Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// monster template
//=========================================================
// UNDONE: Holster weapon?
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "talkmonster.h"
#include "schedule.h"
#include "defaultai.h"
#include "scripted.h"
#include "weapons.h"
#include "soundent.h"
#include "squadmonster.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// first flag is barney dying for scripted sequences?
#define BIGSMOKE_AE_DRAW ( 2 )
#define BIGSMOKE_AE_SHOOT ( 3 )
#define BIGSMOKE_AE_HOLSTER ( 4 )
#define BIGSMOKE_BODY_GUNHOLSTERED 0
#define BIGSMOKE_BODY_GUNDRAWN 1
#define BIGSMOKE_BODY_GUNGONE 2
class CBigSmoke : public CSquadMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int ISoundMask( void );
void BigSmokeFirePistol( void );
void AlertSound( void );
int Classify( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void RunTask( Task_t *pTask );
void StartTask( Task_t *pTask );
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
BOOL CheckRangeAttack1( float flDot, float flDist );
void DeclineFollowing( void );
// Override these to set behavior
Schedule_t *GetScheduleOfType( int Type );
Schedule_t *GetSchedule( void );
MONSTERSTATE GetIdealState( void );
void DeathSound( void );
void PainSound( void );
void TalkInit( void );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
void Killed( entvars_t *pevAttacker, int iGib );
static TYPEDESCRIPTION m_SaveData[];
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
BOOL m_fGunDrawn;
float m_painTime;
float m_checkAttackTime;
BOOL m_lastAttackCheck;
// UNDONE: What is this for? It isn't used?
float m_flPlayerDamage;// how much pain has the player inflicted on me?
CUSTOM_SCHEDULES
};
LINK_ENTITY_TO_CLASS( monster_big_smoke, CBigSmoke )
TYPEDESCRIPTION CBigSmoke::m_SaveData[] =
{
DEFINE_FIELD( CBigSmoke, m_fGunDrawn, FIELD_BOOLEAN ),
DEFINE_FIELD( CBigSmoke, m_painTime, FIELD_TIME ),
DEFINE_FIELD( CBigSmoke, m_checkAttackTime, FIELD_TIME ),
DEFINE_FIELD( CBigSmoke, m_lastAttackCheck, FIELD_BOOLEAN ),
DEFINE_FIELD( CBigSmoke, m_flPlayerDamage, FIELD_FLOAT ),
};
IMPLEMENT_SAVERESTORE( CBigSmoke, CSquadMonster )
//=========================================================
// AI Schedules Specific to this monster
//=====
Task_t tlBsFollow[] =
{
{ TASK_MOVE_TO_TARGET_RANGE, (float)128 }, // Move within 128 of target ent (client)
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },
};
Schedule_t slBsFollow[] =
{
{
tlBsFollow,
ARRAYSIZE( tlBsFollow ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED,
bits_SOUND_DANGER,
"Follow"
},
};
//=========================================================
// BarneyDraw - much better looking draw schedule for when
// barney knows who he's gonna attack.
//=========================================================
Task_t tlBigSmokeEnemyDraw[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, 0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float) ACT_ARM },
};
Schedule_t slBigSmokeEnemyDraw[] =
{
{
tlBigSmokeEnemyDraw,
ARRAYSIZE( tlBigSmokeEnemyDraw ),
0,
0,
"BigSmoke Enemy Draw"
}
};
Task_t tlBsFaceTarget[] =
{
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_FACE_TARGET, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE },
};
Schedule_t slBsFaceTarget[] =
{
{
tlBsFaceTarget,
ARRAYSIZE( tlBsFaceTarget ),
bits_COND_CLIENT_PUSH |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED,
bits_SOUND_DANGER,
"FaceTarget"
},
};
Task_t tlIdleBsStand[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds.
{ TASK_TLK_HEADRESET, (float)0 }, // reset head position
};
Schedule_t slIdleBsStand[] =
{
{
tlIdleBsStand,
ARRAYSIZE( tlIdleBsStand ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_SMELL |
bits_COND_PROVOKED,
bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code.
