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518 lines
13 KiB
518 lines
13 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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// 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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#define NUM_OTIS_HEADS 2 // heads available for otis model |
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#define GUN_GROUP 1 |
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#define HEAD_GROUP 2 |
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#define HEAD_HAIR 0 |
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#define HEAD_BALD 1 |
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#define GUN_NONE 0 |
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#define GUN_EAGLE 1 |
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#define GUN_DONUT 2 |
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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 Otis dying for scripted sequences? |
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#define OTIS_AE_DRAW ( 2 ) |
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#define OTIS_AE_SHOOT ( 3 ) |
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#define OTIS_AE_HOLSTER ( 4 ) |
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#define OTIS_BODY_GUNHOLSTERED 0 |
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#define OTIS_BODY_GUNDRAWN 1 |
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#define OTIS_BODY_DONUT 2 |
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class COtis : public CBarney |
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{ |
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public: |
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#if 1 |
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void KeyValue(KeyValueData *pkvd); |
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#endif |
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void Spawn(void); |
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void Precache(void); |
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void BarneyFirePistol(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 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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void PainSound( void ); |
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void DeathSound( void ); |
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int head; |
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int bodystate; |
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}; |
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LINK_ENTITY_TO_CLASS(monster_otis, COtis); |
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//========================================================= |
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// ALertSound - otis says "Freeze!" |
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//========================================================= |
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void COtis::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("OT_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 otis is facing. |
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//========================================================= |
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void COtis::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, "weapons/de_shot1.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 COtis::HandleAnimEvent(MonsterEvent_t *pEvent) |
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{ |
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switch (pEvent->event) |
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{ |
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case OTIS_AE_DRAW: |
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// otis' bodygroup switches here so he can pull gun from holster |
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// pev->body = OTIS_BODY_GUNDRAWN; |
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SetBodygroup( GUN_GROUP, GUN_EAGLE ); |
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m_fGunDrawn = TRUE; |
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break; |
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case OTIS_AE_HOLSTER: |
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// change bodygroup to replace gun in holster |
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// pev->body = OTIS_BODY_GUNHOLSTERED; |
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SetBodygroup( GUN_GROUP, GUN_NONE ); |
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m_fGunDrawn = FALSE; |
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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 COtis::Spawn() |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/otis.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.otisHealth; |
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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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// Make sure hands are white. |
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pev->skin = 0; |
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// Select a random head. |
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if (head == -1) |
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{ |
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SetBodygroup(HEAD_GROUP, RANDOM_LONG(0, NUM_OTIS_HEADS - 1)); |
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} |
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else |
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{ |
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SetBodygroup(HEAD_GROUP, head); |
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} |
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if (bodystate == -1) |
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{ |
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SetBodygroup(GUN_GROUP, RANDOM_LONG(OTIS_BODY_GUNHOLSTERED, OTIS_BODY_GUNDRAWN)); // don't random donut |
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} |
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else |
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{ |
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SetBodygroup(GUN_GROUP, bodystate); |
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} |
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MonsterInit(); |
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SetUse(&COtis::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 COtis::Precache() |
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{ |
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PRECACHE_MODEL("models/otis.mdl"); |
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PRECACHE_SOUND("weapons/de_shot1.wav"); |
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PRECACHE_SOUND("otis/ot_pain1.wav"); |
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PRECACHE_SOUND("otis/ot_pain2.wav"); |
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PRECACHE_SOUND("otis/ot_pain3.wav"); |
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PRECACHE_SOUND("otis/ot_die1.wav"); |
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PRECACHE_SOUND("otis/ot_die2.wav"); |
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// every new otis 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 COtis::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] = "OT_ANSWER"; |
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m_szGrp[TLK_QUESTION] = "OT_QUESTION"; |
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m_szGrp[TLK_IDLE] = "OT_IDLE"; |
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m_szGrp[TLK_STARE] = "OT_STARE"; |
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m_szGrp[TLK_USE] = "OT_OK"; |
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m_szGrp[TLK_UNUSE] = "OT_WAIT"; |
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m_szGrp[TLK_STOP] = "OT_STOP"; |
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m_szGrp[TLK_NOSHOOT] = "OT_SCARED"; |
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m_szGrp[TLK_HELLO] = "OT_HELLO"; |
