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Upload monster_pitdrone, monster_gonome and monster_otis implementations.
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dlls/rp/gonome.cpp
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815
dlls/rp/gonome.cpp
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/***
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*
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* Copyright (c) 1996-2001, 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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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//=========================================================
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// Gonome.cpp
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//=========================================================
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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 "schedule.h"
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#include "player.h"
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#include "bullsquid.h"
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#include "decals.h"
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#include "animation.h"
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#include "studio.h"
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#include "zombie.h"
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#include "game.h"
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int iGonomeSpitSprite;
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#define GONOME_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve
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#define GONOME_TOLERANCE_MELEE1_RANGE 85
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#define GONOME_TOLERANCE_MELEE2_RANGE 48
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#define GONOME_TOLERANCE_MELEE1_DOT 0.7
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#define GONOME_TOLERANCE_MELEE2_DOT 0.7
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#define GONOME_MELEE_ATTACK_RADIUS 70
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enum
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{
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TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE = LAST_COMMON_TASK + 1
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};
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define GONOME_AE_SLASH ( 4 )
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#define GONOME_AE_THROW ( 6 )
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#define GONOME_AE_SPIT ( 1 )
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#define GONOME_AE_BITE ( 2 )
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//=========================================================
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// Gonome's guts projectile
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//=========================================================
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class CGonomeGuts : public CSquidSpit
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{
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public:
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void Spawn(void);
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static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
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void Touch(CBaseEntity *pOther);
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};
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void CGonomeGuts::Spawn()
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{
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pev->movetype = MOVETYPE_FLY;
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pev->classname = MAKE_STRING( "gonomeguts" );
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pev->solid = SOLID_BBOX;
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pev->rendermode = kRenderTransAlpha;
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pev->renderamt = 255;
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SET_MODEL( ENT( pev ), "sprites/blood_chnk.spr" );
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pev->frame = 0;
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pev->scale = 0.5;
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UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
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m_maxFrame = (float)MODEL_FRAMES( pev->modelindex ) - 1;
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}
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void CGonomeGuts::Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
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{
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CGonomeGuts *pSpit = GetClassPtr( (CGonomeGuts *)NULL );
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pSpit->Spawn();
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UTIL_SetOrigin( pSpit->pev, vecStart );
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pSpit->pev->velocity = vecVelocity;
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pSpit->pev->owner = ENT( pevOwner );
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pSpit->SetThink( &CSquidSpit::Animate );
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pSpit->pev->nextthink = gpGlobals->time + 0.1;
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}
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void CGonomeGuts::Touch( CBaseEntity *pOther )
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{
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TraceResult tr;
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int iPitch;
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// splat sound
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iPitch = RANDOM_FLOAT( 90, 110 );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch );
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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}
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if( !pOther->pev->takedamage )
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{
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// make a splat on the wall
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UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr );
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UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
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UTIL_BloodDrips( tr.vecEndPos, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 );
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}
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else
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{
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pOther->TakeDamage( pev, pev, gSkillData.bullsquidDmgSpit, DMG_GENERIC );
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}
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SetThink( &CBaseEntity::SUB_Remove );
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pev->nextthink = gpGlobals->time;
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}
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//=========================================================
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// CGonome
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//=========================================================
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class CGonome : public CZombie
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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 HandleAnimEvent(MonsterEvent_t *pEvent);
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void StartTask(Task_t *pTask);
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BOOL CheckMeleeAttack1(float flDot, float flDist);
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BOOL CheckMeleeAttack2(float flDot, float flDist);
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BOOL CheckRangeAttack1(float flDot, float flDist);
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void RunAI(void);
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Schedule_t *GetSchedule();
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Schedule_t *GetScheduleOfType( int Type );
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int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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//void SetActivity( Activity NewActivity );
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void PainSound( void );
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void DeathSound( void );
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void IdleSound( void );
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int Save(CSave &save);
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int Restore(CRestore &restore);
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CUSTOM_SCHEDULES
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static TYPEDESCRIPTION m_SaveData[];
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static const char* pPainSounds[];
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static const char* pIdleSounds[];
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static const char* pDeathSounds[];
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protected:
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//int GonomeLookupActivity( void *pmodel, int activity );
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float m_flLastHurtTime;// we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while.
