hlsdk-xash3d/dlls/cthulhu/cultist.cpp

1997 lines
52 KiB
C++
Executable File

/***
*
* Copyright (c) 1999, 2000 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.
*
****/
//=========================================================
// cultist
//=========================================================
//=========================================================
// Hit groups!
//=========================================================
/*
1 - Head
2 - Stomach
3 - Gun
*/
#include "extdll.h"
#include "util.h"
#include "plane.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"
int g_fCultistQuestion; // true if an idle cultist asked a question. Cleared when someone answers.
extern DLL_GLOBAL int g_iSkillLevel;
//=========================================================
// monster-specific DEFINE's
//=========================================================
#define CULTIST_CLIP_SIZE 6 // how many bullets in a clip?
#define CULTIST_VOL 0.70 // volume of cultist sounds
#define CULTIST_ATTN ATTN_NORM // attenutation of cultist sentences
#define CULTIST_LIMP_HEALTH 20
#define CULTIST_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a cultist with a single headshot.
#define CULTIST_NUM_HEADS 3 // how many cultist heads are there?
#define CULTIST_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
#define CULTIST_SENTENCE_VOLUME (float)0.70 // volume of cultist sentences
#define CULTIST_KNIFE ( 1 << 0)
#define CULTIST_REVOLVER ( 1 << 1)
#define CULTIST_SHOTGUN ( 1 << 2)
#define HEAD_GROUP 1
#define HEAD_GRIM 0
#define HEAD_BEARDY 1
#define HEAD_UGLY 2
#define GUN_GROUP 2
#define GUN_KNIFE 0
#define GUN_REVOLVER 1
#define GUN_SHOTGUN 2
#define GUN_NONE 3
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define CULTIST_AE_RELOAD ( 2 )
#define CULTIST_AE_KICK ( 3 )
#define CULTIST_AE_BURST1 ( 4 )
#define CULTIST_AE_CAUGHT_ENEMY ( 5 ) // cultist established sight with an enemy (player only) that had previously eluded the squad.
#define CULTIST_AE_DROP_GUN ( 6 ) // cultist (probably dead) is dropping his mp5.
#define CULTIST_AE_KNIFE ( 7 )
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_CULTIST_SUPPRESS = LAST_COMMON_SCHEDULE + 1,
SCHED_CULTIST_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_CULTIST_COVER_AND_RELOAD,
SCHED_CULTIST_SWEEP,
SCHED_CULTIST_FOUND_ENEMY,
SCHED_CULTIST_WAIT_FACE_ENEMY,
SCHED_CULTIST_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
SCHED_CULTIST_ELOF_FAIL,
};
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_CULTIST_FACE_TOSS_DIR = LAST_COMMON_TASK + 1,
TASK_CULTIST_SPEAK_SENTENCE,
TASK_CULTIST_CHECK_FIRE,
};
//=========================================================
// monster-specific conditions
//=========================================================
#define bits_COND_CULTIST_NOFIRE ( bits_COND_SPECIAL1 )
#include "cultist.h"
LINK_ENTITY_TO_CLASS( monster_cultist, CCultist );
TYPEDESCRIPTION CCultist::m_SaveData[] =
{
DEFINE_FIELD( CCultist, m_flNextPainTime, FIELD_TIME ),
// DEFINE_FIELD( CCultist, m_flLastEnemySightTime, FIELD_TIME ), // don't save, go to zero
DEFINE_FIELD( CCultist, m_fStanding, FIELD_BOOLEAN ),
DEFINE_FIELD( CCultist, m_fFirstEncounter, FIELD_BOOLEAN ),
DEFINE_FIELD( CCultist, m_cClipSize, FIELD_INTEGER ),
DEFINE_FIELD( CCultist, m_voicePitch, FIELD_INTEGER ),
// DEFINE_FIELD( CShotgun, m_iBrassShell, FIELD_INTEGER ),
// DEFINE_FIELD( CShotgun, m_iShotgunShell, FIELD_INTEGER ),
DEFINE_FIELD( CCultist, m_iSentence, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CCultist, CSquadMonster );
const char *CCultist::pCultistSentences[] =
{
"CULT_GREN", // grenade scared cultist
"CULT_ALERT", // sees player
"CULT_COVER", // running to cover
"CULT_CHARGE", // running out to get the enemy
"CULT_TAUNT", // say rude things
};
enum
{
CULTIST_SENT_NONE = -1,
CULTIST_SENT_GREN = 0,
CULTIST_SENT_ALERT,
CULTIST_SENT_COVER,
CULTIST_SENT_CHARGE,
CULTIST_SENT_TAUNT,
} CULTIST_SENTENCE_TYPES;
//=========================================================
// Speak Sentence - say your cued up sentence.
