/*** * * 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. * ****/ //========================================================= // Drill sergeant //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "defaultai.h" #include "weapons.h" #include "talkmonster.h" #include "soundent.h" class CDrillSergeant : public CTalkMonster { public: void Spawn(void); void Precache(void); void SetYawSpeed(void); int ISoundMask(void); virtual int ObjectCaps( void ) { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; } int Classify() { return CLASS_PLAYER_ALLY_MILITARY; } void DeathSound( void ); void PainSound( void ); Schedule_t *GetScheduleOfType(int Type); Schedule_t *GetSchedule(void); void DeclineFollowing(); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; void TalkInit(); float m_painTime; }; LINK_ENTITY_TO_CLASS( monster_drillsergeant, CDrillSergeant ) TYPEDESCRIPTION CDrillSergeant::m_SaveData[] = { DEFINE_FIELD( CDrillSergeant, m_painTime, FIELD_TIME ), }; IMPLEMENT_SAVERESTORE( CDrillSergeant, CTalkMonster ) void CDrillSergeant::Precache() { PRECACHE_MODEL("models/drill.mdl"); PRECACHE_SOUND("barney/ba_pain1.wav"); PRECACHE_SOUND("barney/ba_pain2.wav"); PRECACHE_SOUND("barney/ba_pain3.wav"); PRECACHE_SOUND("barney/ba_die1.wav"); PRECACHE_SOUND("barney/ba_die2.wav"); PRECACHE_SOUND("barney/ba_die3.wav"); TalkInit(); CTalkMonster::Precache(); } void CDrillSergeant::Spawn() { Precache(); SET_MODEL( ENT(pev), "models/drill.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; m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; MonsterInit(); SetUse( &CTalkMonster::FollowerUse ); } void CDrillSergeant::DeclineFollowing() { PlaySentence( "DR_POK", 2, VOL_NORM, ATTN_NORM ); } void CDrillSergeant::SetYawSpeed( void ) { int 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; } int CDrillSergeant::ISoundMask( void) { return bits_SOUND_WORLD | bits_SOUND_COMBAT | bits_SOUND_CARCASS | bits_SOUND_MEAT | bits_SOUND_GARBAGE | bits_SOUND_DANGER | bits_SOUND_PLAYER; } void CDrillSergeant::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, "barney/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); break; case 1: EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); break; case 2: EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); break; } } //========================================================= // DeathSound //========================================================= void CDrillSergeant::DeathSound( void ) { switch( RANDOM_LONG( 0, 2 ) ) { case 0: EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); break; case 1: EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); break; case 2: EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); break; } } void CDrillSergeant::TalkInit() { CTalkMonster::TalkInit(); m_szGrp[TLK_ANSWER] = "DR_ANSWER"; m_szGrp[TLK_QUESTION] = "DR_QUESTION"; m_szGrp[TLK_IDLE] = "DR_IDLE"; m_szGrp[TLK_STARE] = "DR_STARE"; m_szGrp[TLK_USE] = "DR_OK"; m_szGrp[TLK_UNUSE] = "DR_WAIT"; m_szGrp[TLK_STOP] = "DR_STOP"; m_szGrp[TLK_NOSHOOT] = "DR_SCARED"; m_szGrp[TLK_HELLO] = "DR_HELLO"; m_szGrp[TLK_PLHURT1] = "!DR_CUREA"; m_szGrp[TLK_PLHURT2] = "!DR_CUREB"; m_szGrp[TLK_PLHURT3] = "!DR_CUREC"; m_szGrp[TLK_PHELLO] = NULL;// UNDONE m_szGrp[TLK_PIDLE] = NULL;// UNDONE m_szGrp[TLK_PQUESTION] = "DR_PQUEST"; m_szGrp[TLK_SMELL] = "DR_SMELL"; m_szGrp[TLK_WOUND] = "DR_WOUND"; m_szGrp[TLK_MORTAL] = "DR_MORTAL"; } extern Schedule_t slBaFaceTarget[]; extern Schedule_t slBaFollow[]; extern Schedule_t slIdleBaStand[]; Schedule_t *CDrillSergeant::GetScheduleOfType( int Type ) { Schedule_t *psched; switch( Type ) { // Hook these to make a looping schedule case SCHED_TARGET_FACE: // call base class default so that barney will talk // when 'used' psched = CTalkMonster::GetScheduleOfType( Type ); if( psched == slIdleStand ) return slBaFaceTarget; // override this for different target face behavior else return psched; case SCHED_TARGET_CHASE: return slBaFollow; 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 slIdleBaStand; } else return psched; } return CTalkMonster::GetScheduleOfType( Type ); } Schedule_t *CDrillSergeant::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 ); } 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 ); 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(); }