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-rw-r--r--game/server/hl1/hl1_npc_agrunt.cpp1127
1 files changed, 1127 insertions, 0 deletions
diff --git a/game/server/hl1/hl1_npc_agrunt.cpp b/game/server/hl1/hl1_npc_agrunt.cpp
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--- /dev/null
+++ b/game/server/hl1/hl1_npc_agrunt.cpp
@@ -0,0 +1,1127 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Bullseyes act as targets for other NPC's to attack and to trigger
+// events
+//
+// $Workfile: $
+// $Date: $
+//
+//-----------------------------------------------------------------------------
+// $Log: $
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "ai_default.h"
+#include "ai_task.h"
+#include "ai_schedule.h"
+#include "ai_node.h"
+#include "ai_hull.h"
+#include "ai_hint.h"
+#include "ai_memory.h"
+#include "ai_route.h"
+#include "ai_motor.h"
+#include "ai_squadslot.h"
+#include "soundent.h"
+#include "game.h"
+#include "npcevent.h"
+#include "entitylist.h"
+#include "activitylist.h"
+#include "animation.h"
+#include "basecombatweapon.h"
+#include "IEffects.h"
+#include "vstdlib/random.h"
+#include "engine/IEngineSound.h"
+#include "ammodef.h"
+#include "te.h"
+#include "hl1_ai_basenpc.h"
+
+ConVar sk_agrunt_health( "sk_agrunt_health", "0" );
+ConVar sk_agrunt_dmg_punch( "sk_agrunt_dmg_punch", "0" );
+
+//=========================================================
+// Monster's Anim Events Go Here
+//=========================================================
+#define AGRUNT_AE_HORNET1 ( 1 )
+#define AGRUNT_AE_HORNET2 ( 2 )
+#define AGRUNT_AE_HORNET3 ( 3 )
+#define AGRUNT_AE_HORNET4 ( 4 )
+#define AGRUNT_AE_HORNET5 ( 5 )
+// some events are set up in the QC file that aren't recognized by the code yet.
+#define AGRUNT_AE_PUNCH ( 6 )
+#define AGRUNT_AE_BITE ( 7 )
+
+#define AGRUNT_AE_LEFT_FOOT ( 10 )
+#define AGRUNT_AE_RIGHT_FOOT ( 11 )
+
+#define AGRUNT_AE_LEFT_PUNCH ( 12 )
+#define AGRUNT_AE_RIGHT_PUNCH ( 13 )
+
+#define AGRUNT_MELEE_DIST 100
+
+int iAgruntMuzzleFlash;
+int ACT_THREAT_DISPLAY;
+
+// -----------------------------------------------
+// > Squad slots
+// -----------------------------------------------
+enum AGruntSquadSlot_T
+{
+ AGRUNT_SQUAD_SLOT_HORNET1 = LAST_SHARED_SQUADSLOT,
+ AGRUNT_SQUAD_SLOT_HORNET2,
+ AGRUNT_SQUAD_SLOT_CHASE,
+};
+
+enum
+{
+ SCHED_AGRUNT_FAIL = LAST_SHARED_SCHEDULE,
+ SCHED_AGRUNT_COMBAT_FAIL,
+ SCHED_AGRUNT_STANDOFF,
+ SCHED_AGRUNT_SUPPRESS_HORNET,
+ SCHED_AGRUNT_RANGE_ATTACK,
+ SCHED_AGRUNT_HIDDEN_RANGE_ATTACK,
+ SCHED_AGRUNT_TAKE_COVER_FROM_ENEMY,
+ SCHED_AGRUNT_VICTORY_DANCE,
+ SCHED_AGRUNT_THREAT_DISPLAY,
+};
+
+//=========================================================
+// monster-specific tasks
+//=========================================================
+enum
+{
+ TASK_AGRUNT_SETUP_HIDE_ATTACK = LAST_SHARED_TASK,
+ TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE,
+ TASK_AGRUNT_RANGE_ATTACK1_NOTURN,
+};
+
+
+class CNPC_AlienGrunt : public CHL1BaseNPC
+{
+ DECLARE_CLASS( CNPC_AlienGrunt, CHL1BaseNPC );
+public:
+
+ void Spawn( void );
+ void Precache( void );
+
+ float MaxYawSpeed( void );
+ Class_T Classify ( void ){ return CLASS_ALIEN_MILITARY; }
+ int GetSoundInterests ( void );
+ void HandleAnimEvent( animevent_t *pEvent );
+
+ void AlertSound( void );
+ void DeathSound( const CTakeDamageInfo &info );
+ void PainSound( const CTakeDamageInfo &info );
+ void AttackSound( void );
+
+ bool ShouldSpeak( void );
+ void PrescheduleThink ( void );
+
+ bool FCanCheckAttacks ( void );
+
+ int MeleeAttack1Conditions ( float flDot, float flDist );
+ int RangeAttack1Conditions ( float flDot, float flDist );
+
+ void StopTalking ( void );
+
+ void StartTask( const Task_t *pTask );
+ void RunTask( const Task_t *pTask );
+
+ int TranslateSchedule( int scheduleType ); //GetScheduleOfType
+ int SelectSchedule( void ); // GetSchedule
+
+ void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
+ int IRelationPriority( CBaseEntity *pTarget );
+/*
+ int IRelationship( CBaseEntity *pTarget );
+*/
+public:
+ DECLARE_DATADESC();
+ DEFINE_CUSTOM_AI;
+
+ bool m_fCanHornetAttack;
+ float m_flNextHornetAttackCheck;
+
+ float m_flNextPainTime;
+
+ // three hacky fields for speech stuff. These don't really need to be saved.
