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.
842 lines
21 KiB
842 lines
21 KiB
/*** |
|
* |
|
* 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. |
|
* |
|
****/ |
|
//========================================================= |
|
// 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" |
|
|
|
//========================================================= |
|
// Monster's Anim Events Go Here |
|
//========================================================= |
|
// first flag is barney dying for scripted sequences? |
|
#define ADRIAN_AE_DRAW ( 2 ) |
|
#define ADRIAN_AE_SHOOT ( 3 ) |
|
#define ADRIAN_AE_HOLSTER ( 4 ) |
|
|
|
#define ADRIAN_BODY_GUNHOLSTERED 0 |
|
#define ADRIAN_BODY_GUNDRAWN 1 |
|
#define ADRIAN_BODY_GUNGONE 2 |
|
|
|
class CAdrian : public CTalkMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
void SetYawSpeed( void ); |
|
int ISoundMask( void ); |
|
void AdrianFirePistol( void ); |
|
void AlertSound( void ); |
|
int Classify ( void ); |
|
void HandleAnimEvent( MonsterEvent_t *pEvent ); |
|
|
|
void RunTask( Task_t *pTask ); |
|
void StartTask( Task_t *pTask ); |
|
virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; } |
|
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); |
|
BOOL CheckRangeAttack1 ( float flDot, float flDist ); |
|
|
|
void DeclineFollowing( 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 TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); |
|
void Killed( entvars_t *pevAttacker, int iGib ); |
|
|
|
virtual int Save( CSave &save ); |
|
virtual int Restore( CRestore &restore ); |
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
BOOL m_fGunDrawn; |
|
float m_painTime; |
|
float m_checkAttackTime; |
|
BOOL m_lastAttackCheck; |
|
|
|
// UNDONE: What is this for? It isn't used? |
|
float m_flPlayerDamage;// how much pain has the player inflicted on me? |
|
|
|
CUSTOM_SCHEDULES; |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( monster_adrian, CAdrian ); |
|
|
|
TYPEDESCRIPTION CAdrian::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD( CAdrian, m_fGunDrawn, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( CAdrian, m_painTime, FIELD_TIME ), |
|
DEFINE_FIELD( CAdrian, m_checkAttackTime, FIELD_TIME ), |
|
DEFINE_FIELD( CAdrian, m_lastAttackCheck, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( CAdrian, m_flPlayerDamage, FIELD_FLOAT ), |
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CAdrian, CTalkMonster ); |
|
|
|
//========================================================= |
|
// AI Schedules Specific to this monster |
|
//========================================================= |
|
Task_t tlAdrFollow[] = |
|
{ |
|
{ TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 128 of target ent (client) |
|
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, |
|
}; |
|
|
|
Schedule_t slAdrFollow[] = |
|
{ |
|
{ |
|
tlAdrFollow, |
|
ARRAYSIZE ( tlAdrFollow ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_PROVOKED, |
|
bits_SOUND_DANGER, |
|
"Follow" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// AdrianDraw- much better looking draw schedule for when |
|
// barney knows who he's gonna attack. |
|
//========================================================= |
|
Task_t tlAdrianEnemyDraw[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_FACE_ENEMY, 0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float) ACT_ARM }, |
|
}; |
|
|
|
Schedule_t slAdrianEnemyDraw[] = |
|
{ |
|
{ |
|
tlAdrianEnemyDraw, |
|
ARRAYSIZE ( tlAdrianEnemyDraw ), |
|
0, |
|
0, |
|
"Adrian Enemy Draw" |
|
} |
|
}; |
|
|
|
Task_t tlAdrFaceTarget[] = |
|
{ |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_FACE_TARGET, (float)0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE }, |
|
}; |
|
|
|
Schedule_t slAdrFaceTarget[] = |
|
{ |
|
{ |
|
tlAdrFaceTarget, |
|
ARRAYSIZE ( tlAdrFaceTarget ), |
