hlsdk-xash3d/dlls/cthulhu/orderly.cpp

1463 lines
38 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.
*
****/
//=========================================================
// Orderly
//=========================================================
//=========================================================
// 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_fOrderlyQuestion; // true if an idle orderly asked a question. Cleared when someone answers.
extern DLL_GLOBAL int g_iSkillLevel;
//=========================================================
// monster-specific DEFINE's
//=========================================================
#define ORDERLY_VOL 0.70 // volume of orderly sounds
#define ORDERLY_ATTN ATTN_NORM // attenutation of orderlyist sentences
#define ORDERLY_LIMP_HEALTH 20
#define ORDERLY_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a orderly with a single headshot.
#define ORDERLY_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
#define ORDERLY_SENTENCE_VOLUME (float)0.70 // volume of orderly sentences
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define ORDERLY_AE_PUNCH ( 1 )
#define ORDERLY_AE_CAUGHT_ENEMY ( 2 ) // orderly established sight with an enemy (player only) that had previously eluded the squad.
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_ORDERLY_SWEEP = LAST_COMMON_SCHEDULE + 1,
SCHED_ORDERLY_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_ORDERLY_FOUND_ENEMY,
SCHED_ORDERLY_WAIT_FACE_ENEMY,
SCHED_ORDERLY_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
SCHED_ORDERLY_ELOF_FAIL,
};
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_ORDERLY_FACE_TOSS_DIR = LAST_COMMON_TASK + 1,
TASK_ORDERLY_SPEAK_SENTENCE,
TASK_ORDERLY_CHECK_FIRE,
};
//=========================================================
// monster-specific conditions
//=========================================================
#define bits_COND_ORDERLY_NOFIRE ( bits_COND_SPECIAL1 )
#include "orderly.h"
LINK_ENTITY_TO_CLASS( monster_orderly, COrderly );
TYPEDESCRIPTION COrderly::m_SaveData[] =
{
DEFINE_FIELD( COrderly, m_flNextPainTime, FIELD_TIME ),
DEFINE_FIELD( COrderly, m_fStanding, FIELD_BOOLEAN ),
DEFINE_FIELD( COrderly, m_fFirstEncounter, FIELD_BOOLEAN ),
DEFINE_FIELD( COrderly, m_voicePitch, FIELD_INTEGER ),
DEFINE_FIELD( COrderly, m_iSentence, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( COrderly, CSquadMonster );
const char *COrderly::pOrderlySentences[] =
{
"ORDERLY_GREN", // grenade scared orderly
"ORDERLY_ALERT", // sees player
"ORDERLY_COVER", // running to cover
"ORDERLY_CHARGE", // running out to get the enemy
"ORDERLY_TAUNT", // say rude things
};
enum
{
ORDERLY_SENT_NONE = -1,
ORDERLY_SENT_GREN = 0,
ORDERLY_SENT_ALERT,
ORDERLY_SENT_COVER,
ORDERLY_SENT_CHARGE,
ORDERLY_SENT_TAUNT,
} ORDERLY_SENTENCE_TYPES;
//=========================================================
// Speak Sentence - say your cued up sentence.
//
// Some orderly sentences (take cover and charge) rely on actually
// being able to execute the intended action. It's really lame
// when a orderly 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 orderly has
// started moving.
//=========================================================
void COrderly :: SpeakSentence( void )
{
if ( m_iSentence == ORDERLY_SENT_NONE )
{
// no sentence cued up.
return;
}
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), pOrderlySentences[ m_iSentence ], ORDERLY_SENTENCE_VOLUME, ORDERLY_ATTN, 0, m_voicePitch);
JustSpoke();
}
}
//=========================================================
// GibMonster - make gun fly through the air.
//=========================================================
void COrderly :: GibMonster ( void )
{
CBaseMonster :: GibMonster();
}
//=========================================================
// ISoundMask - Overidden for human orderlies because they
// hear the DANGER sound that is made by hand grenades and
// other dangerous items.
//=========================================================
int COrderly :: ISoundMask ( void )
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER |
bits_SOUND_DANGER;
}
//=========================================================
// someone else is talking - don't speak
//=========================================================
BOOL COrderly :: 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 COrderly :: JustSpoke( void )
{
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0);
m_iSentence = ORDERLY_SENT_NONE;
}
//=========================================================
// PrescheduleThink - this function runs after conditions
// are collected and before scheduling code is run.
//=========================================================
void COrderly :: 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 COrderly :: FCanCheckAttacks ( void )
{
if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) )
{
return TRUE;
}
else
{
return FALSE;
}
}
//=========================================================
// CheckMeleeAttack1
//=========================================================
BOOL COrderly :: 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 orderlies.