+ float m_flNextSpeakTime;
+ float m_flNextWordTime;
+ float m_flDamageTime;
+};
+
+LINK_ENTITY_TO_CLASS( monster_alien_grunt, CNPC_AlienGrunt );
+
+BEGIN_DATADESC( CNPC_AlienGrunt )
+ DEFINE_FIELD( m_fCanHornetAttack, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_flNextHornetAttackCheck, FIELD_TIME ),
+ DEFINE_FIELD( m_flNextPainTime, FIELD_TIME ),
+ DEFINE_FIELD( m_flNextSpeakTime, FIELD_TIME ),
+ DEFINE_FIELD( m_flNextWordTime, FIELD_TIME ),
+ DEFINE_FIELD( m_flDamageTime, FIELD_TIME ),
+END_DATADESC()
+
+int CNPC_AlienGrunt::IRelationPriority( CBaseEntity *pTarget )
+{
+ //I hate grunts more than anything.
+ if ( pTarget->Classify() == CLASS_HUMAN_MILITARY )
+ {
+ if ( FClassnameIs( pTarget, "monster_human_grunt" ) )
+ {
+ return ( BaseClass::IRelationPriority ( pTarget ) + 1 );
+ }
+ }
+
+ return BaseClass::IRelationPriority( pTarget );
+}
+
+void CNPC_AlienGrunt::Spawn()
+{
+ Precache();
+
+ SetModel( "models/agrunt.mdl");
+ UTIL_SetSize( this, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );
+
+ SetSolid( SOLID_BBOX );
+ AddSolidFlags( FSOLID_NOT_STANDABLE );
+
+ Vector vecSurroundingMins( -32, -32, 0 );
+ Vector vecSurroundingMaxs( 32, 32, 85 );
+ CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &vecSurroundingMins, &vecSurroundingMaxs );
+
+ SetMoveType( MOVETYPE_STEP );
+ m_bloodColor = BLOOD_COLOR_GREEN;
+ ClearEffects();
+ m_iHealth = sk_agrunt_health.GetFloat();
+ m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
+ m_NPCState = NPC_STATE_NONE;
+
+ CapabilitiesClear();
+ CapabilitiesAdd ( bits_CAP_SQUAD | bits_CAP_MOVE_GROUND );
+
+ CapabilitiesAdd(bits_CAP_INNATE_RANGE_ATTACK1 );
+
+ // Innate range attack for kicking
+ CapabilitiesAdd(bits_CAP_INNATE_MELEE_ATTACK1 );
+
+ m_HackedGunPos = Vector( 24, 64, 48 );
+
+ m_flNextSpeakTime = m_flNextWordTime = gpGlobals->curtime + 10 + random->RandomInt( 0, 10 );
+
+ SetHullType(HULL_WIDE_HUMAN);
+ SetHullSizeNormal();
+
+ SetRenderColor( 255, 255, 255, 255 );
+
+ NPCInit();
+
+ BaseClass::Spawn();
+}
+
+//=========================================================
+// Precache - precaches all resources this monster needs
+//=========================================================
+void CNPC_AlienGrunt::Precache()
+{
+ PrecacheModel("models/agrunt.mdl");
+
+ iAgruntMuzzleFlash = PrecacheModel( "sprites/muz4.vmt" );
+
+ UTIL_PrecacheOther( "hornet" );
+
+ PrecacheScriptSound( "Weapon_Hornetgun.Single" );
+ PrecacheScriptSound( "AlienGrunt.LeftFoot" );
+ PrecacheScriptSound( "AlienGrunt.RightFoot" );
+ PrecacheScriptSound( "AlienGrunt.AttackHit" );
+ PrecacheScriptSound( "AlienGrunt.AttackMiss" );
+ PrecacheScriptSound( "AlienGrunt.Die" );
+ PrecacheScriptSound( "AlienGrunt.Alert" );
+ PrecacheScriptSound( "AlienGrunt.Attack" );
+ PrecacheScriptSound( "AlienGrunt.Pain" );
+ PrecacheScriptSound( "AlienGrunt.Idle" );
+}
+
+float CNPC_AlienGrunt::MaxYawSpeed( void )
+{
+ float ys;
+
+ switch ( GetActivity() )
+ {
+ case ACT_TURN_LEFT:
+ case ACT_TURN_RIGHT:
+ ys = 110;
+ break;
+ default:
+ ys = 100;
+ }
+
+ return ys;
+}
+
+int CNPC_AlienGrunt::GetSoundInterests ( void )
+{
+ return SOUND_WORLD |
+ SOUND_COMBAT |
+ SOUND_PLAYER |
+ SOUND_DANGER;
+}
+
+//=========================================================
+// HandleAnimEvent - catches the monster-specific messages
+// that occur when tagged animation frames are played.