|
bits_COND_CLIENT_PUSH | |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_PROVOKED, |
|
bits_SOUND_DANGER, |
|
"FaceTarget" |
|
}, |
|
}; |
|
|
|
|
|
Task_t tlIdleAdrStand[] = |
|
{ |
|
{ 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 slIdleAdrStand[] = |
|
{ |
|
{ |
|
tlIdleAdrStand, |
|
ARRAYSIZE ( tlIdleAdrStand ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_SMELL | |
|
bits_COND_PROVOKED, |
|
|
|
bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code. |
|
//bits_SOUND_PLAYER | |
|
//bits_SOUND_WORLD | |
|
|
|
bits_SOUND_DANGER | |
|
bits_SOUND_MEAT |// scents |
|
bits_SOUND_CARCASS | |
|
bits_SOUND_GARBAGE, |
|
"IdleStand" |
|
}, |
|
}; |
|
|
|
DEFINE_CUSTOM_SCHEDULES( CAdrian ) |
|
{ |
|
slAdrFollow, |
|
slAdrianEnemyDraw, |
|
slAdrFaceTarget, |
|
slIdleAdrStand, |
|
}; |
|
|
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CAdrian, CTalkMonster ); |
|
|
|
void CAdrian :: StartTask( Task_t *pTask ) |
|
{ |
|
CTalkMonster::StartTask( pTask ); |
|
} |
|
|
|
void CAdrian :: RunTask( Task_t *pTask ) |
|
{ |
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_RANGE_ATTACK1: |
|
if (m_hEnemy != NULL && (m_hEnemy->IsPlayer())) |
|
{ |
|
pev->framerate = 1.5; |
|
} |
|
CTalkMonster::RunTask( pTask ); |
|
break; |
|
default: |
|
CTalkMonster::RunTask( pTask ); |
|
break; |
|
} |
|
} |
|
|
|
|
|
|
|
|
|
//========================================================= |
|
// ISoundMask - returns a bit mask indicating which types |
|
// of sounds this monster regards. |
|
//========================================================= |
|
int CAdrian :: ISoundMask ( void) |
|
{ |
|
return bits_SOUND_WORLD | |
|
bits_SOUND_COMBAT | |
|
bits_SOUND_CARCASS | |
|
bits_SOUND_MEAT | |
|
bits_SOUND_GARBAGE | |
|
bits_SOUND_DANGER | |
|
bits_SOUND_PLAYER; |
|
} |
|
|
|
//========================================================= |
|
// Classify - indicates this monster's place in the |
|
// relationship table. |
|
//========================================================= |
|
int CAdrian :: Classify ( void ) |
|
{ |
|
return CLASS_PLAYER_ALLY; |
|
} |
|
|
|
//========================================================= |
|
// ALertSound - barney says "Freeze!" |
|
//========================================================= |
|
void CAdrian :: AlertSound( void ) |
|
{ |
|
if ( m_hEnemy != NULL ) |
|
{ |
|
if ( FOkToSpeak() ) |
|
{ |
|
PlaySentence( "BA_ATTACK", RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); |
|
} |
|
} |
|
|
|
} |
|
//========================================================= |
|
// SetYawSpeed - allows each sequence to have a different |
|
// turn rate associated with it. |
|
//========================================================= |
|
void CAdrian :: SetYawSpeed ( void ) |
|
{ |
|
int ys; |
|
|
|
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; |
|
} |
|
|
|
|
|
//========================================================= |
|
// CheckRangeAttack1 |
|
//========================================================= |
|
BOOL CAdrian :: CheckRangeAttack1 ( float flDot, float flDist ) |
|
{ |
|
if ( flDist <= 1024 && flDot >= 0.5 ) |
|
{ |
|
if ( gpGlobals->time > m_checkAttackTime ) |
|
{ |
|
TraceResult tr; |
|
|
|
Vector shootOrigin = pev->origin + Vector( 0, 0, 55 ); |
|
CBaseEntity *pEnemy = m_hEnemy; |
|
Vector shootTarget = ( (pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin) + m_vecEnemyLKP ); |
|
UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr ); |
|
m_checkAttackTime = gpGlobals->time + 1; |
|
if ( tr.flFraction == 1.0 || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) ) |
|
m_lastAttackCheck = TRUE; |
|
else |
|
m_lastAttackCheck = FALSE; |
|
m_checkAttackTime = gpGlobals->time + 1.5; |
|
} |
|
return m_lastAttackCheck; |
|
} |
|
return FALSE; |
|
} |
|
|
|
|
|
//========================================================= |
