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471 lines
12 KiB
471 lines
12 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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// UNDONE: Holster weapon? |
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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 "talkmonster.h" |
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#include "schedule.h" |
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#include "defaultai.h" |
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#include "scripted.h" |
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#include "weapons.h" |
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#include "soundent.h" |
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#include "barney.h" |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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// first flag is roy dying for scripted sequences? |
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#define ROY_AE_SHOOT ( 3 ) |
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class CRoy : public CBarney |
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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 RoyFirePistol( void ); |
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void AlertSound( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); |
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void DeclineFollowing( void ); |
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// Override these to set behavior |
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Schedule_t *GetSchedule( void ); |
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void DeathSound( void ); |
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void PainSound( void ); |
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void TalkInit( void ); |
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}; |
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LINK_ENTITY_TO_CLASS( monster_roy, CRoy ) |
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//========================================================= |
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// ALertSound - barney says "Freeze!" |
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//========================================================= |
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void CRoy::AlertSound( void ) |
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{ |
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if( m_hEnemy != 0 ) |
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{ |
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if( FOkToSpeak() ) |
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{ |
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PlaySentence( "RO_ATTACK", RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE ); |
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} |
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} |
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} |
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//========================================================= |
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// BarneyFirePistol - shoots one round from the pistol at |
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// the enemy barney is facing. |
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//========================================================= |
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void CRoy::RoyFirePistol( void ) |
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{ |
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Vector vecShootOrigin; |
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UTIL_MakeVectors( pev->angles ); |
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vecShootOrigin = pev->origin + Vector( 0, 0, 55 ); |
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Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); |
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Vector angDir = UTIL_VecToAngles( vecShootDir ); |
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SetBlending( 0, angDir.x ); |
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pev->effects = EF_MUZZLEFLASH; |
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FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM ); |
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int pitchShift = RANDOM_LONG( 0, 20 ); |
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// Only shift about half the time |
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if( pitchShift > 10 ) |
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pitchShift = 0; |
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else |
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pitchShift -= 5; |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "roy/ro_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift ); |
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CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); |
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// UNDONE: Reload? |
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m_cAmmoLoaded--;// take away a bullet! |
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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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// Returns number of events handled, 0 if none. |
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//========================================================= |
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void CRoy::HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case ROY_AE_SHOOT: |
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RoyFirePistol(); |
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break; |
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default: |
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CBarney::HandleAnimEvent( pEvent ); |
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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 CRoy::Spawn() |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/roy.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_RED; |
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pev->health = gSkillData.royHealth; |
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pev->view_ofs = Vector( 0, 0, 50 );// position of the eyes relative to monster's origin. |
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello |
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m_MonsterState = MONSTERSTATE_NONE; |
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pev->body = 0; // gun in holster |
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m_fGunDrawn = FALSE; |
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; |
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m_cAmmoLoaded = GLOCK_MAX_CLIP; |
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MonsterInit(); |
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SetUse( &CTalkMonster::FollowerUse ); |
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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 CRoy::Precache() |
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{ |
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PRECACHE_MODEL( "models/roy.mdl" ); |
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PRECACHE_SOUND( "roy/ro_attack1.wav" ); |
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PRECACHE_SOUND( "roy/ro_attack2.wav" ); |
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PRECACHE_SOUND( "roy/ro_pain1.wav" ); |
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PRECACHE_SOUND( "roy/ro_pain2.wav" ); |
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PRECACHE_SOUND( "roy/ro_pain3.wav" ); |
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PRECACHE_SOUND( "roy/ro_die1.wav" ); |
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PRECACHE_SOUND( "roy/ro_die2.wav" ); |
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PRECACHE_SOUND( "roy/ro_die3.wav" ); |
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// every new barney must call this, otherwise |
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// when a level is loaded, nobody will talk (time is reset to 0) |
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TalkInit(); |
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CTalkMonster::Precache(); |
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} |
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// Init talk data |
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void CRoy::TalkInit() |
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{ |
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CTalkMonster::TalkInit(); |
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// scientists speach group names (group names are in sentences.txt) |
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m_szGrp[TLK_ANSWER] = "RO_ANSWER"; |
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m_szGrp[TLK_QUESTION] = "RO_QUESTION"; |
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m_szGrp[TLK_IDLE] = "RO_IDLE"; |
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m_szGrp[TLK_STARE] = "RO_STARE"; |
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m_szGrp[TLK_USE] = "RO_OK"; |
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m_szGrp[TLK_UNUSE] = "RO_WAIT"; |
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m_szGrp[TLK_STOP] = "RO_STOP"; |
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m_szGrp[TLK_NOSHOOT] = "RO_SCARED"; |
