You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
1389 lines
34 KiB
1389 lines
34 KiB
/*** |
|
* |
|
* 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. |
|
* |
|
****/ |
|
//========================================================= |
|
// human scientist (passive lab worker) |
|
//========================================================= |
|
|
|
#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 "animation.h" |
|
#include "soundent.h" |
|
|
|
#define NUM_SCIENTIST_HEADS 4 // four heads available for scientist model |
|
enum { HEAD_GLASSES = 0, HEAD_EINSTEIN = 1, HEAD_LUTHER = 2, HEAD_SLICK = 3 }; |
|
|
|
enum |
|
{ |
|
SCHED_HIDE = LAST_TALKMONSTER_SCHEDULE + 1, |
|
SCHED_FEAR, |
|
SCHED_PANIC, |
|
SCHED_STARTLE, |
|
SCHED_TARGET_CHASE_SCARED, |
|
SCHED_TARGET_FACE_SCARED |
|
}; |
|
|
|
enum |
|
{ |
|
TASK_SAY_HEAL = LAST_TALKMONSTER_TASK + 1, |
|
TASK_HEAL, |
|
TASK_SAY_FEAR, |
|
TASK_RUN_PATH_SCARED, |
|
TASK_SCREAM, |
|
TASK_RANDOM_SCREAM, |
|
TASK_MOVE_TO_TARGET_RANGE_SCARED |
|
}; |
|
|
|
//========================================================= |
|
// Monster's Anim Events Go Here |
|
//========================================================= |
|
#define SCIENTIST_AE_HEAL ( 1 ) |
|
#define SCIENTIST_AE_NEEDLEON ( 2 ) |
|
#define SCIENTIST_AE_NEEDLEOFF ( 3 ) |
|
|
|
//======================================================= |
|
// Scientist |
|
//======================================================= |
|
|
|
class CScientist : public CTalkMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
|
|
void SetYawSpeed( void ); |
|
int Classify ( void ); |
|
void HandleAnimEvent( MonsterEvent_t *pEvent ); |
|
void RunTask( Task_t *pTask ); |
|
void StartTask( Task_t *pTask ); |
|
int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; } |
|
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); |
|
virtual int FriendNumber( int arrayNumber ); |
|
void SetActivity ( Activity newActivity ); |
|
Activity GetStoppedActivity( void ); |
|
int ISoundMask( void ); |
|
void DeclineFollowing( void ); |
|
|
|
float CoverRadius( void ) { return 1200; } // Need more room for cover because scientists want to get far away! |
|
BOOL DisregardEnemy( CBaseEntity *pEnemy ) { return !pEnemy->IsAlive() || (gpGlobals->time - m_fearTime) > 15; } |
|
|
|
BOOL CanHeal( void ); |
|
void Heal( void ); |
|
void Scream( void ); |
|
|
|
// Override these to set behavior |
|
Schedule_t *GetScheduleOfType ( int Type ); |
|
Schedule_t *GetSchedule ( void ); |
|
MONSTERSTATE GetIdealState ( void ); |
|
|
|
void DeathSound( void ); |
|
void PainSound( void ); |
|
|
|
void TalkInit( void ); |
|
|
|
void Killed( entvars_t *pevAttacker, int iGib ); |
|
|
|
virtual int Save( CSave &save ); |
|
virtual int Restore( CRestore &restore ); |
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
CUSTOM_SCHEDULES |
|
|
|
private: |
|
float m_painTime; |
|
float m_healTime; |
|
float m_fearTime; |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( monster_scientist, CScientist ) |
|
|
|
TYPEDESCRIPTION CScientist::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD( CScientist, m_painTime, FIELD_TIME ), |
|
DEFINE_FIELD( CScientist, m_healTime, FIELD_TIME ), |
|
DEFINE_FIELD( CScientist, m_fearTime, FIELD_TIME ), |
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CScientist, CTalkMonster ) |
|
|
|
//========================================================= |
|
// AI Schedules Specific to this monster |
|
//========================================================= |
|
Task_t tlFollow[] = |
|
{ |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_CANT_FOLLOW }, // If you fail, bail out of follow |
|
{ TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 128 of target ent (client) |
|
// { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, |
|
}; |
|
|
|
Schedule_t slFollow[] = |
|
{ |
|
{ |
|
tlFollow, |
|
ARRAYSIZE ( tlFollow ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND, |
|
bits_SOUND_COMBAT | |
|
bits_SOUND_DANGER, |
|
"Follow" |
|
}, |
|
}; |
|
|
|
Task_t tlFollowScared[] = |
|
{ |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_TARGET_CHASE },// If you fail, follow normally |
|
{ TASK_MOVE_TO_TARGET_RANGE_SCARED,(float)128 }, // Move within 128 of target ent (client) |
|
// { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE_SCARED }, |
|
}; |
|
|
|
Schedule_t slFollowScared[] = |
|
{ |
|
{ |
|
tlFollowScared, |
|
ARRAYSIZE ( tlFollowScared ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE, |