//bits_SOUND_PLAYER |
//bits_SOUND_WORLD |
bits_SOUND_DANGER |
bits_SOUND_MEAT |// scents
bits_SOUND_CARCASS |
bits_SOUND_GARBAGE,
"IdleStand"
},
};
DEFINE_CUSTOM_SCHEDULES( CBigSmoke )
{
slBsFollow,
slBigSmokeEnemyDraw,
slBsFaceTarget,
slIdleBsStand,
};
IMPLEMENT_CUSTOM_SCHEDULES( CBigSmoke, CSquadMonster )
void CBigSmoke::StartTask( Task_t *pTask )
{
CSquadMonster::StartTask( pTask );
}
void CBigSmoke::RunTask( Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_RANGE_ATTACK1:
if( m_hEnemy != NULL && ( m_hEnemy->IsPlayer() ) )
{
pev->framerate = 1.5;
}
CSquadMonster::RunTask( pTask );
break;
default:
CSquadMonster::RunTask( pTask );
break;
}
}
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards.
//=========================================================
int CBigSmoke::ISoundMask( void)
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_CARCASS |
bits_SOUND_MEAT |
bits_SOUND_GARBAGE |
bits_SOUND_DANGER |
bits_SOUND_PLAYER;
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CBigSmoke::Classify( void )
{
return CLASS_PLAYER_ALLY;
}
//=========================================================
// ALertSound - barney says "Freeze!"
//=========================================================
void CBigSmoke::AlertSound( void )
{
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CBigSmoke::SetYawSpeed( void )
{
int ys;
ys = 0;
switch ( m_Activity )
{
case ACT_IDLE:
ys = 70;
break;
case ACT_WALK:
ys = 70;
break;
case ACT_RUN:
ys = 90;
break;
default:
ys = 70;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// CheckRangeAttack1
//=========================================================
BOOL CBigSmoke::CheckRangeAttack1( float flDot, float flDist )
{
if( flDist <= 1024 && flDot >= 0.5 )
{
if( gpGlobals->time > m_checkAttackTime )
{
TraceResult tr;
Vector shootOrigin = pev->origin + Vector( 0, 0, 55 );
CBaseEntity *pEnemy = m_hEnemy;
Vector shootTarget = ( ( pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin ) + m_vecEnemyLKP );
UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT( pev ), &tr );
m_checkAttackTime = gpGlobals->time + 1;
if( tr.flFraction == 1.0 || ( tr.pHit != NULL && CBaseEntity::Instance( tr.pHit ) == pEnemy ) )
m_lastAttackCheck = TRUE;
else
m_lastAttackCheck = FALSE;
m_checkAttackTime = gpGlobals->time + 1.5;
}
return m_lastAttackCheck;
}
return FALSE;
}
//=========================================================
// BarneyFirePistol - shoots one round from the pistol at
// the enemy barney is facing.
//=========================================================
void CBigSmoke::BigSmokeFirePistol( void )
{
Vector vecShootOrigin;
UTIL_MakeVectors( pev->angles );
vecShootOrigin = pev->origin + Vector( 0, 0, 55 );
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
pev->effects = EF_MUZZLEFLASH;
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM );
int pitchShift = RANDOM_LONG( 0, 20 );
// Only shift about half the time
if( pitchShift > 10 )
pitchShift = 0;
else
pitchShift -= 5;
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "BigSmoke/fire1.wav", 1, ATTN_NORM, 0, 100 + pitchShift );
CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
// UNDONE: Reload?
m_cAmmoLoaded--;// take away a bullet!