+//
+// Returns number of events handled, 0 if none.
+//=========================================================
+void CNPC_AlienGrunt::HandleAnimEvent( animevent_t *pEvent )
+{
+ switch( pEvent->event )
+ {
+ case AGRUNT_AE_HORNET1:
+ case AGRUNT_AE_HORNET2:
+ case AGRUNT_AE_HORNET3:
+ case AGRUNT_AE_HORNET4:
+ case AGRUNT_AE_HORNET5:
+ {
+ // m_vecEnemyLKP should be center of enemy body
+ Vector vecArmPos;
+ QAngle angArmDir;
+ Vector vecDirToEnemy;
+ QAngle angDir;
+
+ if (HasCondition( COND_SEE_ENEMY) && GetEnemy())
+ {
+ Vector vecEnemyLKP = GetEnemy()->GetAbsOrigin();
+
+ vecDirToEnemy = ( ( vecEnemyLKP ) - GetAbsOrigin() );
+ VectorAngles( vecDirToEnemy, angDir );
+ VectorNormalize( vecDirToEnemy );
+ }
+ else
+ {
+ angDir = GetAbsAngles();
+ angDir.x = -angDir.x;
+
+ Vector vForward;
+ AngleVectors( angDir, &vForward );
+ vecDirToEnemy = vForward;
+ }
+
+ DoMuzzleFlash();
+
+ // make angles +-180
+ if (angDir.x > 180)
+ {
+ angDir.x = angDir.x - 360;
+ }
+
+ // SetBlending( 0, angDir.x );
+ GetAttachment( "0", vecArmPos, angArmDir );
+
+ vecArmPos = vecArmPos + vecDirToEnemy * 32;
+
+ CPVSFilter filter( GetAbsOrigin() );
+ te->Sprite( filter, 0.0,
+ &vecArmPos, iAgruntMuzzleFlash, random->RandomFloat( 0.4, 0.8 ), 128 );
+
+ CBaseEntity *pHornet = CBaseEntity::Create( "hornet", vecArmPos, QAngle( 0, 0, 0 ), this );
+
+ Vector vForward;
+ AngleVectors( angDir, &vForward );
+
+ pHornet->SetAbsVelocity( vForward * 300 );
+ pHornet->SetOwnerEntity( this );
+
+ EmitSound( "Weapon_Hornetgun.Single" );
+
+ CHL1BaseNPC *pHornetMonster = (CHL1BaseNPC *)pHornet->MyNPCPointer();
+
+ if ( pHornetMonster )
+ {
+ pHornetMonster->SetEnemy( GetEnemy() );
+ }
+ }
+ break;
+
+ case AGRUNT_AE_LEFT_FOOT:
+ // left foot
+ {
+ CPASAttenuationFilter filter2( this );
+ EmitSound( filter2, entindex(), "AlienGrunt.LeftFoot" );
+ }
+ break;
+ case AGRUNT_AE_RIGHT_FOOT:
+ // right foot
+ {
+ CPASAttenuationFilter filter3( this );
+ EmitSound( filter3, entindex(), "AlienGrunt.RightFoot" );
+ }
+ break;
+
+ case AGRUNT_AE_LEFT_PUNCH:
+ {
+ Vector vecMins = GetHullMins();
+ Vector vecMaxs = GetHullMaxs();
+ vecMins.z = vecMins.x;
+ vecMaxs.z = vecMaxs.x;
+
+ CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, vecMins, vecMaxs, sk_agrunt_dmg_punch.GetFloat(), DMG_CLUB );
+ CPASAttenuationFilter filter4( this );
+
+ if ( pHurt )
+ {
+ if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
+ pHurt->ViewPunch( QAngle( -25, 8, 0) );
+
+ Vector vRight;
+ AngleVectors( GetAbsAngles(), NULL, &vRight, NULL );
+
+ // OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above.