|
bits_SOUND_DANGER, |
|
"FollowScared" |
|
}, |
|
}; |
|
|
|
Task_t tlFaceTargetScared[] = |
|
{ |
|
{ TASK_FACE_TARGET, (float)0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE }, |
|
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE_SCARED }, |
|
}; |
|
|
|
Schedule_t slFaceTargetScared[] = |
|
{ |
|
{ |
|
tlFaceTargetScared, |
|
ARRAYSIZE ( tlFaceTargetScared ), |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_NEW_ENEMY, |
|
bits_SOUND_DANGER, |
|
"FaceTargetScared" |
|
}, |
|
}; |
|
|
|
Task_t tlStopFollowing[] = |
|
{ |
|
{ TASK_CANT_FOLLOW, (float)0 }, |
|
}; |
|
|
|
Schedule_t slStopFollowing[] = |
|
{ |
|
{ |
|
tlStopFollowing, |
|
ARRAYSIZE ( tlStopFollowing ), |
|
0, |
|
0, |
|
"StopFollowing" |
|
}, |
|
}; |
|
|
|
Task_t tlHeal[] = |
|
{ |
|
{ TASK_MOVE_TO_TARGET_RANGE,(float)50 }, // Move within 60 of target ent (client) |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_TARGET_CHASE }, // If you fail, catch up with that guy! (change this to put syringe away and then chase) |
|
{ TASK_FACE_IDEAL, (float)0 }, |
|
{ TASK_SAY_HEAL, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_TARGET, (float)ACT_ARM }, // Whip out the needle |
|
{ TASK_HEAL, (float)0 }, // Put it in the player |
|
{ TASK_PLAY_SEQUENCE_FACE_TARGET, (float)ACT_DISARM }, // Put away the needle |
|
}; |
|
|
|
Schedule_t slHeal[] = |
|
{ |
|
{ |
|
tlHeal, |
|
ARRAYSIZE ( tlHeal ), |
|
0, // Don't interrupt or he'll end up running around with a needle all the time |
|
0, |
|
"Heal" |
|
}, |
|
}; |
|
|
|
Task_t tlFaceTarget[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FACE_TARGET, (float)0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE }, |
|
}; |
|
|
|
Schedule_t slFaceTarget[] = |
|
{ |
|
{ |
|
tlFaceTarget, |
|
ARRAYSIZE ( tlFaceTarget ), |
|
bits_COND_CLIENT_PUSH | |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_HEAR_SOUND, |
|
bits_SOUND_COMBAT | |
|
bits_SOUND_DANGER, |
|
"FaceTarget" |
|
}, |
|
}; |
|
|
|
Task_t tlSciPanic[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SCREAM, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_EXCITED }, // This is really fear-stricken excitement |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
}; |
|
|
|
Schedule_t slSciPanic[] = |
|
{ |
|
{ |
|
tlSciPanic, |
|
ARRAYSIZE ( tlSciPanic ), |
|
0, |
|
0, |
|
"SciPanic" |
|
}, |
|
}; |
|
|
|
Task_t tlIdleSciStand[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds. |
|
{ TASK_TLK_HEADRESET, (float)0 }, // reset head position |
|
}; |
|
|
|
Schedule_t slIdleSciStand[] = |
|
{ |
|
{ |
|
tlIdleSciStand, |
|
ARRAYSIZE ( tlIdleSciStand ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_SMELL | |
|
bits_COND_CLIENT_PUSH | |
|
bits_COND_PROVOKED, |
|
|
|
bits_SOUND_COMBAT |// sound flags |
|
//bits_SOUND_PLAYER | |
|
//bits_SOUND_WORLD | |
|
bits_SOUND_DANGER | |
|
bits_SOUND_MEAT |// scents |
|
bits_SOUND_CARCASS | |
|
bits_SOUND_GARBAGE, |
|
"IdleSciStand" |
|
|
|
}, |
|
}; |
|
|
|
Task_t tlScientistCover[] = |
|
{ |
|
{ 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_RUN_PATH_SCARED, (float)0 }, |
|
{ TASK_TURN_LEFT, (float)179 }, |
|
{ TASK_SET_SCHEDULE, (float)SCHED_HIDE }, |
|
}; |
|
|
|
Schedule_t slScientistCover[] = |
|
{ |
|
{ |
|
tlScientistCover, |
|
ARRAYSIZE ( tlScientistCover ), |
|
bits_COND_NEW_ENEMY, |
|
0, |
|
"ScientistCover" |
|
}, |
|
}; |
|
|
|
Task_t tlScientistHide[] = |
|
{ |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic! |
|
{ TASK_STOP_MOVING, (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 slScientistHide[] = |
|
{ |
|
{ |
|
tlScientistHide, |
|
ARRAYSIZE ( tlScientistHide ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_SEE_ENEMY | |
|
bits_COND_SEE_HATE | |
|
bits_COND_SEE_FEAR | |
|
bits_COND_SEE_DISLIKE, |
|
bits_SOUND_DANGER, |
|
"ScientistHide" |
|
}, |
|
}; |
|
|
|
Task_t tlScientistStartle[] = |
|
{ |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic! |
|
{ TASK_RANDOM_SCREAM, (float)0.3 }, // Scream 30% of the time |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH }, |
|
{ TASK_RANDOM_SCREAM, (float)0.1 }, // Scream again 10% of the time |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCHIDLE }, |
|
{ TASK_WAIT_RANDOM, (float)1.0 }, |
|
}; |
|
|
|
Schedule_t slScientistStartle[] = |
|
{ |
|
{ |
|
tlScientistStartle, |
|
ARRAYSIZE ( tlScientistStartle ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_SEE_ENEMY | |
|
bits_COND_SEE_HATE | |
|
bits_COND_SEE_FEAR | |
|
bits_COND_SEE_DISLIKE, |
|
0, |
|
"ScientistStartle" |