//
// Some cultist sentences (take cover and charge) rely on actually
// being able to execute the intended action. It's really lame
// when a cultist 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 cultist has
// started moving.
//=========================================================
void CCultist :: SpeakSentence( void )
{
if ( m_iSentence == CULTIST_SENT_NONE )
{
// no sentence cued up.
return;
}
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), pCultistSentences[ m_iSentence ], CULTIST_SENTENCE_VOLUME, CULTIST_ATTN, 0, m_voicePitch);
JustSpoke();
}
}
//=========================================================
// GibMonster - make gun fly through the air.
//=========================================================
void CCultist :: GibMonster ( void )
{
Vector vecGunPos;
Vector vecGunAngles;
if (( GetBodygroup( GUN_GROUP ) != GUN_NONE ) && !(pev->spawnflags & SF_MONSTER_NO_WPN_DROP))
{// throw a gun if the cultist has one
GetAttachment( 0, vecGunPos, vecGunAngles );
CBaseEntity *pGun;
if (FBitSet( pev->weapons, CULTIST_SHOTGUN ))
{
pGun = DropItem( "weapon_shotgun", vecGunPos, vecGunAngles );
}
else if (FBitSet( pev->weapons, CULTIST_REVOLVER ))
{
pGun = DropItem( "weapon_revolver", vecGunPos, vecGunAngles );
}
else
{
pGun = DropItem( "weapon_knife", vecGunPos, vecGunAngles );
}
if ( pGun )
{
pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
}
}
CBaseMonster :: GibMonster();
}
//=========================================================
// ISoundMask - Overidden for human cultists because they
// hear the DANGER sound that is made by hand grenades and
// other dangerous items.
//=========================================================
int CCultist :: ISoundMask ( void )
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER |
bits_SOUND_DANGER;
}
//=========================================================
// someone else is talking - don't speak
//=========================================================
BOOL CCultist :: 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 CCultist :: JustSpoke( void )
{
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0);
m_iSentence = CULTIST_SENT_NONE;
}
//=========================================================
// PrescheduleThink - this function runs after conditions
// are collected and before scheduling code is run.
//=========================================================
void CCultist :: 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.
//=========================================================
BOOL CCultist :: FCanCheckAttacks ( void )
{
if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) )
{
return TRUE;
}
else
{
return FALSE;
}
}
//=========================================================
// CheckMeleeAttack1
//=========================================================
BOOL CCultist :: CheckMeleeAttack1 ( float flDot, float flDist )
{
CBaseMonster *pEnemy;
if ( m_hEnemy != NULL )
{
pEnemy = m_hEnemy->MyMonsterPointer();
if ( !pEnemy )
{
return FALSE;
}
}
if (!FBitSet( pev->weapons, CULTIST_KNIFE ))
{
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 cultists.
//=========================================================
BOOL CCultist :: CheckRangeAttack1 ( float flDot, float flDist )
{
if (FBitSet( pev->weapons, CULTIST_KNIFE ))
{
return FALSE;
}
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 cultists's (non-existant) second range
// attack.
//=========================================================
BOOL CCultist :: CheckRangeAttack2 ( float flDot, float flDist )
{
return FALSE;
}
//=========================================================
// TraceAttack - make sure we're not taking it in the helmet
//=========================================================
void CCultist :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
// check for helmet shot
if (ptr->iHitgroup == 11)
{
// it's head shot anyways
ptr->iHitgroup = HITGROUP_HEAD;
}
CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
//=========================================================
// TakeDamage - overridden for the cultist because the cultist
// needs to forget that he is in cover if he's hurt. (Obviously
// not in a safe place anymore).