+ if ( pHurt->IsPlayer() )
+ {
+ // this is a player. Knock him around.
+ pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + vRight * 250 );
+ }
+
+ EmitSound(filter4, entindex(), "AlienGrunt.AttackHit" );
+
+ Vector vecArmPos;
+ QAngle angArmAng;
+ GetAttachment( 0, vecArmPos, angArmAng );
+ SpawnBlood(vecArmPos, g_vecAttackDir, pHurt->BloodColor(), 25);// a little surface blood.
+ }
+ else
+ {
+ // Play a random attack miss sound
+ EmitSound(filter4, entindex(), "AlienGrunt.AttackMiss" );
+ }
+ }
+ break;
+
+ case AGRUNT_AE_RIGHT_PUNCH:
+ {
+ Vector vecMins = GetHullMins();
+ Vector vecMaxs = GetHullMaxs();
+ vecMins.z = vecMins.x;
+ vecMaxs.z = vecMaxs.x;
+
+ CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, vecMins, vecMaxs, sk_agrunt_dmg_punch.GetFloat(), DMG_CLUB );
+ CPASAttenuationFilter filter5( this );
+
+ if ( pHurt )
+ {
+ if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
+ pHurt->ViewPunch( QAngle( 25, 8, 0) );
+
+ // OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above.
+ if ( pHurt->IsPlayer() )
+ {
+ // this is a player. Knock him around.
+ Vector vRight;
+ AngleVectors( GetAbsAngles(), NULL, &vRight, NULL );
+ pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + vRight * -250 );
+ }
+
+ EmitSound( filter5, entindex(), "AlienGrunt.AttackHit" );
+
+ Vector vecArmPos;
+ QAngle angArmAng;
+ GetAttachment( 0, vecArmPos, angArmAng );
+ SpawnBlood(vecArmPos, g_vecAttackDir, pHurt->BloodColor(), 25);// a little surface blood.
+ }
+ else
+ {
+ // Play a random attack miss sound
+ EmitSound( filter5, entindex(), "AlienGrunt.AttackMiss" );
+ }
+ }
+ break;
+
+ default:
+ BaseClass::HandleAnimEvent( pEvent );
+ break;
+ }
+}
+
+
+//=========================================================
+// DieSound
+//=========================================================
+void CNPC_AlienGrunt::DeathSound( const CTakeDamageInfo &info )
+{
+ StopTalking();
+
+ CPASAttenuationFilter filter( this );
+ EmitSound( filter, entindex(), "AlienGrunt.Die" );
+}
+
+//=========================================================
+// AlertSound
+//=========================================================
+void CNPC_AlienGrunt::AlertSound( void )
+{
+ StopTalking();
+
+ CPASAttenuationFilter filter( this );
+ EmitSound( filter, entindex(), "AlienGrunt.Alert" );
+}
+
+//=========================================================
+// AttackSound
+//=========================================================
+void CNPC_AlienGrunt::AttackSound( void )
+{
+ StopTalking();
+
+ CPASAttenuationFilter filter( this );
+ EmitSound( filter, entindex(), "AlienGrunt.Attack" );
+}
+
+//=========================================================
+// PainSound
+//=========================================================
+void CNPC_AlienGrunt::PainSound( const CTakeDamageInfo &info )
+{
+ if ( m_flNextPainTime > gpGlobals->curtime )
+ {
+ return;
+ }
+
+ m_flNextPainTime = gpGlobals->curtime + 0.6;
+
+ StopTalking();
+
+ CPASAttenuationFilter filter( this );
+ EmitSound( filter, entindex(),"AlienGrunt.Pain" );
+}
+
+//=========================================================
+// ShouldSpeak - Should this agrunt be talking?
+//=========================================================
+bool CNPC_AlienGrunt::ShouldSpeak( void )
+{
+ if ( m_flNextSpeakTime > gpGlobals->curtime )
+ {
+ // my time to talk is still in the future.
+ return FALSE;
+ }
+
+ if ( m_spawnflags & SF_NPC_GAG )
+ {
+ if ( m_NPCState != NPC_STATE_COMBAT )
+ {
+ // if gagged, don't talk outside of combat.
+ // if not going to talk because of this, put the talk time
+ // into the future a bit, so we don't talk immediately after
+ // going into combat
+ m_flNextSpeakTime = gpGlobals->curtime + 3;
+ return FALSE;
+ }
+ }
+
+ return TRUE;
+}
+
+//=========================================================
+// PrescheduleThink
+//=========================================================
+void CNPC_AlienGrunt::PrescheduleThink ( void )
+{
+ BaseClass::PrescheduleThink();
+
+ if ( ShouldSpeak() )
+ {
+ if ( m_flNextWordTime < gpGlobals->curtime )
+ {
+ // play a new sound
+ CPASAttenuationFilter filter( this );
+ EmitSound( filter, entindex(), "AlienGrunt.Idle" );
+
+ // is this word our last?