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float m_flNextSpitTime;// last time the gonome used the spit attack.
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bool gonnaAttack1;
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};
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LINK_ENTITY_TO_CLASS(monster_gonome, CGonome)
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const char* CGonome::pPainSounds[] = {
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"gonome/gonome_pain1.wav",
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"gonome/gonome_pain2.wav",
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"gonome/gonome_pain3.wav",
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"gonome/gonome_pain4.wav"
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};
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const char* CGonome::pIdleSounds[] = {
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"gonome/gonome_idle1.wav",
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"gonome/gonome_idle2.wav",
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"gonome/gonome_idle3.wav"
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};
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const char* CGonome::pDeathSounds[] = {
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"gonome/gonome_death2.wav",
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"gonome/gonome_death3.wav",
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"gonome/gonome_death4.wav"
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};
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TYPEDESCRIPTION CGonome::m_SaveData[] =
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{
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DEFINE_FIELD( CGonome, m_flLastHurtTime, FIELD_TIME ),
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DEFINE_FIELD( CGonome, m_flNextSpitTime, FIELD_TIME ),
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};
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IMPLEMENT_SAVERESTORE( CGonome, CBaseMonster )
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void CGonome::PainSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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if( RANDOM_LONG( 0, 5 ) < 2 )
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
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}
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void CGonome::DeathSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[ RANDOM_LONG( 0, ARRAYSIZE( pDeathSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
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}
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void CGonome::IdleSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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// Play a random idle sound
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) -1 )], 1.0, ATTN_NORM, 0, pitch );
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}
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/*
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* Hack to ignore activity weights when choosing melee attack animation
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*/
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/*
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int CGonome::GonomeLookupActivity( void *pmodel, int activity )
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{
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studiohdr_t *pstudiohdr;
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pstudiohdr = (studiohdr_t *)pmodel;
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if( !pstudiohdr )
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return 0;
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mstudioseqdesc_t *pseqdesc;
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pseqdesc = (mstudioseqdesc_t *)( (byte *)pstudiohdr + pstudiohdr->seqindex );
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int sameActivityNum = 0;
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for( int i = 0; i < pstudiohdr->numseq && sameActivityNum < 2; i++ )
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{
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if( pseqdesc[i].activity == activity )
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{
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sameActivityNum++;
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if (sameActivityNum == 1 && gonnaAttack1) {
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return i;
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} else if (sameActivityNum == 2) {
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return i;
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}
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}
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}
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return ACTIVITY_NOT_AVAILABLE;
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}
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void CGonome::SetActivity( Activity NewActivity )
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{
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if (NewActivity != ACT_MELEE_ATTACK1) {
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CBaseMonster::SetActivity(NewActivity);
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} else {
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ASSERT( NewActivity != 0 );
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void *pmodel = GET_MODEL_PTR( ENT( pev ) );
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int iSequence = GonomeLookupActivity( pmodel, NewActivity );
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// Set to the desired anim, or default anim if the desired is not present
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if( iSequence > ACTIVITY_NOT_AVAILABLE )
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{
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if( pev->sequence != iSequence || !m_fSequenceLoops )
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{
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// don't reset frame between walk and run
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if( !( m_Activity == ACT_WALK || m_Activity == ACT_RUN ) || !( NewActivity == ACT_WALK || NewActivity == ACT_RUN ) )
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pev->frame = 0;
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}
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pev->sequence = iSequence; // Set to the reset anim (if it's there)
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ResetSequenceInfo();
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SetYawSpeed();
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}
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else
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{
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// Not available try to get default anim
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ALERT( at_aiconsole, "%s has no sequence for act:%d\n", STRING( pev->classname ), NewActivity );
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pev->sequence = 0; // Set to the reset anim (if it's there)
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}
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m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
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// In case someone calls this with something other than the ideal activity
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m_IdealActivity = m_Activity;
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}
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}
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*/
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//=========================================================
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// TakeDamage - overridden for gonome so we can keep track
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// of how much time has passed since it was last injured
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//=========================================================
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int CGonome::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
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{
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// Take 15% damage from bullets
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if( bitsDamageType == DMG_BULLET )
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{
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Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
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vecDir = vecDir.Normalize();
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float flForce = DamageForce( flDamage );
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pev->velocity = pev->velocity + vecDir * flForce;
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flDamage *= 0.15;
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}
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// HACK HACK -- until we fix this.