//=========================================================
BOOL COrderly :: CheckRangeAttack1 ( float flDot, float flDist )
{
return FALSE;
}
//=========================================================
// CheckRangeAttack2 - this checks the orderlies (non-existant) second range
// attack.
//=========================================================
BOOL COrderly :: CheckRangeAttack2 ( float flDot, float flDist )
{
return FALSE;
}
//=========================================================
// TraceAttack - make sure we're not taking it in the helmet
//=========================================================
void COrderly :: 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 orderly because the orderly
// needs to forget that he is in cover if he's hurt. (Obviously
// not in a safe place anymore).
//=========================================================
int COrderly :: 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 COrderly :: 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 COrderly :: IdleSound( void )
{
if (FOkToSpeak() && (g_fOrderlyQuestion || RANDOM_LONG(0,1)))
{
if (!g_fOrderlyQuestion)
{
// ask question or make statement
switch (RANDOM_LONG(0,2))
{
case 0: // check in
SENTENCEG_PlayRndSz(ENT(pev), "ORDERLY_CHECK", ORDERLY_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
g_fOrderlyQuestion = 1;
break;
case 1: // question
SENTENCEG_PlayRndSz(ENT(pev), "ORDERLY_QUEST", ORDERLY_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
g_fOrderlyQuestion = 2;
break;
case 2: // statement
SENTENCEG_PlayRndSz(ENT(pev), "ORDERLY_IDLE", ORDERLY_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
}
}
else
{
switch (g_fOrderlyQuestion)
{
case 1: // check in
SENTENCEG_PlayRndSz(ENT(pev), "ORDERLY_CLEAR", ORDERLY_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
case 2: // question
SENTENCEG_PlayRndSz(ENT(pev), "ORDERLY_ANSWER", ORDERLY_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
}
g_fOrderlyQuestion = 0;
}
JustSpoke();
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int COrderly :: Classify ( void )
{
return m_iClass?m_iClass:CLASS_HUMAN_MILITARY;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void COrderly :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
Vector vecShootDir;
Vector vecShootOrigin;
switch( pEvent->event )
{
case ORDERLY_AE_PUNCH:
{
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 ORDERLY_AE_CAUGHT_ENEMY:
{
if ( FOkToSpeak() )
{
SENTENCEG_PlayRndSz(ENT(pev), "ORDERLY_ALERT", ORDERLY_SENTENCE_VOLUME, ORDERLY_ATTN, 0, m_voicePitch);
JustSpoke();
}
}
default:
CSquadMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void COrderly :: Spawn()
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/monsters/orderly.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 = ORDERLY_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 orderly spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector ( 0, 0, 19 );
CTalkMonster::g_talkWaitTime = 0;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void COrderly :: Precache()
{
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/monsters/orderly.mdl");
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("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;
}
//=========================================================
// start task
//=========================================================
void COrderly :: StartTask ( Task_t *pTask )
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch ( pTask->iTask )
{
case TASK_ORDERLY_CHECK_FIRE:
if ( !NoFriendlyFire() )
{
SetConditions( bits_COND_ORDERLY_NOFIRE );
}
TaskComplete();
break;
case TASK_ORDERLY_SPEAK_SENTENCE:
SpeakSentence();
TaskComplete();
break;
case TASK_WALK_PATH:
case TASK_RUN_PATH:
// orderly no longer assumes he is covered if he moves
Forget( bits_MEMORY_INCOVER );
CSquadMonster ::StartTask( pTask );
break;
case TASK_ORDERLY_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 COrderly :: RunTask ( Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_ORDERLY_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 COrderly :: 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 COrderly :: 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
//=========================================================
//=========================================================
// OrderlyFail
//=========================================================
Task_t tlOrderlyFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slOrderlyFail[] =
{
{
tlOrderlyFail,
ARRAYSIZE ( tlOrderlyFail ),
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2,
0,
"Orderly Fail"
},
};
//=========================================================
// Orderly Combat Fail
//=========================================================
Task_t tlOrderlyCombatFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slOrderlyCombatFail[] =
{
{
tlOrderlyCombatFail,
ARRAYSIZE ( tlOrderlyCombatFail ),
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2,
0,
"Orderly Combat Fail"
},
};
//=========================================================
// Victory dance!
//=========================================================
Task_t tlOrderlyVictoryDance[] =
{
{ 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 slOrderlyVictoryDance[] =
{
{
tlOrderlyVictoryDance,
ARRAYSIZE ( tlOrderlyVictoryDance ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"OrderlyVictoryDance"
},
};
//=========================================================
// Establish line of fire - move to a position that allows
// the orderly to attack.
