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.
*
****/
//=========================================================
// friendly grunt - medic
//=========================================================
// UNDONE: Holster weapon?
#include "extdll.h"
#include "plane.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "talkmonster.h"
#include "schedule.h"
#include "animation.h"
#include "weapons.h"
#include "talkmonster.h"
#include "soundent.h"
#include "effects.h"
#include "customentity.h"
#include "fgrunt.h"
extern int g_fGruntQuestion;
extern Schedule_t slIdleFgStand[];
extern Schedule_t slFgFaceTarget[];
//=========================================================
// monster-specific DEFINE's
//=========================================================
#define MGRUNT_CLIP_SIZE_EAGLE 7 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
#define MGRUNT_CLIP_SIZE_9MMHANDGUN 17 // Same as above
#define MGRUNT_VOL 0.35 // volume of grunt sounds
#define MGRUNT_ATTN ATTN_NORM // attenutation of grunt sentences
#define MGRUNT_LIMP_HEALTH 20
#define MGRUNT_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot.
#define MGRUNT_NUM_HEADS 2 // how many grunt heads are there?
#define MGRUNT_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
#define MGRUNT_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences
#define MGRUNT_MAX_HEALTH_RESTORE 10 // Maximum health restore. // 200
#define MGRUNT_EAGLE (1 << 0)
#define MGRUNT_9MMHANDGUN (1 << 1)
#define MGRUNT_NEEDLE (1 << 2)
#define HEAD_GROUP 2
#define GUN_GROUP 3
#define HEAD_WHITE 0
#define HEAD_BLACK 1
#define GUN_EAGLE 0
#define GUN_9MMHANDGUN 1
#define GUN_NEEDLE 2
#define GUN_NONE 3
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define MGRUNT_AE_BURST1 ( 4 )
#define MGRUNT_AE_BURST2 ( 5 )
#define MGRUNT_AE_BURST3 ( 6 )
#define MGRUNT_AE_GUN_HOLSTER ( 15 )
#define MGRUNT_AE_NEEDLE_DRAW ( 16 )
#define MGRUNT_AE_NEEDLE_STORE ( 17 )
#define MGRUNT_AE_GUN_DRAW ( 18 )
static const char* g_pszDeathSounds[] =
{
"fgrunt/death1.wav",
"fgrunt/death2.wav",
"fgrunt/death3.wav",
"fgrunt/death4.wav",
"fgrunt/death5.wav",
"fgrunt/death6.wav",
};
static const char* g_pszPainSounds[] =
{
"fgrunt/pain1.wav",
"fgrunt/pain2.wav",
"fgrunt/pain3.wav",
"fgrunt/pain4.wav",
"fgrunt/pain5.wav",
"fgrunt/pain6.wav",
};
#define MGRUNT_NUM_DEATH_SOUNDS ARRAYSIZE( g_pszDeathSounds )
#define MGRUNT_NUM_PAIN_SOUNDS ARRAYSIZE( g_pszPainSounds )
/*
MGrunt animations.
*/
/*
pull_needle (23) ACT_SIGNAL3
store_needle (24) ACT_TWITCH
give_shot (25) ACT_COWER
heal_crouch (46) ACT_INSPECT_WALL
*/
class CMGrunt : public CFGrunt
{
public:
void TalkInit(void);
void Spawn(void);
void Precache(void);
void HandleAnimEvent(MonsterEvent_t* pEvent);
void RunTask(Task_t *pTask);
void StartTask(Task_t *pTask);
int Save(CSave &save);
int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
BOOL IsMedic(void) const { return TRUE; }
CBaseEntity* DropGun(const Vector& vecSrc, const Vector& vecAngles, char* szClassname = NULL);
void FireEagle( void );
void FirePistol( void );
CUSTOM_SCHEDULES;
static const char *pMGruntSentences[];
int m_nHealthRestore;
};
LINK_ENTITY_TO_CLASS(monster_human_medic_ally, CMGrunt);
TYPEDESCRIPTION CMGrunt::m_SaveData[] =
{
DEFINE_FIELD(CMGrunt, m_nHealthRestore, FIELD_INTEGER),
};
IMPLEMENT_SAVERESTORE(CMGrunt, CTalkMonster);
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_MGRUNT_FIRST_SCHEDULE = LAST_COMMON_SCHEDULE + 1,
SCHED_MGRUNT_HEAL_ALLY,
SCHED_MGRUNT_HEAL_PLAYER,
};
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_MGRUNT_NEEDLE_PULL = LAST_COMMON_TASK + 1,
TASK_MGRUNT_NEEDLE_STORE,
TASK_MGRUNT_GIVE_SHOT,
};
//=========================================================
// Medic draws the needle
//=========================================================
Task_t tlMgNeedlePull[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_TARGET, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 },
};
Schedule_t slMgNeedlePull[] =
{
{
tlMgNeedlePull, // task array pointer.
