/*** * * 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" //========================================================= // Monster's Anim Events Go Here //========================================================= // first flag is barniel dying for scripted sequences? #define BARNIEL_AE_DRAW ( 2 ) #define BARNIEL_AE_SHOOT ( 3 ) #define BARNIEL_AE_HOLSTER ( 4 ) #define BARNIEL_BODY_GUNHOLSTERED 0 #define BARNIEL_BODY_GUNDRAWN 1 #define BARNIEL_BODY_GUNGONE 2 class CBarniel : public CTalkMonster { public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); int ISoundMask( void ); void BarnielFirePistol( void ); void AlertSound( void ); int Classify ( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); void RunTask( Task_t *pTask ); void StartTask( Task_t *pTask ); virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; } int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); BOOL CheckRangeAttack1 ( float flDot, float flDist ); void DeclineFollowing( void ); // Override these to set behavior Schedule_t *GetScheduleOfType ( int Type ); Schedule_t *GetSchedule ( void ); MONSTERSTATE GetIdealState ( 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[]; BOOL m_fGunDrawn; float m_painTime; float m_checkAttackTime; BOOL m_lastAttackCheck; // UNDONE: What is this for? It isn't used? float m_flPlayerDamage;// how much pain has the player inflicted on me? CUSTOM_SCHEDULES; }; LINK_ENTITY_TO_CLASS( monster_barniel, CBarniel ); TYPEDESCRIPTION CBarniel::m_SaveData[] = { DEFINE_FIELD( CBarniel, m_fGunDrawn, FIELD_BOOLEAN ), DEFINE_FIELD( CBarniel, m_painTime, FIELD_TIME ), DEFINE_FIELD( CBarniel, m_checkAttackTime, FIELD_TIME ), DEFINE_FIELD( CBarniel, m_lastAttackCheck, FIELD_BOOLEAN ), DEFINE_FIELD( CBarniel, m_flPlayerDamage, FIELD_FLOAT ), }; IMPLEMENT_SAVERESTORE( CBarniel, CTalkMonster ); //========================================================= // AI Schedules Specific to this monster //========================================================= Task_t tlBa1Follow[] = { { TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 128 of target ent (client) { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, }; Schedule_t slBa1Follow[] = { { tlBa1Follow, ARRAYSIZE ( tlBa1Follow ), bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND | bits_COND_PROVOKED, bits_SOUND_DANGER, "Follow" }, }; //========================================================= // BarnielDraw- much better looking draw schedule for when // barniel knows who he's gonna attack. //========================================================= Task_t tlBarnielEnemyDraw[] = { { TASK_STOP_MOVING, 0 }, { TASK_FACE_ENEMY, 0 }, { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float) ACT_ARM }, }; Schedule_t slBarnielEnemyDraw[] = { { tlBarnielEnemyDraw, ARRAYSIZE ( tlBarnielEnemyDraw ), 0, 0, "Barniel Enemy Draw" } }; Task_t tlBa1FaceTarget[] = { { 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 slBa1FaceTarget[] = { { tlBa1FaceTarget, ARRAYSIZE ( tlBa1FaceTarget ), 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 tlIdleBa1Stand[] = { { 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 slIdleBa1Stand[] = { { tlIdleBa1Stand, ARRAYSIZE ( tlIdleBa1Stand ), 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" }, }; DEFINE_CUSTOM_SCHEDULES( CBarniel ) { slBa1Follow, slBarnielEnemyDraw, slBa1FaceTarget, slIdleBa1Stand, }; IMPLEMENT_CUSTOM_SCHEDULES( CBarniel, CTalkMonster ); void CBarniel :: StartTask( Task_t *pTask ) { CTalkMonster::StartTask( pTask ); } void CBarniel :: RunTask( Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_RANGE_ATTACK1: if (m_hEnemy != NULL && (m_hEnemy->IsPlayer())) { pev->framerate = 1.5; } CTalkMonster::RunTask( pTask ); break; default: CTalkMonster::RunTask( pTask ); break; } } //========================================================= // ISoundMask - returns a bit mask indicating which types // of sounds this monster regards. //========================================================= int CBarniel :: ISoundMask ( void) { return bits_SOUND_WORLD | bits_SOUND_COMBAT | bits_SOUND_CARCASS | bits_SOUND_MEAT | bits_SOUND_GARBAGE | bits_SOUND_DANGER | bits_SOUND_PLAYER; } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CBarniel :: Classify ( void ) { return CLASS_PLAYER_ALLY; } //========================================================= // ALertSound - barniel says "Freeze!" //========================================================= void CBarniel :: AlertSound( void ) { if ( m_hEnemy != NULL ) { if ( FOkToSpeak() ) { PlaySentence( "BN_ATTACK", RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); } } } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CBarniel :: SetYawSpeed ( void ) { int ys; ys = 0; switch ( m_Activity ) { case ACT_IDLE: ys = 70; break; case ACT_WALK: ys = 70; break; case ACT_RUN: ys = 90; break; default: ys = 70; break; } pev->yaw_speed = ys; } //========================================================= // CheckRangeAttack1 //========================================================= BOOL CBarniel :: CheckRangeAttack1 ( float flDot, float flDist ) { if ( flDist <= 1024 && flDot >= 0.5 ) { if ( gpGlobals->time > m_checkAttackTime ) { TraceResult tr; Vector shootOrigin = pev->origin + Vector( 0, 0, 55 ); CBaseEntity *pEnemy = m_hEnemy; Vector shootTarget = ( (pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin) + m_vecEnemyLKP ); UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr ); m_checkAttackTime = gpGlobals->time + 1; if ( tr.flFraction == 1.0 || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) ) m_lastAttackCheck = TRUE; else m_lastAttackCheck = FALSE; m_checkAttackTime = gpGlobals->time + 1.5; } return m_lastAttackCheck; } return FALSE; } //========================================================= // BarnielFirePistol - shoots one round from the pistol at // the enemy barniel is facing. //========================================================= void CBarniel :: BarnielFirePistol ( 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, "barniel/bn_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 CBarniel :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case BARNIEL_AE_SHOOT: BarnielFirePistol(); break; case BARNIEL_AE_DRAW: // barniel's bodygroup switches here so he can pull gun from holster pev->body = BARNIEL_BODY_GUNDRAWN; m_fGunDrawn = TRUE; break; case BARNIEL_AE_HOLSTER: // change bodygroup to replace gun in holster pev->body = BARNIEL_BODY_GUNHOLSTERED; m_fGunDrawn = FALSE; break; default: CTalkMonster::HandleAnimEvent( pEvent ); } } //========================================================= // Spawn //========================================================= void CBarniel :: Spawn() { Precache( ); SET_MODEL(ENT(pev), "models/barniel.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( &CBarniel::FollowerUse ); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CBarniel :: Precache() { PRECACHE_MODEL("models/barniel.mdl"); PRECACHE_SOUND("barniel/bn_attack1.wav" ); PRECACHE_SOUND("barniel/bn_attack2.wav" ); PRECACHE_SOUND("barniel/bn_pain1.wav"); //PRECACHE_SOUND("barniel/bn_pain2.wav"); //PRECACHE_SOUND("barniel/bn_pain3.wav"); PRECACHE_SOUND("barniel/bn_die1.wav"); //PRECACHE_SOUND("barniel/bn_die2.wav"); //PRECACHE_SOUND("barniel/bn_die3.wav"); // every new barniel must call this, otherwise // when a level is loaded, nobody will talk (time is reset to 0) TalkInit(); CTalkMonster::Precache(); } // Init talk data void CBarniel :: TalkInit() { CTalkMonster::TalkInit(); // scientists speach group names (group names are in sentences.txt) m_szGrp[TLK_ANSWER] = "BN_ANSWER"; m_szGrp[TLK_QUESTION] = "BN_QUESTION"; m_szGrp[TLK_IDLE] = "BN_IDLE"; m_szGrp[TLK_STARE] = "BN_STARE"; m_szGrp[TLK_USE] = "BN_OK"; m_szGrp[TLK_UNUSE] = "BN_WAIT"; m_szGrp[TLK_STOP] = "BN_STOP"; m_szGrp[TLK_NOSHOOT] = "BN_SCARED"; m_szGrp[TLK_HELLO] = "BN_HELLO"; m_szGrp[TLK_PLHURT1] = "!BN_CUREA"; m_szGrp[TLK_PLHURT2] = "!BN_CUREB"; m_szGrp[TLK_PLHURT3] = "!BN_CUREC"; m_szGrp[TLK_PHELLO] = NULL; //"BN_PHELLO"; // UNDONE m_szGrp[TLK_PIDLE] = NULL; //"BN_PIDLE"; // UNDONE m_szGrp[TLK_PQUESTION] = "BN_PQUEST"; // UNDONE m_szGrp[TLK_SMELL] = "BN_SMELL"; m_szGrp[TLK_WOUND] = "BN_WOUND"; m_szGrp[TLK_MORTAL] = "BN_MORTAL"; // get voice for head - just one barniel 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 CBarniel :: 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( "BN_MAD", 4, VOL_NORM, ATTN_NORM ); Remember( bits_MEMORY_PROVOKED ); StopFollowing( TRUE ); } else { // Hey, be careful with that PlaySentence( "BN_SHOT", 4, VOL_NORM, ATTN_NORM ); Remember( bits_MEMORY_SUSPICIOUS ); } } else if ( !