diff --git a/dlls/CAd/gonome.cpp b/dlls/CAd/gonome.cpp index 59e674c6..2fc3a4ea 100644 --- a/dlls/CAd/gonome.cpp +++ b/dlls/CAd/gonome.cpp @@ -27,11 +27,12 @@ #include "decals.h" #include "animation.h" #include "studio.h" +#include "zombie.h" #define GONOME_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve #define GONOME_TOLERANCE_MELEE1_RANGE 85 -#define GONOME_TOLERANCE_MELEE2_RANGE 65 +#define GONOME_TOLERANCE_MELEE2_RANGE 48 #define GONOME_TOLERANCE_MELEE1_DOT 0.7 #define GONOME_TOLERANCE_MELEE2_DOT 0.7 @@ -49,7 +50,8 @@ enum #define GONOME_AE_SLASH_RIGHT ( 1 ) #define GONOME_AE_SLASH_LEFT ( 2 ) -#define GONOME_AE_THROW ( 4 ) +#define GONOME_AE_SPIT ( 3 ) +#define GONOME_AE_THROW ( 4 ) #define GONOME_AE_BITE1 ( 19 ) #define GONOME_AE_BITE2 ( 20 ) @@ -122,7 +124,8 @@ void CGonomeGuts::Touch( CBaseEntity *pOther ) { // make a splat on the wall UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr ); - UTIL_DecalTrace( &tr, DECAL_BLOOD1 + RANDOM_LONG( 0, 5 ) ); + UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED ); + UTIL_BloodDrips( tr.vecEndPos, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 ); } else { @@ -136,20 +139,14 @@ void CGonomeGuts::Touch( CBaseEntity *pOther ) //========================================================= // CGonome //========================================================= -class CGonome : public CBaseMonster +class CGonome : public CZombie { public: void Spawn(void); void Precache(void); - int Classify(void); - void SetYawSpeed(); void HandleAnimEvent(MonsterEvent_t *pEvent); - void IdleSound(void); - void PainSound(void); - void DeathSound(void); - void AlertSound(void); void StartTask(Task_t *pTask); BOOL CheckMeleeAttack1(float flDot, float flDist); @@ -158,11 +155,14 @@ public: void RunAI(void); Schedule_t *GetSchedule(); Schedule_t *GetScheduleOfType( int Type ); - int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); void SetActivity( Activity NewActivity ); + void PainSound( void ); + void DeathSound( void ); + void IdleSound( void ); + int Save(CSave &save); int Restore(CRestore &restore); @@ -208,6 +208,29 @@ TYPEDESCRIPTION CGonome::m_SaveData[] = IMPLEMENT_SAVERESTORE( CGonome, CBaseMonster ) +void CGonome::PainSound( void ) +{ + int pitch = 95 + RANDOM_LONG( 0, 9 ); + + if( RANDOM_LONG( 0, 5 ) < 2 ) + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); +} + +void CGonome::DeathSound( void ) +{ + int pitch = 95 + RANDOM_LONG( 0, 9 ); + + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[ RANDOM_LONG( 0, ARRAYSIZE( pDeathSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); +} + +void CGonome::IdleSound( void ) +{ + int pitch = 95 + RANDOM_LONG( 0, 9 ); + + // Play a random idle sound + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) -1 )], 1.0, ATTN_NORM, 0, pitch ); +} + /* * Hack to ignore activity weights when choosing melee attack animation */ @@ -277,42 +300,26 @@ void CGonome::SetActivity( Activity NewActivity ) } } -//========================================================= -// Classify - indicates this monster's place in the -// relationship table. -//========================================================= -int CGonome::Classify(void) -{ - return CLASS_ALIEN_MONSTER; -} - //========================================================= // TakeDamage - overridden for gonome so we can keep track // of how much time has passed since it was last injured //========================================================= int CGonome::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { - float flDist; - Vector vecApex; - - // if the gonome is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy, - // it will swerve. (whew). - if (m_hEnemy != NULL && IsMoving() && pevAttacker == m_hEnemy->pev) + // Take 15% damage from bullets + if( bitsDamageType == DMG_BULLET ) { - flDist = (pev->origin - m_hEnemy->pev->origin).Length2D(); - - if (flDist > GONOME_SPRINT_DIST) - { - flDist = (pev->origin - m_Route[m_iRouteIndex].vecLocation).Length2D();// reusing flDist. - - if (FTriangulate(pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5, m_hEnemy, &vecApex)) - { - InsertWaypoint(vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY); - } - } + Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; + vecDir = vecDir.Normalize(); + float flForce = DamageForce( flDamage ); + pev->velocity = pev->velocity + vecDir * flForce; + flDamage *= 0.15; } - return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); + // HACK HACK -- until we fix this. + if( IsAlive() ) + PainSound(); + return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } @@ -346,7 +353,7 @@ BOOL CGonome::CheckRangeAttack1(float flDot, float flDist) else { // not moving, so spit again pretty soon. - m_flNextSpitTime = gpGlobals->time + 3; + m_flNextSpitTime = gpGlobals->time + 0.5; } return TRUE; @@ -381,65 +388,6 @@ BOOL CGonome::CheckMeleeAttack2(float flDot, float flDist) return FALSE; } - -//========================================================= -// IdleSound -//========================================================= -#define GONOME_ATTN_IDLE (float)1.5 -void CGonome::IdleSound(void) -{ - EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, GONOME_ATTN_IDLE); -} - -//========================================================= -// PainSound -//========================================================= -void CGonome::PainSound(void) -{ - const int iPitch = RANDOM_LONG(85, 120); - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM, 0, iPitch); -} - -//========================================================= -// AlertSound -//========================================================= -void CGonome::AlertSound(void) -{ - int iPitch = RANDOM_LONG(140, 160); - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, ATTN_NORM, 0, iPitch); -} - -//========================================================= -// SetYawSpeed - allows each sequence to have a different -// turn rate associated with it. -//========================================================= -void CGonome::SetYawSpeed( void ) -{ - int ys; - - ys = 0; - - switch ( m_Activity ) - { - case ACT_WALK: - ys = 90; - break; - case ACT_RUN: - ys = 90; - break; - case ACT_IDLE: - ys = 90; - break; - case ACT_RANGE_ATTACK1: - ys = 90; - break; - default: - ys = 90; - break; - } - - pev->yaw_speed = ys; -} //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. @@ -452,6 +400,7 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent) // This may play sound twice //EMIT_SOUND(ENT(pev), CHAN_VOICE, pEvent->options, 1, ATTN_NORM); break; + case GONOME_AE_SPIT: case GONOME_AE_THROW: { Vector vecSpitOffset; @@ -462,13 +411,16 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent) GetAttachment(0, vecArmPos, vecArmAng); vecSpitOffset = vecArmPos; - vecSpitDir = ((m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs) - vecSpitOffset).Normalize(); - - vecSpitDir.x += RANDOM_FLOAT(-0.05, 0.05); - vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05); - vecSpitDir.z += RANDOM_FLOAT(-0.05, 0); + UTIL_BloodDrips( vecSpitOffset, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 ); + if( pEvent->event == GONOME_AE_THROW ) + { + vecSpitDir = ((m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs) - vecSpitOffset).Normalize(); - CGonomeGuts::Shoot(pev, vecSpitOffset, vecSpitDir * 1200); // Default: 900 + vecSpitDir.x += RANDOM_FLOAT(-0.05, 0.05); + vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05); + vecSpitDir.z += RANDOM_FLOAT(-0.05, 0); + CGonomeGuts::Shoot(pev, vecSpitOffset, vecSpitDir * 1200); // Default: 900 + } } break; @@ -477,10 +429,9 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent) CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.bullsquidDmgWhip, DMG_SLASH); if (pHurt) { - pHurt->pev->punchangle.z = 20; - pHurt->pev->punchangle.x = 20; - pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 200; - pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; + pHurt->pev->punchangle.z = 9; + pHurt->pev->punchangle.x = 5; + pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 25; } } break; @@ -490,10 +441,9 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent) CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.bullsquidDmgWhip, DMG_SLASH); if (pHurt) { - pHurt->pev->punchangle.z = -20; - pHurt->pev->punchangle.x = 20; - pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -200; - pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; + pHurt->pev->punchangle.z = -9; + pHurt->pev->punchangle.x = 5; + pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 25; } } break; @@ -502,14 +452,14 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent) case GONOME_AE_BITE2: case GONOME_AE_BITE3: case GONOME_AE_BITE4: - { + { int iPitch; CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_TOLERANCE_MELEE2_RANGE, gSkillData.bullsquidDmgBite, DMG_SLASH); if (pHurt) { // croonchy bite sound - iPitch = RANDOM_FLOAT(90, 110); + iPitch = PITCH_NORM + RANDOM_FLOAT(-5, 5); switch (RANDOM_LONG(0, 1)) { case 0: @@ -520,16 +470,19 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent) break; } - pHurt->pev->punchangle.z = RANDOM_LONG(-10, 10); - pHurt->pev->punchangle.x = RANDOM_LONG(-35, -45); - pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 50; - pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 50; + if( pEvent->event == GONOME_AE_BITE4 ) + { + pHurt->pev->punchangle.x = 15; + pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 75; + } + else + { + pHurt->pev->punchangle.x = 9; + pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 25; + } } } break; - - - default: CBaseMonster::HandleAnimEvent(pEvent); } @@ -549,7 +502,7 @@ void CGonome::Spawn() pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; pev->effects = 0; - pev->health = gSkillData.bullsquidHealth; + pev->health = gSkillData.bullsquidHealth * 2; m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; @@ -589,14 +542,6 @@ void CGonome::Precache() PRECACHE_SOUND("bullchicken/bc_spithit2.wav"); } -//========================================================= -// DeathSound -//========================================================= -void CGonome::DeathSound(void) -{ - EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_NORM); -} - //======================================================== // RunAI - overridden for gonome because there are things // that need to be checked every think. diff --git a/dlls/CAd/helmet.cpp b/dlls/CAd/helmet.cpp new file mode 100644 index 00000000..8d57c7c7 --- /dev/null +++ b/dlls/CAd/helmet.cpp @@ -0,0 +1,665 @@ +/*** +* +* 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 barney dying for scripted sequences? +#define HELMET_AE_DRAW ( 2 ) +#define HELMET_AE_SHOOT ( 3 ) +#define HELMET_AE_HOLSTER ( 4 ) + +#define HELMET_BODY_GUNHOLSTERED 0 +#define HELMET_BODY_GUNDRAWN 1 +#define HELMET_BODY_GUNGONE 2 + +class CHelmet : public CBarney +{ +public: + void Spawn( void ); + void Precache( void ); + void HelmetFireShotgun( void ); + void AlertSound( void ); + void HandleAnimEvent( MonsterEvent_t *pEvent ); + + virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; } + 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 ); + + void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); + void Killed( entvars_t *pevAttacker, int iGib ); + + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; + + CUSTOM_SCHEDULES +}; + +LINK_ENTITY_TO_CLASS( monster_helmet, CHelmet ) + +TYPEDESCRIPTION CHelmet::m_SaveData[] = +{ + DEFINE_FIELD( CHelmet, m_fGunDrawn, FIELD_BOOLEAN ), + DEFINE_FIELD( CHelmet, m_painTime, FIELD_TIME ), + DEFINE_FIELD( CHelmet, m_checkAttackTime, FIELD_TIME ), + DEFINE_FIELD( CHelmet, m_lastAttackCheck, FIELD_BOOLEAN ), + DEFINE_FIELD( CHelmet, m_flPlayerDamage, FIELD_FLOAT ), +}; + +IMPLEMENT_SAVERESTORE( CHelmet, CTalkMonster ) +/* +//========================================================= +// AI Schedules Specific to this monster +//========================================================= +Task_t tlBaFollow[] = +{ + { TASK_MOVE_TO_TARGET_RANGE, (float)128 }, // Move within 128 of target ent (client) + { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, +}; + +Schedule_t slBaFollow[] = +{ + { + tlBaFollow, + ARRAYSIZE( tlBaFollow ), + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_HEAR_SOUND | + bits_COND_PROVOKED, + bits_SOUND_DANGER, + "Follow" + }, +}; + +//========================================================= +// BarneyDraw - much better looking draw schedule for when +// barney knows who he's gonna attack. +//========================================================= +Task_t tlBarneyEnemyDraw[] = +{ + { TASK_STOP_MOVING, 0 }, + { TASK_FACE_ENEMY, 0 }, + { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float) ACT_ARM }, +}; + +Schedule_t slBarneyEnemyDraw[] = +{ + { + tlBarneyEnemyDraw, + ARRAYSIZE( tlBarneyEnemyDraw ), + 0, + 0, + "Barney Enemy Draw" + } +}; + +Task_t tlBaFaceTarget[] = +{ + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_FACE_TARGET, (float)0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE }, +}; + +Schedule_t slBaFaceTarget[] = +{ + { + tlBaFaceTarget, + ARRAYSIZE( tlBaFaceTarget ), + bits_COND_CLIENT_PUSH | + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_HEAR_SOUND | + bits_COND_PROVOKED, + bits_SOUND_DANGER, + "FaceTarget" + }, +}; + +Task_t tlIdleBaStand[] = +{ + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds. + { TASK_TLK_HEADRESET, (float)0 }, // reset head position +}; + +Schedule_t slIdleBaStand[] = +{ + { + tlIdleBaStand, + ARRAYSIZE( tlIdleBaStand ), + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_HEAR_SOUND | + bits_COND_SMELL | + bits_COND_PROVOKED, + bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code. + //bits_SOUND_PLAYER | + //bits_SOUND_WORLD | + bits_SOUND_DANGER | + bits_SOUND_MEAT |// scents + bits_SOUND_CARCASS | + bits_SOUND_GARBAGE, + "IdleStand" + }, +}; +*/ + +extern Schedule_t slBaFollow[]; +extern Schedule_t slBarneyEnemyDraw[]; +extern Schedule_t slBaFaceTarget[]; +extern Schedule_t slIdleBaStand[]; + +DEFINE_CUSTOM_SCHEDULES( CHelmet ) +{ + slBaFollow, + slBarneyEnemyDraw, + slBaFaceTarget, + slIdleBaStand, +}; + +IMPLEMENT_CUSTOM_SCHEDULES( CHelmet, CTalkMonster ) + +//========================================================= +// ALertSound - barney says "Freeze!" +//========================================================= +void CHelmet::AlertSound( void ) +{ + if( m_hEnemy != 0 ) + { + if( FOkToSpeak() ) + { + PlaySentence( "HM_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 CHelmet::HelmetFireShotgun( 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( 2, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_12MM ); + + 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, "helmet/ba_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift ); + + CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); + + // UNDONE: Reload? + m_cAmmoLoaded--;// take away a bullet! +} + +//========================================================= +// HandleAnimEvent - catches the monster-specific messages +// that occur when tagged animation frames are played. +// +// Returns number of events handled, 0 if none. +//========================================================= +void CHelmet::HandleAnimEvent( MonsterEvent_t *pEvent ) +{ + switch( pEvent->event ) + { + case HELMET_AE_SHOOT: + HelmetFireShotgun(); + break; + case HELMET_AE_DRAW: + // barney's bodygroup switches here so he can pull gun from holster + pev->body = HELMET_BODY_GUNDRAWN; + m_fGunDrawn = TRUE; + break; + case HELMET_AE_HOLSTER: + // change bodygroup to replace gun in holster + pev->body = HELMET_BODY_GUNHOLSTERED; + m_fGunDrawn = FALSE; + break; + default: + CTalkMonster::HandleAnimEvent( pEvent ); + } +} + +//========================================================= +// Spawn +//========================================================= +void CHelmet::Spawn() +{ + Precache(); + + SET_MODEL( ENT( pev ), "models/helmet.