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if( IsAlive() )
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PainSound();
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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}
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//=========================================================
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// CheckRangeAttack1
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//=========================================================
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BOOL CGonome::CheckRangeAttack1(float flDot, float flDist)
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{
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if (IsMoving() && flDist >= 512)
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{
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// squid will far too far behind if he stops running to spit at this distance from the enemy.
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return FALSE;
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}
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if (flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime)
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{
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if (m_hEnemy != 0)
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{
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if (fabs(pev->origin.z - m_hEnemy->pev->origin.z) > 256)
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{
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// don't try to spit at someone up really high or down really low.
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return FALSE;
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}
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}
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if (IsMoving())
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{
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// don't spit again for a long time, resume chasing enemy.
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m_flNextSpitTime = gpGlobals->time + 5;
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}
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else
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{
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// not moving, so spit again pretty soon.
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m_flNextSpitTime = gpGlobals->time + 0.5;
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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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//=========================================================
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// CheckMeleeAttack1 - gonome is a big guy, so has a longer
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// melee range than most monsters.
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//=========================================================
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BOOL CGonome::CheckMeleeAttack1(float flDot, float flDist)
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{
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if( m_hEnemy->pev->health <= gSkillData.gonomeDmgOneSlash && flDist <= 85 && flDot >= 0.7 )
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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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//=========================================================
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// CheckMeleeAttack2 - both gonome's melee attacks are ACT_MELEE_ATTACK1
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//=========================================================
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BOOL CGonome::CheckMeleeAttack2(float flDot, float flDist)
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{
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if( flDist <= 85 && flDot >= 0.7 && !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) // The player & bullsquid can be as much as their bboxes
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{ // apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3))
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return TRUE;
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}
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return FALSE;
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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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void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
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{
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switch (pEvent->event)
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{
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case 1011:
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// This may play sound twice
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//EMIT_SOUND(ENT(pev), CHAN_VOICE, pEvent->options, 1, ATTN_NORM);
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break;
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case GONOME_AE_SPIT:
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{
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Vector vecSpitOffset;
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Vector vecSpitDir;
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UTIL_MakeVectors(pev->angles);
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Vector vecArmPos, vecArmAng;
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GetAttachment(0, vecArmPos, vecArmAng);
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vecSpitOffset = pev->origin + pev->view_ofs - Vector( 0, 0, 16 );
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UTIL_BloodDrips( vecSpitOffset, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 );
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vecSpitDir = ((m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs) - vecSpitOffset).Normalize();
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vecSpitDir.x += RANDOM_FLOAT(-0.05, 0.05);
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vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05);
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vecSpitDir.z += RANDOM_FLOAT(-0.05, 0);
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// spew the spittle temporary ents.
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpitOffset );
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WRITE_BYTE( TE_SPRITE_SPRAY );
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WRITE_COORD( vecSpitOffset.x ); // pos
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WRITE_COORD( vecSpitOffset.y );
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WRITE_COORD( vecSpitOffset.z );
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WRITE_COORD( vecSpitDir.x ); // dir
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WRITE_COORD( vecSpitDir.y );
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WRITE_COORD( vecSpitDir.z );
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WRITE_SHORT( iGonomeSpitSprite ); // model
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WRITE_BYTE( 15 ); // count
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WRITE_BYTE( 210 ); // speed
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WRITE_BYTE( 25 ); // noise ( client will divide by 100 )
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MESSAGE_END();
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CGonomeGuts::Shoot(pev, vecSpitOffset, vecSpitDir * 1200); // Default: 900
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}
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break;
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case GONOME_AE_BITE:
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{
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CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneBite, DMG_SLASH);
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if (pHurt)
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{
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
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}
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}
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break;
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case GONOME_AE_SLASH:
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{
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int iPitch;
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CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_TOLERANCE_MELEE2_RANGE, gSkillData.gonomeDmgOneSlash, DMG_CLUB | DMG_ALWAYSGIB);
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if (pHurt)
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{
|
||||
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 200;
|
||||
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 200;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case GONOME_AE_THROW:
|
||||
{
|
||||
CBaseEntity *pHurt = CheckTraceHullAttack( 70, DAMAGE_NO, DMG_GENERIC );
|
||||
|
||||
if( pHurt )
|
||||
{
|
||||
// croonchy bite sound
|
||||
const int iPitch = RANDOM_FLOAT( 110, 120 );
|
||||
switch( RANDOM_LONG( 0, 1 ) )
|
||||
{
|
||||
case 0:
|
||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 0.7, ATTN_NORM, 0, iPitch );
|
||||
break;
|
||||
case 1:
|
||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 0.7, ATTN_NORM, 0, iPitch );
|
||||
break;
|
||||
}
|
||||
|
||||
// screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels.