(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO ) { PlaySentence( "BN_SHOT", 4, VOL_NORM, ATTN_NORM ); } } return ret; } //========================================================= // PainSound //========================================================= void CBarniel :: PainSound ( void ) { if (gpGlobals->time < m_painTime) return; m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75); EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barniel/bn_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); } //========================================================= // DeathSound //========================================================= void CBarniel :: DeathSound ( void ) { EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barniel/bn_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); } void CBarniel::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 CBarniel::Killed( entvars_t *pevAttacker, int iGib ) { if ( pev->body < BARNIEL_BODY_GUNGONE ) {// drop the gun! Vector vecGunPos; Vector vecGunAngles; pev->body = BARNIEL_BODY_GUNGONE; GetAttachment( 0, vecGunPos, vecGunAngles ); CBaseEntity *pGun = DropItem( "weapon_barney9mmhg", vecGunPos, vecGunAngles ); } SetUse( NULL ); CTalkMonster::Killed( pevAttacker, iGib ); } //========================================================= // AI Schedules Specific to this monster //========================================================= Schedule_t* CBarniel :: GetScheduleOfType ( int Type ) { Schedule_t *psched; switch( Type ) { case SCHED_ARM_WEAPON: if ( m_hEnemy != NULL ) { // face enemy, then draw. return slBarnielEnemyDraw; } break; // Hook these to make a looping schedule case SCHED_TARGET_FACE: // call base class default so that barniel will talk // when 'used' psched = CTalkMonster::GetScheduleOfType(Type); if (psched == slIdleStand) return slBa1FaceTarget; // override this for different target face behavior else return psched; case SCHED_TARGET_CHASE: return slBa1Follow; case SCHED_IDLE_STAND: // call base class default so that scientist will talk // when standing during idle psched = CTalkMonster::GetScheduleOfType(Type); if (psched == slIdleStand) { // just look straight ahead. return slIdleBa1Stand; } else return psched; } return CTalkMonster::GetScheduleOfType( Type ); } //========================================================= // 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 *CBarniel :: 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( "BN_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 == NULL && 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; } return CTalkMonster::GetSchedule(); } MONSTERSTATE CBarniel :: GetIdealState ( void ) { return CTalkMonster::GetIdealState(); } void CBarniel::DeclineFollowing( void ) { PlaySentence( "BN_POK", 2, VOL_NORM, ATTN_NORM ); } //========================================================= // DEAD BARNIEL 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 CDeadBarniel : 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[3]; }; char *CDeadBarniel::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" }; void CDeadBarniel::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_barniel_dead, CDeadBarniel ); //========================================================= // ********** DeadBarniel SPAWN ********** //========================================================= void CDeadBarniel :: Spawn( ) { PRECACHE_MODEL("models/barniel.mdl"); SET_MODEL(ENT(pev), "models/barniel.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 barniel with bad pose\n" ); } // Corpses have less health pev->health = 8;//gSkillData.barnielHealth; MonsterInitDead(); }