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826 lines
21 KiB
826 lines
21 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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|
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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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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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// first flag is barney dying for scripted sequences? |
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#define BARNEY_AE_DRAW ( 2 ) |
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#define BARNEY_AE_SHOOT ( 3 ) |
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#define BARNEY_AE_HOLSTER ( 4 ) |
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#define BARNEY_BODY_GUNHOLSTERED 0 |
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#define BARNEY_BODY_GUNDRAWN 1 |
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#define BARNEY_BODY_GUNGONE 2 |
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class CBarney : 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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void BarneyFirePistol( void ); |
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void AlertSound( void ); |
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int Classify( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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|
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void RunTask( Task_t *pTask ); |
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void StartTask( Task_t *pTask ); |
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virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; } |
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); |
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BOOL CheckRangeAttack1( float flDot, float flDist ); |
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|
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void DeclineFollowing( void ); |
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|
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// Override these to set behavior |
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Schedule_t *GetScheduleOfType( int Type ); |
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Schedule_t *GetSchedule( void ); |
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MONSTERSTATE GetIdealState( void ); |
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|
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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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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); |
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void Killed( entvars_t *pevAttacker, int iGib ); |
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|
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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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BOOL m_fGunDrawn; |
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float m_painTime; |
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float m_checkAttackTime; |
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BOOL m_lastAttackCheck; |
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|
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// UNDONE: What is this for? It isn't used? |
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float m_flPlayerDamage;// how much pain has the player inflicted on me? |
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CUSTOM_SCHEDULES |
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}; |
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LINK_ENTITY_TO_CLASS( monster_barney, CBarney ) |
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TYPEDESCRIPTION CBarney::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CBarney, m_fGunDrawn, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CBarney, m_painTime, FIELD_TIME ), |
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DEFINE_FIELD( CBarney, m_checkAttackTime, FIELD_TIME ), |
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DEFINE_FIELD( CBarney, m_lastAttackCheck, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CBarney, m_flPlayerDamage, FIELD_FLOAT ), |
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}; |
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IMPLEMENT_SAVERESTORE( CBarney, CTalkMonster ) |
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//========================================================= |
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// AI Schedules Specific to this monster |
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//========================================================= |
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Task_t tlBaFollow[] = |
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{ |
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{ TASK_MOVE_TO_TARGET_RANGE, (float)128 }, // Move within 128 of target ent (client) |
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{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, |
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}; |
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Schedule_t slBaFollow[] = |
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{ |
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{ |
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tlBaFollow, |
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ARRAYSIZE( tlBaFollow ), |
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bits_COND_NEW_ENEMY | |
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bits_COND_LIGHT_DAMAGE | |
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bits_COND_HEAVY_DAMAGE | |
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bits_COND_HEAR_SOUND | |
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bits_COND_PROVOKED, |
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bits_SOUND_DANGER, |
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"Follow" |
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}, |
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}; |
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//========================================================= |
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// BarneyDraw - much better looking draw schedule for when |
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// barney knows who he's gonna attack. |
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//========================================================= |
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Task_t tlBarneyEnemyDraw[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_FACE_ENEMY, 0 }, |
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{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float) ACT_ARM }, |
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}; |
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Schedule_t slBarneyEnemyDraw[] = |
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{ |
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{ |
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tlBarneyEnemyDraw, |
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ARRAYSIZE( tlBarneyEnemyDraw ), |
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0, |
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0, |
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"Barney Enemy Draw" |
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} |
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}; |
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Task_t tlBaFaceTarget[] = |
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{ |
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
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{ TASK_FACE_TARGET, (float)0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
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{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE }, |
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}; |
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Schedule_t slBaFaceTarget[] = |
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{ |
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{ |
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tlBaFaceTarget, |
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ARRAYSIZE( tlBaFaceTarget ), |
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bits_COND_CLIENT_PUSH | |