|
}, |
|
}; |
|
|
|
Task_t tlFear[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SAY_FEAR, (float)0 }, |
|
// { TASK_PLAY_SEQUENCE, (float)ACT_FEAR_DISPLAY }, |
|
}; |
|
|
|
Schedule_t slFear[] = |
|
{ |
|
{ |
|
tlFear, |
|
ARRAYSIZE ( tlFear ), |
|
bits_COND_NEW_ENEMY, |
|
0, |
|
"Fear" |
|
}, |
|
}; |
|
|
|
DEFINE_CUSTOM_SCHEDULES( CScientist ) |
|
{ |
|
slFollow, |
|
slFaceTarget, |
|
slIdleSciStand, |
|
slFear, |
|
slScientistCover, |
|
slScientistHide, |
|
slScientistStartle, |
|
slHeal, |
|
slStopFollowing, |
|
slSciPanic, |
|
slFollowScared, |
|
slFaceTargetScared, |
|
}; |
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CScientist, CTalkMonster ) |
|
|
|
void CScientist::DeclineFollowing( void ) |
|
{ |
|
Talk( 10 ); |
|
m_hTalkTarget = m_hEnemy; |
|
PlaySentence( "SC_POK", 2, VOL_NORM, ATTN_NORM ); |
|
} |
|
|
|
void CScientist :: Scream( void ) |
|
{ |
|
if ( FOkToSpeak() ) |
|
{ |
|
Talk( 10 ); |
|
m_hTalkTarget = m_hEnemy; |
|
PlaySentence( "SC_SCREAM", RANDOM_FLOAT(3, 6), VOL_NORM, ATTN_NORM ); |
|
} |
|
} |
|
|
|
Activity CScientist::GetStoppedActivity( void ) |
|
{ |
|
if ( m_hEnemy != NULL ) |
|
return ACT_EXCITED; |
|
return CTalkMonster::GetStoppedActivity(); |
|
} |
|
|
|
void CScientist :: StartTask( Task_t *pTask ) |
|
{ |
|
switch( pTask->iTask ) |
|
{ |
|
case TASK_SAY_HEAL: |
|
// if ( FOkToSpeak() ) |
|
Talk( 2 ); |
|
m_hTalkTarget = m_hTargetEnt; |
|
PlaySentence( "SC_HEAL", 2, VOL_NORM, ATTN_IDLE ); |
|
|
|
TaskComplete(); |
|
break; |
|
case TASK_SCREAM: |
|
Scream(); |
|
TaskComplete(); |
|
break; |
|
case TASK_RANDOM_SCREAM: |
|
if ( RANDOM_FLOAT( 0, 1 ) < pTask->flData ) |
|
Scream(); |
|
TaskComplete(); |
|
break; |
|
case TASK_SAY_FEAR: |
|
if ( FOkToSpeak() ) |
|
{ |
|
Talk( 2 ); |
|
m_hTalkTarget = m_hEnemy; |
|
if ( m_hEnemy->IsPlayer() ) |
|
PlaySentence( "SC_PLFEAR", 5, VOL_NORM, ATTN_NORM ); |
|
else |
|
PlaySentence( "SC_FEAR", 5, VOL_NORM, ATTN_NORM ); |
|
} |
|
TaskComplete(); |
|
break; |
|
case TASK_HEAL: |
|
m_IdealActivity = ACT_MELEE_ATTACK1; |
|
break; |
|
case TASK_RUN_PATH_SCARED: |
|
m_movementActivity = ACT_RUN_SCARED; |
|
break; |
|
case TASK_MOVE_TO_TARGET_RANGE_SCARED: |
|
{ |
|
if ( (m_hTargetEnt->pev->origin - pev->origin).Length() < 1 ) |
|
TaskComplete(); |
|
else |
|
{ |
|
m_vecMoveGoal = m_hTargetEnt->pev->origin; |
|
if ( !MoveToTarget( ACT_WALK_SCARED, 0.5 ) ) |
|
TaskFail(); |
|
} |
|
} |
|
break; |
|
default: |
|
CTalkMonster::StartTask( pTask ); |
|
break; |
|
} |
|
} |
|
|
|
void CScientist :: RunTask( Task_t *pTask ) |
|
{ |
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_RUN_PATH_SCARED: |
|
if ( MovementIsComplete() ) |
|
TaskComplete(); |
|
if ( RANDOM_LONG(0,31) < 8 ) |
|
Scream(); |
|
break; |
|
case TASK_MOVE_TO_TARGET_RANGE_SCARED: |
|
{ |
|
if ( RANDOM_LONG(0,63)< 8 ) |
|
Scream(); |
|
|
|
if ( m_hEnemy == NULL ) |
|
{ |
|
TaskFail(); |
|
} |
|
else |
|
{ |
|
float distance; |
|
|
|
distance = ( m_vecMoveGoal - pev->origin ).Length2D(); |
|
// Re-evaluate when you think your finished, or the target has moved too far |
|
if ( (distance < pTask->flData) || (m_vecMoveGoal - m_hTargetEnt->pev->origin).Length() > pTask->flData * 0.5 ) |
|
{ |
|
m_vecMoveGoal = m_hTargetEnt->pev->origin; |
|
distance = ( m_vecMoveGoal - pev->origin ).Length2D(); |
|
FRefreshRoute(); |
|
} |
|
|
|
// Set the appropriate activity based on an overlapping range |
|
// overlap the range to prevent oscillation |
|
if ( distance < pTask->flData ) |
|
{ |
|
TaskComplete(); |
|
RouteClear(); // Stop moving |
|
} |
|
else if ( distance < 190 && m_movementActivity != ACT_WALK_SCARED ) |
|
m_movementActivity = ACT_WALK_SCARED; |
|
else if ( distance >= 270 && m_movementActivity != ACT_RUN_SCARED ) |
|
m_movementActivity = ACT_RUN_SCARED; |
|
} |
|
} |
|
break; |
|
case TASK_HEAL: |
|
if ( m_fSequenceFinished ) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
if ( TargetDistance() > 90 ) |
|
TaskComplete(); |
|
pev->ideal_yaw = UTIL_VecToYaw( m_hTargetEnt->pev->origin - pev->origin ); |
|
ChangeYaw( pev->yaw_speed ); |
|
} |
|
break; |
|
default: |
|
CTalkMonster::RunTask( pTask ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Classify - indicates this monster's place in the |
|
// relationship table. |
|
//========================================================= |
|
int CScientist :: Classify ( void ) |
|
{ |
|
return CLASS_HUMAN_PASSIVE; |
|
} |
|
|
|
//========================================================= |
|