//=========================================================
int CCultist :: 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 CCultist :: 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 CCultist :: IdleSound( void )
{
if (FOkToSpeak() && (g_fCultistQuestion || RANDOM_LONG(0,1)))
{
if (!g_fCultistQuestion)
{
// ask question or make statement
switch (RANDOM_LONG(0,2))
{
case 0: // check in
SENTENCEG_PlayRndSz(ENT(pev), "CULT_CHECK", CULTIST_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
g_fCultistQuestion = 1;
break;
case 1: // question
SENTENCEG_PlayRndSz(ENT(pev), "CULT_QUEST", CULTIST_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
g_fCultistQuestion = 2;
break;
case 2: // statement
SENTENCEG_PlayRndSz(ENT(pev), "CULT_IDLE", CULTIST_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
}
}
else
{
switch (g_fCultistQuestion)
{
case 1: // check in
SENTENCEG_PlayRndSz(ENT(pev), "CULT_CLEAR", CULTIST_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
case 2: // question
SENTENCEG_PlayRndSz(ENT(pev), "CULT_ANSWER", CULTIST_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
}
g_fCultistQuestion = 0;
}
JustSpoke();
}
}
//=========================================================
// CheckAmmo - overridden for the cultist because he actually
// uses ammo! (base class doesn't)
//=========================================================
void CCultist :: CheckAmmo ( void )
{
if ( m_cAmmoLoaded <= 0 )
{
SetConditions(bits_COND_NO_AMMO_LOADED);
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CCultist :: Classify ( void )
{
return m_iClass?m_iClass:CLASS_HUMAN_CULTIST;
}
//=========================================================
//=========================================================
CBaseEntity *CCultist :: 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 CCultist :: GetGunPosition( )
{
// because origin is at the centre of the box, not at the bottom
if (m_fStanding )
{
return pev->origin + Vector( 0, 0, 24 );
// return pev->origin + Vector( 0, 0, 60 );
}
else
{
return pev->origin + Vector( 0, 0, 12 );
// return pev->origin + Vector( 0, 0, 48 );
}
}
//=========================================================
// Shoot
//=========================================================
void CCultist :: 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_9MM ); // shoot +-5 degrees
pev->effects |= EF_MUZZLEFLASH;
m_cAmmoLoaded--;// take away a bullet!
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
}
//=========================================================
// Shoot
//=========================================================
void CCultist :: 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.cultistShotgunPellets, vecShootOrigin, vecShootDir, VECTOR_CONE_15DEGREES, 2048, BULLET_PLAYER_SHOTGUN, 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 CCultist :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
Vector vecShootDir;
Vector vecShootOrigin;
switch( pEvent->event )
{
case CULTIST_AE_DROP_GUN:
{
if (pev->spawnflags & SF_MONSTER_NO_WPN_DROP) break;
Vector vecGunPos;
Vector vecGunAngles;
GetAttachment( 0, vecGunPos, vecGunAngles );
// switch to body group with no gun.
SetBodygroup( GUN_GROUP, GUN_NONE );
// now spawn a gun.
if (FBitSet( pev->weapons, CULTIST_SHOTGUN ))
{
DropItem( "weapon_shotgun", vecGunPos, vecGunAngles );
}
else if (FBitSet( pev->weapons, CULTIST_REVOLVER ))
{
DropItem( "weapon_revolver", vecGunPos, vecGunAngles );
}
else
{
DropItem( "weapon_knife", vecGunPos, vecGunAngles );
}
}
break;
case CULTIST_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 CULTIST_AE_BURST1:
{
if ( FBitSet( pev->weapons, CULTIST_KNIFE ))
{
// TO DO: need to enter knife logic
}
else if ( FBitSet( pev->weapons, CULTIST_REVOLVER ))
{
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, "weapons/revolver_shot1.wav", 1, ATTN_NORM );
}
else
{
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/revolver_shot2.wav", 1, ATTN_NORM );
}
}
else
{
Shotgun( );
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM );
}
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
}
break;
case CULTIST_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.cultistDmgKick, DMG_CLUB );
}
}
break;
case CULTIST_AE_KNIFE:
{
Vector oldorig = pev->origin;
CBaseEntity *pHurt = NULL;
// check down below in stages for snakes...