|
// AdrianFirePistol - shoots one round from the pistol at |
|
// the enemy barney is facing. |
|
//========================================================= |
|
void CAdrian :: AdrianFirePistol ( 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, "barney/ba_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 CAdrian :: HandleAnimEvent( MonsterEvent_t *pEvent ) |
|
{ |
|
switch( pEvent->event ) |
|
{ |
|
case ADRIAN_AE_SHOOT: |
|
AdrianFirePistol(); |
|
break; |
|
|
|
case ADRIAN_AE_DRAW: |
|
// barney's bodygroup switches here so he can pull gun from holster |
|
pev->body = ADRIAN_BODY_GUNDRAWN; |
|
m_fGunDrawn = TRUE; |
|
break; |
|
|
|
case ADRIAN_AE_HOLSTER: |
|
// change bodygroup to replace gun in holster |
|
pev->body = ADRIAN_BODY_GUNHOLSTERED; |
|
m_fGunDrawn = FALSE; |
|
break; |
|
|
|
default: |
|
CTalkMonster::HandleAnimEvent( pEvent ); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Spawn |
|
//========================================================= |
|
void CAdrian :: Spawn() |
|
{ |
|
Precache( ); |
|
|
|
SET_MODEL(ENT(pev), "models/adrian.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; |
|
|
|
pev->body = 0; // gun in holster |
|
m_fGunDrawn = FALSE; |
|
|
|
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; |
|
|
|
MonsterInit(); |
|
SetUse( &CAdrian::FollowerUse ); |
|
} |
|
|
|
//========================================================= |
|
// Precache - precaches all resources this monster needs |
|
//========================================================= |
|
void CAdrian :: Precache() |
|
{ |
|
PRECACHE_MODEL("models/adrian.mdl"); |
|
|
|
PRECACHE_SOUND("barney/ba_attack1.wav" ); |
|
PRECACHE_SOUND("barney/ba_attack2.wav" ); |
|
|
|
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"); |
|
PRECACHE_SOUND("barney/ba_duty.wav"); |
|
PRECACHE_SOUND("barney/ba_post.wav"); |
|
PRECACHE_SOUND("barney/goon.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 CAdrian :: TalkInit() |
|
{ |
|
|
|
CTalkMonster::TalkInit(); |
|
|
|
// scientists speach group names (group names are in sentences.txt) |
|
|
|
m_szGrp[TLK_ANSWER] = "BA_ANSWER"; |
|
m_szGrp[TLK_QUESTION] = "BA_QUESTION"; |
|
m_szGrp[TLK_IDLE] = "BA_IDLE"; |
|
m_szGrp[TLK_STARE] = "BA_STARE"; |
|
m_szGrp[TLK_USE] = "BA_OK"; |
|
m_szGrp[TLK_UNUSE] = "BA_WAIT"; |
|
m_szGrp[TLK_STOP] = "BA_STOP"; |
|
|
|
m_szGrp[TLK_NOSHOOT] = "BA_SCARED"; |
|
m_szGrp[TLK_HELLO] = "BA_HELLO"; |
|
|
|
m_szGrp[TLK_PLHURT1] = "!BA_CUREA"; |
|
m_szGrp[TLK_PLHURT2] = "!BA_CUREB"; |
|
m_szGrp[TLK_PLHURT3] = "!BA_CUREC"; |
|
|
|
m_szGrp[TLK_PHELLO] = NULL; //"BA_PHELLO"; // UNDONE |
|
m_szGrp[TLK_PIDLE] = NULL; //"BA_PIDLE"; // UNDONE |
|
m_szGrp[TLK_PQUESTION] = "BA_PQUEST"; // UNDONE |
|
|
|
m_szGrp[TLK_SMELL] = "BA_SMELL"; |
|
|
|
m_szGrp[TLK_WOUND] = "BA_WOUND"; |
|
m_szGrp[TLK_MORTAL] = "BA_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 CAdrian :: 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 == NULL ) |
|
{ |
|
// 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( "BA_MAD", 4, VOL_NORM, ATTN_NORM ); |
|
|
|
Remember( bits_MEMORY_PROVOKED ); |
|
StopFollowing( TRUE ); |
|
} |
|
else |
|
{ |
|
// Hey, be careful with that |
|
PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM ); |
|
Remember( bits_MEMORY_SUSPICIOUS ); |
|
} |
|
} |
|
else if ( !(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO ) |
|
{ |
|
PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM ); |
|
} |
|
} |
|
|
|
return ret; |
|
} |
|
|
|
|
|
//========================================================= |
|
// PainSound |
|
//========================================================= |
|
void CAdrian :: 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 CAdrian :: 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; |
|
} |
|
} |
|
|
|
|
|