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m_szGrp[TLK_HELLO] = "RO_HELLO"; |
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m_szGrp[TLK_PLHURT1] = "!RO_CUREA"; |
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m_szGrp[TLK_PLHURT2] = "!RO_CUREB"; |
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m_szGrp[TLK_PLHURT3] = "!RO_CUREC"; |
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m_szGrp[TLK_PHELLO] = 0; // UNDONE |
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m_szGrp[TLK_PIDLE] = 0; // UNDONE |
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m_szGrp[TLK_PQUESTION] = "RO_PQUEST"; // UNDONE |
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m_szGrp[TLK_SMELL] = "RO_SMELL"; |
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m_szGrp[TLK_WOUND] = "RO_WOUND"; |
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m_szGrp[TLK_MORTAL] = "RO_MORTAL"; |
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// get voice for head - just one barney voice for now |
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m_voicePitch = 100; |
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} |
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static BOOL IsFacing( entvars_t *pevTest, const Vector &reference ) |
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{ |
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Vector vecDir = reference - pevTest->origin; |
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vecDir.z = 0; |
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vecDir = vecDir.Normalize(); |
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Vector forward, angle; |
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angle = pevTest->v_angle; |
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angle.x = 0; |
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UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL ); |
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// He's facing me, he meant it |
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if( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so |
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{ |
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return TRUE; |
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} |
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return FALSE; |
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} |
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int CRoy::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
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{ |
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// make sure friends talk about it if player hurts talkmonsters... |
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int ret = CTalkMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
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if( !IsAlive() || pev->deadflag == DEAD_DYING ) |
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return ret; |
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if( m_MonsterState != MONSTERSTATE_PRONE && ( pevAttacker->flags & FL_CLIENT ) ) |
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{ |
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m_flPlayerDamage += flDamage; |
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// This is a heurstic to determine if the player intended to harm me |
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// If I have an enemy, we can't establish intent (may just be crossfire) |
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if( m_hEnemy == 0 ) |
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{ |
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// If the player was facing directly at me, or I'm already suspicious, get mad |
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if( ( m_afMemory & bits_MEMORY_SUSPICIOUS ) || IsFacing( pevAttacker, pev->origin ) ) |
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{ |
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// Alright, now I'm pissed! |
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PlaySentence( "RO_MAD", 4, VOL_NORM, ATTN_NORM ); |
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Remember( bits_MEMORY_PROVOKED ); |
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StopFollowing( TRUE ); |
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} |
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else |
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{ |
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// Hey, be careful with that |
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PlaySentence( "RO_SHOT", 4, VOL_NORM, ATTN_NORM ); |
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Remember( bits_MEMORY_SUSPICIOUS ); |
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} |
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} |
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else if( !( m_hEnemy->IsPlayer() ) && pev->deadflag == DEAD_NO ) |
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{ |
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PlaySentence( "RO_SHOT", 4, VOL_NORM, ATTN_NORM ); |
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} |
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} |
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return ret; |
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} |
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//========================================================= |
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// PainSound |
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//========================================================= |
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void CRoy::PainSound( void ) |
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{ |
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const char *pszSound; |
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if( gpGlobals->time < m_painTime ) |
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return; |
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m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 ); |
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switch( RANDOM_LONG( 0, 2 ) ) |
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{ |
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case 0: |
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pszSound = "roy/ro_pain1.wav"; |
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break; |
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case 1: |
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pszSound = "roy/ro_pain2.wav"; |
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break; |
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case 2: |
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pszSound = "roy/ro_pain3.wav"; |
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break; |
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} |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 1, ATTN_NORM, 0, GetVoicePitch() ); |
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} |
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//========================================================= |
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// DeathSound |
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//========================================================= |
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void CRoy::DeathSound( void ) |
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{ |
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const char *pszSound; |
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switch( RANDOM_LONG( 0, 2 ) ) |
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{ |
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case 0: |
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pszSound = "roy/ro_die1.wav"; |
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break; |
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case 1: |
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pszSound = "roy/ro_die2.wav"; |
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break; |
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case 2: |
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pszSound = "roy/ro_die3.wav"; |
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break; |
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} |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 1, ATTN_NORM, 0, GetVoicePitch() ); |
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} |
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//========================================================= |
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// GetSchedule - Decides which type of schedule best suits |
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// the monster's current state and conditions. Then calls |
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// monster's member function to get a pointer to a schedule |
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// of the proper type. |
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//========================================================= |
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Schedule_t *CRoy::GetSchedule( void ) |
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{ |
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if( HasConditions( bits_COND_HEAR_SOUND ) ) |
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{ |
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CSound *pSound; |