|
||||
UTIL_ScreenShake( pHurt->pev->origin, 25.0, 1.5, 0.7, 2 );
|
||||
|
||||
// In Opposing Force enemies just go up, but not forward
|
||||
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 200;
|
||||
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 200;
|
||||
}
|
||||
//else
|
||||
//EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG(0, ARRAYSIZE(pAttackMissSounds) - 1)], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5));
|
||||
}
|
||||
break;
|
||||
default:
|
||||
CBaseMonster::HandleAnimEvent(pEvent);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Spawn
|
||||
//=========================================================
|
||||
void CGonome::Spawn()
|
||||
{
|
||||
Precache();
|
||||
|
||||
SET_MODEL(ENT(pev), "models/gonome.mdl");
|
||||
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
|
||||
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
m_bloodColor = BLOOD_COLOR_GREEN;
|
||||
pev->effects = 0;
|
||||
pev->health = gSkillData.gonomeHealth;
|
||||
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||||
m_MonsterState = MONSTERSTATE_NONE;
|
||||
|
||||
m_flNextSpitTime = gpGlobals->time;
|
||||
|
||||
MonsterInit();
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Precache - precaches all resources this monster needs
|
||||
//=========================================================
|
||||
void CGonome::Precache()
|
||||
{
|
||||
PRECACHE_MODEL("models/gonome.mdl");
|
||||
|
||||
PRECACHE_MODEL("sprites/blood_chnk.spr");// spit projectile.
|
||||
|
||||
iGonomeSpitSprite = PRECACHE_MODEL("sprites/tinyspit.spr");// client side spittle.
|
||||
|
||||
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
|
||||
|
||||
PRECACHE_SOUND("gonome/gonome_eat.wav");
|
||||
PRECACHE_SOUND("gonome/gonome_jumpattack.wav");
|
||||
PRECACHE_SOUND("gonome/gonome_melee1.wav");
|
||||
PRECACHE_SOUND("gonome/gonome_melee2.wav");
|
||||
|
||||
PRECACHE_SOUND_ARRAY(pIdleSounds);
|
||||
PRECACHE_SOUND_ARRAY(pPainSounds);
|
||||
PRECACHE_SOUND_ARRAY(pDeathSounds);
|
||||
|
||||
PRECACHE_SOUND("gonome/gonome_run.wav");
|
||||
|
||||
PRECACHE_SOUND("bullchicken/bc_acid1.wav");
|
||||
|
||||
PRECACHE_SOUND("bullchicken/bc_bite2.wav");
|
||||
PRECACHE_SOUND("bullchicken/bc_bite3.wav");
|
||||
|
||||
PRECACHE_SOUND("bullchicken/bc_spithit1.wav");
|
||||
PRECACHE_SOUND("bullchicken/bc_spithit2.wav");
|
||||
}
|
||||
|
||||
//========================================================
|
||||
// RunAI - overridden for gonome because there are things
|
||||
// that need to be checked every think.
