Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, 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"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// first flag is roy dying for scripted sequences?
#define ROY_AE_SHOOT ( 3 )
class CRoy : public CBarney
{
public:
5 years ago
void Spawn( void );
void Precache( void );
void RoyFirePistol( void );
5 years ago
void AlertSound( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
5 years ago
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 DeathSound( void );
void PainSound( void );
void TalkInit( void );
};
LINK_ENTITY_TO_CLASS( monster_roy, CRoy )
//=========================================================
// ALertSound - barney says "Freeze!"
//=========================================================
void CRoy::AlertSound( void )
{
if( m_hEnemy != 0 )
{
if( FOkToSpeak() )
{
PlaySentence( "RO_ATTACK", RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE );
}
}
}
//=========================================================
// BarneyFirePistol - shoots one round from the pistol at
// the enemy barney is facing.
//=========================================================
void CRoy::RoyFirePistol( 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, "roy/ro_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!
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CRoy::HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case ROY_AE_SHOOT:
RoyFirePistol();
break;
default:
CBarney::HandleAnimEvent( pEvent );
}
}
//=========================================================
// Spawn
//=========================================================
void CRoy::Spawn()
{
Precache();
SET_MODEL( ENT( pev ), "models/roy.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.royHealth;
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;
m_cAmmoLoaded = GLOCK_MAX_CLIP;
MonsterInit();
SetUse( &CTalkMonster::FollowerUse );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CRoy::Precache()
{
PRECACHE_MODEL( "models/roy.mdl" );
PRECACHE_SOUND( "roy/ro_attack1.wav" );
PRECACHE_SOUND( "roy/ro_attack2.wav" );
PRECACHE_SOUND( "roy/ro_pain1.wav" );
PRECACHE_SOUND( "roy/ro_pain2.wav" );
PRECACHE_SOUND( "roy/ro_pain3.wav" );
PRECACHE_SOUND( "roy/ro_die1.wav" );
PRECACHE_SOUND( "roy/ro_die2.wav" );
PRECACHE_SOUND( "roy/ro_die3.wav" );
// every new barney must call this, otherwise
// when a level is loaded, nobody will talk (time is reset to 0)
TalkInit();
CTalkMonster::Precache();
}
// Init talk data
void CRoy::TalkInit()
{
CTalkMonster::TalkInit();
// scientists speach group names (group names are in sentences.txt)
m_szGrp[TLK_ANSWER] = "RO_ANSWER";
m_szGrp[TLK_QUESTION] = "RO_QUESTION";
m_szGrp[TLK_IDLE] = "RO_IDLE";
m_szGrp[TLK_STARE] = "RO_STARE";
m_szGrp[TLK_USE] = "RO_OK";
m_szGrp[TLK_UNUSE] = "RO_WAIT";
m_szGrp[TLK_STOP] = "RO_STOP";
m_szGrp[TLK_NOSHOOT] = "RO_SCARED";
m_szGrp[TLK_HELLO] = "RO_HELLO";
m_szGrp[TLK_PLHURT1] = "!RO_CUREA";
m_szGrp[TLK_PLHURT2] = "!RO_CUREB";
m_szGrp[TLK_PLHURT3] = "!RO_CUREC";
m_szGrp[TLK_PHELLO] = 0; // UNDONE
m_szGrp[TLK_PIDLE] = 0; // UNDONE
m_szGrp[TLK_PQUESTION] = "RO_PQUEST"; // UNDONE
m_szGrp[TLK_SMELL] = "RO_SMELL";
m_szGrp[TLK_WOUND] = "RO_WOUND";
m_szGrp[TLK_MORTAL] = "RO_MORTAL";
// get voice for head - just one barney voice for now
m_voicePitch = 100;
}
static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
{
Vector vecDir = reference - pevTest->origin;
vecDir.z = 0;
vecDir = vecDir.Normalize();
Vector forward, angle;
angle = pevTest->v_angle;
angle.x = 0;
UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
// He's facing me, he meant it
if( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
{
return TRUE;
}
return FALSE;
}
int CRoy::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( "RO_MAD", 4, VOL_NORM, ATTN_NORM );
Remember( bits_MEMORY_PROVOKED );
StopFollowing( TRUE );
}
else
{
// Hey, be careful with that
PlaySentence( "RO_SHOT", 4, VOL_NORM, ATTN_NORM );
Remember( bits_MEMORY_SUSPICIOUS );
}
}
else if( !( m_hEnemy->IsPlayer() ) && pev->deadflag == DEAD_NO )
{
PlaySentence( "RO_SHOT", 4, VOL_NORM, ATTN_NORM );
}
}
return ret;
}
//=========================================================
// PainSound
//=========================================================
void CRoy::PainSound( void )
{
const char *pszSound;
if( gpGlobals->time < m_painTime )
return;
m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 );
switch( RANDOM_LONG( 0, 2 ) )
{
case 0:
pszSound = "roy/ro_pain1.wav";
break;
case 1:
pszSound = "roy/ro_pain2.wav";
break;
case 2:
pszSound = "roy/ro_pain3.wav";
break;
}
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 1, ATTN_NORM, 0, GetVoicePitch() );
}
//=========================================================
// DeathSound
//=========================================================
void CRoy::DeathSound( void )
{
const char *pszSound;
switch( RANDOM_LONG( 0, 2 ) )
{
case 0:
pszSound = "roy/ro_die1.wav";
break;
case 1:
pszSound = "roy/ro_die2.wav";
break;
case 2:
pszSound = "roy/ro_die3.wav";
break;
}
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 1, ATTN_NORM, 0, GetVoicePitch() );
}
//=========================================================
// 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 *CRoy::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( "RO_KILL", 4, VOL_NORM, ATTN_NORM );
}
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();
}
// always act surprized with a new enemy
if( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE ) )
return GetScheduleOfType( SCHED_SMALL_FLINCH );
// wait for one schedule to draw gun
if( !m_fGunDrawn )
return GetScheduleOfType( SCHED_ARM_WEAPON );
if( HasConditions( bits_COND_HEAVY_DAMAGE ) )
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
break;
case MONSTERSTATE_ALERT:
case MONSTERSTATE_IDLE:
if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
{
// 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();
}