/*** * * 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 "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; } void DeathSound( void ); void PainSound( void ); void DeclineFollowing(); void EXPORT DrillUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; 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( &CDrillSergeant::DrillUse ); } void CDrillSergeant::DrillUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { if( m_useTime > gpGlobals->time ) return; if( pCaller != NULL && pCaller->IsPlayer() && IRelationship(pCaller) < R_DL && IRelationship(pCaller) != R_FR ) DeclineFollowing(); } 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; } }