+ if ( random->RandomInt( 1, 10 ) <= 1 )
+ {
+ // stop talking.
+ StopTalking();
+ }
+ else
+ {
+ m_flNextWordTime = gpGlobals->curtime + random->RandomFloat( 0.5, 1 );
+ }
+ }
+ }
+}
+
+//=========================================================
+// FCanCheckAttacks - this is overridden for alien grunts
+// because they can use their smart weapons against unseen
+// enemies. Base class doesn't attack anyone it can't see.
+//=========================================================
+bool CNPC_AlienGrunt::FCanCheckAttacks ( void )
+{
+ if ( !HasCondition( COND_ENEMY_TOO_FAR ) )
+ return true;
+ else
+ return false;
+}
+
+//=========================================================
+// CheckMeleeAttack1 - alien grunts zap the crap out of
+// any enemy that gets too close.
+//=========================================================
+int CNPC_AlienGrunt::MeleeAttack1Conditions ( float flDot, float flDist )
+{
+ if ( flDist > AGRUNT_MELEE_DIST )
+ return COND_NONE;
+
+ if ( flDot < 0.6 )
+ return COND_NONE;
+
+ if ( HasCondition ( COND_SEE_ENEMY ) && GetEnemy() != NULL )
+ return COND_CAN_MELEE_ATTACK1;
+
+ return COND_NONE;
+}
+
+//=========================================================
+// CheckRangeAttack1
+//
+// !!!LATER - we may want to load balance this. Several
+// tracelines are done, so we may not want to do this every
+// server frame. Definitely not while firing.
+//=========================================================
+int CNPC_AlienGrunt::RangeAttack1Conditions ( float flDot, float flDist )
+{
+ if ( gpGlobals->curtime < m_flNextHornetAttackCheck )
+ {
+ if ( HasCondition( COND_SEE_ENEMY ) )
+ {
+ if ( m_fCanHornetAttack == true )
+ {
+ return COND_CAN_RANGE_ATTACK1;
+ }
+ else
+ {
+ return COND_NONE;
+ }
+ }
+ else
+ return COND_NONE;
+ }
+
+ if ( flDist < AGRUNT_MELEE_DIST )
+ return COND_NONE;
+
+ if ( flDist > 1024 )
+ return COND_NONE;
+
+ if ( flDot < 0.5 )
+ return COND_NONE;
+
+ if ( HasCondition( COND_SEE_ENEMY ) )
+ {
+ trace_t tr;
+ Vector vecArmPos;
+ QAngle angArmDir;
+
+ // verify that a shot fired from the gun will hit the enemy before the world.
+ // !!!LATER - we may wish to do something different for projectile weapons as opposed to instant-hit
+ GetAttachment( "0", vecArmPos, angArmDir );
+ UTIL_TraceLine( vecArmPos, GetEnemy()->BodyTarget( vecArmPos ), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
+
+ if ( tr.fraction == 1.0 || tr.m_pEnt == GetEnemy() )
+ {
+ m_flNextHornetAttackCheck = gpGlobals->curtime + random->RandomFloat( 2, 5 );
+ m_fCanHornetAttack = true;
+
+ return COND_CAN_RANGE_ATTACK1;
+ }
+ }
+
+ m_flNextHornetAttackCheck = gpGlobals->curtime + 0.2;// don't check for half second if this check wasn't successful
+ m_fCanHornetAttack = false;
+ return COND_NONE;
+}
+
+//=========================================================
+// StopTalking - won't speak again for 10-20 seconds.
+//=========================================================
+void CNPC_AlienGrunt::StopTalking( void )
+{
+ m_flNextWordTime = m_flNextSpeakTime = gpGlobals->curtime + 10 + random->RandomInt(0, 10);
+}
+
+
+void CNPC_AlienGrunt::StartTask ( const Task_t *pTask )
+{
+ switch ( pTask->iTask )
+ {
+ case TASK_AGRUNT_RANGE_ATTACK1_NOTURN:
+ {
+ SetLastAttackTime( gpGlobals->curtime );
+ ResetIdealActivity( ACT_RANGE_ATTACK1 );
+ }
+ break;
+
+ case TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE:
+ {
+ Vector forward;
+ AngleVectors( GetAbsAngles(), &forward );
+ Vector flEnemyLKP = GetEnemyLKP();
+
+ GetNavigator()->SetGoal( flEnemyLKP - forward * 64, AIN_CLEAR_TARGET);
+
+ if ( GetNavigator()->SetGoal( flEnemyLKP - forward * 64, AIN_CLEAR_TARGET) )
+ {
+ TaskComplete();
+ }
+ else
+ {
+ Msg ( "AGruntGetPathToEnemyCorpse failed!!\n" );
+ TaskFail( FAIL_NO_ROUTE );
+ }
+ }
+ break;
+
+ case TASK_AGRUNT_SETUP_HIDE_ATTACK:
+ // alien grunt shoots hornets back out into the open from a concealed location.