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pSound = PBestSound(); |
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ASSERT( pSound != NULL ); |
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if( pSound && (pSound->m_iType & bits_SOUND_DANGER) ) |
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return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); |
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} |
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if( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() ) |
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{ |
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PlaySentence( "RO_KILL", 4, VOL_NORM, ATTN_NORM ); |
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} |
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switch( m_MonsterState ) |
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{ |
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case MONSTERSTATE_COMBAT: |
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{ |
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// dead enemy |
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if( HasConditions( bits_COND_ENEMY_DEAD ) ) |
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{ |
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// call base class, all code to handle dead enemies is centralized there. |
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return CBaseMonster::GetSchedule(); |
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} |
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// always act surprized with a new enemy |
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if( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE ) ) |
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return GetScheduleOfType( SCHED_SMALL_FLINCH ); |
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// wait for one schedule to draw gun |
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if( !m_fGunDrawn ) |
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return GetScheduleOfType( SCHED_ARM_WEAPON ); |
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if( HasConditions( bits_COND_HEAVY_DAMAGE ) ) |
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return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
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} |
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break; |
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case MONSTERSTATE_ALERT: |
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case MONSTERSTATE_IDLE: |
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if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) |
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{ |
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// flinch if hurt |
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return GetScheduleOfType( SCHED_SMALL_FLINCH ); |
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} |
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if( m_hEnemy == 0 && IsFollowing() ) |
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{ |
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if( !m_hTargetEnt->IsAlive() ) |
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{ |
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// UNDONE: Comment about the recently dead player here? |
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StopFollowing( FALSE ); |
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break; |
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} |
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else |
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{ |
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if( HasConditions( bits_COND_CLIENT_PUSH ) ) |
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{ |
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return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW ); |
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} |
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return GetScheduleOfType( SCHED_TARGET_FACE ); |
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} |
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} |
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if( HasConditions( bits_COND_CLIENT_PUSH ) ) |
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{ |
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return GetScheduleOfType( SCHED_MOVE_AWAY ); |
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} |
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// try to say something about smells |
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TrySmellTalk(); |
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break; |
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default: |
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break; |
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} |
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return CTalkMonster::GetSchedule(); |
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} |
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void CRoy::DeclineFollowing( void ) |
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{ |
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PlaySentence( "RO_POK", 2, VOL_NORM, ATTN_NORM ); |
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} |
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//========================================================= |
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// DEAD ROY PROP |
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// |
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// Designer selects a pose in worldcraft, 0 through num_poses-1 |
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// this value is added to what is selected as the 'first dead pose' |
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// among the monster's normal animations. All dead poses must |
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// appear sequentially in the model file. Be sure and set |
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// the m_iFirstPose properly! |
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// |
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//========================================================= |
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class CDeadRoy : public CBaseMonster |
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{ |
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public: |
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void Spawn( void ); |
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int Classify( void ) { return CLASS_PLAYER_ALLY; } |
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void KeyValue( KeyValueData *pkvd ); |
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int m_iPose;// which sequence to display -- temporary, don't need to save |
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static const char *m_szPoses[3]; |
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}; |
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const char *CDeadRoy::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" }; |
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void CDeadRoy::KeyValue( KeyValueData *pkvd ) |
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{ |
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if( FStrEq( pkvd->szKeyName, "pose" ) ) |
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{ |
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m_iPose = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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CBaseMonster::KeyValue( pkvd ); |
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} |
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LINK_ENTITY_TO_CLASS( monster_roy_dead, CDeadRoy ) |
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//========================================================= |
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// ********** DeadRoy SPAWN ********** |
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//========================================================= |
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void CDeadRoy::Spawn() |
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{ |
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PRECACHE_MODEL( "models/roy.mdl" ); |
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SET_MODEL( ENT( pev ), "models/roy.mdl" ); |
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pev->effects = 0; |
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pev->yaw_speed = 8; |
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pev->sequence = 0; |
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m_bloodColor = BLOOD_COLOR_RED; |
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pev->sequence = LookupSequence( m_szPoses[m_iPose] ); |
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if( pev->sequence == -1 ) |
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{ |
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ALERT( at_console, "Dead roy with bad pose\n" ); |
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} |
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// Corpses have less health |
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pev->health = 8;//gSkillData.royHealth; |
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MonsterInitDead(); |
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}
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