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; + + pev->body = 0; // gun in holster + m_fGunDrawn = FALSE; + + m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; + + MonsterInit(); + SetUse( &CTalkMonster::FollowerUse ); +} + +//========================================================= +// Precache - precaches all resources this monster needs +//========================================================= +void CHelmet::Precache() +{ + PRECACHE_MODEL( "models/helmet.mdl" ); + + PRECACHE_SOUND( "helmet/ba_attack1.wav" ); + PRECACHE_SOUND( "helmet/ba_attack2.wav" ); + + PRECACHE_SOUND( "helmet/ba_pain1.wav" ); + PRECACHE_SOUND( "helmet/ba_pain2.wav" ); + PRECACHE_SOUND( "helmet/ba_pain3.wav" ); + + PRECACHE_SOUND( "helmet/ba_die1.wav" ); + PRECACHE_SOUND( "helmet/ba_die2.wav" ); + PRECACHE_SOUND( "helmet/ba_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 CHelmet::TalkInit() +{ + CTalkMonster::TalkInit(); + + // scientists speach group names (group names are in sentences.txt) + m_szGrp[TLK_ANSWER] = "HM_ANSWER"; + m_szGrp[TLK_QUESTION] = "HM_QUESTION"; + m_szGrp[TLK_IDLE] = "HM_IDLE"; + m_szGrp[TLK_STARE] = "HM_STARE"; + m_szGrp[TLK_USE] = "HM_OK"; + m_szGrp[TLK_UNUSE] = "HM_WAIT"; + m_szGrp[TLK_STOP] = "HM_STOP"; + + m_szGrp[TLK_NOSHOOT] = "HM_SCARED"; + m_szGrp[TLK_HELLO] = "HM_HELLO"; + + m_szGrp[TLK_PLHURT1] = "!HM_CUREA"; + m_szGrp[TLK_PLHURT2] = "!HM_CUREB"; + m_szGrp[TLK_PLHURT3] = "!HM_CUREC"; + + m_szGrp[TLK_PHELLO] = NULL; //"HM_PHELLO"; // UNDONE + m_szGrp[TLK_PIDLE] = NULL; //"HM_PIDLE"; // UNDONE + m_szGrp[TLK_PQUESTION] = "HM_PQUEST"; // UNDONE + + m_szGrp[TLK_SMELL] = "HM_SMELL"; + + m_szGrp[TLK_WOUND] = "HM_WOUND"; + m_szGrp[TLK_MORTAL] = "HM_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 CHelmet::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( "HM_MAD", 4, VOL_NORM, ATTN_NORM ); + + Remember( bits_MEMORY_PROVOKED ); + StopFollowing( TRUE ); + } + else + { + // Hey, be careful with that + PlaySentence( "HM_SHOT", 4, VOL_NORM, ATTN_NORM ); + Remember( bits_MEMORY_SUSPICIOUS ); + } + } + else if( !( m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO ) + { + PlaySentence( "HM_SHOT", 4, VOL_NORM, ATTN_NORM ); + } + } + + return ret; +} + +//========================================================= +// PainSound +//========================================================= +void CHelmet::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, "helmet/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + case 2: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + } +} + +//========================================================= +// DeathSound +//========================================================= +void CHelmet::DeathSound( void ) +{ + switch( RANDOM_LONG( 0, 2 ) ) + { + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + case 2: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + } +} + +void CHelmet::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: + if( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_CLUB ) ) + { + flDamage -= 20; + if( flDamage <= 0 ) + { + UTIL_Ricochet( ptr->vecEndPos, 1.0 ); + flDamage = 0.01; + } + } + + // always a head shot + ptr->iHitgroup = HITGROUP_HEAD; + break; + } + + CTalkMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); +} + +void CHelmet::Killed( entvars_t *pevAttacker, int iGib ) +{ + if( pev->body < HELMET_BODY_GUNGONE ) + { + // drop the gun! + Vector vecGunPos; + Vector vecGunAngles; + + pev->body = HELMET_BODY_GUNGONE; + + GetAttachment( 0, vecGunPos, vecGunAngles ); + + DropItem( "weapon_shotgun", vecGunPos, vecGunAngles ); + } + + SetUse( NULL ); + CTalkMonster::Killed( pevAttacker, iGib ); +} + +//========================================================= +// 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 *CHelmet::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( "HM_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 CHelmet::DeclineFollowing( void ) +{ + PlaySentence( "HM_POK", 2, VOL_NORM, ATTN_NORM ); +} + +//========================================================= +// DEAD BARNEY 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 CDeadHelmet : 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 *CDeadHelmet::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" }; + +void CDeadHelmet::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_helmet_dead, CDeadHelmet ) + +//========================================================= +// ********** DeadBarney SPAWN ********** +//========================================================= +void CDeadHelmet::Spawn() +{ + PRECACHE_MODEL( "models/helmet.mdl" ); + SET_MODEL( ENT( pev ), "models/helmet.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 helmet with bad pose\n" ); + } + // Corpses have less health + pev->health = 8;//gSkillData.barneyHealth; + + MonsterInitDead(); +} diff --git a/dlls/CAd/otis.cpp b/dlls/CAd/otis.cpp index 500fcc4f..72fc9c94 100644 --- a/dlls/CAd/otis.cpp +++ b/dlls/CAd/otis.cpp @@ -73,6 +73,9 @@ public: // Override these to set behavior Schedule_t *GetSchedule(void); + void DeathSound( void ); + void PainSound( void ); + void TalkInit(void); void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); void Killed(entvars_t *pevAttacker, int iGib); @@ -217,15 +220,15 @@ void COtis::Precache() { PRECACHE_MODEL("models/otis.mdl"); - PRECACHE_SOUND("barney/desert_eagle_fire.wav"); + PRECACHE_SOUND("weapons/desert_eagle_fire.wav"); - PRECACHE_SOUND("barney/ba_pain1.wav"); - PRECACHE_SOUND("barney/ba_pain2.wav"); - PRECACHE_SOUND("barney/ba_pain3.wav"); + PRECACHE_SOUND("otis/ba_pain1.wav"); + PRECACHE_SOUND("otis/ba_pain2.wav"); + PRECACHE_SOUND("otis/ba_pain3.wav"); - PRECACHE_SOUND("barney/ba_die1.wav"); - PRECACHE_SOUND("barney/ba_die2.wav"); - PRECACHE_SOUND("barney/ba_die3.wav"); + PRECACHE_SOUND("otis/ba_die1.wav"); + PRECACHE_SOUND("otis/ba_die2.wav"); + PRECACHE_SOUND("otis/ba_die3.wav"); // every new otis must call this, otherwise // when a level is loaded, nobody will talk (time is reset to 0) @@ -348,6 +351,48 @@ void COtis::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, T 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/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "otis/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + case 2: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "otis/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + } +} + +//========================================================= +// DeathSound +//========================================================= +void COtis::DeathSound( void ) +{ + switch( RANDOM_LONG( 0, 2 ) ) + { + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "otis/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "otis/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + case 2: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "otis/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + } +} void COtis::Killed(entvars_t *pevAttacker, int iGib) { diff --git a/dlls/CMakeLists.txt b/dlls/CMakeLists.txt index f06467b7..3ad74c29 100644 --- a/dlls/CMakeLists.txt +++ b/dlls/CMakeLists.txt @@ -129,7 +129,8 @@ set (SVDLL_SOURCES zombie.cpp CAd/displacer.cpp CAd/eagle.cpp - CAd/gonome + CAd/helmet.cpp + CAd/gonome.cpp CAd/otis.cpp ../pm_shared/pm_debug.c ../pm_shared/pm_math.c diff --git a/dlls/barney.h b/dlls/barney.h index 