|
||||
//========================================================
|
||||
void CGonome::RunAI(void)
|
||||
{
|
||||
// first, do base class stuff
|
||||
CBaseMonster::RunAI();
|
||||
|
||||
if (m_hEnemy != 0 && m_Activity == ACT_RUN)
|
||||
{
|
||||
// chasing enemy. Sprint for last bit
|
||||
if ((pev->origin - m_hEnemy->pev->origin).Length2D() < GONOME_SPRINT_DIST)
|
||||
{
|
||||
pev->framerate = 1.25;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// GetSchedule
|
||||
//=========================================================
|
||||
Schedule_t *CGonome::GetSchedule( void )
|
||||
{
|
||||
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();
|
||||
}
|
||||
|
||||
if( HasConditions( bits_COND_NEW_ENEMY ) )
|
||||
{
|
||||
return GetScheduleOfType( SCHED_WAKE_ANGRY );
|
||||
}
|
||||
|
||||
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||||
{
|
||||
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
||||
}
|
||||
|
||||
if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
|
||||
{
|
||||
return GetScheduleOfType( SCHED_MELEE_ATTACK1 );
|
||||
}
|
||||
|
||||
if( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) )
|
||||
{
|
||||
return GetScheduleOfType( SCHED_MELEE_ATTACK2 );
|
||||
}
|
||||
|
||||
return GetScheduleOfType( SCHED_CHASE_ENEMY );
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return CBaseMonster::GetSchedule();
|
||||
}
|
||||
|
||||
// primary range attack
|
||||
Task_t tlGonomeRangeAttack1[] =
|
||||
{
|
||||
{ TASK_STOP_MOVING, 0 },
|
||||
{ TASK_FACE_IDEAL, (float)0 },
|
||||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||||
};
|
||||
|
||||
Schedule_t slGonomeRangeAttack1[] =
|
||||
{
|
||||
{
|
||||
tlGonomeRangeAttack1,
|
||||
ARRAYSIZE( tlGonomeRangeAttack1 ),
|
||||
bits_COND_NEW_ENEMY |
|
||||
bits_COND_ENEMY_DEAD |
|
||||
bits_COND_HEAVY_DAMAGE |
|
||||
bits_COND_ENEMY_OCCLUDED |
|
||||
bits_COND_NO_AMMO_LOADED,
|
||||
0,
|
||||
"Gonome Range Attack1"
|
||||
},
|
||||
};
|
||||
|
||||
// Chase enemy schedule
|
||||
Task_t tlGonomeChaseEnemy1[] =
|
||||
{
|
||||
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },// !!!OEM - this will stop nasty squid oscillation.
|
||||
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
|
||||
{ TASK_RUN_PATH, (float)0 },
|
||||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||||
};
|
||||
|
||||
Schedule_t slGonomeChaseEnemy[] =
|
||||
{
|
||||
{
|
||||
tlGonomeChaseEnemy1,
|
||||
ARRAYSIZE( tlGonomeChaseEnemy1 ),
|
||||
bits_COND_NEW_ENEMY |
|
||||
bits_COND_ENEMY_DEAD |
|
||||
bits_COND_SMELL_FOOD |
|
||||
bits_COND_CAN_RANGE_ATTACK1 |
|
||||
bits_COND_CAN_MELEE_ATTACK1 |
|
||||
bits_COND_CAN_MELEE_ATTACK2 |
|
||||
bits_COND_TASK_FAILED,
|
||||
0,
|
||||
"Gonome Chase Enemy"
|
||||
},
|
||||
};
|
||||
|
||||
// victory dance (eating body)
|
||||
Task_t tlGonomeVictoryDance[] =
|
||||
{
|
||||
{ TASK_STOP_MOVING, (float)0 },
|
||||
{ TASK_WAIT, (float)0.1 },
|
||||
{ TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE, (float)0 },
|
||||
{ TASK_WALK_PATH, (float)0 },
|
||||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||||
{ TASK_FACE_ENEMY, (float)0 },
|
||||
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
||||
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
||||
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }
|
||||
};
|
||||
|
||||
Schedule_t slGonomeVictoryDance[] =
|
||||
{
|
||||
{
|
||||
tlGonomeVictoryDance,
|
||||
ARRAYSIZE( tlGonomeVictoryDance ),
|
||||
bits_COND_NEW_ENEMY |
|
||||
bits_COND_LIGHT_DAMAGE |
|
||||
bits_COND_HEAVY_DAMAGE,
|
||||
0,
|
||||
"GonomeVictoryDance"
|
||||
},
|
||||
};
|
||||
|
||||
DEFINE_CUSTOM_SCHEDULES( CGonome )
|
||||
{
|
||||
slGonomeRangeAttack1,
|
||||
slGonomeChaseEnemy,
|
||||
slGonomeVictoryDance,
|
||||
};
|
||||
|
||||
IMPLEMENT_CUSTOM_SCHEDULES( CGonome, CBaseMonster )
|
||||
|
||||
Schedule_t* CGonome::GetScheduleOfType(int Type)
|
||||
{
|
||||
switch ( Type )
|
||||
{
|
||||
case SCHED_RANGE_ATTACK1:
|
||||
return &slGonomeRangeAttack1[0];
|
||||
break;
|
||||
case SCHED_CHASE_ENEMY:
|
||||
return &slGonomeChaseEnemy[0];
|
||||
break;
|
||||
case SCHED_VICTORY_DANCE:
|
||||
return &slGonomeVictoryDance[0];
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return CBaseMonster::GetScheduleOfType(Type);
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Start task - selects the correct activity and performs
|
||||
// any necessary calculations to start the next task on the
|
||||
// schedule.