//=========================================================
Task_t tlOrderlyEstablishLineOfFire[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_ORDERLY_ELOF_FAIL },
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
{ TASK_ORDERLY_SPEAK_SENTENCE,(float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slOrderlyEstablishLineOfFire[] =
{
{
tlOrderlyEstablishLineOfFire,
ARRAYSIZE ( tlOrderlyEstablishLineOfFire ),
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,
"OrderlyEstablishLineOfFire"
},
};
//=========================================================
// OrderlyFoundEnemy - orderly established sight with an enemy
// that was hiding from the squad.
//=========================================================
Task_t tlOrderlyFoundEnemy[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_SIGNAL1 },
};
Schedule_t slOrderlyFoundEnemy[] =
{
{
tlOrderlyFoundEnemy,
ARRAYSIZE ( tlOrderlyFoundEnemy ),
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"OrderlyFoundEnemy"
},
};
//=========================================================
// OrderlyCombatFace Schedule
//=========================================================
Task_t tlOrderlyCombatFace1[] =
{
{ 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_ORDERLY_SWEEP },
};
Schedule_t slOrderlyCombatFace[] =
{
{
tlOrderlyCombatFace1,
ARRAYSIZE ( tlOrderlyCombatFace1 ),
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 Orderly gets hurt.
//=========================================================
Task_t tlOrderlySignalSuppress[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slOrderlySignalSuppress[] =
{
{
tlOrderlySignalSuppress,
ARRAYSIZE ( tlOrderlySignalSuppress ),
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_ORDERLY_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"SignalSuppress"
},
};
Task_t tlOrderlySuppress[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slOrderlySuppress[] =
{
{
tlOrderlySuppress,
ARRAYSIZE ( tlOrderlySuppress ),
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_ORDERLY_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"Suppress"
},
};
//=========================================================
// Orderly wait in cover - we don't allow danger or the ability
// to attack to break a Orderly's run to cover schedule, but
// when a Orderly is in cover, we do want them to attack if they can.
//=========================================================
Task_t tlOrderlyWaitInCover[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)1 },
};
Schedule_t slOrderlyWaitInCover[] =
{
{
tlOrderlyWaitInCover,
ARRAYSIZE ( tlOrderlyWaitInCover ),
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,
"OrderlyWaitInCover"
},
};
//=========================================================
// run to cover.
// !!!BUGBUG - set a decent fail schedule here.
//=========================================================
Task_t tlOrderlyTakeCover1[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_ORDERLY_TAKECOVER_FAILED },
{ TASK_WAIT, (float)0.2 },
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
{ TASK_ORDERLY_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_ORDERLY_WAIT_FACE_ENEMY },
};
Schedule_t slOrderlyTakeCover[] =
{
{
tlOrderlyTakeCover1,
ARRAYSIZE ( tlOrderlyTakeCover1 ),
0,
0,
"TakeCover"
},
};
//=========================================================
// hide from the loudest sound source (to run from grenade)
//=========================================================
Task_t tlOrderlyTakeCoverFromBestSound[] =
{
{ 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 slOrderlyTakeCoverFromBestSound[] =
{
{
tlOrderlyTakeCoverFromBestSound,
ARRAYSIZE ( tlOrderlyTakeCoverFromBestSound ),
0,
0,
"OrderlyTakeCoverFromBestSound"
},
};
//=========================================================
// Orderly reload schedule
//=========================================================
Task_t tlOrderlyHideReload[] =
{
{ 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 slOrderlyHideReload[] =
{
{
tlOrderlyHideReload,
ARRAYSIZE ( tlOrderlyHideReload ),
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"OrderlyHideReload"
}
};
//=========================================================
// Do a turning sweep of the area
//=========================================================
Task_t tlOrderlySweep[] =
{
{ TASK_TURN_LEFT, (float)179 },
{ TASK_WAIT, (float)1 },
{ TASK_TURN_LEFT, (float)179 },
{ TASK_WAIT, (float)1 },
};
Schedule_t slOrderlySweep[] =
{
{
tlOrderlySweep,
ARRAYSIZE ( tlOrderlySweep ),
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,
"Orderly Sweep"
},
};
DEFINE_CUSTOM_SCHEDULES( COrderly )
{
slOrderlyFail,
slOrderlyCombatFail,
slOrderlyVictoryDance,
slOrderlyEstablishLineOfFire,
slOrderlyFoundEnemy,
slOrderlyCombatFace,
slOrderlySignalSuppress,
slOrderlySuppress,
slOrderlyWaitInCover,
slOrderlyTakeCover,
slOrderlyTakeCoverFromBestSound,
slOrderlyHideReload,
slOrderlySweep,
};
IMPLEMENT_CUSTOM_SCHEDULES( COrderly, CSquadMonster );
//=========================================================
// SetActivity
//=========================================================
void COrderly :: 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))
{
m_fStanding = 0;
}
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence( "ref_shoot_kosh" );
}
else
{
// get crouching shoot
iSequence = LookupSequence( "crouch_shoot_kosh" );
}
break;
case ACT_RUN:
if ( pev->health <= ORDERLY_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 <= ORDERLY_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 *COrderly :: GetSchedule( void )
{
// clear old sentence
m_iSentence = ORDERLY_SENT_NONE;
// orderlies 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 orderly's signal that a grenade has landed nearby,
// and the orderly 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), "ORDERLY_GREN", ORDERLY_SENTENCE_VOLUME, ORDERLY_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 orderlies 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), "ORDERLY_ALERT", ORDERLY_SENTENCE_VOLUME, ORDERLY_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), "ORDERLY_MONST", ORDERLY_SENTENCE_VOLUME, ORDERLY_ATTN, 0, m_voicePitch);
*/
JustSpoke();
}
}
}
}
// 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 orderly was hit and is going to run to cover.