+ // try to find a spot to throw that gives the smart weapon a good chance of finding the enemy.
+ // ideally, this spot is along a line that is perpendicular to a line drawn from the agrunt to the enemy.
+
+ CHL1BaseNPC *pEnemyMonsterPtr;
+
+ pEnemyMonsterPtr = (CHL1BaseNPC *)GetEnemy()->MyNPCPointer();
+
+ if ( pEnemyMonsterPtr )
+ {
+ Vector vecCenter, vForward, vRight, vecEnemyLKP;
+ QAngle angTmp;
+ trace_t tr;
+ BOOL fSkip;
+
+ fSkip = FALSE;
+ vecCenter = WorldSpaceCenter();
+ vecEnemyLKP = GetEnemyLKP();
+
+ VectorAngles( vecEnemyLKP - GetAbsOrigin(), angTmp );
+ SetAbsAngles( angTmp );
+ AngleVectors( GetAbsAngles(), &vForward, &vRight, NULL );
+
+ UTIL_TraceLine( WorldSpaceCenter() + vForward * 128, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
+ if ( tr.fraction == 1.0 )
+ {
+ GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() + vRight * 128 );
+ fSkip = TRUE;
+ TaskComplete();
+ }
+
+ if ( !fSkip )
+ {
+ UTIL_TraceLine( WorldSpaceCenter() - vForward * 128, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
+ if ( tr.fraction == 1.0 )
+ {
+ GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() - vRight * 128 );
+ fSkip = TRUE;
+ TaskComplete();
+ }
+ }
+
+ if ( !fSkip )
+ {
+ UTIL_TraceLine( WorldSpaceCenter() + vForward * 256, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
+ if ( tr.fraction == 1.0 )
+ {
+ GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() + vRight * 256 );
+ fSkip = TRUE;
+ TaskComplete();
+ }
+ }
+
+ if ( !fSkip )
+ {
+ UTIL_TraceLine( WorldSpaceCenter() - vForward * 256, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
+ if ( tr.fraction == 1.0 )
+ {
+ GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() - vRight * 256 );
+ fSkip = TRUE;
+ TaskComplete();
+ }
+ }
+
+ if ( !fSkip )
+ {
+ TaskFail( FAIL_NO_COVER );
+ }
+ }
+ else
+ {
+ Msg ( "AGRunt - no enemy monster ptr!!!\n" );
+ TaskFail( FAIL_NO_ENEMY );
+ }
+ break;
+
+ default:
+ BaseClass::StartTask ( pTask );
+ break;
+ }
+}
+
+
+void CNPC_AlienGrunt::RunTask( const Task_t *pTask )
+{
+ switch ( pTask->iTask )
+ {
+ // NOTE: This is obsolete. Don't use it for HL2 code
+ case TASK_AGRUNT_RANGE_ATTACK1_NOTURN:
+ {
+ AutoMovement( );
+
+ if ( IsActivityFinished() )
+ {
+ TaskComplete();
+ }
+ break;
+ }
+
+ default:
+ BaseClass::RunTask( pTask );
+ }
+}
+
+
+
+//=========================================================
+// GetSchedule - Decides which type of schedule best suits
+// the monster's current state and conditions. Then calls
+// monster's member function to get a pointer to a schedule
+// of the proper type.
+//=========================================================
+int CNPC_AlienGrunt::SelectSchedule( void )
+{
+ if ( HasCondition( COND_HEAR_DANGER ) )
+ {
+ return SCHED_TAKE_COVER_FROM_BEST_SOUND;
+ }
+
+ switch ( m_NPCState )
+ {
+ case NPC_STATE_COMBAT:
+ {
+ // dead enemy
+ if ( HasCondition( COND_ENEMY_DEAD ) )
+ {
+ // call base class, all code to handle dead enemies is centralized there.
+ return BaseClass::SelectSchedule();
+ }
+
+ if ( HasCondition( COND_NEW_ENEMY) )
+ {
+ return SCHED_WAKE_ANGRY;
+ }
+
+ // zap player!