for (int dz = 0; dz >=-3; dz--)
{
pev->origin = oldorig;
pev->origin.z += dz * 12;
pHurt = CheckTraceHullAttack( 70, gSkillData.priestDmgKnife, DMG_SLASH );
if (pHurt)
{
break;
}
}
pev->origin = oldorig;
if ( pHurt )
{
// Play a random attack hit sound
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "zombie/claw_strike1.wav", 1.0, ATTN_NORM, 0, m_voicePitch );
}
else
{
// Play a random attack miss sound
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "zombie/claw_miss1.wav", 1.0, ATTN_NORM, 0, m_voicePitch );
}
}
break;
case CULTIST_AE_CAUGHT_ENEMY:
{
if ( FOkToSpeak() )
{
SENTENCEG_PlayRndSz(ENT(pev), "CULT_ALERT", CULTIST_SENTENCE_VOLUME, CULTIST_ATTN, 0, m_voicePitch);
JustSpoke();
}
}
default:
CSquadMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CCultist :: Spawn()
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/cultist.mdl");
//UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
UTIL_SetSize(pev, Vector(-16,-16,-36), Vector(16,16,36));
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->effects = 0;
if (pev->health == 0)
pev->health = gSkillData.cultistHealth;
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_flNextPainTime = gpGlobals->time;
m_iSentence = CULTIST_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 cultist spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector ( 0, 0, 19 );
//m_HackedGunPos = Vector ( 0, 0, 55 );
if (pev->weapons == 0)
{
// initialize to original values
pev->weapons = CULTIST_KNIFE;
// pev->weapons = CULTIST_REVOLVER;
// pev->weapons = CULTIST_SHOTGUN;
}
if ( pev->body == -1 )
{// -1 chooses a random head
pev->body = RANDOM_LONG(0, 2);// pick a head, any head
}
if (FBitSet( pev->weapons, CULTIST_SHOTGUN ))
{
SetBodygroup( GUN_GROUP, GUN_SHOTGUN );
m_cClipSize = 2;
}
else if (FBitSet( pev->weapons, CULTIST_REVOLVER ))
{
SetBodygroup( GUN_GROUP, GUN_REVOLVER );
m_cClipSize = CULTIST_CLIP_SIZE;
}
else // knife
{
SetBodygroup( GUN_GROUP, GUN_KNIFE );
m_cClipSize = 1;
}
m_cAmmoLoaded = m_cClipSize;
CTalkMonster::g_talkWaitTime = 0;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CCultist :: Precache()
{
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/cultist.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_pain3.wav" );
PRECACHE_SOUND( "hgrunt/gr_pain4.wav" );
PRECACHE_SOUND( "hgrunt/gr_reload1.wav" );
PRECACHE_SOUND( "weapons/glauncher.wav" );
PRECACHE_SOUND( "weapons/sbarrel1.wav" );
PRECACHE_SOUND( "weapons/revolver_shot1.wav" );
PRECACHE_SOUND("zombie/claw_strike1.wav");// because we use the basemonster SWIPE animation event
PRECACHE_SOUND("zombie/claw_miss1.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_MODEL ("models/shell.mdl");// brass shell
m_iShotgunShell = PRECACHE_MODEL ("models/shotgunshell.mdl");
}
//=========================================================
// start task
//=========================================================
void CCultist :: StartTask ( Task_t *pTask )
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch ( pTask->iTask )
{
case TASK_CULTIST_CHECK_FIRE:
if ( !NoFriendlyFire() )
{
SetConditions( bits_COND_CULTIST_NOFIRE );
}
TaskComplete();
break;
case TASK_CULTIST_SPEAK_SENTENCE:
SpeakSentence();
TaskComplete();
break;
case TASK_WALK_PATH:
case TASK_RUN_PATH:
// cultist 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_CULTIST_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 CCultist :: RunTask ( Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_CULTIST_FACE_TOSS_DIR:
{
// project a point along the toss vector and turn to face that point.