// SetYawSpeed - allows each sequence to have a different |
|
// turn rate associated with it. |
|
//========================================================= |
|
void CScientist :: SetYawSpeed ( void ) |
|
{ |
|
int ys; |
|
|
|
ys = 90; |
|
|
|
switch ( m_Activity ) |
|
{ |
|
case ACT_IDLE: |
|
ys = 120; |
|
break; |
|
case ACT_WALK: |
|
ys = 180; |
|
break; |
|
case ACT_RUN: |
|
ys = 150; |
|
break; |
|
case ACT_TURN_LEFT: |
|
case ACT_TURN_RIGHT: |
|
ys = 120; |
|
break; |
|
default: |
|
break; |
|
} |
|
|
|
pev->yaw_speed = ys; |
|
} |
|
|
|
//========================================================= |
|
// HandleAnimEvent - catches the monster-specific messages |
|
// that occur when tagged animation frames are played. |
|
//========================================================= |
|
void CScientist :: HandleAnimEvent( MonsterEvent_t *pEvent ) |
|
{ |
|
switch( pEvent->event ) |
|
{ |
|
case SCIENTIST_AE_HEAL: // Heal my target (if within range) |
|
Heal(); |
|
break; |
|
case SCIENTIST_AE_NEEDLEON: |
|
{ |
|
int oldBody = pev->body; |
|
pev->body = (oldBody % NUM_SCIENTIST_HEADS) + NUM_SCIENTIST_HEADS * 1; |
|
} |
|
break; |
|
case SCIENTIST_AE_NEEDLEOFF: |
|
{ |
|
int oldBody = pev->body; |
|
pev->body = (oldBody % NUM_SCIENTIST_HEADS) + NUM_SCIENTIST_HEADS * 0; |
|
} |
|
break; |
|
default: |
|
CTalkMonster::HandleAnimEvent( pEvent ); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Spawn |
|
//========================================================= |
|
void CScientist :: Spawn( void ) |
|
{ |
|
Precache( ); |
|
|
|
SET_MODEL(ENT(pev), "models/scientist.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.scientistHealth; |
|
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 scientists will notice player and say hello |
|
m_MonsterState = MONSTERSTATE_NONE; |
|
|
|
//m_flDistTooFar = 256.0; |
|
|
|
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE; |
|
|
|
// White hands |
|
pev->skin = 0; |
|
|
|
if ( pev->body == -1 ) |
|
{ |
|
// -1 chooses a random head |
|
pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS-1);// pick a head, any head |
|
} |
|
|
|
// Luther is black, make his hands black |
|
if ( pev->body == HEAD_LUTHER ) |
|
pev->skin = 1; |
|
|
|
MonsterInit(); |
|
SetUse( &CTalkMonster::FollowerUse ); |
|
} |
|
|
|
//========================================================= |
|
// Precache - precaches all resources this monster needs |
|
//========================================================= |
|
void CScientist :: Precache( void ) |
|
{ |
|
PRECACHE_MODEL("models/scientist.mdl"); |
|
PRECACHE_SOUND("scientist/sci_pain1.wav"); |
|
PRECACHE_SOUND("scientist/sci_pain2.wav"); |
|
PRECACHE_SOUND("scientist/sci_pain3.wav"); |
|
PRECACHE_SOUND("scientist/sci_pain4.wav"); |
|
PRECACHE_SOUND("scientist/sci_pain5.wav"); |
|
|
|
// every new scientist must call this, otherwise |
|
// when a level is loaded, nobody will talk (time is reset to 0) |
|
TalkInit(); |
|
|
|
CTalkMonster::Precache(); |
|
} |
|
|
|
// Init talk data |
|
void CScientist :: TalkInit() |
|
{ |
|
CTalkMonster::TalkInit(); |
|
|
|
// scientist will try to talk to friends in this order: |
|
|
|
m_szFriends[0] = "monster_scientist"; |
|
m_szFriends[1] = "monster_sitting_scientist"; |
|
m_szFriends[2] = "monster_barney"; |
|
|
|
// scientists speach group names (group names are in sentences.txt) |
|
|
|
m_szGrp[TLK_ANSWER] = "SC_ANSWER"; |
|
m_szGrp[TLK_QUESTION] = "SC_QUESTION"; |
|
m_szGrp[TLK_IDLE] = "SC_IDLE"; |
|
m_szGrp[TLK_STARE] = "SC_STARE"; |
|
m_szGrp[TLK_USE] = "SC_OK"; |
|
m_szGrp[TLK_UNUSE] = "SC_WAIT"; |
|
m_szGrp[TLK_STOP] = "SC_STOP"; |
|
m_szGrp[TLK_NOSHOOT] = "SC_SCARED"; |
|
m_szGrp[TLK_HELLO] = "SC_HELLO"; |
|
|
|
m_szGrp[TLK_PLHURT1] = "!SC_CUREA"; |
|
m_szGrp[TLK_PLHURT2] = "!SC_CUREB"; |
|
m_szGrp[TLK_PLHURT3] = "!SC_CUREC"; |
|
|
|
m_szGrp[TLK_PHELLO] = "SC_PHELLO"; |
|
m_szGrp[TLK_PIDLE] = "SC_PIDLE"; |
|
m_szGrp[TLK_PQUESTION] = "SC_PQUEST"; |
|
m_szGrp[TLK_SMELL] = "SC_SMELL"; |
|
|
|
m_szGrp[TLK_WOUND] = "SC_WOUND"; |
|
m_szGrp[TLK_MORTAL] = "SC_MORTAL"; |
|
|
|
// get voice for head |
|
switch (pev->body % 3) |
|
{ |
|
default: |
|
case HEAD_GLASSES: m_voicePitch = 105; break; //glasses |
|
case HEAD_EINSTEIN: m_voicePitch = 100; break; //einstein |
|
case HEAD_LUTHER: m_voicePitch = 95; break; //luther |
|
case HEAD_SLICK: m_voicePitch = 100; break;//slick |
|
} |
|
} |
|
|
|
int CScientist :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) |
|
{ |
|
if ( pevInflictor && pevInflictor->flags & FL_CLIENT ) |
