/*** * * 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 //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "soundent.h" int SonicRings; extern cvar_t cwc; int bravery = 0; //He is brave... for now. //========================================================= // Monster's Anim Events Go Here //========================================================= class CChrisChan : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); int Classify ( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); void Killed( entvars_t *pevAttacker, int iGib ); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); //Schedule_t *GetSchedule( void ); // Handles some schedules void IdleSound( void ); void PainSound( void ); void AlertSound( void ); CUSTOM_SCHEDULES; static const char *pIdleSounds[]; static const char *pAlertSounds[]; static const char *pPainSounds[]; }; LINK_ENTITY_TO_CLASS( monster_chrischan, CChrisChan ); //==================== // AI BULL //=================== Task_t tlCWCHide[] = { //{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic! { TASK_STOP_MOVING, (float)0 }, { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, { TASK_PLAY_SEQUENCE, (float)ACT_CROUCH }, { TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE }, // FIXME: This looks lame { TASK_WAIT_RANDOM, (float)10.0 }, }; Schedule_t slCWCHide[] = { { tlCWCHide, ARRAYSIZE ( tlCWCHide ), bits_COND_SEE_FEAR, bits_SOUND_DANGER, "CWCHide" }, }; DEFINE_CUSTOM_SCHEDULES( CChrisChan ) { slCWCHide, }; const char *CChrisChan::pIdleSounds[] = { "cwc/cwc_idle1.wav", "cwc/cwc_idle2.wav", "cwc/cwc_idle3.wav", "cwc/cwc_idle4.wav", }; const char *CChrisChan::pAlertSounds[] = { "cwc/cwc_alert1.wav", "cwc/cwc_alert2.wav", "cwc/cwc_alert3.wav", "cwc/cwc_alert4.wav" }; const char *CChrisChan::pPainSounds[] = { "cwc/cwc_pain1.wav", "cwc/cwc_pain2.wav", "cwc/cwc_pain3.wav", "cwc/cwc_pain4.wav", }; //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CChrisChan :: Classify ( void ) { if (cwc.value == 1) { return CLASS_HUMAN_PASSIVE; } else if (cwc.value == 0) { return CLASS_CWC; } return CLASS_HUMAN_PASSIVE; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CChrisChan :: SetYawSpeed ( void ) { int ys; switch ( m_Activity ) { case ACT_IDLE: default: ys = 360; } pev->yaw_speed = ys; } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CChrisChan :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case 0: default: CBaseMonster::HandleAnimEvent( pEvent ); break; } } //========================================================= // Spawn //========================================================= void CChrisChan :: Spawn() { Precache( ); SET_MODEL(ENT(pev), "models/chrischan.mdl"); UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_LAVENDER; //There's part of why I chose this. pev->health = CBaseMonster::GetHealth( 251, 3 ); pev->view_ofs = Vector ( 0, 0, 0 );// poBsition of the eyes relative to monster's origin. m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CChrisChan :: Precache() { PRECACHE_SOUND("cwc/death.wav"); PRECACHE_MODEL("models/chrischan.mdl"); SonicRings = PRECACHE_MODEL("sprites/s2ring.spr");// client side spittle of coins! int i; for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) PRECACHE_SOUND(pIdleSounds[i]); for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) PRECACHE_SOUND(pPainSounds[i]); } //========================================================= // AI Schedules Specific to this monster //========================================================= void CChrisChan :: IdleSound( void ) { // Play a random idle sound EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pIdleSounds[ RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1) ], 1.0, ATTN_NORM, 0, 100 ); } void CChrisChan :: AlertSound( void ) { // Play a random idle sound EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, 100 ); } void CChrisChan :: PainSound( void ) { // Play a random pain sound EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, 100 ); } void CChrisChan::Killed( entvars_t *pevAttacker, int iGib ) { //Blows up in coins, disappears. Scott Pilgrim and River City Ransom-esque. const Vector position = pev->origin; const Vector &direction = Vector(0,0,1); int count = RANDOM_LONG(45,160); EMIT_SOUND(ENT(pev), CHAN_VOICE, "cwc/death.wav", 1, ATTN_NORM ); MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, position ); WRITE_BYTE( TE_SPRITE_SPRAY ); WRITE_COORD( position.x); // pos WRITE_COORD( position.y); WRITE_COORD( position.z); WRITE_COORD( direction.x); // dir WRITE_COORD( direction.y); WRITE_COORD( direction.z); WRITE_SHORT( SonicRings ); // model WRITE_BYTE ( count ); // count WRITE_BYTE ( 130 ); // speed WRITE_BYTE ( 80 ); // noise ( client will divide by 100 ) MESSAGE_END(); UTIL_Remove(this); } //========================================================= // TakeDamage - overridden for chris-chan so we can simulate // trolling via attackers. Once he is attacked, he will switch. Like the real cwc. //========================================================= int CChrisChan :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { if (bravery == 0) { bravery = RANDOM_LONG(0,1); //Roll the Dice, for Bravery, simulating fight or flight. } if ( pevInflictor && pevInflictor->flags & FL_CLIENT ) { Remember( bits_MEMORY_PROVOKED ); } return CBaseMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } IMPLEMENT_CUSTOM_SCHEDULES( CChrisChan, CBaseMonster );