MakeIdealYaw( pev->origin );
ChangeYaw( pev->yaw_speed );
if ( FacingIdeal() )
{
m_iTaskStatus = TASKSTATUS_COMPLETE;
}
break;
}
default:
{
CSquadMonster :: RunTask( pTask );
break;
}
}
}
//=========================================================
// PainSound
//=========================================================
void CCultist :: PainSound ( void )
{
if ( gpGlobals->time > m_flNextPainTime )
{
switch ( RANDOM_LONG(0,1) )
{
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;
}
m_flNextPainTime = gpGlobals->time + 1;
}
}
//=========================================================
// DeathSound
//=========================================================
void CCultist :: 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
//=========================================================
//=========================================================
// CultistFail
//=========================================================
Task_t tlCultistFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slCultistFail[] =
{
{
tlCultistFail,
ARRAYSIZE ( tlCultistFail ),
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2,
0,
"Cultist Fail"
},
};
//=========================================================
// Cultist Combat Fail
//=========================================================
Task_t tlCultistCombatFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slCultistCombatFail[] =
{
{
tlCultistCombatFail,
ARRAYSIZE ( tlCultistCombatFail ),
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2,
0,
"Cultist Combat Fail"
},
};
//=========================================================
// Victory dance!
//=========================================================
Task_t tlCultistVictoryDance[] =
{
{ 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 slCultistVictoryDance[] =
{
{
tlCultistVictoryDance,
ARRAYSIZE ( tlCultistVictoryDance ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"CultistVictoryDance"
},
};
//=========================================================
// Establish line of fire - move to a position that allows
// the cultist to attack.
//=========================================================
Task_t tlCultistEstablishLineOfFire[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_CULTIST_ELOF_FAIL },
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
{ TASK_CULTIST_SPEAK_SENTENCE,(float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slCultistEstablishLineOfFire[] =
{
{
tlCultistEstablishLineOfFire,
ARRAYSIZE ( tlCultistEstablishLineOfFire ),
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,
"CultistEstablishLineOfFire"
},
};
//=========================================================
// CultistFoundEnemy - cultist established sight with an enemy
// that was hiding from the squad.
//=========================================================
Task_t tlCultistFoundEnemy[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_SIGNAL1 },
};
Schedule_t slCultistFoundEnemy[] =
{
{
tlCultistFoundEnemy,
ARRAYSIZE ( tlCultistFoundEnemy ),
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"CultistFoundEnemy"
},
};
//=========================================================
// CultistCombatFace Schedule
//=========================================================
Task_t tlCultistCombatFace1[] =
{
{ 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_CULTIST_SWEEP },
};
Schedule_t slCultistCombatFace[] =
{
{
tlCultistCombatFace1,
ARRAYSIZE ( tlCultistCombatFace1 ),
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 cultist gets hurt.
//=========================================================
Task_t tlCultistSignalSuppress[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slCultistSignalSuppress[] =
{
{
tlCultistSignalSuppress,
ARRAYSIZE ( tlCultistSignalSuppress ),
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_CULTIST_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"SignalSuppress"
},
};
Task_t tlCultistSuppress[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slCultistSuppress[] =
{
{
tlCultistSuppress,
ARRAYSIZE ( tlCultistSuppress ),
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_CULTIST_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"Suppress"
},
};
//=========================================================
// cultist wait in cover - we don't allow danger or the ability
// to attack to break a cultist's run to cover schedule, but
// when a cultist is in cover, we do want them to attack if they can.
//=========================================================
Task_t tlCultistWaitInCover[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)1 },
};
Schedule_t slCultistWaitInCover[] =
{
{
tlCultistWaitInCover,
ARRAYSIZE ( tlCultistWaitInCover ),
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,
"CultistWaitInCover"
},
};
//=========================================================
// run to cover.
// !!!BUGBUG - set a decent fail schedule here.