|
{ |
|
Remember( bits_MEMORY_PROVOKED ); |
|
StopFollowing( TRUE ); |
|
} |
|
|
|
// make sure friends talk about it if player hurts scientist... |
|
return CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); |
|
} |
|
|
|
//========================================================= |
|
// ISoundMask - returns a bit mask indicating which types |
|
// of sounds this monster regards. In the base class implementation, |
|
// monsters care about all sounds, but no scents. |
|
//========================================================= |
|
int CScientist :: ISoundMask ( void ) |
|
{ |
|
return bits_SOUND_WORLD | |
|
bits_SOUND_COMBAT | |
|
bits_SOUND_DANGER | |
|
bits_SOUND_PLAYER; |
|
} |
|
|
|
//========================================================= |
|
// PainSound |
|
//========================================================= |
|
void CScientist :: PainSound ( void ) |
|
{ |
|
if (gpGlobals->time < m_painTime ) |
|
return; |
|
|
|
m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75); |
|
|
|
switch (RANDOM_LONG(0,4)) |
|
{ |
|
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; |
|
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; |
|
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; |
|
case 3: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain4.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; |
|
case 4: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain5.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// DeathSound |
|
//========================================================= |
|
void CScientist :: DeathSound ( void ) |
|
{ |
|
PainSound(); |
|
} |
|
|
|
void CScientist::Killed( entvars_t *pevAttacker, int iGib ) |
|
{ |
|
SetUse( NULL ); |
|
CTalkMonster::Killed( pevAttacker, iGib ); |
|
} |
|
|
|
void CScientist :: SetActivity ( Activity newActivity ) |
|
{ |
|
int iSequence; |
|
|
|
iSequence = LookupActivity ( newActivity ); |
|
|
|
// Set to the desired anim, or default anim if the desired is not present |
|
if ( iSequence == ACTIVITY_NOT_AVAILABLE ) |
|
newActivity = ACT_IDLE; |
|
CTalkMonster::SetActivity( newActivity ); |
|
} |
|
|
|
Schedule_t* CScientist :: 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 scientist will talk |
|
// when 'used' |
|
psched = CTalkMonster::GetScheduleOfType(Type); |
|
|
|
if (psched == slIdleStand) |
|
return slFaceTarget; // override this for different target face behavior |
|
else |
|
return psched; |
|
case SCHED_TARGET_CHASE: |
|
return slFollow; |
|
case SCHED_CANT_FOLLOW: |
|
return slStopFollowing; |
|
case SCHED_PANIC: |
|
return slSciPanic; |
|
case SCHED_TARGET_CHASE_SCARED: |
|
return slFollowScared; |
|
case SCHED_TARGET_FACE_SCARED: |
|
return slFaceTargetScared; |
|
case SCHED_IDLE_STAND: |
|
// call base class default so that scientist will talk |
|
// when standing during idle |
|
psched = CTalkMonster::GetScheduleOfType(Type); |
|
|
|
if (psched == slIdleStand) |
|
return slIdleSciStand; |
|
else |
|
return psched; |
|
case SCHED_HIDE: |
|
return slScientistHide; |
|
case SCHED_STARTLE: |
|
return slScientistStartle; |
|
case SCHED_FEAR: |
|
return slFear; |
|
} |
|
|
|
return CTalkMonster::GetScheduleOfType( Type ); |
|
} |
|
|
|
Schedule_t *CScientist :: GetSchedule ( void ) |
|
{ |
|
// so we don't keep calling through the EHANDLE stuff |
|
CBaseEntity *pEnemy = m_hEnemy; |
|
|
|
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_ALERT: |
|
case MONSTERSTATE_IDLE: |
|
if ( pEnemy ) |
|
{ |
|
if ( HasConditions( bits_COND_SEE_ENEMY ) ) |
|
m_fearTime = gpGlobals->time; |
|
else if ( DisregardEnemy( pEnemy ) ) // After 15 seconds of being hidden, return to alert |
|
{ |
|
m_hEnemy = NULL; |
|
pEnemy = NULL; |
|
} |
|
} |
|
|
|
if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE)) |
|
{ |
|
// flinch if hurt |
|
return GetScheduleOfType( SCHED_SMALL_FLINCH ); |
|
} |
|
|
|
// Cower when you hear something scary |
|
if ( HasConditions( bits_COND_HEAR_SOUND ) ) |
|
{ |
|
CSound *pSound; |
|
pSound = PBestSound(); |
|
|
|
ASSERT( pSound != NULL ); |
|
if ( pSound ) |
|
{ |
|
if ( pSound->m_iType & (bits_SOUND_DANGER | bits_SOUND_COMBAT) ) |
|
{ |
|
if ( gpGlobals->time - m_fearTime > 3 ) // Only cower every 3 seconds or so |
|
{ |
|
m_fearTime = gpGlobals->time; // Update last fear |
|
return GetScheduleOfType( SCHED_STARTLE ); // This will just duck for a second |
|
} |
|
} |
|
} |
|
} |
|
|
|
// Behavior for following the player |
|
if ( IsFollowing() ) |
|
{ |
|
if ( !m_hTargetEnt->IsAlive() ) |