|
||||
//=========================================================
|
||||
void CGonome::StartTask(Task_t *pTask)
|
||||
{
|
||||
m_iTaskStatus = TASKSTATUS_RUNNING;
|
||||
|
||||
switch (pTask->iTask)
|
||||
{
|
||||
case TASK_MELEE_ATTACK1:
|
||||
{
|
||||
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee1.wav", 1, ATTN_NORM);
|
||||
CBaseMonster::StartTask(pTask);
|
||||
}
|
||||
break;
|
||||
case TASK_MELEE_ATTACK2:
|
||||
{
|
||||
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee2.wav", 1, ATTN_NORM);
|
||||
CBaseMonster::StartTask(pTask);
|
||||
}
|
||||
break;
|
||||
case TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE:
|
||||
{
|
||||
UTIL_MakeVectors( pev->angles );
|
||||
if( BuildRoute( m_vecEnemyLKP - gpGlobals->v_forward * 40, bits_MF_TO_LOCATION, NULL ) )
|
||||
{
|
||||
TaskComplete();
|
||||
}
|
||||
else
|
||||
{
|
||||
ALERT( at_aiconsole, "GonomeGetPathToEnemyCorpse failed!!\n" );
|
||||
TaskFail();
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
CBaseMonster::StartTask(pTask);
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// DEAD GONOME PROP
|
||||
//=========================================================
|
||||
class CDeadGonome : public CBaseMonster
|
||||
{
|
||||
public:
|
||||
void Spawn(void);
|
||||
int Classify(void) { return CLASS_ALIEN_MONSTER; }
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
int m_iPose;
|
||||
static const char *m_szPoses[3];
|
||||
};
|
||||
|
||||
const char *CDeadGonome::m_szPoses[] = { "dead_on_stomach1", "dead_on_back", "dead_on_side" };
|
||||
|
||||
void CDeadGonome::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_gonome_dead, CDeadGonome)
|
||||
|
||||
//=========================================================
|
||||
// ********** DeadGonome SPAWN **********
|
||||
//=========================================================
|
||||
void CDeadGonome::Spawn(void)
|
||||
{
|
||||
PRECACHE_MODEL("models/gonome.mdl");
|
||||
SET_MODEL(ENT(pev), "models/gonome.mdl");
|
||||
|
||||
pev->effects = 0;
|
||||
pev->yaw_speed = 8;
|
||||
pev->sequence = 0;
|
||||
m_bloodColor = BLOOD_COLOR_GREEN;
|
||||
|
||||
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
|
||||
if( pev->sequence == -1 )
|
||||
{
|
||||
ALERT( at_console, "Dead gonome with bad pose\n" );
|
||||
}
|
||||
|
||||
// Corpses have less health
|
||||
pev->health = 8;
|
||||
|
||||
MonsterInitDead();
|
||||
}
|
520
dlls/rp/otis.cpp
Normal file
520
dlls/rp/otis.cpp
Normal file
@ -0,0 +1,520 @@
|
||||
/***
|
||||
*
|
||||
* 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);
|
||||
|
||||
void PainSound( void );
|
||||
void DeathSound( void );
|
||||
|
||||
int head;
|
||||
int bodystate;
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS(monster_otis, COtis);
|
||||
|
||||
//=========================================================
|
||||
// ALertSound - otis says "Freeze!"