//=========================================================
Task_t tlCultistTakeCover1[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_CULTIST_TAKECOVER_FAILED },
{ TASK_WAIT, (float)0.2 },
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
{ TASK_CULTIST_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_CULTIST_WAIT_FACE_ENEMY },
};
Schedule_t slCultistTakeCover[] =
{
{
tlCultistTakeCover1,
ARRAYSIZE ( tlCultistTakeCover1 ),
0,
0,
"TakeCover"
},
};
//=========================================================
// hide from the loudest sound source (to run from grenade)
//=========================================================
Task_t tlCultistTakeCoverFromBestSound[] =
{
{ 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 slCultistTakeCoverFromBestSound[] =
{
{
tlCultistTakeCoverFromBestSound,
ARRAYSIZE ( tlCultistTakeCoverFromBestSound ),
0,
0,
"CultistTakeCoverFromBestSound"
},
};
//=========================================================
// Cultist reload schedule
//=========================================================
Task_t tlCultistHideReload[] =
{
{ 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 slCultistHideReload[] =
{
{
tlCultistHideReload,
ARRAYSIZE ( tlCultistHideReload ),
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"CultistHideReload"
}
};
//=========================================================
// Do a turning sweep of the area
//=========================================================
Task_t tlCultistSweep[] =
{
{ TASK_TURN_LEFT, (float)179 },
{ TASK_WAIT, (float)1 },
{ TASK_TURN_LEFT, (float)179 },
{ TASK_WAIT, (float)1 },
};
Schedule_t slCultistSweep[] =
{
{
tlCultistSweep,
ARRAYSIZE ( tlCultistSweep ),
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,
"Cultist Sweep"
},
};
//=========================================================
// primary range attack. Overriden.
//=========================================================
Task_t tlCultistRangeAttack1A[] =
{
{ TASK_STOP_MOVING, (float)0 },
// { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH },
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slCultistRangeAttack1A[] =
{
{
tlCultistRangeAttack1A,
ARRAYSIZE ( tlCultistRangeAttack1A ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_HEAR_SOUND |
bits_COND_CULTIST_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"Range Attack1A"
},
};
//=========================================================
// primary range attack. Overriden.
//=========================================================
Task_t tlCultistRangeAttack1B[] =
{
{ TASK_STOP_MOVING, (float)0 },
// { TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE },
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slCultistRangeAttack1B[] =
{
{
tlCultistRangeAttack1B,
ARRAYSIZE ( tlCultistRangeAttack1B ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED |
bits_COND_CULTIST_NOFIRE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"Range Attack1B"
},
};
DEFINE_CUSTOM_SCHEDULES( CCultist )
{
slCultistFail,
slCultistCombatFail,
slCultistVictoryDance,
slCultistEstablishLineOfFire,
slCultistFoundEnemy,
slCultistCombatFace,
slCultistSignalSuppress,
slCultistSuppress,
slCultistWaitInCover,
slCultistTakeCover,
slCultistTakeCoverFromBestSound,
slCultistHideReload,
slCultistSweep,
slCultistRangeAttack1A,
slCultistRangeAttack1B,
};
IMPLEMENT_CUSTOM_SCHEDULES( CCultist, CSquadMonster );
//=========================================================
// SetActivity
//=========================================================
void CCultist :: SetActivity ( Activity NewActivity )
{
int iSequence = ACTIVITY_NOT_AVAILABLE;
void *pmodel = GET_MODEL_PTR( ENT(pev) );
switch ( NewActivity)
{
case ACT_MELEE_ATTACK1:
// randomly stand or crouch
if (RANDOM_LONG(0,99) == 0)
m_fStanding = 0;
else
m_fStanding = 1;
// a short enemy...probably a snake...