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bits_COND_NEW_ENEMY | |
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bits_COND_LIGHT_DAMAGE | |
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bits_COND_HEAVY_DAMAGE | |
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bits_COND_HEAR_SOUND | |
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bits_COND_PROVOKED, |
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bits_SOUND_DANGER, |
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"FaceTarget" |
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}, |
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}; |
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Task_t tlIdleBaStand[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
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{ TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds. |
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{ TASK_TLK_HEADRESET, (float)0 }, // reset head position |
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}; |
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Schedule_t slIdleBaStand[] = |
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{ |
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{ |
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tlIdleBaStand, |
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ARRAYSIZE( tlIdleBaStand ), |
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bits_COND_NEW_ENEMY | |
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bits_COND_LIGHT_DAMAGE | |
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bits_COND_HEAVY_DAMAGE | |
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bits_COND_HEAR_SOUND | |
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bits_COND_SMELL | |
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bits_COND_PROVOKED, |
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bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code. |
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//bits_SOUND_PLAYER | |
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//bits_SOUND_WORLD | |
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bits_SOUND_DANGER | |
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bits_SOUND_MEAT |// scents |
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bits_SOUND_CARCASS | |
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bits_SOUND_GARBAGE, |
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"IdleStand" |
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}, |
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}; |
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DEFINE_CUSTOM_SCHEDULES( CBarney ) |
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{ |
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slBaFollow, |
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slBarneyEnemyDraw, |
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slBaFaceTarget, |
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slIdleBaStand, |
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}; |
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IMPLEMENT_CUSTOM_SCHEDULES( CBarney, CTalkMonster ) |
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void CBarney::StartTask( Task_t *pTask ) |
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{ |
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CTalkMonster::StartTask( pTask ); |
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} |
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void CBarney::RunTask( Task_t *pTask ) |
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{ |
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switch( pTask->iTask ) |
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{ |
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case TASK_RANGE_ATTACK1: |
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if( m_hEnemy != 0 && ( m_hEnemy->IsPlayer() ) ) |
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{ |
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pev->framerate = 1.5; |
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} |
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CTalkMonster::RunTask( pTask ); |
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break; |
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default: |
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CTalkMonster::RunTask( pTask ); |
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break; |
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} |
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} |
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//========================================================= |
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// ISoundMask - returns a bit mask indicating which types |
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// of sounds this monster regards. |
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//========================================================= |
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int CBarney::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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//========================================================= |
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// Classify - indicates this monster's place in the |
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// relationship table. |
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//========================================================= |
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int CBarney::Classify( void ) |
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{ |
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return CLASS_PLAYER_ALLY; |
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} |
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//========================================================= |
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// ALertSound - barney says "Freeze!" |
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//========================================================= |
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void CBarney::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( "BA_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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// SetYawSpeed - allows each sequence to have a different |
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// turn rate associated with it. |
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//========================================================= |
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void CBarney::SetYawSpeed( void ) |
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{ |
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int ys; |
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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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//========================================================= |
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// CheckRangeAttack1 |
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//========================================================= |
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BOOL CBarney::CheckRangeAttack1( float flDot, float flDist ) |
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{ |
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if( flDist <= 1024 && flDot >= 0.5 ) |
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{ |
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if( gpGlobals->time > m_checkAttackTime ) |
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{ |
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TraceResult tr; |
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Vector shootOrigin = pev->origin + Vector( 0, 0, 55 ); |
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CBaseEntity *pEnemy = m_hEnemy; |
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Vector shootTarget = ( ( pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin ) + m_vecEnemyLKP ); |
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UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT( pev ), &tr ); |
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m_checkAttackTime = gpGlobals->time + 1; |
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if( tr.flFraction == 1.0 || ( tr.pHit != NULL && CBaseEntity::Instance( tr.pHit ) == pEnemy ) ) |