void CAdrian::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) |
|
{ |
|
switch( ptr->iHitgroup) |
|
{ |
|
case HITGROUP_CHEST: |
|
case HITGROUP_STOMACH: |
|
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST)) |
|
{ |
|
flDamage = flDamage / 2; |
|
} |
|
break; |
|
case 10: |
|
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_CLUB)) |
|
{ |
|
flDamage -= 20; |
|
if (flDamage <= 0) |
|
{ |
|
UTIL_Ricochet( ptr->vecEndPos, 1.0 ); |
|
flDamage = 0.01; |
|
} |
|
} |
|
// always a head shot |
|
ptr->iHitgroup = HITGROUP_HEAD; |
|
break; |
|
} |
|
|
|
CTalkMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); |
|
} |
|
|
|
|
|
void CAdrian::Killed( entvars_t *pevAttacker, int iGib ) |
|
{ |
|
if ( pev->body < ADRIAN_BODY_GUNGONE ) |
|
{// drop the gun! |
|
Vector vecGunPos; |
|
Vector vecGunAngles; |
|
|
|
pev->body = ADRIAN_BODY_GUNGONE; |
|
|
|
GetAttachment( 0, vecGunPos, vecGunAngles ); |
|
|
|
CBaseEntity *pGun = DropItem( "weapon_barney9mmhg", vecGunPos, vecGunAngles ); |
|
} |
|
|
|
SetUse( NULL ); |
|
CTalkMonster::Killed( pevAttacker, iGib ); |
|
} |
|
|
|
//========================================================= |
|
// AI Schedules Specific to this monster |
|
//========================================================= |
|
|
|
Schedule_t* CAdrian :: GetScheduleOfType ( int Type ) |
|
{ |
|
Schedule_t *psched; |
|
|
|
switch( Type ) |
|
{ |
|
case SCHED_ARM_WEAPON: |
|
if ( m_hEnemy != NULL ) |
|
{ |
|
// face enemy, then draw. |
|
return slAdrianEnemyDraw; |
|
} |
|
break; |
|
|
|
// Hook these to make a looping schedule |
|
case SCHED_TARGET_FACE: |
|
// call base class default so that barney will talk |
|
// when 'used' |
|
psched = CTalkMonster::GetScheduleOfType(Type); |
|
|
|
if (psched == slIdleStand) |
|
return slAdrFaceTarget; // override this for different target face behavior |
|
else |
|
return psched; |
|
|
|
case SCHED_TARGET_CHASE: |
|
return slAdrFollow; |
|
|
|
case SCHED_IDLE_STAND: |
|
// call base class default so that scientist will talk |
|
// when standing during idle |
|
psched = CTalkMonster::GetScheduleOfType(Type); |
|
|
|
if (psched == slIdleStand) |
|
{ |
|
// just look straight ahead. |
|
return slIdleAdrStand; |
|
} |
|
else |
|
return psched; |
|
} |
|
|
|
return CTalkMonster::GetScheduleOfType( Type ); |
|
} |
|
|
|
//========================================================= |
|
// 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 *CAdrian :: 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( "BA_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 == NULL && 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; |
|
} |
|
|
|
return CTalkMonster::GetSchedule(); |
|
} |
|
|
|
MONSTERSTATE CAdrian :: GetIdealState ( void ) |
|
{ |
|
return CTalkMonster::GetIdealState(); |
|
} |
|
|
|
|
|
|
|
void CAdrian::DeclineFollowing( void ) |
|
{ |
|
PlaySentence( "BA_POK", 2, VOL_NORM, ATTN_NORM ); |
|
} |
|
|
|
|
|
|
|
|
|
|
|
//========================================================= |
|
// DEAD ADRIAN 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 CDeadAdrian : 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 char *m_szPoses[3]; |
|
}; |
|
|
|
char *CDeadAdrian::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" }; |
|
|
|
void CDeadAdrian::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_adrian_dead, CDeadAdrian ); |
|
|
|
//========================================================= |
|
// ********** DeadAdrian SPAWN ********** |
|
//========================================================= |
|
void CDeadAdrian :: Spawn( ) |
|
{ |
|
PRECACHE_MODEL("models/adrian.mdl"); |
|
SET_MODEL(ENT(pev), "models/adrian.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 barney with bad pose\n" ); |
|
} |
|
// Corpses have less health |
|
pev->health = 8;//gSkillData.barneyHealth; |
|
|
|
MonsterInitDead(); |
|
}
|
|
|