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622 lines
14 KiB
622 lines
14 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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// friendly grunt - medic |
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//========================================================= |
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// UNDONE: Holster weapon? |
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#include "extdll.h" |
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#include "plane.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 "animation.h" |
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#include "weapons.h" |
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#include "talkmonster.h" |
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#include "soundent.h" |
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#include "effects.h" |
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#include "customentity.h" |
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#include "fgrunt.h" |
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extern int g_fGruntQuestion; |
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extern Schedule_t slIdleFgStand[]; |
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extern Schedule_t slFgFaceTarget[]; |
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//========================================================= |
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// monster-specific DEFINE's |
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//========================================================= |
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#define MGRUNT_CLIP_SIZE_EAGLE 7 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x! |
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#define MGRUNT_CLIP_SIZE_9MMHANDGUN 17 // Same as above |
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#define MGRUNT_VOL 0.35 // volume of grunt sounds |
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#define MGRUNT_ATTN ATTN_NORM // attenutation of grunt sentences |
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#define MGRUNT_LIMP_HEALTH 20 |
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#define MGRUNT_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot. |
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#define MGRUNT_NUM_HEADS 2 // how many grunt heads are there? |
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#define MGRUNT_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill |
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#define MGRUNT_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences |
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#define MGRUNT_MAX_HEALTH_RESTORE 10 // Maximum health restore. // 200 |
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#define MGRUNT_EAGLE (1 << 0) |
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#define MGRUNT_9MMHANDGUN (1 << 1) |
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#define MGRUNT_NEEDLE (1 << 2) |
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#define HEAD_GROUP 2 |
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#define GUN_GROUP 3 |
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#define HEAD_WHITE 0 |
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#define HEAD_BLACK 1 |
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#define GUN_EAGLE 0 |
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#define GUN_9MMHANDGUN 1 |
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#define GUN_NEEDLE 2 |
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#define GUN_NONE 3 |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define MGRUNT_AE_BURST1 ( 4 ) |
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#define MGRUNT_AE_BURST2 ( 5 ) |
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#define MGRUNT_AE_BURST3 ( 6 ) |
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#define MGRUNT_AE_GUN_HOLSTER ( 15 ) |
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#define MGRUNT_AE_NEEDLE_DRAW ( 16 ) |
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#define MGRUNT_AE_NEEDLE_STORE ( 17 ) |
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#define MGRUNT_AE_GUN_DRAW ( 18 ) |
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static const char* g_pszDeathSounds[] = |
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{ |
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"fgrunt/death1.wav", |
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"fgrunt/death2.wav", |
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"fgrunt/death3.wav", |
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"fgrunt/death4.wav", |
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"fgrunt/death5.wav", |
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"fgrunt/death6.wav", |
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}; |
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static const char* g_pszPainSounds[] = |
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{ |
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"fgrunt/pain1.wav", |
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"fgrunt/pain2.wav", |
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"fgrunt/pain3.wav", |
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"fgrunt/pain4.wav", |
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"fgrunt/pain5.wav", |
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"fgrunt/pain6.wav", |
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}; |
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#define MGRUNT_NUM_DEATH_SOUNDS ARRAYSIZE( g_pszDeathSounds ) |
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#define MGRUNT_NUM_PAIN_SOUNDS ARRAYSIZE( g_pszPainSounds ) |
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/* |
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MGrunt animations. |
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*/ |
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/* |
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pull_needle (23) ACT_SIGNAL3 |
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store_needle (24) ACT_TWITCH |
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give_shot (25) ACT_COWER |
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heal_crouch (46) ACT_INSPECT_WALL |
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*/ |
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class CMGrunt : public CFGrunt |
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{ |
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public: |
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void TalkInit(void); |
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void Spawn(void); |
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void Precache(void); |
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void HandleAnimEvent(MonsterEvent_t* pEvent); |
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void RunTask(Task_t *pTask); |
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void StartTask(Task_t *pTask); |
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int Save(CSave &save); |
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int Restore(CRestore &restore); |
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static TYPEDESCRIPTION m_SaveData[]; |
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BOOL IsMedic(void) const { return TRUE; } |
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CBaseEntity* DropGun(const Vector& vecSrc, const Vector& vecAngles, char* szClassname = NULL); |
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void FireEagle( void ); |
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void FirePistol( void ); |
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CUSTOM_SCHEDULES; |
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static const char *pMGruntSentences[]; |
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int m_nHealthRestore; |
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}; |
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LINK_ENTITY_TO_CLASS(monster_human_medic_ally, CMGrunt); |
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TYPEDESCRIPTION CMGrunt::m_SaveData[] = |
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{ |
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DEFINE_FIELD(CMGrunt, m_nHealthRestore, FIELD_INTEGER), |
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}; |
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IMPLEMENT_SAVERESTORE(CMGrunt, CTalkMonster); |
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//========================================================= |
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// monster-specific schedule types |
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//========================================================= |
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enum |
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{ |
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SCHED_MGRUNT_FIRST_SCHEDULE = LAST_COMMON_SCHEDULE + 1, |
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SCHED_MGRUNT_HEAL_ALLY, |
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SCHED_MGRUNT_HEAL_PLAYER, |
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}; |
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//========================================================= |
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// monster-specific tasks |
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//========================================================= |
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enum |
