Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

314 lines
7.5 KiB

/***
*
* 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.
*
****/
//=========================================================
// Drill sergeant
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "defaultai.h"
#include "weapons.h"
#include "talkmonster.h"
#include "soundent.h"
class CDrillSergeant : public CTalkMonster
{
public:
void Spawn(void);
void Precache(void);
void SetYawSpeed(void);
int ISoundMask(void);
virtual int ObjectCaps( void ) { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; }
int Classify() { return CLASS_PLAYER_ALLY_MILITARY; }
void DeathSound( void );
void PainSound( void );
Schedule_t *GetScheduleOfType(int Type);
Schedule_t *GetSchedule(void);
void DeclineFollowing();
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void TalkInit();
float m_painTime;
};
LINK_ENTITY_TO_CLASS( monster_drillsergeant, CDrillSergeant )
TYPEDESCRIPTION CDrillSergeant::m_SaveData[] =
{
DEFINE_FIELD( CDrillSergeant, m_painTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CDrillSergeant, CTalkMonster )
void CDrillSergeant::Precache()
{
PRECACHE_MODEL("models/drill.mdl");
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");
TalkInit();
CTalkMonster::Precache();
}
void CDrillSergeant::Spawn()
{
Precache();
SET_MODEL( ENT(pev), "models/drill.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.barneyHealth;
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;
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
MonsterInit();
SetUse( &CTalkMonster::FollowerUse );
}
void CDrillSergeant::DeclineFollowing()
{
PlaySentence( "DR_POK", 2, VOL_NORM, ATTN_NORM );
}
void CDrillSergeant::SetYawSpeed( void )
{
int ys = 0;
switch ( m_Activity )
{
case ACT_IDLE:
ys = 70;
break;
case ACT_WALK:
ys = 70;
break;
case ACT_RUN:
ys = 90;
break;
default:
ys = 70;
break;
}
pev->yaw_speed = ys;
}
int CDrillSergeant::ISoundMask( void)
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_CARCASS |
bits_SOUND_MEAT |
bits_SOUND_GARBAGE |
bits_SOUND_DANGER |
bits_SOUND_PLAYER;
}
void CDrillSergeant::PainSound( void )
{
if( gpGlobals->time < m_painTime )
return;
m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 );
switch( RANDOM_LONG( 0, 2 ) )
{
case 0:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 1:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 2:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
}
}
//=========================================================
// DeathSound
//=========================================================
void CDrillSergeant::DeathSound( void )
{
switch( RANDOM_LONG( 0, 2 ) )
{
case 0:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 1:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 2:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
}
}
void CDrillSergeant::TalkInit()
{
CTalkMonster::TalkInit();
m_szGrp[TLK_ANSWER] = "DR_ANSWER";
m_szGrp[TLK_QUESTION] = "DR_QUESTION";
m_szGrp[TLK_IDLE] = "DR_IDLE";
m_szGrp[TLK_STARE] = "DR_STARE";
m_szGrp[TLK_USE] = "DR_OK";
m_szGrp[TLK_UNUSE] = "DR_WAIT";
m_szGrp[TLK_STOP] = "DR_STOP";
m_szGrp[TLK_NOSHOOT] = "DR_SCARED";
m_szGrp[TLK_HELLO] = "DR_HELLO";
m_szGrp[TLK_PLHURT1] = "!DR_CUREA";
m_szGrp[TLK_PLHURT2] = "!DR_CUREB";
m_szGrp[TLK_PLHURT3] = "!DR_CUREC";
m_szGrp[TLK_PHELLO] = NULL;// UNDONE
m_szGrp[TLK_PIDLE] = NULL;// UNDONE
m_szGrp[TLK_PQUESTION] = "DR_PQUEST";
m_szGrp[TLK_SMELL] = "DR_SMELL";
m_szGrp[TLK_WOUND] = "DR_WOUND";
m_szGrp[TLK_MORTAL] = "DR_MORTAL";
}
extern Schedule_t slBaFaceTarget[];
extern Schedule_t slBaFollow[];
extern Schedule_t slIdleBaStand[];
Schedule_t *CDrillSergeant::GetScheduleOfType( int Type )
{
Schedule_t *psched;
switch( Type )
{
// Hook these to make a looping schedule
case SCHED_TARGET_FACE:
// call base class default so that barney will talk
// when 'used'
psched = CTalkMonster::GetScheduleOfType( Type );
if( psched == slIdleStand )
return slBaFaceTarget; // override this for different target face behavior
else
return psched;
case SCHED_TARGET_CHASE:
return slBaFollow;
case SCHED_IDLE_STAND:
// call base class default so that scientist will talk
// when standing during idle
psched = CTalkMonster::GetScheduleOfType( Type );
if( psched == slIdleStand )
{
// just look straight ahead.
return slIdleBaStand;
}
else
return psched;
}
return CTalkMonster::GetScheduleOfType( Type );
}
Schedule_t *CDrillSergeant::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 );
}
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 );
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();
}