if (FOkToSpeak()) // && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "ORDERLY_COVER", ORDERLY_SENTENCE_VOLUME, ORDERLY_ATTN, 0, m_voicePitch);
m_iSentence = ORDERLY_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't see enemy
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
{
if ( OccupySlot( bits_SLOTS_ORDERLY_ENGAGE ) )
{
//!!!KELLY - orderly cannot see the enemy and has just decided to
// charge the enemy's position.
if (FOkToSpeak())// && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "ORDERLY_CHARGE", ORDERLY_SENTENCE_VOLUME, ORDERLY_ATTN, 0, m_voicePitch);
m_iSentence = ORDERLY_SENT_CHARGE;
//JustSpoke();
}
return GetScheduleOfType( SCHED_ORDERLY_ESTABLISH_LINE_OF_FIRE );
}
else
{
//!!!KELLY - orderly is going to stay put for a couple seconds to see if
// the enemy wanders back out into the open, or approaches the
// orderly's covered position. Good place for a taunt, I guess?
if (FOkToSpeak() && RANDOM_LONG(0,1))
{
SENTENCEG_PlayRndSz( ENT(pev), "ORDERLY_TAUNT", ORDERLY_SENTENCE_VOLUME, ORDERLY_ATTN, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType( SCHED_STANDOFF );
}
}
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_ORDERLY_ESTABLISH_LINE_OF_FIRE );
}
}
}
// no special cases here, call the base class
return CSquadMonster :: GetSchedule();
}
//=========================================================
//=========================================================
Schedule_t* COrderly :: GetScheduleOfType ( int Type )
{
switch ( Type )
{
case SCHED_TAKE_COVER_FROM_ENEMY:
{
if ( InSquad() )
{
return &slOrderlyTakeCover[ 0 ];
}
else
{
return &slOrderlyTakeCover[ 0 ];
}
}
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
{
return &slOrderlyTakeCoverFromBestSound[ 0 ];
}
case SCHED_ORDERLY_TAKECOVER_FAILED:
{
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_ORDERLY_ENGAGE ) )
{
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
return GetScheduleOfType ( SCHED_FAIL );
}
break;
case SCHED_ORDERLY_ELOF_FAIL:
{
// human orderly is unable to move to a position that allows him to attack the enemy.
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
}
break;
case SCHED_ORDERLY_ESTABLISH_LINE_OF_FIRE:
{
return &slOrderlyEstablishLineOfFire[ 0 ];
}
break;
case SCHED_COMBAT_FACE:
{
return &slOrderlyCombatFace[ 0 ];
}
case SCHED_ORDERLY_WAIT_FACE_ENEMY:
{
return &slOrderlyWaitInCover[ 0 ];
}
case SCHED_ORDERLY_SWEEP:
{
return &slOrderlySweep[ 0 ];
}
case SCHED_ORDERLY_FOUND_ENEMY:
{
return &slOrderlyFoundEnemy[ 0 ];
}
case SCHED_VICTORY_DANCE:
{
if ( InSquad() )
{
if ( !IsLeader() )
{
return &slOrderlyFail[ 0 ];
}
}
return &slOrderlyVictoryDance[ 0 ];
}
case SCHED_FAIL:
{
if ( m_hEnemy != NULL )
{
// orderly has an enemy, so pick a different default fail schedule most likely to help recover.
return &slOrderlyCombatFail[ 0 ];
}
return &slOrderlyFail[ 0 ];
}
default:
{
return CSquadMonster :: GetScheduleOfType ( Type );
}
}
}
//=========================================================
// DEAD ORDERLY PROP
//=========================================================
char *CDeadOrderly::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" };
void CDeadOrderly::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_orderly_dead, CDeadOrderly );
//=========================================================
// ********** DeadOrderly SPAWN **********
//=========================================================
void CDeadOrderly :: Spawn( void )
{
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/monsters/orderly.mdl");
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/monsters/orderly.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 orderly with bad pose\n" );
}
// Corpses have less health
pev->health = 8;
MonsterInitDead();
}