|
{ |
|
// UNDONE: Comment about the recently dead player here? |
|
StopFollowing( FALSE ); |
|
break; |
|
} |
|
|
|
int relationship = R_NO; |
|
|
|
// Nothing scary, just me and the player |
|
if ( pEnemy != NULL ) |
|
relationship = IRelationship( pEnemy ); |
|
|
|
// UNDONE: Model fear properly, fix R_FR and add multiple levels of fear |
|
if ( relationship != R_DL && relationship != R_HT ) |
|
{ |
|
// If I'm already close enough to my target |
|
if ( TargetDistance() <= 128 ) |
|
{ |
|
if ( CanHeal() ) // Heal opportunistically |
|
return slHeal; |
|
if ( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move |
|
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW ); |
|
} |
|
return GetScheduleOfType( SCHED_TARGET_FACE ); // Just face and follow. |
|
} |
|
else // UNDONE: When afraid, scientist won't move out of your way. Keep This? If not, write move away scared |
|
{ |
|
if ( HasConditions( bits_COND_NEW_ENEMY ) ) // I just saw something new and scary, react |
|
return GetScheduleOfType( SCHED_FEAR ); // React to something scary |
|
return GetScheduleOfType( SCHED_TARGET_FACE_SCARED ); // face and follow, but I'm scared! |
|
} |
|
} |
|
|
|
if ( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move |
|
return GetScheduleOfType( SCHED_MOVE_AWAY ); |
|
|
|
// try to say something about smells |
|
TrySmellTalk(); |
|
break; |
|
case MONSTERSTATE_COMBAT: |
|
if ( HasConditions( bits_COND_NEW_ENEMY ) ) |
|
return slFear; // Point and scream! |
|
if ( HasConditions( bits_COND_SEE_ENEMY ) ) |
|
return slScientistCover; // Take Cover |
|
|
|
if ( HasConditions( bits_COND_HEAR_SOUND ) ) |
|
return slTakeCoverFromBestSound; // Cower and panic from the scary sound! |
|
|
|
return slScientistCover; // Run & Cower |
|
break; |
|
default: |
|
break; |
|
} |
|
|
|
return CTalkMonster::GetSchedule(); |
|
} |
|
|
|
MONSTERSTATE CScientist :: GetIdealState ( void ) |
|
{ |
|
switch ( m_MonsterState ) |
|
{ |
|
case MONSTERSTATE_ALERT: |
|
case MONSTERSTATE_IDLE: |
|
if ( HasConditions( bits_COND_NEW_ENEMY ) ) |
|
{ |
|
if ( IsFollowing() ) |
|
{ |
|
int relationship = IRelationship( m_hEnemy ); |
|
if ( relationship != R_FR || ( relationship != R_HT && !HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) ) |
|
{ |
|
// Don't go to combat if you're following the player |
|
m_IdealMonsterState = MONSTERSTATE_ALERT; |
|
return m_IdealMonsterState; |
|
} |
|
StopFollowing( TRUE ); |
|
} |
|
} |
|
else if ( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) |
|
{ |
|
// Stop following if you take damage |
|
if ( IsFollowing() ) |
|
StopFollowing( TRUE ); |
|
} |
|
break; |
|
case MONSTERSTATE_COMBAT: |
|
{ |
|
CBaseEntity *pEnemy = m_hEnemy; |
|
if ( pEnemy != NULL ) |
|
{ |
|
if ( DisregardEnemy( pEnemy ) ) // After 15 seconds of being hidden, return to alert |
|
{ |
|
// Strip enemy when going to alert |
|
m_IdealMonsterState = MONSTERSTATE_ALERT; |
|
m_hEnemy = NULL; |
|
return m_IdealMonsterState; |
|
} |
|
|
|
// Follow if only scared a little |
|
if ( m_hTargetEnt != NULL ) |
|
{ |
|
m_IdealMonsterState = MONSTERSTATE_ALERT; |
|
return m_IdealMonsterState; |
|
} |
|
|
|
if ( HasConditions ( bits_COND_SEE_ENEMY ) ) |
|
{ |
|
m_fearTime = gpGlobals->time; |
|
m_IdealMonsterState = MONSTERSTATE_COMBAT; |
|
return m_IdealMonsterState; |
|
} |
|
} |
|
} |
|
break; |
|
default: |
|
break; |
|
} |
|
|
|
return CTalkMonster::GetIdealState(); |
|
} |
|
|
|
BOOL CScientist::CanHeal( void ) |
|
{ |
|
if ( (m_healTime > gpGlobals->time) || (m_hTargetEnt == NULL) || (m_hTargetEnt->pev->health > (m_hTargetEnt->pev->max_health * 0.5)) ) |
|
return FALSE; |
|
|
|
return TRUE; |
|
} |
|
|
|
void CScientist::Heal( void ) |
|
{ |
|
if ( !CanHeal() ) |
|
return; |
|
|
|
Vector target = m_hTargetEnt->pev->origin - pev->origin; |
|
if ( target.Length() > 100 ) |
|
return; |
|
|
|
m_hTargetEnt->TakeHealth( gSkillData.scientistHeal, DMG_GENERIC ); |
|
// Don't heal again for 1 minute |
|
m_healTime = gpGlobals->time + 60; |
|
} |
|
|
|
int CScientist::FriendNumber( int arrayNumber ) |
|
{ |
|
static int array[3] = { 1, 2, 0 }; |
|
if ( arrayNumber < 3 ) |
|
return array[ arrayNumber ]; |
|
return arrayNumber; |
|
} |
|
|
|
|
|
//========================================================= |
|
// Dead Scientist PROP |
|
//========================================================= |
|
class CDeadScientist : public CBaseMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
int Classify ( void ) { return CLASS_HUMAN_PASSIVE; } |