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m_szGrp[TLK_PLHURT1] = "!OT_CUREA"; |
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m_szGrp[TLK_PLHURT2] = "!OT_CUREB"; |
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m_szGrp[TLK_PLHURT3] = "!OT_CUREC"; |
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m_szGrp[TLK_PHELLO] = NULL; |
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m_szGrp[TLK_PIDLE] = NULL; |
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m_szGrp[TLK_PQUESTION] = NULL; |
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m_szGrp[TLK_SMELL] = "OT_SMELL"; |
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m_szGrp[TLK_WOUND] = "OT_WOUND"; |
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m_szGrp[TLK_MORTAL] = "OT_MORTAL"; |
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// get voice for head - just one otis 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 COtis::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("OT_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("OT_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("OT_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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void COtis::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) |
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{ |
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switch (ptr->iHitgroup) |
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{ |
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case HITGROUP_CHEST: |
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case HITGROUP_STOMACH: |
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if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST)) |
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{ |
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flDamage = flDamage / 2; |
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} |
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break; |
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case 10: // Otis wears no helmet, so do not prevent taking headshot damage. |
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// always a head shot |
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ptr->iHitgroup = HITGROUP_HEAD; |
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break; |
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default: |
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break; |
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} |
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CTalkMonster::TraceAttack(pevAttacker, flDamage, vecDir, ptr, bitsDamageType); |
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} |
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//========================================================= |
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// PainSound |
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//========================================================= |
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void COtis::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, "otis/ot_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, "otis/ot_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, "otis/ot_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 COtis::DeathSound( void ) |
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{ |
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switch( RANDOM_LONG( 0, 1 ) ) |
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{ |
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case 0: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "otis/ot_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, "otis/ot_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
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break; |
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} |
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} |
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void COtis::Killed(entvars_t *pevAttacker, int iGib) |
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{ |
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if (GetBodygroup(GUN_GROUP) != OTIS_BODY_GUNHOLSTERED) |
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{// drop the gun! |
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Vector vecGunPos; |
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Vector vecGunAngles; |
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SetBodygroup(GUN_GROUP, OTIS_BODY_GUNHOLSTERED); |
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GetAttachment(0, vecGunPos, vecGunAngles); |
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CBaseEntity *pGun = DropItem("weapon_eagle", vecGunPos, vecGunAngles); |
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} |
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SetUse(NULL); |
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CTalkMonster::Killed(pevAttacker, iGib); |
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} |
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//========================================================= |
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// AI Schedules Specific to this monster |
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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 *COtis::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("OT_KILL", 4, VOL_NORM, ATTN_NORM); |
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} |
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return CBarney::GetSchedule(); |
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} |
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void COtis::DeclineFollowing(void) |
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{ |
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PlaySentence("OT_POK", 2, VOL_NORM, ATTN_NORM); |
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} |
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void COtis::KeyValue(KeyValueData *pkvd) |
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{ |
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if (FStrEq(pkvd->szKeyName, "head")) |
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{ |
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head = atoi(pkvd->szValue); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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CBarney::KeyValue(pkvd); |
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} |
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//========================================================= |
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// DEAD OTIS 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 CDeadOtis : 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[5]; |
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}; |
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const char *CDeadOtis::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach", "stuffed_in_vent", "dead_sitting" }; |
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void CDeadOtis::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_otis_dead, CDeadOtis); |
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//========================================================= |
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// ********** DeadOtis SPAWN ********** |
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//========================================================= |
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void CDeadOtis::Spawn() |
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{ |
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PRECACHE_MODEL("models/otis.mdl"); |
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SET_MODEL(ENT(pev), "models/otis.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 otis with bad pose\n"); |
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} |
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// Corpses have less health |
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pev->health = 8;//gSkillData.otisHealth; |
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MonsterInitDead(); |
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}
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