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266 lines
7.3 KiB
266 lines
7.3 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* This source code contains proprietary and confidential information of |
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* Valve LLC and its suppliers. Access to this code is restricted to |
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* persons who have executed a written SDK license with Valve. Any access, |
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* use or distribution of this code by or to any unlicensed person is illegal. |
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* |
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****/ |
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//========================================================= |
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// monster template |
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//========================================================= |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "schedule.h" |
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#include "soundent.h" |
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int SonicRings; |
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extern cvar_t cwc; |
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int bravery = 0; //He is brave... for now. |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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class CChrisChan : public CBaseMonster |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void SetYawSpeed( void ); |
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int Classify ( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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void Killed( entvars_t *pevAttacker, int iGib ); |
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); |
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//Schedule_t *GetSchedule( void ); // Handles some schedules |
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void IdleSound( void ); |
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void PainSound( void ); |
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void AlertSound( void ); |
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CUSTOM_SCHEDULES; |
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static const char *pIdleSounds[]; |
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static const char *pAlertSounds[]; |
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static const char *pPainSounds[]; |
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}; |
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LINK_ENTITY_TO_CLASS( monster_chrischan, CChrisChan ); |
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//==================== |
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// AI BULL |
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//=================== |
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Task_t tlCWCHide[] = |
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{ |
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//{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic! |
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{ TASK_STOP_MOVING, (float)0 }, |
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{ TASK_FIND_COVER_FROM_ENEMY, (float)0 }, |
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{ TASK_PLAY_SEQUENCE, (float)ACT_CROUCH }, |
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{ TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE }, // FIXME: This looks lame |
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{ TASK_WAIT_RANDOM, (float)10.0 }, |
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}; |
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Schedule_t slCWCHide[] = |
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{ |
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{ |
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tlCWCHide, |
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ARRAYSIZE ( tlCWCHide ), |
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bits_COND_SEE_FEAR, |
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bits_SOUND_DANGER, |
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"CWCHide" |
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}, |
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}; |
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DEFINE_CUSTOM_SCHEDULES( CChrisChan ) |
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{ |
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slCWCHide, |
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}; |
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const char *CChrisChan::pIdleSounds[] = |
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{ |
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"cwc/cwc_idle1.wav", |
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"cwc/cwc_idle2.wav", |
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"cwc/cwc_idle3.wav", |
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"cwc/cwc_idle4.wav", |
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}; |
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const char *CChrisChan::pAlertSounds[] = |
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{ |
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"cwc/cwc_alert1.wav", |
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"cwc/cwc_alert2.wav", |
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"cwc/cwc_alert3.wav", |
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"cwc/cwc_alert4.wav" |
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}; |
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const char *CChrisChan::pPainSounds[] = |
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{ |
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"cwc/cwc_pain1.wav", |
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"cwc/cwc_pain2.wav", |
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"cwc/cwc_pain3.wav", |
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"cwc/cwc_pain4.wav", |
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}; |
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//========================================================= |
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// Classify - indicates this monster's place in the |
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// relationship table. |
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//========================================================= |
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int CChrisChan :: Classify ( void ) |
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{ |
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if (cwc.value == 1) |
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{ |
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return CLASS_HUMAN_PASSIVE; |
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} |
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else if (cwc.value == 0) |
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{ |
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return CLASS_CWC; |
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} |
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return CLASS_HUMAN_PASSIVE; |
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} |
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//========================================================= |
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// SetYawSpeed - allows each sequence to have a different |
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// turn rate associated with it. |
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//========================================================= |
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void CChrisChan :: SetYawSpeed ( void ) |
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{ |
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int ys; |
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switch ( m_Activity ) |
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{ |
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case ACT_IDLE: |
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default: |
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ys = 360; |
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} |
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pev->yaw_speed = ys; |
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} |
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//========================================================= |
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// HandleAnimEvent - catches the monster-specific messages |
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// that occur when tagged animation frames are played. |
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//========================================================= |
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void CChrisChan :: HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case 0: |
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default: |
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CBaseMonster::HandleAnimEvent( pEvent ); |
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break; |
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} |
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} |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CChrisChan :: Spawn() |
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{ |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/chrischan.mdl"); |
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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m_bloodColor = BLOOD_COLOR_LAVENDER; //There's part of why I chose this. |
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pev->health = CBaseMonster::GetHealth( 251, 3 ); |
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pev->view_ofs = Vector ( 0, 0, 0 );// poBsition of the eyes relative to monster's origin. |
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m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
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m_MonsterState = MONSTERSTATE_NONE; |
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MonsterInit(); |
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} |
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//========================================================= |
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// Precache - precaches all resources this monster needs |
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//========================================================= |
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void CChrisChan :: Precache() |
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{ |
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PRECACHE_SOUND("cwc/death.wav"); |
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PRECACHE_MODEL("models/chrischan.mdl"); |
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SonicRings = PRECACHE_MODEL("sprites/s2ring.spr");// client side spittle of coins! |
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int i; |
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for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) |
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PRECACHE_SOUND(pIdleSounds[i]); |
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for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) |
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PRECACHE_SOUND(pPainSounds[i]); |
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} |
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//========================================================= |
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// AI Schedules Specific to this monster |
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//========================================================= |
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void CChrisChan :: IdleSound( void ) |
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{ |
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// Play a random idle sound |
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pIdleSounds[ RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1) ], 1.0, ATTN_NORM, 0, 100 ); |
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} |
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void CChrisChan :: AlertSound( void ) |
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{ |
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// Play a random idle sound |
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, 100 ); |
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} |
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void CChrisChan :: PainSound( void ) |
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{ |
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// Play a random pain sound |
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, 100 ); |
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} |
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void CChrisChan::Killed( entvars_t *pevAttacker, int iGib ) |
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{ |
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//Blows up in coins, disappears. Scott Pilgrim and River City Ransom-esque. |
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const Vector position = pev->origin; |
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const Vector &direction = Vector(0,0,1); |
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int count = RANDOM_LONG(45,160); |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "cwc/death.wav", 1, ATTN_NORM ); |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, position ); |
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WRITE_BYTE( TE_SPRITE_SPRAY ); |
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WRITE_COORD( position.x); // pos |
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WRITE_COORD( position.y); |
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WRITE_COORD( position.z); |
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WRITE_COORD( direction.x); // dir |
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WRITE_COORD( direction.y); |
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WRITE_COORD( direction.z); |
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WRITE_SHORT( SonicRings ); // model |
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WRITE_BYTE ( count ); // count |
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WRITE_BYTE ( 130 ); // speed |
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WRITE_BYTE ( 80 ); // noise ( client will divide by 100 ) |
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MESSAGE_END(); |
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UTIL_Remove(this); |
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} |
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//========================================================= |
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// TakeDamage - overridden for chris-chan so we can simulate |
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// trolling via attackers. Once he is attacked, he will switch. Like the real cwc. |
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//========================================================= |
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int CChrisChan :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
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{ |
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if (bravery == 0) |
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{ |
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bravery = RANDOM_LONG(0,1); //Roll the Dice, for Bravery, simulating fight or flight. |
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} |
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if ( pevInflictor && pevInflictor->flags & FL_CLIENT ) |
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{ |
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Remember( bits_MEMORY_PROVOKED ); |
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} |
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return CBaseMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
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} |
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IMPLEMENT_CUSTOM_SCHEDULES( CChrisChan, CBaseMonster );
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