ARRAYSIZE(tlMgNeedlePull), // task count
0, // COND interrupts (.i.e Light damage, heavy damage)
0, // soundmask (.i.e hear danger...)
"MGrunt Needle Pull" // name
}
};
//=========================================================
// Medic stores the needle
//=========================================================
Task_t tlMgNeedleStore[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_TARGET, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_TWITCH },
};
Schedule_t slMgNeedleStore[] =
{
{
tlMgNeedleStore,
ARRAYSIZE(tlMgNeedleStore),
0,
0,
"MGrunt Needle Store"
}
};
//=========================================================
// Medic gives a needle shot
//=========================================================
Task_t tlMgGiveShot[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_TARGET, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_COWER },
};
Schedule_t slMgGiveShot[] =
{
{
tlMgGiveShot,
ARRAYSIZE(tlMgGiveShot),
0,
0,
"MGrunt Give Shot"
}
};
//=========================================================
// Medic heals a target (crouched)
//=========================================================
Task_t tlMgHealCrouch[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_TARGET, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_INSPECT_WALL },
};
Schedule_t slMgHealCrouch[] =
{
{
tlMgHealCrouch,
ARRAYSIZE(tlMgHealCrouch),
0,
0,
"MGrunt Heal Crouch"
}
};
DEFINE_CUSTOM_SCHEDULES(CMGrunt)
{
slMgNeedlePull,
slMgNeedleStore,
slMgGiveShot,
};
IMPLEMENT_CUSTOM_SCHEDULES(CMGrunt, CFGrunt);
const char *CMGrunt::pMGruntSentences[] =
{
"MG_HEAL",
"MG_NOTHEAL",
};
enum
{
MGRUNT_SENT_NONE = -1,
MGRUNT_SENT_HEAL = 0,
MGRUNT_SENT_NOTHEAL,
} MGRUNT_SENTENCE_TYPES;
//=========================================================
// Spawn
//=========================================================
void CMGrunt::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/hgrunt_medic.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.medicAllyHealth;
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_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
// Medic has no torso support.
torso = 0;
// Select a random head.
if (head == -1)
{
SetBodygroup(HEAD_GROUP, RANDOM_LONG(0, MGRUNT_NUM_HEADS - 1));
}
else
{
SetBodygroup(HEAD_GROUP, head);
}
if (pev->weapons == 0)
{
// initialize to original values
pev->weapons = MGRUNT_9MMHANDGUN;
}
// Setup bodygroups.
if (FBitSet(pev->weapons, MGRUNT_EAGLE))
{
SetBodygroup(GUN_GROUP, GUN_EAGLE);
m_cClipSize = MGRUNT_CLIP_SIZE_EAGLE;
}
else if (FBitSet(pev->weapons, MGRUNT_9MMHANDGUN))
{
SetBodygroup(GUN_GROUP, GUN_9MMHANDGUN);
m_cClipSize = MGRUNT_CLIP_SIZE_9MMHANDGUN;
}
else
{
ALERT(at_console, "ERROR: entity %s uses unsupported weapon flags %d\n", pev->classname, pev->weapons);
m_cClipSize = -1;
}
m_cAmmoLoaded = m_cClipSize;
m_nHealthRestore = MGRUNT_MAX_HEALTH_RESTORE;
#if 0
const char* szSeqName = "pull_needle";
int seq = LookupSequence(szSeqName);
int i;
for (i = 0; i < ACT_FLINCH_RIGHTLEG; i++)
{
if (i == seq)
{
ALERT(at_console, "%s has sequence: %s with activity value (%d).\n", pev->classname, szSeqName, i);
break;
}
}
szSeqName = "store_needle";
seq = LookupSequence(szSeqName);
for (i = 0; i < ACT_FLINCH_RIGHTLEG; i++)
{
if (i == seq)
{
ALERT(at_console, "%s has sequence: %s with activity value (%d).\n", pev->classname, szSeqName, i);
break;
}
}
szSeqName = "give_shot";
seq = LookupSequence(szSeqName);
for (i = 0; i < ACT_FLINCH_RIGHTLEG; i++)
{
if (i == seq)