+ if ( HasCondition ( COND_CAN_MELEE_ATTACK1 ) )
+ {
+ AttackSound();// this is a total hack. Should be parto f the schedule
+ return SCHED_MELEE_ATTACK1;
+ }
+
+ if ( HasCondition ( COND_HEAVY_DAMAGE ) )
+ {
+ return SCHED_SMALL_FLINCH;
+ }
+
+ // can attack
+ if ( HasCondition ( COND_CAN_RANGE_ATTACK1 ) && OccupyStrategySlotRange( AGRUNT_SQUAD_SLOT_HORNET1, AGRUNT_SQUAD_SLOT_HORNET2 ) )
+ {
+ return SCHED_RANGE_ATTACK1;
+ }
+
+ if ( OccupyStrategySlot ( AGRUNT_SQUAD_SLOT_CHASE ) )
+ {
+ return SCHED_CHASE_ENEMY;
+ }
+
+ return SCHED_STANDOFF;
+ }
+ }
+
+ return BaseClass::SelectSchedule();
+}
+
+int CNPC_AlienGrunt::TranslateSchedule( int scheduleType )
+{
+ switch ( scheduleType )
+ {
+ case SCHED_TAKE_COVER_FROM_ENEMY:
+ return SCHED_AGRUNT_TAKE_COVER_FROM_ENEMY;
+ break;
+
+ /*case SCHED_RANGE_ATTACK1:
+ if ( HasCondition( COND_SEE_ENEMY ) )
+ return SCHED_AGRUNT_RANGE_ATTACK;
+ // else
+ // return SCHED_AGRUNT_HIDDEN_RANGE_ATTACK;
+ break;*/
+
+ case SCHED_STANDOFF:
+ return SCHED_AGRUNT_STANDOFF;
+ break;
+
+ case SCHED_VICTORY_DANCE:
+ return SCHED_AGRUNT_VICTORY_DANCE;
+ break;
+ case SCHED_FAIL:
+ // no fail schedule specified, so pick a good generic one.
+ {
+ if ( GetEnemy() != NULL )
+ {
+ // I have an enemy
+ // !!!LATER - what if this enemy is really far away and i'm chasing him?
+ // this schedule will make me stop, face his last known position for 2
+ // seconds, and then try to move again
+ return SCHED_AGRUNT_COMBAT_FAIL;
+ }
+
+ return SCHED_AGRUNT_FAIL;
+ }
+ break;
+ }
+
+ return BaseClass::TranslateSchedule( scheduleType );
+}
+
+void CNPC_AlienGrunt::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
+{
+ CTakeDamageInfo ainfo = info;
+
+ float flDamage = ainfo.GetDamage();
+
+ if ( ptr->hitgroup == 10 && (ainfo.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_CLUB)))
+ {
+ // hit armor
+ if ( m_flDamageTime != gpGlobals->curtime || (random->RandomInt(0,10) < 1) )
+ {
+ CPVSFilter filter( ptr->endpos );
+ te->ArmorRicochet( filter, 0.0, &ptr->endpos, &ptr->plane.normal );
+ m_flDamageTime = gpGlobals->curtime;
+ }
+
+ if ( random->RandomInt( 0, 1 ) == 0 )
+ {
+ Vector vecTracerDir = vecDir;
+
+ vecTracerDir.x += random->RandomFloat( -0.3, 0.3 );
+ vecTracerDir.y += random->RandomFloat( -0.3, 0.3 );
+ vecTracerDir.z += random->RandomFloat( -0.3, 0.3 );
+
+ vecTracerDir = vecTracerDir * -512;
+
+ Vector vEndPos = ptr->endpos + vecTracerDir;
+
+ UTIL_Tracer( ptr->endpos, vEndPos, ENTINDEX( edict() ) );
+ }
+
+ flDamage -= 20;
+ if (flDamage <= 0)
+ flDamage = 0.1;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated
+
+ ainfo.SetDamage( flDamage );
+ }
+ else
+ {
+ SpawnBlood( ptr->endpos, vecDir, BloodColor(), flDamage);// a little surface blood.