|
|
|
void KeyValue( KeyValueData *pkvd ); |
|
int m_iPose;// which sequence to display |
|
static char *m_szPoses[7]; |
|
}; |
|
char *CDeadScientist::m_szPoses[] = { "lying_on_back", "lying_on_stomach", "dead_sitting", "dead_hang", "dead_table1", "dead_table2", "dead_table3" }; |
|
|
|
void CDeadScientist::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_scientist_dead, CDeadScientist ) |
|
|
|
// |
|
// ********** DeadScientist SPAWN ********** |
|
// |
|
void CDeadScientist :: Spawn( ) |
|
{ |
|
PRECACHE_MODEL("models/scientist.mdl"); |
|
SET_MODEL(ENT(pev), "models/scientist.mdl"); |
|
|
|
pev->effects = 0; |
|
pev->sequence = 0; |
|
|
|
// Corpses have less health |
|
pev->health = 8;//gSkillData.scientistHealth; |
|
|
|
m_bloodColor = BLOOD_COLOR_RED; |
|
|
|
if ( pev->body == -1 ) |
|
{ |
|
// -1 chooses a random head |
|
pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS-1);// pick a head, any head |
|
} |
|
|
|
// Luther is black, make his hands black |
|
if ( pev->body == HEAD_LUTHER ) |
|
pev->skin = 1; |
|
else |
|
pev->skin = 0; |
|
|
|
pev->sequence = LookupSequence( m_szPoses[m_iPose] ); |
|
if (pev->sequence == -1) |
|
{ |
|
ALERT ( at_console, "Dead scientist with bad pose\n" ); |
|
} |
|
|
|
// pev->skin += 2; // use bloody skin -- UNDONE: Turn this back on when we have a bloody skin again! |
|
MonsterInitDead(); |
|
} |
|
|
|
//========================================================= |
|
// Sitting Scientist PROP |
|
//========================================================= |
|
|
|
class CSittingScientist : public CScientist // kdb: changed from public CBaseMonster so he can speak |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
|
|
void EXPORT SittingThink( void ); |
|
int Classify ( void ); |
|
virtual int Save( CSave &save ); |
|
virtual int Restore( CRestore &restore ); |
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
virtual void SetAnswerQuestion( CTalkMonster *pSpeaker ); |
|
int FriendNumber( int arrayNumber ); |
|
|
|
int FIdleSpeak ( void ); |
|
int m_baseSequence; |
|
int m_headTurn; |
|
float m_flResponseDelay; |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( monster_sitting_scientist, CSittingScientist ) |
|
TYPEDESCRIPTION CSittingScientist::m_SaveData[] = |
|
{ |
|
// Don't need to save/restore m_baseSequence (recalced) |
|
DEFINE_FIELD( CSittingScientist, m_headTurn, FIELD_INTEGER ), |
|
DEFINE_FIELD( CSittingScientist, m_flResponseDelay, FIELD_FLOAT ), |
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CSittingScientist, CScientist ) |
|
|
|
// animation sequence aliases |
|
typedef enum |
|
{ |
|
SITTING_ANIM_sitlookleft, |
|
SITTING_ANIM_sitlookright, |
|
SITTING_ANIM_sitscared, |
|
SITTING_ANIM_sitting2, |
|
SITTING_ANIM_sitting3 |
|
} SITTING_ANIM; |
|
|
|
// |
|
// ********** Scientist SPAWN ********** |
|
// |
|
void CSittingScientist :: Spawn( ) |
|
{ |
|
PRECACHE_MODEL("models/scientist.mdl"); |
|
SET_MODEL(ENT(pev), "models/scientist.mdl"); |
|
Precache(); |
|
InitBoneControllers(); |
|
|
|
UTIL_SetSize(pev, Vector(-14, -14, 0), Vector(14, 14, 36)); |
|
|
|
pev->solid = SOLID_SLIDEBOX; |
|
pev->movetype = MOVETYPE_STEP; |
|
pev->effects = 0; |
|
pev->health = 50; |
|
|
|
m_bloodColor = BLOOD_COLOR_RED; |
|
m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result ) |
|
|
|
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD; |
|
|
|
SetBits(pev->spawnflags, SF_MONSTER_PREDISASTER); // predisaster only! |
|
|
|
if ( pev->body == -1 ) |
|
{ |
|
// -1 chooses a random head |
|
pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS-1);// pick a head, any head |
|
} |
|
|
|
// Luther is black, make his hands black |
|
if ( pev->body == HEAD_LUTHER ) |
|
pev->skin = 1; |
|
|
|
m_baseSequence = LookupSequence( "sitlookleft" ); |
|
pev->sequence = m_baseSequence + RANDOM_LONG(0,4); |
|
ResetSequenceInfo( ); |
|
|
|
SetThink( &CSittingScientist::SittingThink); |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
|
|
DROP_TO_FLOOR ( ENT(pev) ); |
|
} |
|
|
|
void CSittingScientist :: Precache( void ) |
|
{ |
|
m_baseSequence = LookupSequence( "sitlookleft" ); |
|
TalkInit(); |
|
} |
|
|
|
//========================================================= |
|
// ID as a passive human |
|
//========================================================= |
|
int CSittingScientist :: Classify ( void ) |
|
{ |
|
return CLASS_HUMAN_PASSIVE; |
|
} |
|
|
|
int CSittingScientist::FriendNumber( int arrayNumber ) |
|
{ |
|
static int array[3] = { 2, 1, 0 }; |