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m_lastAttackCheck = TRUE; |
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else |
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m_lastAttackCheck = FALSE; |
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m_checkAttackTime = gpGlobals->time + 1.5; |
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} |
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return m_lastAttackCheck; |
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} |
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return FALSE; |
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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 CBarney::BarneyFirePistol( 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, "barney/ba_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 CBarney::HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case BARNEY_AE_SHOOT: |
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BarneyFirePistol(); |
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break; |
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case BARNEY_AE_DRAW: |
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// barney's bodygroup switches here so he can pull gun from holster |
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pev->body = BARNEY_BODY_GUNDRAWN; |
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m_fGunDrawn = TRUE; |
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break; |
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case BARNEY_AE_HOLSTER: |
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// change bodygroup to replace gun in holster |
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pev->body = BARNEY_BODY_GUNHOLSTERED; |
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m_fGunDrawn = FALSE; |
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break; |
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default: |
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CTalkMonster::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 CBarney::Spawn() |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/barney.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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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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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 CBarney::Precache() |
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{ |
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PRECACHE_MODEL( "models/barney.mdl" ); |
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PRECACHE_SOUND( "barney/ba_attack1.wav" ); |
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PRECACHE_SOUND( "barney/ba_attack2.wav" ); |
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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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// 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 CBarney::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] = "BA_ANSWER"; |
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m_szGrp[TLK_QUESTION] = "BA_QUESTION"; |
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m_szGrp[TLK_IDLE] = "BA_IDLE"; |
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m_szGrp[TLK_STARE] = "BA_STARE"; |
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m_szGrp[TLK_USE] = "BA_OK"; |
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m_szGrp[TLK_UNUSE] = "BA_WAIT"; |
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m_szGrp[TLK_STOP] = "BA_STOP"; |
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|
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m_szGrp[TLK_NOSHOOT] = "BA_SCARED"; |
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m_szGrp[TLK_HELLO] = "BA_HELLO"; |
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m_szGrp[TLK_PLHURT1] = "!BA_CUREA"; |
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m_szGrp[TLK_PLHURT2] = "!BA_CUREB"; |
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m_szGrp[TLK_PLHURT3] = "!BA_CUREC"; |
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m_szGrp[TLK_PHELLO] = NULL; //"BA_PHELLO"; // UNDONE |
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m_szGrp[TLK_PIDLE] = NULL; //"BA_PIDLE"; // UNDONE |
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m_szGrp[TLK_PQUESTION] = "BA_PQUEST"; // UNDONE |
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m_szGrp[TLK_SMELL] = "BA_SMELL"; |
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|
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m_szGrp[TLK_WOUND] = "BA_WOUND"; |
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m_szGrp[TLK_MORTAL] = "BA_MORTAL"; |
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|
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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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|
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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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|
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int CBarney::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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|
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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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|
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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( "BA_MAD", 4, VOL_NORM, ATTN_NORM ); |
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|
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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( "BA_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( "BA_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 CBarney::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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} |
|
|
|
//========================================================= |
|
// DeathSound |
|
//========================================================= |
|
void CBarney::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 CBarney::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 CBarney::Killed( entvars_t *pevAttacker, int iGib ) |
|
{ |
|
if( pev->body < BARNEY_BODY_GUNGONE ) |
|
{ |
|
// drop the gun! |
|
Vector vecGunPos; |
|
Vector vecGunAngles; |
|
|
|
pev->body = BARNEY_BODY_GUNGONE; |
|
|
|
GetAttachment( 0, vecGunPos, vecGunAngles ); |
|
|
|
DropItem( "weapon_bradnailer", vecGunPos, vecGunAngles ); |
|
} |
|
|
|
SetUse( NULL ); |
|
CTalkMonster::Killed( pevAttacker, iGib ); |
|
} |
|
|
|
//========================================================= |
|
// AI Schedules Specific to this monster |
|
//========================================================= |
|
Schedule_t *CBarney::GetScheduleOfType( int Type ) |
|
{ |
|
Schedule_t *psched; |
|
|
|
switch( Type ) |
|
{ |
|
case SCHED_ARM_WEAPON: |
|
if( m_hEnemy != 0 ) |
|
{ |
|
// face enemy, then draw. |
|
return slBarneyEnemyDraw; |
|
} |
|
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 slBaFaceTarget; // override this for different target face behavior |
|
else |
|
return psched; |
|
case SCHED_TARGET_CHASE: |
|
return slBaFollow; |
|
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 slIdleBaStand; |
|
} |
|
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 *CBarney::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 == 0 && 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; |
|
default: |
|
break; |
|
} |
|
|
|
return CTalkMonster::GetSchedule(); |
|
} |
|
|
|
MONSTERSTATE CBarney::GetIdealState( void ) |
|
{ |
|
return CTalkMonster::GetIdealState(); |
|
} |
|
|
|
void CBarney::DeclineFollowing( void ) |
|
{ |
|
PlaySentence( "BA_POK", 2, VOL_NORM, ATTN_NORM ); |
|
} |
|
|
|
//========================================================= |
|
// DEAD BARNEY 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 CDeadBarney : 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 const char *m_szPoses[3]; |
|
}; |
|
|
|
const char *CDeadBarney::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" }; |
|
|
|
void CDeadBarney::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_barney_dead, CDeadBarney ) |
|
|
|
//========================================================= |
|
// ********** DeadBarney SPAWN ********** |
|
//========================================================= |
|
void CDeadBarney::Spawn() |
|
{ |
|
PRECACHE_MODEL( "models/barney.mdl" ); |
|
SET_MODEL( ENT( pev ), "models/barney.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(); |
|
}
|
|
|