4a307c2c..ca513119 100644 --- a/dlls/barney.h +++ b/dlls/barney.h @@ -24,14 +24,14 @@ class CBarney : public CTalkMonster { public: - void Spawn( void ); - void Precache( void ); + virtual void Spawn( void ); + virtual void Precache( void ); void SetYawSpeed( void ); int ISoundMask( void ); - void BarneyFirePistol( void ); - void AlertSound( void ); + virtual void BarneyFirePistol( void ); + virtual void AlertSound( void ); int Classify( void ); - void HandleAnimEvent( MonsterEvent_t *pEvent ); + virtual void HandleAnimEvent( MonsterEvent_t *pEvent ); void RunTask( Task_t *pTask ); void StartTask( Task_t *pTask ); @@ -39,20 +39,20 @@ public: int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); BOOL CheckRangeAttack1( float flDot, float flDist ); - void DeclineFollowing( void ); + virtual void DeclineFollowing( void ); // Override these to set behavior Schedule_t *GetScheduleOfType( int Type ); - Schedule_t *GetSchedule( void ); + virtual Schedule_t *GetSchedule( void ); MONSTERSTATE GetIdealState( void ); - void DeathSound( void ); - void PainSound( void ); + virtual void DeathSound( void ); + virtual void PainSound( void ); - void TalkInit( void ); + virtual void TalkInit( void ); - void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); - void Killed( entvars_t *pevAttacker, int iGib ); + virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); + virtual void Killed( entvars_t *pevAttacker, int iGib ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); diff --git a/dlls/bullsquid.h b/dlls/bullsquid.h index 4994433a..03c3fc9b 100644 --- a/dlls/bullsquid.h +++ b/dlls/bullsquid.h @@ -43,33 +43,33 @@ public: class CBullsquid : public CBaseMonster { public: - void Spawn( void ); - void Precache( void ); - void SetYawSpeed( void ); + virtual void Spawn( void ); + virtual void Precache( void ); + virtual void SetYawSpeed( void ); int ISoundMask( void ); - int Classify( void ); - void HandleAnimEvent( MonsterEvent_t *pEvent ); - void IdleSound( void ); - void PainSound( void ); - void DeathSound( void ); - void AlertSound( void ); + virtual int Classify( void ); + virtual void HandleAnimEvent( MonsterEvent_t *pEvent ); + virtual void IdleSound( void ); + virtual void PainSound( void ); + virtual void DeathSound( void ); + virtual void AlertSound( void ); void AttackSound( void ); - void StartTask( Task_t *pTask ); + virtual void StartTask( Task_t *pTask ); void RunTask( Task_t *pTask ); - BOOL CheckMeleeAttack1( float flDot, float flDist ); - BOOL CheckMeleeAttack2( float flDot, float flDist ); - BOOL CheckRangeAttack1( float flDot, float flDist ); - void RunAI( void ); + virtual BOOL CheckMeleeAttack1( float flDot, float flDist ); + virtual BOOL CheckMeleeAttack2( float flDot, float flDist ); + virtual BOOL CheckRangeAttack1( float flDot, float flDist ); + virtual void RunAI( void ); BOOL FValidateHintType( short sHint ); - Schedule_t *GetSchedule( void ); - Schedule_t *GetScheduleOfType( int Type ); - int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); + virtual Schedule_t *GetSchedule( void ); + virtual Schedule_t *GetScheduleOfType( int Type ); + virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); int IRelationship( CBaseEntity *pTarget ); int IgnoreConditions( void ); MONSTERSTATE GetIdealState( void ); - int Save( CSave &save ); - int Restore( CRestore &restore ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); CUSTOM_SCHEDULES static TYPEDESCRIPTION m_SaveData[]; diff --git a/dlls/zombie.cpp b/dlls/zombie.cpp index 5116ef8e..10c26022 100644 --- a/dlls/zombie.cpp +++ b/dlls/zombie.cpp @@ -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 ) LINK_ENTITY_TO_CLASS( monster_zombie_barney, CZombie ) diff --git a/dlls/zombie.h b/dlls/zombie.h new file mode 100644 index 00000000..7c47d396 --- /dev/null +++ b/dlls/zombie.h @@ -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 ); +};