/*** * * 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. * ****/ //========================================================= // Grinman - unexplained entity. //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "weapons.h" //========================================================= // Monster's Anim Events Go Here //========================================================= class CGrinman : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); int Classify ( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); int ISoundMask ( void ); void DeclineFollowing( void ); int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; void StartTask( Task_t *pTask ); void RunTask( Task_t *pTask ); int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); void PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ); EHANDLE m_hPlayer; EHANDLE m_hTalkTarget; float m_flTalkTime; }; LINK_ENTITY_TO_CLASS( monster_grinman, CGrinman ); TYPEDESCRIPTION CGrinman::m_SaveData[] = { DEFINE_FIELD( CGrinman, m_hTalkTarget, FIELD_EHANDLE ), DEFINE_FIELD( CGrinman, m_flTalkTime, FIELD_TIME ), }; IMPLEMENT_SAVERESTORE( CGrinman, CBaseMonster ); //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CGrinman :: Classify ( void ) { return CLASS_NONE; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CGrinman :: SetYawSpeed ( void ) { int ys; switch ( m_Activity ) { case ACT_IDLE: default: ys = 90; } pev->yaw_speed = ys; } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CGrinman :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case 0: default: CBaseMonster::HandleAnimEvent( pEvent ); break; } } //========================================================= // ISoundMask - generic monster can't hear. //========================================================= int CGrinman :: ISoundMask ( void ) { return 0; } //========================================================= // Spawn //========================================================= void CGrinman :: Spawn() { Precache(); SET_MODEL( ENT(pev), "models/gman.mdl" ); UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = DONT_BLEED; pev->health = 100; m_flFieldOfView = -1;// 360 degrees, he sees all. m_MonsterState = MONSTERSTATE_NONE; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CGrinman :: Precache() { PRECACHE_MODEL( "models/gman.mdl" ); } //========================================================= // AI Schedules Specific to this monster //========================================================= void CGrinman :: StartTask( Task_t *pTask ) { switch( pTask->iTask ) { case TASK_WAIT: if (m_hPlayer == 0) { m_hPlayer = UTIL_FindEntityByClassname( NULL, "player" ); } break; } CBaseMonster::StartTask( pTask ); } void CGrinman :: RunTask( Task_t *pTask ) { switch( pTask->iTask ) { case TASK_WAIT: // look at who I'm talking to if (m_flTalkTime > gpGlobals->time && m_hTalkTarget != 0) { float yaw = VecToYaw(m_hTalkTarget->pev->origin - pev->origin) - pev->angles.y; if (yaw > 180) yaw -= 360; if (yaw < -180) yaw += 360; // turn towards vector SetBoneController( 0, yaw ); } // look at player, but only if playing a "safe" idle animation else if (m_hPlayer != 0 && pev->sequence == 0) { float yaw = VecToYaw(m_hPlayer->pev->origin - pev->origin) - pev->angles.y; if (yaw > 180) yaw -= 360; if (yaw < -180) yaw += 360; // turn towards vector SetBoneController( 0, yaw ); } else { SetBoneController( 0, 0 ); } CBaseMonster::RunTask( pTask ); break; default: SetBoneController( 0, 0 ); CBaseMonster::RunTask( pTask ); break; } } //========================================================= // Override all damage //========================================================= int CGrinman :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) { pev->health = pev->max_health / 2; // always trigger the 50% damage aitrigger if ( flDamage > 0 ) { SetConditions(bits_COND_LIGHT_DAMAGE); } if ( flDamage >= 20 ) { SetConditions(bits_COND_HEAVY_DAMAGE); } return TRUE; } void CGrinman::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { switch (RANDOM_LONG(1,3)) { case 1:UTIL_Sparks( ptr->vecEndPos ); break; case 2:UTIL_Ricochet( ptr->vecEndPos, 2 ); break; case 3:UTIL_BloodStream( ptr->vecEndPos, UTIL_RandomBloodVector(), 330, RANDOM_LONG(50,150)); break; } AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); } void CGrinman::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ) { CBaseMonster::PlayScriptedSentence( pszSentence, duration, volume, attenuation, bConcurrent, pListener ); m_flTalkTime = gpGlobals->time + duration; m_hTalkTarget = pListener; }