Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// monster template
//=========================================================
// UNDONE: Holster weapon?
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "talkmonster.h"
#include "schedule.h"
#include "defaultai.h"
#include "scripted.h"
#include "weapons.h"
#include "soundent.h"
#include "barney.h"
#define NUM_OTIS_HEADS 2 // heads available for otis model
#define GUN_GROUP 1
#define HEAD_GROUP 2
#define HEAD_HAIR 0
#define HEAD_BALD 1
#define GUN_NONE 0
#define GUN_EAGLE 1
#define GUN_DONUT 2
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// first flag is Otis dying for scripted sequences?
#define OTIS_AE_DRAW ( 2 )
#define OTIS_AE_SHOOT ( 3 )
#define OTIS_AE_HOLSTER ( 4 )
#define OTIS_BODY_GUNHOLSTERED 0
#define OTIS_BODY_GUNDRAWN 1
#define OTIS_BODY_DONUT 2
class COtis : public CBarney
{
public:
#if 1
void KeyValue(KeyValueData *pkvd);
#endif
void Spawn(void);
void Precache(void);
void BarneyFirePistol(void);
void AlertSound(void);
void HandleAnimEvent(MonsterEvent_t *pEvent);
int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
void DeclineFollowing(void);
// Override these to set behavior
Schedule_t *GetSchedule(void);
void TalkInit(void);
void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
void Killed(entvars_t *pevAttacker, int iGib);
int head;
int bodystate;
};
LINK_ENTITY_TO_CLASS(monster_otis, COtis);
//=========================================================
// ALertSound - otis says "Freeze!"
//=========================================================
void COtis::AlertSound(void)
{
if (m_hEnemy != 0)
{
if (FOkToSpeak())
{
PlaySentence("OT_ATTACK", RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE);
}
}
}
//=========================================================
// BarneyFirePistol - shoots one round from the pistol at
// the enemy otis is facing.
//=========================================================
void COtis::BarneyFirePistol(void)
{
Vector vecShootOrigin;
UTIL_MakeVectors(pev->angles);
vecShootOrigin = pev->origin + Vector(0, 0, 55);
Vector vecShootDir = ShootAtEnemy(vecShootOrigin);
Vector angDir = UTIL_VecToAngles(vecShootDir);
SetBlending(0, angDir.x);
pev->effects = EF_MUZZLEFLASH;
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_357);
int pitchShift = RANDOM_LONG(0, 20);
// Only shift about half the time
if (pitchShift > 10)
pitchShift = 0;
else
pitchShift -= 5;
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/desert_eagle_fire.wav", 1, ATTN_NORM, 0, 100 + pitchShift);
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 384, 0.3);
// UNDONE: Reload?
m_cAmmoLoaded--;// take away a bullet!
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void COtis::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch (pEvent->event)
{
case OTIS_AE_DRAW:
// otis' bodygroup switches here so he can pull gun from holster
// pev->body = OTIS_BODY_GUNDRAWN;
SetBodygroup( GUN_GROUP, GUN_EAGLE );
m_fGunDrawn = TRUE;
break;
case OTIS_AE_HOLSTER:
// change bodygroup to replace gun in holster
// pev->body = OTIS_BODY_GUNHOLSTERED;
SetBodygroup( GUN_GROUP, GUN_NONE );
m_fGunDrawn = FALSE;
break;
default:
CBarney::HandleAnimEvent(pEvent);
}
}
//=========================================================
// Spawn
//=========================================================
void COtis::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/otis.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->health = gSkillData.otisHealth;
pev->view_ofs = Vector(0, 0, 50);// position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
m_MonsterState = MONSTERSTATE_NONE;
pev->body = 0; // gun in holster
m_fGunDrawn = FALSE;
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
// Make sure hands are white.
pev->skin = 0;
// Select a random head.
if (head == -1)
{
SetBodygroup(HEAD_GROUP, RANDOM_LONG(0, NUM_OTIS_HEADS - 1));
}
else
{
SetBodygroup(HEAD_GROUP, head);
}
if (bodystate == -1)
{
SetBodygroup(GUN_GROUP, RANDOM_LONG(OTIS_BODY_GUNHOLSTERED, OTIS_BODY_GUNDRAWN)); // don't random donut
}
else
{
SetBodygroup(GUN_GROUP, bodystate);
}
MonsterInit();
SetUse(&COtis::FollowerUse);
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void COtis::Precache()
{
PRECACHE_MODEL("models/otis.mdl");
PRECACHE_SOUND("barney/desert_eagle_fire.wav");
PRECACHE_SOUND("barney/ba_pain1.wav");
PRECACHE_SOUND("barney/ba_pain2.wav");
PRECACHE_SOUND("barney/ba_pain3.wav");
PRECACHE_SOUND("barney/ba_die1.wav");
PRECACHE_SOUND("barney/ba_die2.wav");
PRECACHE_SOUND("barney/ba_die3.wav");
// every new otis must call this, otherwise
// when a level is loaded, nobody will talk (time is reset to 0)
TalkInit();
CTalkMonster::Precache();
}
// Init talk data
void COtis::TalkInit()
{
CTalkMonster::TalkInit();
// scientists speach group names (group names are in sentences.txt)
m_szGrp[TLK_ANSWER] = "OT_ANSWER";
m_szGrp[TLK_QUESTION] = "OT_QUESTION";
m_szGrp[TLK_IDLE] = "OT_IDLE";
m_szGrp[TLK_STARE] = "OT_STARE";
m_szGrp[TLK_USE] = "OT_OK";
m_szGrp[TLK_UNUSE] = "OT_WAIT";
m_szGrp[TLK_STOP] = "OT_STOP";
m_szGrp[TLK_NOSHOOT] = "OT_SCARED";
m_szGrp[TLK_HELLO] = "OT_HELLO";
m_szGrp[TLK_PLHURT1] = "!OT_CUREA";
m_szGrp[TLK_PLHURT2] = "!OT_CUREB";
m_szGrp[TLK_PLHURT3] = "!OT_CUREC";
m_szGrp[TLK_PHELLO] = NULL;
m_szGrp[TLK_PIDLE] = NULL;
m_szGrp[TLK_PQUESTION] = NULL;
m_szGrp[TLK_SMELL] = "OT_SMELL";
m_szGrp[TLK_WOUND] = "OT_WOUND";
m_szGrp[TLK_MORTAL] = "OT_MORTAL";
// get voice for head - just one otis voice for now
m_voicePitch = 100;
}
int COtis::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
{
// make sure friends talk about it if player hurts talkmonsters...
int ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
if (!IsAlive() || pev->deadflag == DEAD_DYING)
return ret;
if (m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT))
{
m_flPlayerDamage += flDamage;
// This is a heurstic to determine if the player intended to harm me
// If I have an enemy, we can't establish intent (may just be crossfire)
if (m_hEnemy == 0)
{
// If the player was facing directly at me, or I'm already suspicious, get mad
if ((m_afMemory & bits_MEMORY_SUSPICIOUS) || IsFacing(pevAttacker, pev->origin))
{
// Alright, now I'm pissed!
PlaySentence("OT_MAD", 4, VOL_NORM, ATTN_NORM);
Remember(bits_MEMORY_PROVOKED);
StopFollowing(TRUE);
}
else
{
// Hey, be careful with that
PlaySentence("OT_SHOT", 4, VOL_NORM, ATTN_NORM);
Remember(bits_MEMORY_SUSPICIOUS);
}
}
else if (!(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO)
{
PlaySentence("OT_SHOT", 4, VOL_NORM, ATTN_NORM);
}
}
return ret;
}
void COtis::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
switch (ptr->iHitgroup)
{
case HITGROUP_CHEST:
case HITGROUP_STOMACH:
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST))
{
flDamage = flDamage / 2;
}
break;
case 10: // Otis wears no helmet, so do not prevent taking headshot damage.
// always a head shot
ptr->iHitgroup = HITGROUP_HEAD;
break;
default:
break;
}
CTalkMonster::TraceAttack(pevAttacker, flDamage, vecDir, ptr, bitsDamageType);
}
void COtis::Killed(entvars_t *pevAttacker, int iGib)
{
if (GetBodygroup(GUN_GROUP) != OTIS_BODY_GUNHOLSTERED)
{// drop the gun!
Vector vecGunPos;
Vector vecGunAngles;
SetBodygroup(GUN_GROUP, OTIS_BODY_GUNHOLSTERED);
GetAttachment(0, vecGunPos, vecGunAngles);
CBaseEntity *pGun = DropItem("weapon_eagle", vecGunPos, vecGunAngles);
}
SetUse(NULL);
CTalkMonster::Killed(pevAttacker, iGib);
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
//=========================================================
// 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.
//=========================================================
Schedule_t *COtis::GetSchedule(void)
{
if (HasConditions(bits_COND_HEAR_SOUND))
{
CSound *pSound;
pSound = PBestSound();
ASSERT(pSound != NULL);
if (pSound && (pSound->m_iType & bits_SOUND_DANGER))
return GetScheduleOfType(SCHED_TAKE_COVER_FROM_BEST_SOUND);
}
if (HasConditions(bits_COND_ENEMY_DEAD) && FOkToSpeak())
{
PlaySentence("OT_KILL", 4, VOL_NORM, ATTN_NORM);
}
return CBarney::GetSchedule();
}
void COtis::DeclineFollowing(void)
{
PlaySentence("OT_POK", 2, VOL_NORM, ATTN_NORM);
}
void COtis::KeyValue(KeyValueData *pkvd)
{
if (FStrEq(pkvd->szKeyName, "head"))
{
head = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBarney::KeyValue(pkvd);
}
//=========================================================
// DEAD OTIS PROP
//
// Designer selects a pose in worldcraft, 0 through num_poses-1
// this value is added to what is selected as the 'first dead pose'
// among the monster's normal animations. All dead poses must
// appear sequentially in the model file. Be sure and set
// the m_iFirstPose properly!
//
//=========================================================
class CDeadOtis : public CBaseMonster
{
public:
void Spawn(void);
int Classify(void) { return CLASS_PLAYER_ALLY; }
void KeyValue(KeyValueData *pkvd);
int m_iPose;// which sequence to display -- temporary, don't need to save
static const char *m_szPoses[5];
};
const char *CDeadOtis::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach", "stuffed_in_vent", "dead_sitting" };
void CDeadOtis::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_otis_dead, CDeadOtis);
//=========================================================
// ********** DeadOtis SPAWN **********
//=========================================================
void CDeadOtis::Spawn()
{
PRECACHE_MODEL("models/otis.mdl");
SET_MODEL(ENT(pev), "models/otis.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 otis with bad pose\n");
}
// Corpses have less health
pev->health = 8;//gSkillData.otisHealth;
MonsterInitDead();
}