if ((m_hEnemy != NULL) && (m_hEnemy->pev->maxs.z < 36) && FBitSet( pev->weapons, CULTIST_KNIFE))
{
m_fStanding = 0;
}
if (FBitSet( pev->weapons, CULTIST_KNIFE))
{
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence( "ref_shoot_knife" );
}
else
{
// get crouching shoot
iSequence = LookupSequence( "crouch_shoot_knife" );
}
}
break;
case ACT_RANGE_ATTACK1:
// randomly stand or crouch
if (RANDOM_LONG(0,99) == 0)
m_fStanding = 0;
else
m_fStanding = 1;
// cultist is either shooting standing or shooting crouched
if (FBitSet( pev->weapons, CULTIST_REVOLVER))
{
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence( "ref_shoot_onehanded" );
}
else
{
// get crouching shoot
iSequence = LookupSequence( "crouch_shoot_onehanded" );
}
}
else if (FBitSet( pev->weapons, CULTIST_SHOTGUN))
{
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence( "ref_shoot_shotgun" );
}
else
{
// get crouching shoot
iSequence = LookupSequence( "crouch_shoot_shotgun" );
}
}
break;
case ACT_RUN:
if ( pev->health <= CULTIST_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_RUN_HURT );
if ( iSequence == ACTIVITY_NOT_AVAILABLE )
{
iSequence = LookupActivity ( ACT_RUN );
}
}
else
{
iSequence = LookupActivity ( NewActivity );
}
break;
case ACT_WALK:
if ( pev->health <= CULTIST_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_WALK_HURT );
if ( iSequence == ACTIVITY_NOT_AVAILABLE )
{
iSequence = LookupActivity ( ACT_WALK );
}
}
else
{
iSequence = LookupActivity ( NewActivity );
}
break;
case ACT_IDLE:
if ( m_MonsterState == MONSTERSTATE_COMBAT )
{
// NewActivity = ACT_IDLE_ANGRY;
NewActivity = ACT_IDLE;
}
iSequence = LookupActivity ( NewActivity );
if ( iSequence == ACTIVITY_NOT_AVAILABLE )
{
iSequence = LookupActivity ( ACT_IDLE );
}
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 *CCultist :: GetSchedule( void )
{
// clear old sentence
m_iSentence = CULTIST_SENT_NONE;
// cultists 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 cultist's signal that a grenade has landed nearby,
// and the cultist 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), "CULT_GREN", CULTIST_SENTENCE_VOLUME, CULTIST_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 cultists 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), "CULT_ALERT", CULTIST_SENTENCE_VOLUME, CULTIST_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), "CULT_MONST", CULTIST_SENTENCE_VOLUME, CULTIST_ATTN, 0, m_voicePitch);
*/
JustSpoke();
}
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_CULTIST_SUPPRESS );
}
else
{
return GetScheduleOfType ( SCHED_CULTIST_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_CULTIST_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 cultist was hit and is going to run to cover.
if (FOkToSpeak()) // && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "CULT_COVER", CULTIST_SENTENCE_VOLUME, CULTIST_ATTN, 0, m_voicePitch);
m_iSentence = CULTIST_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_CULTIST_FOUND_ENEMY );
}
}
if ( OccupySlot ( bits_SLOTS_CULTIST_ENGAGE ) )
{
// try to take an available ENGAGE slot
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
else
{
// hide!
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
}
// can't see enemy
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
{
if ( OccupySlot( bits_SLOTS_CULTIST_ENGAGE ) )
{
//!!!KELLY - cultist cannot see the enemy and has just decided to
// charge the enemy's position.
if (FOkToSpeak())// && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "CULT_CHARGE", CULTIST_SENTENCE_VOLUME, CULTIST_ATTN, 0, m_voicePitch);
m_iSentence = CULTIST_SENT_CHARGE;
//JustSpoke();
}
return GetScheduleOfType( SCHED_CULTIST_ESTABLISH_LINE_OF_FIRE );
}
else
{
//!!!KELLY - cultist is going to stay put for a couple seconds to see if
// the enemy wanders back out into the open, or approaches the
// cultist's covered position. Good place for a taunt, I guess?