{
ALERT(at_console, "%s has sequence: %s with activity value (%d).\n", pev->classname, szSeqName, i);
break;
}
}
szSeqName = "heal_crouch";
seq = LookupSequence(szSeqName);
for (i = 0; i < ACT_FLINCH_RIGHTLEG; i++)
{
if (i == seq)
{
ALERT(at_console, "%s has sequence: %s with activity value (%d).\n", pev->classname, szSeqName, i);
break;
}
}
#endif
MonsterInit();
SetUse(&CMGrunt::FollowerUse);
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMGrunt::Precache()
{
PRECACHE_MODEL("models/hgrunt_medic.mdl");
PRECACHE_SOUND("barney/ba_attack1.wav");
PRECACHE_SOUND("barney/ba_attack2.wav");
PRECACHE_SOUND("barney/desert_eagle_fire.wav");
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
PRECACHE_SOUND("barney/medic_give_shot.wav");
PRECACHE_SOUND_ARRAY( g_pszDeathSounds );
PRECACHE_SOUND_ARRAY( g_pszPainSounds );
// every new barney must call this, otherwise
// when a level is loaded, nobody will talk (time is reset to 0)
TalkInit();
CTalkMonster::Precache();
}
//=========================================================
// Purpose:
//=========================================================
void CMGrunt::TalkInit( void )
{
CFGrunt::TalkInit();
}
//=========================================================
// Purpose:
//=========================================================
void CMGrunt::HandleAnimEvent(MonsterEvent_t* pEvent)
{
switch (pEvent->event)
{
case MGRUNT_AE_BURST1:
{
if (FBitSet(pev->weapons, MGRUNT_EAGLE))
{
FireEagle();
}
else
{
FirePistol();
}
}
break;
case MGRUNT_AE_BURST2:
break;
case MGRUNT_AE_BURST3:
break;
case MGRUNT_AE_GUN_DRAW:
{
if (FBitSet(pev->weapons, MGRUNT_EAGLE))
{
SetBodygroup(GUN_GROUP, GUN_EAGLE);
}
else if (FBitSet(pev->weapons, MGRUNT_9MMHANDGUN))
{
SetBodygroup(GUN_GROUP, MGRUNT_9MMHANDGUN);
}
}
break;
case MGRUNT_AE_GUN_HOLSTER:
case MGRUNT_AE_NEEDLE_STORE:
{
SetBodygroup( GUN_GROUP, GUN_NONE );
}
break;
case MGRUNT_AE_NEEDLE_DRAW:
{
SetBodygroup( GUN_GROUP, GUN_NEEDLE );
}
break;
default:
CFGrunt::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// DropGun
//=========================================================
CBaseEntity* CMGrunt::DropGun(const Vector& vecGunPos, const Vector& vecGunAngles, char* szClassname)
{
CBaseEntity* pGun = NULL;
if (szClassname && *szClassname)
{
pGun = DropItem(szClassname, vecGunPos, vecGunAngles);
if (pGun)
{
return pGun;
}
else
{
ALERT(at_console, "ERROR: Could not find classname %s. No such class.\n", szClassname);
}
}
if (FBitSet(pev->weapons, MGRUNT_EAGLE))
{
pGun = DropItem("weapon_eagle", vecGunPos, vecGunAngles);
}
else
{
pGun = DropItem("weapon_9mmhandgun", vecGunPos, vecGunAngles);
}
return pGun;
}
//=========================================================
// Shoot
//=========================================================
void CMGrunt::FireEagle(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_1DEGREES, 1024, BULLET_PLAYER_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!
}
//=========================================================
// Shoot
//=========================================================
void CMGrunt::FirePistol(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_9MM);
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, "barney/ba_attack2.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!
}
void CMGrunt::StartTask(Task_t *pTask)
{
switch (pTask->iTask)
{
case 0:
default:
break;
}
}
void CMGrunt::RunTask(Task_t *pTask)
{
switch (pTask->iTask)
{
case 0:
default:
break;
}
}