|
||||
//=========================================================
|
||||
void COtis::AlertSound(void)
|
||||
{
|
||||
if (m_hEnemy != NULL)
|
||||
{
|
||||
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("weapons/desert_eagle_fire.wav");
|
||||
|
||||
PRECACHE_SOUND("otis/ot_pain1.wav");
|
||||
PRECACHE_SOUND("otis/ot_pain2.wav");
|
||||
PRECACHE_SOUND("otis/ot_pain3.wav");
|
||||
|
||||
PRECACHE_SOUND("otis/ot_die1.wav");
|
||||
PRECACHE_SOUND("otis/ot_die2.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;
|
||||
}
|
||||
|
||||
|
||||
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 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 == NULL)
|
||||
{
|
||||
// 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);
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// PainSound
|
||||
//=========================================================
|
||||
void COtis::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, "otis/ot_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
|
||||
break;
|
||||
case 1:
|
||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "otis/ot_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
|
||||
break;
|
||||
case 2:
|
||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "otis/ot_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// DeathSound
|
||||
//=========================================================
|
||||
void COtis::DeathSound( void )
|
||||
{
|
||||
switch( RANDOM_LONG( 0, 1 ) )
|
||||
{
|
||||
case 0:
|
||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "otis/ot_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
|
||||
break;
|
||||
case 1:
|
||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "otis/ot_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
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_glock", 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 char *m_szPoses[5];
|
||||
};
|
||||
|
||||
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();
|
||||
}
|
1704
dlls/rp/pitdrone.cpp
Normal file
1704
dlls/rp/pitdrone.cpp
Normal file
File diff suppressed because it is too large
Load Diff
@ -23,6 +23,7 @@
|
||||
#include "cbase.h"
|
||||
#include "monsters.h"
|
||||
#include "schedule.h"
|
||||
#include "zombie.h"
|
||||
|
||||
//=========================================================
|
||||
// Monster's Anim Events Go Here
|
||||
@ -33,36 +34,6 @@
|
||||
|
||||
#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
|
||||
|
||||
class CZombie : public CBaseMonster
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
void SetYawSpeed( void );
|
||||
int Classify( void );
|
||||
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||||
int IgnoreConditions( void );
|
||||
|
||||
float m_flNextFlinch;
|
||||
|
||||
void PainSound( void );
|
||||
void AlertSound( void );
|
||||
void IdleSound( void );
|
||||
void AttackSound( void );
|
||||
|
||||
static const char *pAttackSounds[];
|
||||
static const char *pIdleSounds[];
|
||||
static const char *pAlertSounds[];
|
||||
static const char *pPainSounds[];
|
||||
static const char *pAttackHitSounds[];
|
||||
static const char *pAttackMissSounds[];
|
||||
|
||||
// No range attacks
|
||||
BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; }
|
||||
BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; }
|
||||
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( monster_zombie, CZombie )
|
||||
|
||||
const char *CZombie::pAttackHitSounds[] =
|
||||
|
47
dlls/zombie.h
Normal file
47
dlls/zombie.h
Normal file
@ -0,0 +1,47 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// Zombie
|
||||
//=========================================================
|
||||
|
||||
class CZombie : public CBaseMonster
|
||||
{
|
||||
public:
|
||||
virtual void Spawn( void );
|
||||
virtual void Precache( void );
|
||||
void SetYawSpeed( void );
|
||||
int Classify( void );
|
||||
virtual void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||||
int IgnoreConditions( void );
|
||||
|
||||
float m_flNextFlinch;
|
||||
|
||||
virtual void PainSound( void );
|
||||
void AlertSound( void );
|
||||
virtual void IdleSound( void );
|
||||
void AttackSound( void );
|
||||
|
||||
static const char *pAttackSounds[];
|
||||
static const char *pIdleSounds[];
|
||||
static const char *pAlertSounds[];
|
||||
static const char *pPainSounds[];
|
||||
static const char *pAttackHitSounds[];
|
||||
static const char *pAttackMissSounds[];
|
||||
|
||||
// No range attacks
|
||||
virtual BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; }
|
||||
virtual BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; }
|
||||
virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
|
||||
};
|
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Reference in New Issue
Block a user