/*** * * 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 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); int head; int bodystate; }; LINK_ENTITY_TO_CLASS(monster_otis, COtis); //========================================================= // ALertSound - otis says "Freeze!" //========================================================= void COtis::AlertSound(void) { if (m_hEnemy != 0) { 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_9MM); int pitchShift = RANDOM_LONG(0, 20); // Only shift about half the time if (pitchShift > 10) pitchShift = 0; else pitchShift -= 5; EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "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.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; // 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/ba_pain1.wav"); PRECACHE_SOUND("otis/ba_pain2.wav"); PRECACHE_SOUND("otis/ba_pain3.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) 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) > 0.96f) // +/- 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 == 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("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/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) { 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_eagle", 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 const char *m_szPoses[5]; }; const 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(); }