|
if ( arrayNumber < 3 ) |
|
return array[ arrayNumber ]; |
|
return arrayNumber; |
|
} |
|
|
|
//========================================================= |
|
// sit, do stuff |
|
//========================================================= |
|
void CSittingScientist :: SittingThink( void ) |
|
{ |
|
CBaseEntity *pent; |
|
|
|
StudioFrameAdvance( ); |
|
|
|
// try to greet player |
|
if (FIdleHello()) |
|
{ |
|
pent = FindNearestFriend(TRUE); |
|
if (pent) |
|
{ |
|
float yaw = VecToYaw(pent->pev->origin - pev->origin) - pev->angles.y; |
|
|
|
if (yaw > 180) yaw -= 360; |
|
if (yaw < -180) yaw += 360; |
|
|
|
if (yaw > 0) |
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitlookleft; |
|
else |
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitlookright; |
|
|
|
ResetSequenceInfo( ); |
|
pev->frame = 0; |
|
SetBoneController( 0, 0 ); |
|
} |
|
} |
|
else if (m_fSequenceFinished) |
|
{ |
|
int i = RANDOM_LONG(0,99); |
|
m_headTurn = 0; |
|
|
|
if (m_flResponseDelay && gpGlobals->time > m_flResponseDelay) |
|
{ |
|
// respond to question |
|
IdleRespond(); |
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitscared; |
|
m_flResponseDelay = 0; |
|
} |
|
else if (i < 30) |
|
{ |
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitting3; |
|
|
|
// turn towards player or nearest friend and speak |
|
|
|
if (!FBitSet(m_bitsSaid, bit_saidHelloPlayer)) |
|
pent = FindNearestFriend(TRUE); |
|
else |
|
pent = FindNearestFriend(FALSE); |
|
|
|
if (!FIdleSpeak() || !pent) |
|
{ |
|
m_headTurn = RANDOM_LONG(0,8) * 10 - 40; |
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitting3; |
|
} |
|
else |
|
{ |
|
// only turn head if we spoke |
|
float yaw = VecToYaw(pent->pev->origin - pev->origin) - pev->angles.y; |
|
|
|
if (yaw > 180) yaw -= 360; |
|
if (yaw < -180) yaw += 360; |
|
|
|
if (yaw > 0) |
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitlookleft; |
|
else |
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitlookright; |
|
|
|
//ALERT(at_console, "sitting speak\n"); |
|
} |
|
} |
|
else if (i < 60) |
|
{ |
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitting3; |
|
m_headTurn = RANDOM_LONG(0,8) * 10 - 40; |
|
if (RANDOM_LONG(0,99) < 5) |
|
{ |
|
//ALERT(at_console, "sitting speak2\n"); |
|
FIdleSpeak(); |
|
} |
|
} |
|
else if (i < 80) |
|
{ |
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitting2; |
|
} |
|
else if (i < 100) |
|
{ |
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitscared; |
|
} |
|
|
|
ResetSequenceInfo( ); |
|
pev->frame = 0; |
|
SetBoneController( 0, m_headTurn ); |
|
} |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
|
|
// prepare sitting scientist to answer a question |
|
void CSittingScientist :: SetAnswerQuestion( CTalkMonster *pSpeaker ) |
|
{ |
|
m_flResponseDelay = gpGlobals->time + RANDOM_FLOAT(3, 4); |
|
m_hTalkTarget = (CBaseMonster *)pSpeaker; |
|
} |
|
|
|
//========================================================= |
|
// FIdleSpeak |
|
// ask question of nearby friend, or make statement |
|
//========================================================= |
|
int CSittingScientist :: FIdleSpeak ( void ) |
|
{ |
|
// try to start a conversation, or make statement |
|
int pitch; |
|
|
|
if (!FOkToSpeak()) |
|
return FALSE; |
|
|
|
// set global min delay for next conversation |
|
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(4.8, 5.2); |
|
|
|
pitch = GetVoicePitch(); |
|
|
|
// if there is a friend nearby to speak to, play sentence, set friend's response time, return |
|
|
|
// try to talk to any standing or sitting scientists nearby |
|
CBaseEntity *pentFriend = FindNearestFriend(FALSE); |
|
|
|
if (pentFriend && RANDOM_LONG(0,1)) |
|
{ |
|
CTalkMonster *pTalkMonster = GetClassPtr((CTalkMonster *)pentFriend->pev); |
|
pTalkMonster->SetAnswerQuestion( this ); |
|
|
|
IdleHeadTurn(pentFriend->pev->origin); |
|
SENTENCEG_PlayRndSz( ENT(pev), m_szGrp[TLK_PQUESTION], 1.0, ATTN_IDLE, 0, pitch ); |
|
// set global min delay for next conversation |
|
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(4.8, 5.2); |
|
return TRUE; |
|
} |
|
|
|
// otherwise, play an idle statement |
|
if (RANDOM_LONG(0,1)) |
|
{ |
|
SENTENCEG_PlayRndSz( ENT(pev), m_szGrp[TLK_PIDLE], 1.0, ATTN_IDLE, 0, pitch ); |
|
// set global min delay for next conversation |
|
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(4.8, 5.2); |
|
return TRUE; |
|
} |
|
|
|
// never spoke |
|
CTalkMonster::g_talkWaitTime = 0; |
|
return FALSE; |
|
}
|
|
|