if (FOkToSpeak() && RANDOM_LONG(0,1))
{
SENTENCEG_PlayRndSz( ENT(pev), "CULT_TAUNT", CULTIST_SENTENCE_VOLUME, CULTIST_ATTN, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType( SCHED_STANDOFF );
}
}
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_CULTIST_ESTABLISH_LINE_OF_FIRE );
}
}
}
// no special cases here, call the base class
return CSquadMonster :: GetSchedule();
}
//=========================================================
//=========================================================
Schedule_t* CCultist :: GetScheduleOfType ( int Type )
{
switch ( Type )
{
case SCHED_TAKE_COVER_FROM_ENEMY:
{
if ( InSquad() )
{
return &slCultistTakeCover[ 0 ];
}
else
{
return &slCultistTakeCover[ 0 ];
}
}
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
{
return &slCultistTakeCoverFromBestSound[ 0 ];
}
case SCHED_CULTIST_TAKECOVER_FAILED:
{
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_CULTIST_ENGAGE ) )
{
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
return GetScheduleOfType ( SCHED_FAIL );
}
break;
case SCHED_CULTIST_ELOF_FAIL:
{
// human cultist is unable to move to a position that allows him to attack the enemy.
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
}
break;
case SCHED_CULTIST_ESTABLISH_LINE_OF_FIRE:
{
return &slCultistEstablishLineOfFire[ 0 ];
}
break;
case SCHED_RANGE_ATTACK1:
{
if (m_fStanding)
return &slCultistRangeAttack1B[ 0 ];
else
return &slCultistRangeAttack1A[ 0 ];
}
case SCHED_COMBAT_FACE:
{
return &slCultistCombatFace[ 0 ];
}
case SCHED_CULTIST_WAIT_FACE_ENEMY:
{
return &slCultistWaitInCover[ 0 ];
}
case SCHED_CULTIST_SWEEP:
{
return &slCultistSweep[ 0 ];
}
case SCHED_CULTIST_COVER_AND_RELOAD:
{
return &slCultistHideReload[ 0 ];
}
case SCHED_CULTIST_FOUND_ENEMY:
{
return &slCultistFoundEnemy[ 0 ];
}
case SCHED_VICTORY_DANCE:
{
if ( InSquad() )
{
if ( !IsLeader() )
{
return &slCultistFail[ 0 ];
}
}
return &slCultistVictoryDance[ 0 ];
}
case SCHED_CULTIST_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 &slCultistSignalSuppress[ 0 ];
}
else
{
return &slCultistSuppress[ 0 ];
}
}
case SCHED_FAIL:
{
if ( m_hEnemy != NULL )
{
// cultist has an enemy, so pick a different default fail schedule most likely to help recover.
return &slCultistCombatFail[ 0 ];
}
return &slCultistFail[ 0 ];
}
default:
{
return CSquadMonster :: GetScheduleOfType ( Type );
}
}
}
//=========================================================
// DEAD CULTIST PROP
//=========================================================
char *CDeadCultist::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" };
void CDeadCultist::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "pose"))
{
m_iPose = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseMonster::KeyValue( pkvd );
}
LINK_ENTITY_TO_CLASS( monster_cultist_dead, CDeadCultist );
//=========================================================
// ********** DeadCultist SPAWN **********
//=========================================================
void CDeadCultist :: Spawn( void )
{
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/cultist.mdl");
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/cultist.mdl");
pev->effects = 0;
pev->yaw_speed = 8;
pev->sequence = 0;
m_bloodColor = BLOOD_COLOR_RED;
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
if (pev->sequence == -1)
{
ALERT ( at_console, "Dead cultist with bad pose\n" );
}
// Corpses have less health
pev->health = 8;
// map old bodies onto new bodies
switch( pev->body )
{
case 0: // Cultist with Gun
pev->body = 0;
pev->skin = 0;
SetBodygroup( HEAD_GROUP, HEAD_GRIM );
SetBodygroup( GUN_GROUP, GUN_REVOLVER );
break;
case 1: // Commander with Gun
pev->body = 0;
pev->skin = 0;
SetBodygroup( HEAD_GROUP, HEAD_BEARDY );
SetBodygroup( GUN_GROUP, GUN_REVOLVER );
break;
case 2: // Cultist no Gun
pev->body = 0;
pev->skin = 0;
SetBodygroup( HEAD_GROUP, HEAD_UGLY );
SetBodygroup( GUN_GROUP, GUN_NONE );
break;
case 3: // Commander no Gun
pev->body = 0;
pev->skin = 0;
SetBodygroup( HEAD_GROUP, HEAD_GRIM );
SetBodygroup( GUN_GROUP, GUN_NONE );
break;
}
MonsterInitDead();
}