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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// monster template
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//=========================================================
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// UNDONE: Holster weapon?
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "talkmonster.h"
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#include "schedule.h"
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#include "defaultai.h"
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#include "scripted.h"
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#include "weapons.h"
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#include "soundent.h"
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#include "barney.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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// first flag is roy dying for scripted sequences?
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#define ROY_AE_SHOOT ( 3 )
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class CRoy : public CBarney
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{
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public:
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void Spawn( void );
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void Precache( void );
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void RoyFirePistol( void );
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void AlertSound( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
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void DeclineFollowing( void );
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// Override these to set behavior
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Schedule_t *GetSchedule( void );
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void DeathSound( void );
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void PainSound( void );
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void TalkInit( void );
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};
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LINK_ENTITY_TO_CLASS( monster_roy, CRoy )
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//=========================================================
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// ALertSound - barney says "Freeze!"
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//=========================================================
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void CRoy::AlertSound( void )
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{
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if( m_hEnemy != 0 )
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{
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if( FOkToSpeak() )
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{
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PlaySentence( "RO_ATTACK", RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE );
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}
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}
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}
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//=========================================================
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// BarneyFirePistol - shoots one round from the pistol at
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// the enemy barney is facing.
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//=========================================================
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void CRoy::RoyFirePistol( void )
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{
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Vector vecShootOrigin;
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UTIL_MakeVectors( pev->angles );
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vecShootOrigin = pev->origin + Vector( 0, 0, 55 );
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Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
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Vector angDir = UTIL_VecToAngles( vecShootDir );
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SetBlending( 0, angDir.x );
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pev->effects = EF_MUZZLEFLASH;
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FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM );
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int pitchShift = RANDOM_LONG( 0, 20 );
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// Only shift about half the time
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if( pitchShift > 10 )
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pitchShift = 0;
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else
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pitchShift -= 5;
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "roy/ro_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift );
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CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
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// UNDONE: Reload?
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m_cAmmoLoaded--;// take away a bullet!
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//
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// Returns number of events handled, 0 if none.
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//=========================================================
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void CRoy::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case ROY_AE_SHOOT:
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RoyFirePistol();
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break;
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default:
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CBarney::HandleAnimEvent( pEvent );
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}
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CRoy::Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/roy.mdl" );
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_RED;
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pev->health = gSkillData.royHealth;
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pev->view_ofs = Vector( 0, 0, 50 );// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
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m_MonsterState = MONSTERSTATE_NONE;
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pev->body = 0; // gun in holster
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m_fGunDrawn = FALSE;
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
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m_cAmmoLoaded = GLOCK_MAX_CLIP;
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MonsterInit();
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SetUse( &CTalkMonster::FollowerUse );
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CRoy::Precache()
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{
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PRECACHE_MODEL( "models/roy.mdl" );
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PRECACHE_SOUND( "roy/ro_attack1.wav" );
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PRECACHE_SOUND( "roy/ro_attack2.wav" );
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PRECACHE_SOUND( "roy/ro_pain1.wav" );
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PRECACHE_SOUND( "roy/ro_pain2.wav" );
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PRECACHE_SOUND( "roy/ro_pain3.wav" );
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PRECACHE_SOUND( "roy/ro_die1.wav" );
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PRECACHE_SOUND( "roy/ro_die2.wav" );
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PRECACHE_SOUND( "roy/ro_die3.wav" );
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// every new barney must call this, otherwise
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// when a level is loaded, nobody will talk (time is reset to 0)
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TalkInit();
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CTalkMonster::Precache();
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}
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// Init talk data
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void CRoy::TalkInit()
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{
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CTalkMonster::TalkInit();
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// scientists speach group names (group names are in sentences.txt)
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m_szGrp[TLK_ANSWER] = "RO_ANSWER";
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m_szGrp[TLK_QUESTION] = "RO_QUESTION";
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m_szGrp[TLK_IDLE] = "RO_IDLE";
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m_szGrp[TLK_STARE] = "RO_STARE";
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m_szGrp[TLK_USE] = "RO_OK";
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m_szGrp[TLK_UNUSE] = "RO_WAIT";
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m_szGrp[TLK_STOP] = "RO_STOP";
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m_szGrp[TLK_NOSHOOT] = "RO_SCARED";
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m_szGrp[TLK_HELLO] = "RO_HELLO";
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m_szGrp[TLK_PLHURT1] = "!RO_CUREA";
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m_szGrp[TLK_PLHURT2] = "!RO_CUREB";
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m_szGrp[TLK_PLHURT3] = "!RO_CUREC";
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m_szGrp[TLK_PHELLO] = 0; // UNDONE
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m_szGrp[TLK_PIDLE] = 0; // UNDONE
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m_szGrp[TLK_PQUESTION] = "RO_PQUEST"; // UNDONE
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m_szGrp[TLK_SMELL] = "RO_SMELL";
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m_szGrp[TLK_WOUND] = "RO_WOUND";
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m_szGrp[TLK_MORTAL] = "RO_MORTAL";
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// get voice for head - just one barney voice for now
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m_voicePitch = 100;
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}
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static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
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{
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Vector vecDir = reference - pevTest->origin;
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vecDir.z = 0;
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vecDir = vecDir.Normalize();
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Vector forward, angle;
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angle = pevTest->v_angle;
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angle.x = 0;
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UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
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// He's facing me, he meant it
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if( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
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{
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return TRUE;
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}
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return FALSE;
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}
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int CRoy::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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// make sure friends talk about it if player hurts talkmonsters...
