSound[] =
{
{
tlTrooperTakeCoverFromBestSound,
ARRAYSIZE ( tlTrooperTakeCoverFromBestSound ),
0,
0,
"TrooperTakeCoverFromBestSound"
},
};
//=========================================================
// Trooper reload schedule
//=========================================================
Task_t tlTrooperHideReload[] =
{
{ 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 slTrooperHideReload[] =
{
{
tlTrooperHideReload,
ARRAYSIZE ( tlTrooperHideReload ),
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"TrooperHideReload"
}
};
//=========================================================
// Do a turning sweep of the area
//=========================================================
Task_t tlTrooperSweep[] =
{
{ TASK_TURN_LEFT, (float)179 },
{ TASK_WAIT, (float)1 },
{ TASK_TURN_LEFT, (float)179 },
{ TASK_WAIT, (float)1 },
};
Schedule_t slTrooperSweep[] =
{
{
tlTrooperSweep,
ARRAYSIZE ( tlTrooperSweep ),
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,
bits_SOUND_WORLD |// sound flags
bits_SOUND_DANGER |
bits_SOUND_PLAYER,
"Trooper 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 tlTrooperRangeAttack1A[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH },
{ TASK_TROOPER_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TROOPER_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TROOPER_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TROOPER_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slTrooperRangeAttack1A[] =
{
{
tlTrooperRangeAttack1A,
ARRAYSIZE ( tlTrooperRangeAttack1A ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_HEAR_SOUND |
bits_COND_TROOPER_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"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 tlTrooperRangeAttack1B[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY },
{ TASK_TROOPER_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TROOPER_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TROOPER_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TROOPER_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slTrooperRangeAttack1B[] =
{
{
tlTrooperRangeAttack1B,
ARRAYSIZE ( tlTrooperRangeAttack1B ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED |
bits_COND_TROOPER_NOFIRE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"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 tlTrooperRangeAttack2[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_TROOPER_FACE_TOSS_DIR, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_RANGE_ATTACK2 },
{ TASK_SET_SCHEDULE, (float)SCHED_TROOPER_WAIT_FACE_ENEMY },// don't run immediately after throwing grenade.
};
Schedule_t slTrooperRangeAttack2[] =
{
{
tlTrooperRangeAttack2,
ARRAYSIZE ( tlTrooperRangeAttack2 ),
0,
0,
"RangeAttack2"
},
};
DEFINE_CUSTOM_SCHEDULES( CSTrooper )
{
slTrooperFail,
slTrooperCombatFail,
slTrooperVictoryDance,
slTrooperEstablishLineOfFire,
slTrooperFoundEnemy,
slTrooperCombatFace,
slTrooperSignalSuppress,
slTrooperSuppress,
slTrooperWaitInCover,
slTrooperTakeCover,
slTrooperGrenadeCover,
slTrooperTossGrenadeCover,
slTrooperTakeCoverFromBestSound,
slTrooperHideReload,
slTrooperSweep,
slTrooperRangeAttack1A,
slTrooperRangeAttack1B,
slTrooperRangeAttack2,
};
IMPLEMENT_CUSTOM_SCHEDULES( CSTrooper, CSquadMonster );
//=========================================================
// SetActivity
//=========================================================
void CSTrooper :: 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 ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence( "standing_mp5" );
}
else
{
// get crouching shoot
iSequence = LookupSequence( "crouching_mp5" );
}
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
// get toss anim
iSequence = LookupSequence( "throwgrenade" );
break;
case ACT_RUN:
if ( pev->health <= STROOPER_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_RUN_HURT );
}
else
{
iSequence = LookupActivity ( NewActivity );
}
break;
case ACT_WALK:
if ( pev->health <= STROOPER_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 *CSTrooper :: GetSchedule( void )
{
// clear old sentence
m_iSentence = STROOPER_SENT_NONE;
// grunts place HIGH priority on running away from danger sounds.
if ( HasConditions(bits_COND_HEAR_SOUND) )
{
CSound *pSound;
pSound = PBestSound();
ASSERT( pSound != NULL );
if ( pSound)
{
if (pSound->m_iType & bits_SOUND_DANGER)
{
// dangerous sound nearby!
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby,
// and the grunt should find cover from the blast
// good place for "SHIT!" or some other colorful verbal indicator of dismay.
// It's not safe to play a verbal order here "Scatter", etc cause
// this may only affect a single individual in a squad.
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), "ST_GREN", STROOPER_SENTENCE_VOLUME, TROOPER_ATTN, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
}
/*
if (!HasConditions( bits_COND_SEE_ENEMY ) && ( pSound->m_iType & (bits_SOUND_PLAYER | bits_SOUND_COMBAT) ))
{
MakeIdealYaw( pSound->m_vecOrigin );
}
*/
}
}
switch ( m_MonsterState )
{
case MONSTERSTATE_COMBAT:
{
// dead enemy
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster :: GetSchedule();
}
// new enemy
if ( HasConditions(bits_COND_NEW_ENEMY) )
{
if ( InSquad() )
{
MySquadLeader()->m_fEnemyEluded = FALSE;
if ( !IsLeader() )
{
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
}
else
{
//!!!KELLY - the leader of a squad of grunts has just seen the player or a
// monster and has made it the squad's enemy. You
// can check pev->flags for FL_CLIENT to determine whether this is the player
// or a monster. He's going to immediately start
// firing, though. If you'd like, we can make an alternate "first sight"
// schedule where the leader plays a handsign anim
// that gives us enough time to hear a short sentence or spoken command
// before he starts pluggin away.
