/*** * * 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 //========================================================= // 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" //========================================================= // Monster's Anim Events Go Here //========================================================= // first flag is roy dying for scripted sequences? #define ROY_AE_SHOOT ( 3 ) class CRoy : public CBarney { public: void Spawn( void ); void Precache( void ); void RoyFirePistol( 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 ); }; LINK_ENTITY_TO_CLASS( monster_roy, CRoy ) //========================================================= // ALertSound - barney says "Freeze!" //========================================================= void CRoy::AlertSound( void ) { if( m_hEnemy != 0 ) { if( FOkToSpeak() ) { PlaySentence( "RO_ATTACK", RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE ); } } } //========================================================= // BarneyFirePistol - shoots one round from the pistol at // the enemy barney is facing. //========================================================= void CRoy::RoyFirePistol( 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, "roy/ro_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 CRoy::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case ROY_AE_SHOOT: RoyFirePistol(); break; default: CBarney::HandleAnimEvent( pEvent ); } } //========================================================= // Spawn //========================================================= void CRoy::Spawn() { Precache(); SET_MODEL( ENT( pev ), "models/roy.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.royHealth; 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; m_cAmmoLoaded = GLOCK_MAX_CLIP; MonsterInit(); SetUse( &CTalkMonster::FollowerUse ); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CRoy::Precache() { PRECACHE_MODEL( "models/roy.mdl" ); PRECACHE_SOUND( "roy/ro_attack1.wav" ); PRECACHE_SOUND( "roy/ro_attack2.wav" ); PRECACHE_SOUND( "roy/ro_pain1.wav" ); PRECACHE_SOUND( "roy/ro_pain2.wav" ); PRECACHE_SOUND( "roy/ro_pain3.wav" ); PRECACHE_SOUND( "roy/ro_die1.wav" ); PRECACHE_SOUND( "roy/ro_die2.wav" ); PRECACHE_SOUND( "roy/ro_die3.wav" ); // every new barney must call this, otherwise // when a level is loaded, nobody will talk (time is reset to 0) TalkInit(); CTalkMonster::Precache(); } // Init talk data void CRoy::TalkInit() { CTalkMonster::TalkInit(); // scientists speach group names (group names are in sentences.txt) m_szGrp[TLK_ANSWER] = "RO_ANSWER"; m_szGrp[TLK_QUESTION] = "RO_QUESTION"; m_szGrp[TLK_IDLE] = "RO_IDLE"; m_szGrp[TLK_STARE] = "RO_STARE"; m_szGrp[TLK_USE] = "RO_OK"; m_szGrp[TLK_UNUSE] = "RO_WAIT"; m_szGrp[TLK_STOP] = "RO_STOP"; m_szGrp[TLK_NOSHOOT] = "RO_SCARED"; m_szGrp[TLK_HELLO] = "RO_HELLO"; m_szGrp[TLK_PLHURT1] = "!RO_CUREA"; m_szGrp[TLK_PLHURT2] = "!RO_CUREB"; m_szGrp[TLK_PLHURT3] = "!RO_CUREC"; m_szGrp[TLK_PHELLO] = 0; // UNDONE m_szGrp[TLK_PIDLE] = 0; // UNDONE m_szGrp[TLK_PQUESTION] = "RO_PQUEST"; // UNDONE m_szGrp[TLK_SMELL] = "RO_SMELL"; m_szGrp[TLK_WOUND] = "RO_WOUND"; m_szGrp[TLK_MORTAL] = "RO_MORTAL"; // get voice for head - just one barney 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 CRoy::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( "RO_MAD", 4, VOL_NORM, ATTN_NORM ); Remember( bits_MEMORY_PROVOKED ); StopFollowing( TRUE ); } else { // Hey, be careful with that PlaySentence( "RO_SHOT", 4, VOL_NORM, ATTN_NORM ); Remember( bits_MEMORY_SUSPICIOUS ); } } else if( !( m_hEnemy->IsPlayer() ) && pev->deadflag == DEAD_NO ) { PlaySentence( "RO_SHOT", 4, VOL_NORM, ATTN_NORM ); } } return ret; } //========================================================= // PainSound //========================================================= void CRoy::PainSound( void ) { const char *pszSound; if( gpGlobals->time < m_painTime ) return; m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 ); switch( RANDOM_LONG( 0, 2 ) ) { case 0: pszSound = "roy/ro_pain1.wav"; break; case 1: pszSound = "roy/ro_pain2.wav"; break; case 2: pszSound = "roy/ro_pain3.wav"; break; } EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 1, ATTN_NORM, 0, GetVoicePitch() ); } //========================================================= // DeathSound //========================================================= void CRoy::DeathSound( void ) { const char *pszSound; switch( RANDOM_LONG( 0, 2 ) ) { case 0: pszSound = "roy/ro_die1.wav"; break; case 1: pszSound = "roy/ro_die2.wav"; break; case 2: pszSound = "roy/ro_die3.wav"; break; } EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 1, ATTN_NORM, 0, GetVoicePitch() ); } //========================================================= // 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 *CRoy::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( "RO_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 == 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(); } void CRoy::DeclineFollowing( void ) { PlaySentence( "RO_POK", 2, VOL_NORM, ATTN_NORM ); } //========================================================= // DEAD ROY 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 CDeadRoy : 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[3]; }; const char *CDeadRoy::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" }; void CDeadRoy::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_roy_dead, CDeadRoy ) //========================================================= // ********** DeadRoy SPAWN ********** //========================================================= void CDeadRoy::Spawn() { PRECACHE_MODEL( "models/roy.mdl" ); SET_MODEL( ENT( pev ), "models/roy.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 roy with bad pose\n" ); } // Corpses have less health pev->health = 8;//gSkillData.royHealth; MonsterInitDead(); }