Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "soundent.h"
int SonicRings;
extern cvar_t cwc;
int bravery = 0; //He is brave... for now.
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
class CChrisChan : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void Killed( entvars_t *pevAttacker, int iGib );
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
//Schedule_t *GetSchedule( void ); // Handles some schedules
void IdleSound( void );
void PainSound( void );
void AlertSound( void );
CUSTOM_SCHEDULES;
static const char *pIdleSounds[];
static const char *pAlertSounds[];
static const char *pPainSounds[];
};
LINK_ENTITY_TO_CLASS( monster_chrischan, CChrisChan );
//====================
// AI BULL
//===================
Task_t tlCWCHide[] =
{
//{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic!
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_CROUCH },
{ TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE }, // FIXME: This looks lame
{ TASK_WAIT_RANDOM, (float)10.0 },
};
Schedule_t slCWCHide[] =
{
{
tlCWCHide,
ARRAYSIZE ( tlCWCHide ),
bits_COND_SEE_FEAR,
bits_SOUND_DANGER,
"CWCHide"
},
};
DEFINE_CUSTOM_SCHEDULES( CChrisChan )
{
slCWCHide,
};
const char *CChrisChan::pIdleSounds[] =
{
"cwc/cwc_idle1.wav",
"cwc/cwc_idle2.wav",
"cwc/cwc_idle3.wav",
"cwc/cwc_idle4.wav",
};
const char *CChrisChan::pAlertSounds[] =
{
"cwc/cwc_alert1.wav",
"cwc/cwc_alert2.wav",
"cwc/cwc_alert3.wav",
"cwc/cwc_alert4.wav"
};
const char *CChrisChan::pPainSounds[] =
{
"cwc/cwc_pain1.wav",
"cwc/cwc_pain2.wav",
"cwc/cwc_pain3.wav",
"cwc/cwc_pain4.wav",
};
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CChrisChan :: Classify ( void )
{
if (cwc.value == 1)
{
return CLASS_HUMAN_PASSIVE;
}
else if (cwc.value == 0)
{
return CLASS_CWC;
}
return CLASS_HUMAN_PASSIVE;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CChrisChan :: SetYawSpeed ( void )
{
int ys;
switch ( m_Activity )
{
case ACT_IDLE:
default:
ys = 360;
}
pev->yaw_speed = ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CChrisChan :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case 0:
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CChrisChan :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/chrischan.mdl");
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_LAVENDER; //There's part of why I chose this.
pev->health = CBaseMonster::GetHealth( 251, 3 );
pev->view_ofs = Vector ( 0, 0, 0 );// poBsition of the eyes relative to monster's origin.
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CChrisChan :: Precache()
{
PRECACHE_SOUND("cwc/death.wav");
PRECACHE_MODEL("models/chrischan.mdl");
SonicRings = PRECACHE_MODEL("sprites/s2ring.spr");// client side spittle of coins!
int i;
for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
PRECACHE_SOUND(pIdleSounds[i]);
for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
PRECACHE_SOUND(pPainSounds[i]);
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
void CChrisChan :: IdleSound( void )
{
// Play a random idle sound
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pIdleSounds[ RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1) ], 1.0, ATTN_NORM, 0, 100 );
}
void CChrisChan :: AlertSound( void )
{
// Play a random idle sound
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, 100 );
}
void CChrisChan :: PainSound( void )
{
// Play a random pain sound
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, 100 );
}
void CChrisChan::Killed( entvars_t *pevAttacker, int iGib )
{
//Blows up in coins, disappears. Scott Pilgrim and River City Ransom-esque.
const Vector position = pev->origin;
const Vector &direction = Vector(0,0,1);
int count = RANDOM_LONG(45,160);
EMIT_SOUND(ENT(pev), CHAN_VOICE, "cwc/death.wav", 1, ATTN_NORM );
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, position );
WRITE_BYTE( TE_SPRITE_SPRAY );
WRITE_COORD( position.x); // pos
WRITE_COORD( position.y);
WRITE_COORD( position.z);
WRITE_COORD( direction.x); // dir
WRITE_COORD( direction.y);
WRITE_COORD( direction.z);
WRITE_SHORT( SonicRings ); // model
WRITE_BYTE ( count ); // count
WRITE_BYTE ( 130 ); // speed
WRITE_BYTE ( 80 ); // noise ( client will divide by 100 )
MESSAGE_END();
UTIL_Remove(this);
}
//=========================================================
// TakeDamage - overridden for chris-chan so we can simulate
// trolling via attackers. Once he is attacked, he will switch. Like the real cwc.
//=========================================================
int CChrisChan :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
if (bravery == 0)
{
bravery = RANDOM_LONG(0,1); //Roll the Dice, for Bravery, simulating fight or flight.
}
if ( pevInflictor && pevInflictor->flags & FL_CLIENT )
{
Remember( bits_MEMORY_PROVOKED );
}
return CBaseMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
IMPLEMENT_CUSTOM_SCHEDULES( CChrisChan, CBaseMonster );