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313 lines
7.5 KiB
313 lines
7.5 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, 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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// Drill sergeant |
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//========================================================= |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "schedule.h" |
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#include "defaultai.h" |
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#include "weapons.h" |
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#include "talkmonster.h" |
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#include "soundent.h" |
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class CDrillSergeant : public CTalkMonster |
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{ |
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public: |
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void Spawn(void); |
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void Precache(void); |
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void SetYawSpeed(void); |
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int ISoundMask(void); |
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virtual int ObjectCaps( void ) { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; } |
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int Classify() { return CLASS_PLAYER_ALLY_MILITARY; } |
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void DeathSound( void ); |
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void PainSound( void ); |
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Schedule_t *GetScheduleOfType(int Type); |
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Schedule_t *GetSchedule(void); |
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void DeclineFollowing(); |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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void TalkInit(); |
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float m_painTime; |
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}; |
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LINK_ENTITY_TO_CLASS( monster_drillsergeant, CDrillSergeant ) |
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TYPEDESCRIPTION CDrillSergeant::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CDrillSergeant, m_painTime, FIELD_TIME ), |
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}; |
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IMPLEMENT_SAVERESTORE( CDrillSergeant, CTalkMonster ) |
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void CDrillSergeant::Precache() |
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{ |
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PRECACHE_MODEL("models/drill.mdl"); |
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PRECACHE_SOUND("barney/ba_pain1.wav"); |
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PRECACHE_SOUND("barney/ba_pain2.wav"); |
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PRECACHE_SOUND("barney/ba_pain3.wav"); |
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PRECACHE_SOUND("barney/ba_die1.wav"); |
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PRECACHE_SOUND("barney/ba_die2.wav"); |
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PRECACHE_SOUND("barney/ba_die3.wav"); |
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TalkInit(); |
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CTalkMonster::Precache(); |
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} |
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void CDrillSergeant::Spawn() |
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{ |
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Precache(); |
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SET_MODEL( ENT(pev), "models/drill.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.barneyHealth; |
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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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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; |
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MonsterInit(); |
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SetUse( &CTalkMonster::FollowerUse ); |
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} |
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void CDrillSergeant::DeclineFollowing() |
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{ |
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PlaySentence( "DR_POK", 2, VOL_NORM, ATTN_NORM ); |
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} |
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void CDrillSergeant::SetYawSpeed( void ) |
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{ |
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int ys = 0; |
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switch ( m_Activity ) |
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{ |
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case ACT_IDLE: |
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ys = 70; |
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break; |
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case ACT_WALK: |
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ys = 70; |
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break; |
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case ACT_RUN: |
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ys = 90; |
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break; |
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default: |
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ys = 70; |
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break; |
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} |
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pev->yaw_speed = ys; |
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} |
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int CDrillSergeant::ISoundMask( void) |
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{ |
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return bits_SOUND_WORLD | |
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bits_SOUND_COMBAT | |
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bits_SOUND_CARCASS | |
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bits_SOUND_MEAT | |
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bits_SOUND_GARBAGE | |
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bits_SOUND_DANGER | |
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bits_SOUND_PLAYER; |
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} |
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void CDrillSergeant::PainSound( void ) |
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{ |
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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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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
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break; |
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case 2: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
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break; |
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} |
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} |
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//========================================================= |
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// DeathSound |
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//========================================================= |
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void CDrillSergeant::DeathSound( void ) |
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{ |
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switch( RANDOM_LONG( 0, 2 ) ) |
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{ |
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case 0: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
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break; |
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case 2: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
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break; |
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} |
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} |
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void CDrillSergeant::TalkInit() |
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{ |
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CTalkMonster::TalkInit(); |
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m_szGrp[TLK_ANSWER] = "DR_ANSWER"; |
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m_szGrp[TLK_QUESTION] = "DR_QUESTION"; |
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m_szGrp[TLK_IDLE] = "DR_IDLE"; |
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m_szGrp[TLK_STARE] = "DR_STARE"; |
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m_szGrp[TLK_USE] = "DR_OK"; |
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m_szGrp[TLK_UNUSE] = "DR_WAIT"; |
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m_szGrp[TLK_STOP] = "DR_STOP"; |
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m_szGrp[TLK_NOSHOOT] = "DR_SCARED"; |
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m_szGrp[TLK_HELLO] = "DR_HELLO"; |
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m_szGrp[TLK_PLHURT1] = "!DR_CUREA"; |
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m_szGrp[TLK_PLHURT2] = "!DR_CUREB"; |
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m_szGrp[TLK_PLHURT3] = "!DR_CUREC"; |
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m_szGrp[TLK_PHELLO] = NULL;// UNDONE |
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m_szGrp[TLK_PIDLE] = NULL;// UNDONE |
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m_szGrp[TLK_PQUESTION] = "DR_PQUEST"; |
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m_szGrp[TLK_SMELL] = "DR_SMELL"; |
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m_szGrp[TLK_WOUND] = "DR_WOUND"; |
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m_szGrp[TLK_MORTAL] = "DR_MORTAL"; |
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} |
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extern Schedule_t slBaFaceTarget[]; |
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extern Schedule_t slBaFollow[]; |
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extern Schedule_t slIdleBaStand[]; |
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Schedule_t *CDrillSergeant::GetScheduleOfType( int Type ) |
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{ |
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Schedule_t *psched; |
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switch( Type ) |
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{ |
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// Hook these to make a looping schedule |
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case SCHED_TARGET_FACE: |
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// call base class default so that barney will talk |
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// when 'used' |
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psched = CTalkMonster::GetScheduleOfType( Type ); |
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if( psched == slIdleStand ) |
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return slBaFaceTarget; // override this for different target face behavior |
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else |
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return psched; |
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case SCHED_TARGET_CHASE: |
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return slBaFollow; |
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case SCHED_IDLE_STAND: |
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// call base class default so that scientist will talk |
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// when standing during idle |
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psched = CTalkMonster::GetScheduleOfType( Type ); |
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if( psched == slIdleStand ) |
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{ |
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// just look straight ahead. |
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return slIdleBaStand; |
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} |
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else |
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return psched; |
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} |
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return CTalkMonster::GetScheduleOfType( Type ); |
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} |
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Schedule_t *CDrillSergeant::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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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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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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