+ TraceBleed( flDamage, vecDir, ptr, ainfo.GetDamageType() );
+ }
+
+ AddMultiDamage( ainfo, this );
+}
+
+
+//=========================================================
+// AI Schedules Specific to this monster
+//=========================================================
+AI_BEGIN_CUSTOM_NPC( monster_alien_grunt, CNPC_AlienGrunt )
+
+ DECLARE_ACTIVITY( ACT_THREAT_DISPLAY )
+
+ DECLARE_TASK ( TASK_AGRUNT_SETUP_HIDE_ATTACK )
+ DECLARE_TASK ( TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE )
+ DECLARE_TASK ( TASK_AGRUNT_RANGE_ATTACK1_NOTURN )
+
+ DECLARE_SQUADSLOT( AGRUNT_SQUAD_SLOT_HORNET1 )
+ DECLARE_SQUADSLOT( AGRUNT_SQUAD_SLOT_HORNET2 )
+ DECLARE_SQUADSLOT( AGRUNT_SQUAD_SLOT_CHASE )
+
+ //=========================================================
+ // Fail Schedule
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_AGRUNT_FAIL,
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
+ " TASK_WAIT 2"
+ " TASK_WAIT_PVS 0"
+ " "
+ " Interrupts"
+ " COND_CAN_RANGE_ATTACK1"
+ " COND_CAN_MELEE_ATTACK1"
+ )
+
+ //=========================================================
+ // Combat Fail Schedule
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_AGRUNT_COMBAT_FAIL,
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
+ " TASK_WAIT_FACE_ENEMY 2"
+ " TASK_WAIT_PVS 0"
+ " "
+ " Interrupts"
+ " COND_CAN_RANGE_ATTACK1"
+ " COND_CAN_MELEE_ATTACK1"
+ )
+
+ //=========================================================
+ // Standoff schedule. Used in combat when a monster is
+ // hiding in cover or the enemy has moved out of sight.
+ // Should we look around in this schedule?
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_AGRUNT_STANDOFF,
+
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
+ " TASK_WAIT_FACE_ENEMY 2"
+ " "
+ " Interrupts"
+ " COND_CAN_RANGE_ATTACK1"
+ " COND_CAN_MELEE_ATTACK1"
+ " COND_SEE_ENEMY"
+ " COND_NEW_ENEMY"
+ " COND_HEAR_DANGER"
+ )
+
+ //=========================================================
+ // Suppress
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_AGRUNT_SUPPRESS_HORNET,
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_RANGE_ATTACK1 0"
+ )
+
+ //=========================================================
+ // primary range attacks
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_AGRUNT_RANGE_ATTACK,
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_FACE_ENEMY 0"
+ " TASK_RANGE_ATTACK1 0"
+ " "
+ " Interrupts"
+ " COND_NEW_ENEMY"
+ " COND_ENEMY_DEAD"
+ " COND_HEAVY_DAMAGE"
+ )
+
+ DEFINE_SCHEDULE
+ (
+ SCHED_AGRUNT_HIDDEN_RANGE_ATTACK,
+ " Tasks"
+ " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_AGRUNT_STANDOFF"
+ " TASK_AGRUNT_SETUP_HIDE_ATTACK 0"
+ " TASK_STOP_MOVING 0"
+ " TASK_FACE_IDEAL 0"
+ " TASK_AGRUNT_RANGE_ATTACK1_NOTURN 0"
+ " "
+ " Interrupts"
+ " COND_NEW_ENEMY"
+ " COND_HEAVY_DAMAGE"
+ " COND_HEAR_DANGER"
+ )
+
+ //=========================================================
+ // Take cover from enemy! Tries lateral cover before node
+ // cover!
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_AGRUNT_TAKE_COVER_FROM_ENEMY,
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_WAIT 0.2"
+ " TASK_FIND_COVER_FROM_ENEMY 0"
+ " TASK_RUN_PATH 0"
+ " TASK_WAIT_FOR_MOVEMENT 0"
+ " TASK_REMEMBER MEMORY:INCOVER"
+ " TASK_FACE_ENEMY 0"
+ " "
+ " Interrupts"
+ " COND_NEW_ENEMY"
+ )
+
+ //=========================================================
+ // Victory dance!
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_AGRUNT_VICTORY_DANCE,
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_AGRUNT_THREAT_DISPLAY"
+ " TASK_WAIT 0.2"
+ " TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE 0"
+ " TASK_WALK_PATH 0"
+ " TASK_WAIT_FOR_MOVEMENT 0"
+ " TASK_FACE_ENEMY 0"
+ " TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCH"
+ " TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
+ " TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
+ " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STAND"
+ " TASK_PLAY_SEQUENCE ACTIVITY:ACT_THREAT_DISPLAY"
+ " TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCH"
+ " TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
+ " TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
+ " TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
+ " TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
+ " TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
+ " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STAND"
+ " "
+ " Interrupts"
+ " COND_NEW_ENEMY"
+ " COND_LIGHT_DAMAGE"
+ " COND_HEAVY_DAMAGE"
+ )
+
+ //=========================================================
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_AGRUNT_THREAT_DISPLAY,
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_FACE_ENEMY 0"
+ " TASK_PLAY_SEQUENCE ACTIVITY:ACT_THREAT_DISPLAY"
+ " "
+ " Interrupts"
+ " COND_NEW_ENEMY"
+ " COND_LIGHT_DAMAGE"
+ " COND_HEAVY_DAMAGE"
+ " COND_HEAR_PLAYER"
+ " COND_HEAR_COMBAT"
+ " COND_HEAR_WORLD"
+ )
+
+AI_END_CUSTOM_NPC()