if (FOkToSpeak())// && RANDOM_LONG(0,1))
{
if ((m_hEnemy != NULL) && m_hEnemy->IsPlayer())
// player
SENTENCEG_PlayRndSz( ENT(pev), "ST_ALERT", STROOPER_SENTENCE_VOLUME, TROOPER_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), "ST_MONST", STROOPER_SENTENCE_VOLUME, TROOPER_ATTN, 0, m_voicePitch);
JustSpoke();
}
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_TROOPER_SUPPRESS );
}
else
{
return GetScheduleOfType ( SCHED_TROOPER_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_TROOPER_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), "ST_COVER", STROOPER_SENTENCE_VOLUME, TROOPER_ATTN, 0, m_voicePitch);
m_iSentence = STROOPER_SENT_COVER;
//JustSpoke();
}
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
else
{
return GetScheduleOfType( SCHED_SMALL_FLINCH );
}
}
// can kick
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
}
// can shoot
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
if ( InSquad() )
{
// if the enemy has eluded the squad and a squad member has just located the enemy
// and the enemy does not see the squad member, issue a call to the squad to waste a
// little time and give the player a chance to turn.
if ( MySquadLeader()->m_fEnemyEluded && !HasConditions ( bits_COND_ENEMY_FACING_ME ) )
{
MySquadLeader()->m_fEnemyEluded = FALSE;
return GetScheduleOfType ( SCHED_TROOPER_FOUND_ENEMY );
}
}
if ( OccupySlot ( bits_SLOTS_STROOPER_ENGAGE ) )
{
// try to take an available ENGAGE slot
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_STROOPER_GRENADE ) )
{
// throw a grenade if can and no engage slots are available
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
else
{
// hide!
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
}
// can't see enemy
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
{
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_STROOPER_GRENADE ) )
{
//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), "ST_THROW", STROOPER_SENTENCE_VOLUME, TROOPER_ATTN, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
else if ( OccupySlot( bits_SLOTS_STROOPER_ENGAGE ) )
{
//!!!KELLY - grunt cannot see the enemy and has just decided to
// charge the enemy's position.
if (FOkToSpeak())// && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "ST_CHARGE", STROOPER_SENTENCE_VOLUME, TROOPER_ATTN, 0, m_voicePitch);
m_iSentence = STROOPER_SENT_CHARGE;
//JustSpoke();
}
return GetScheduleOfType( SCHED_TROOPER_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), "ST_TAUNT", STROOPER_SENTENCE_VOLUME, TROOPER_ATTN, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType( SCHED_STANDOFF );
}
}
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_TROOPER_ESTABLISH_LINE_OF_FIRE );
}
}
}
// no special cases here, call the base class
return CSquadMonster :: GetSchedule();
}
//=========================================================
//=========================================================
Schedule_t* CSTrooper :: GetScheduleOfType ( int Type )
{
switch ( Type )
{
case SCHED_TAKE_COVER_FROM_ENEMY:
{
if ( InSquad() )
{
if ( g_iSkillLevel == SKILL_HARD && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_STROOPER_GRENADE ) )
{
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), "ST_THROW", STROOPER_SENTENCE_VOLUME, TROOPER_ATTN, 0, m_voicePitch);
JustSpoke();
}
return slTrooperTossGrenadeCover;
}
else
{
return &slTrooperTakeCover[ 0 ];
}
}
else
{
if ( RANDOM_LONG(0,1) )
{
return &slTrooperTakeCover[ 0 ];
}
else
{
return &slTrooperGrenadeCover[ 0 ];
}
}
}
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
{
return &slTrooperTakeCoverFromBestSound[ 0 ];
}
case SCHED_TROOPER_TAKECOVER_FAILED:
{
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_STROOPER_ENGAGE ) )
{
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
return GetScheduleOfType ( SCHED_FAIL );
}
break;
case SCHED_TROOPER_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_TROOPER_ESTABLISH_LINE_OF_FIRE:
{
return &slTrooperEstablishLineOfFire[ 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 &slTrooperRangeAttack1B[ 0 ];
else
return &slTrooperRangeAttack1A[ 0 ];
}
case SCHED_COMBAT_FACE:
{
return &slTrooperCombatFace[ 0 ];
}
case SCHED_TROOPER_WAIT_FACE_ENEMY:
{
return &slTrooperWaitInCover[ 0 ];
}
case SCHED_TROOPER_SWEEP:
{
return &slTrooperSweep[ 0 ];
}
case SCHED_TROOPER_COVER_AND_RELOAD:
{
return &slTrooperHideReload[ 0 ];
}
case SCHED_TROOPER_FOUND_ENEMY:
{
return &slTrooperFoundEnemy[ 0 ];
}
case SCHED_VICTORY_DANCE:
{
if ( InSquad() )
{
if ( !IsLeader() )
{
return &slTrooperFail[ 0 ];
}
}
return &slTrooperVictoryDance[ 0 ];
}
case SCHED_TROOPER_SUPPRESS:
{
if ( m_hEnemy->IsPlayer() && m_fFirstEncounter )
{
m_fFirstEncounter = FALSE;// after first encounter, leader won't issue handsigns anymore when he has a new enemy
return &slTrooperSignalSuppress[ 0 ];
}
else
{
return &slTrooperSuppress[ 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 &slTrooperCombatFail[ 0 ];
}
return &slTrooperFail[ 0 ];
}
default:
{
return CSquadMonster :: GetScheduleOfType ( Type );
}
}
}