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CBigSmoke::HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case BIGSMOKE_AE_SHOOT:
BigSmokeFirePistol();
break;
case BIGSMOKE_AE_DRAW:
// barney's bodygroup switches here so he can pull gun from holster
pev->body = BIGSMOKE_BODY_GUNDRAWN;
m_fGunDrawn = TRUE;
break;
case BIGSMOKE_AE_HOLSTER:
// change bodygroup to replace gun in holster
pev->body = BIGSMOKE_BODY_GUNHOLSTERED;
m_fGunDrawn = FALSE;
break;
default:
CSquadMonster::HandleAnimEvent( pEvent );
}
}
//=========================================================
// Spawn
//=========================================================
void CBigSmoke::Spawn()
{
Precache();
SET_MODEL( ENT( pev ), "models/bigsmoke.mdl" );
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->health = 350;
pev->view_ofs = Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
m_MonsterState = MONSTERSTATE_NONE;
pev->body = 0; // gun in holster
m_fGunDrawn = FALSE;
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CBigSmoke::Precache()
{
PRECACHE_MODEL( "models/bigsmoke.mdl" );
PRECACHE_SOUND( "bigsmoke/fire1.wav" );
CSquadMonster::Precache();
}
static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
{
Vector vecDir = reference - pevTest->origin;
vecDir.z = 0;
vecDir = vecDir.Normalize();
Vector forward, angle;
angle = pevTest->v_angle;
angle.x = 0;
UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
// He's facing me, he meant it
if( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
{
return TRUE;
}
return FALSE;
}
int CBigSmoke::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
// make sure friends talk about it if player hurts talkmonsters...
int ret = CSquadMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
if( !IsAlive() || pev->deadflag == DEAD_DYING )
return ret;
if( m_MonsterState != MONSTERSTATE_PRONE && ( pevAttacker->flags & FL_CLIENT ) )
{
m_flPlayerDamage += flDamage;
// This is a heurstic to determine if the player intended to harm me
// If I have an enemy, we can't establish intent (may just be crossfire)
if( m_hEnemy == NULL )
{
// If the player was facing directly at me, or I'm already suspicious, get mad
if( ( m_afMemory & bits_MEMORY_SUSPICIOUS ) || IsFacing( pevAttacker, pev->origin ) )
{
}
else
{
}
}
else if( !( m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO )
{
}
}
return ret;
}
//=========================================================
// PainSound
//=========================================================
void CBigSmoke::PainSound( void )
{
if( gpGlobals->time < m_painTime )
return;
m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 );
}
//=========================================================
// DeathSound
//=========================================================
void CBigSmoke::DeathSound( void )
{
}
void CBigSmoke::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;
}
CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
void CBigSmoke::Killed( entvars_t *pevAttacker, int iGib )
{
if( pev->body < BIGSMOKE_BODY_GUNGONE )
{
// drop the gun!
Vector vecGunPos;
Vector vecGunAngles;
pev->body = BIGSMOKE_BODY_GUNGONE;
GetAttachment( 0, vecGunPos, vecGunAngles );
CBaseEntity *pGun = DropItem( "weapon_9mmhandgun", vecGunPos, vecGunAngles );
}
SetUse( NULL );
CSquadMonster::Killed( pevAttacker, iGib );
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
Schedule_t *CBigSmoke::GetScheduleOfType( int Type )
{
Schedule_t *psched;
switch( Type )
{
case SCHED_ARM_WEAPON:
if( m_hEnemy != NULL )
{
// face enemy, then draw.
return slBigSmokeEnemyDraw;
}
break;
// Hook these to make a looping schedule
case SCHED_TARGET_FACE:
// call base class default so that barney will talk
// when 'used'
psched = CSquadMonster::GetScheduleOfType( Type );
if( psched == slIdleStand )
return slBsFaceTarget; // override this for different target face behavior
else
return psched;
case SCHED_TARGET_CHASE:
return slBsFollow;
case SCHED_IDLE_STAND:
// call base class default so that scientist will talk
// when standing during idle
psched = CSquadMonster::GetScheduleOfType( Type );
if( psched == slIdleStand )
{
// just look straight ahead.
return slIdleBsStand;
}
else
return psched;
}
return CSquadMonster::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 *CBigSmoke::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 );
}
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( HasConditions( bits_COND_CLIENT_PUSH ) )
{
return GetScheduleOfType( SCHED_MOVE_AWAY );
}
break;
default:
break;
}
return CSquadMonster::GetSchedule();
}
MONSTERSTATE CBigSmoke::GetIdealState( void )
{
return CSquadMonster::GetIdealState();
}
void CBigSmoke::DeclineFollowing( void )
{
PlaySentence( "BA_POK", 2, VOL_NORM, ATTN_NORM );
}