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int ret = CTalkMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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if( !IsAlive() || pev->deadflag == DEAD_DYING )
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return ret;
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if( m_MonsterState != MONSTERSTATE_PRONE && ( pevAttacker->flags & FL_CLIENT ) )
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{
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m_flPlayerDamage += flDamage;
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// This is a heurstic to determine if the player intended to harm me
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// If I have an enemy, we can't establish intent (may just be crossfire)
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if( m_hEnemy == 0 )
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{
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// If the player was facing directly at me, or I'm already suspicious, get mad
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if( ( m_afMemory & bits_MEMORY_SUSPICIOUS ) || IsFacing( pevAttacker, pev->origin ) )
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{
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// Alright, now I'm pissed!
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PlaySentence( "RO_MAD", 4, VOL_NORM, ATTN_NORM );
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Remember( bits_MEMORY_PROVOKED );
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StopFollowing( TRUE );
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}
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else
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{
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// Hey, be careful with that
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PlaySentence( "RO_SHOT", 4, VOL_NORM, ATTN_NORM );
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Remember( bits_MEMORY_SUSPICIOUS );
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}
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}
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else if( !( m_hEnemy->IsPlayer() ) && pev->deadflag == DEAD_NO )
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{
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PlaySentence( "RO_SHOT", 4, VOL_NORM, ATTN_NORM );
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}
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}
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return ret;
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CRoy::PainSound( void )
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{
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const char *pszSound;
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if( gpGlobals->time < m_painTime )
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return;
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m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 );
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switch( RANDOM_LONG( 0, 2 ) )
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{
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case 0:
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pszSound = "roy/ro_pain1.wav";
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break;
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case 1:
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pszSound = "roy/ro_pain2.wav";
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break;
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case 2:
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pszSound = "roy/ro_pain3.wav";
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break;
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}
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 1, ATTN_NORM, 0, GetVoicePitch() );
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}
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//=========================================================
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// DeathSound
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//=========================================================
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void CRoy::DeathSound( void )
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{
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const char *pszSound;
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switch( RANDOM_LONG( 0, 2 ) )
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{
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case 0:
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pszSound = "roy/ro_die1.wav";
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break;
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case 1:
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pszSound = "roy/ro_die2.wav";
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break;
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case 2:
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pszSound = "roy/ro_die3.wav";
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break;
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}
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 1, ATTN_NORM, 0, GetVoicePitch() );
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}
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//=========================================================
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// GetSchedule - Decides which type of schedule best suits
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// the monster's current state and conditions. Then calls
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// monster's member function to get a pointer to a schedule
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// of the proper type.
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//=========================================================
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Schedule_t *CRoy::GetSchedule( void )
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{
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if( HasConditions( bits_COND_HEAR_SOUND ) )
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{
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CSound *pSound;
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pSound = PBestSound();
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ASSERT( pSound != NULL );
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if( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
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return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
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}
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if( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() )
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{
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PlaySentence( "RO_KILL", 4, VOL_NORM, ATTN_NORM );
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}
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switch( m_MonsterState )
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{
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case MONSTERSTATE_COMBAT:
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{
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// dead enemy
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if( HasConditions( bits_COND_ENEMY_DEAD ) )
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{
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// call base class, all code to handle dead enemies is centralized there.
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return CBaseMonster::GetSchedule();
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}
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// always act surprized with a new enemy
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if( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE ) )
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return GetScheduleOfType( SCHED_SMALL_FLINCH );
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// wait for one schedule to draw gun
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if( !m_fGunDrawn )
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return GetScheduleOfType( SCHED_ARM_WEAPON );
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if( HasConditions( bits_COND_HEAVY_DAMAGE ) )
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return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
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}
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break;
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case MONSTERSTATE_ALERT:
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case MONSTERSTATE_IDLE:
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if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
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{
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|
|
// flinch if hurt
|
|
|
|
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_hEnemy == 0 && IsFollowing() )
|
|
|
|
{
|
|
|
|
if( !m_hTargetEnt->IsAlive() )
|
|
|
|
{
|
|
|
|
// UNDONE: Comment about the recently dead player here?
|
|
|
|
StopFollowing( FALSE );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( HasConditions( bits_COND_CLIENT_PUSH ) )
|
|
|
|
{
|
|
|
|
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
|
|
|
|
}
|
|
|
|
return GetScheduleOfType( SCHED_TARGET_FACE );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( HasConditions( bits_COND_CLIENT_PUSH ) )
|
|
|
|
{
|
|
|
|
return GetScheduleOfType( SCHED_MOVE_AWAY );
|
|
|
|
}
|
|
|
|
|
|
|
|
// try to say something about smells
|
|
|
|
TrySmellTalk();
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return CTalkMonster::GetSchedule();
|
|
|
|
}
|
|
|
|
|
|
|
|
void CRoy::DeclineFollowing( void )
|
|
|
|
{
|
|
|
|
PlaySentence( "RO_POK", 2, VOL_NORM, ATTN_NORM );
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// DEAD ROY 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 CDeadRoy : 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[3];
|
|
|
|
};
|
|
|
|
|
|
|
|
const char *CDeadRoy::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" };
|
|
|
|
|
|
|
|
void CDeadRoy::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_roy_dead, CDeadRoy )
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// ********** DeadRoy SPAWN **********
|
|
|
|
//=========================================================
|
|
|
|
void CDeadRoy::Spawn()
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/roy.mdl" );
|
|
|
|
SET_MODEL( ENT( pev ), "models/roy.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 roy with bad pose\n" );
|
|
|
|
}
|
|
|
|
// Corpses have less health
|
|
|
|
pev->health = 8;//gSkillData.royHealth;
|
|
|
|
|
|
|
|
MonsterInitDead();
|
|
|
|
}
|