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{ |
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TASK_MGRUNT_NEEDLE_PULL = LAST_COMMON_TASK + 1, |
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TASK_MGRUNT_NEEDLE_STORE, |
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TASK_MGRUNT_GIVE_SHOT, |
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}; |
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//========================================================= |
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// Medic draws the needle |
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//========================================================= |
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Task_t tlMgNeedlePull[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_FACE_TARGET, (float)0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 }, |
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}; |
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Schedule_t slMgNeedlePull[] = |
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{ |
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{ |
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tlMgNeedlePull, // task array pointer. |
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ARRAYSIZE(tlMgNeedlePull), // task count |
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0, // COND interrupts (.i.e Light damage, heavy damage) |
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0, // soundmask (.i.e hear danger...) |
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"MGrunt Needle Pull" // name |
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} |
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}; |
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//========================================================= |
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// Medic stores the needle |
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//========================================================= |
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Task_t tlMgNeedleStore[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_FACE_TARGET, (float)0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_TWITCH }, |
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}; |
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Schedule_t slMgNeedleStore[] = |
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{ |
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{ |
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tlMgNeedleStore, |
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ARRAYSIZE(tlMgNeedleStore), |
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0, |
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0, |
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"MGrunt Needle Store" |
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} |
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}; |
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//========================================================= |
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// Medic gives a needle shot |
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//========================================================= |
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Task_t tlMgGiveShot[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_FACE_TARGET, (float)0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_COWER }, |
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}; |
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Schedule_t slMgGiveShot[] = |
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{ |
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{ |
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tlMgGiveShot, |
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ARRAYSIZE(tlMgGiveShot), |
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0, |
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0, |
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"MGrunt Give Shot" |
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} |
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}; |
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//========================================================= |
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// Medic heals a target (crouched) |
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//========================================================= |
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Task_t tlMgHealCrouch[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_FACE_TARGET, (float)0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_INSPECT_WALL }, |
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}; |
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Schedule_t slMgHealCrouch[] = |
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{ |
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{ |
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tlMgHealCrouch, |
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ARRAYSIZE(tlMgHealCrouch), |
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0, |
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0, |
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"MGrunt Heal Crouch" |
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} |
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}; |
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DEFINE_CUSTOM_SCHEDULES(CMGrunt) |
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{ |
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slMgNeedlePull, |
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slMgNeedleStore, |
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slMgGiveShot, |
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}; |
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IMPLEMENT_CUSTOM_SCHEDULES(CMGrunt, CFGrunt); |
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const char *CMGrunt::pMGruntSentences[] = |
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{ |
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"MG_HEAL", |
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"MG_NOTHEAL", |
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}; |
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typedef enum |
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{ |
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MGRUNT_SENT_NONE = -1, |
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MGRUNT_SENT_HEAL = 0, |
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MGRUNT_SENT_NOTHEAL, |
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} MGRUNT_SENTENCE_TYPES; |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CMGrunt::Spawn() |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/hgrunt_medic.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.medicAllyHealth; |
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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_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; |
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// Medic has no torso support. |
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torso = 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, MGRUNT_NUM_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 (pev->weapons == 0) |
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{ |
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// initialize to original values |
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pev->weapons = MGRUNT_9MMHANDGUN; |
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} |
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// Setup bodygroups. |
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if (FBitSet(pev->weapons, MGRUNT_EAGLE)) |
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{ |
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SetBodygroup(GUN_GROUP, GUN_EAGLE); |
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m_cClipSize = MGRUNT_CLIP_SIZE_EAGLE; |
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} |
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else if (FBitSet(pev->weapons, MGRUNT_9MMHANDGUN)) |
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{ |
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SetBodygroup(GUN_GROUP, GUN_9MMHANDGUN); |
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m_cClipSize = MGRUNT_CLIP_SIZE_9MMHANDGUN; |
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} |
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else |
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{ |
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ALERT(at_console, "ERROR: entity %s uses unsupported weapon flags %d\n", pev->classname, pev->weapons); |
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m_cClipSize = -1; |
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} |
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m_cAmmoLoaded = m_cClipSize; |
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m_nHealthRestore = MGRUNT_MAX_HEALTH_RESTORE; |
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#if 0 |
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const char* szSeqName = "pull_needle"; |
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int seq = LookupSequence(szSeqName); |
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int i; |
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for (i = 0; i < ACT_FLINCH_RIGHTLEG; i++) |
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{ |
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if (i == seq) |
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{ |
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ALERT(at_console, "%s has sequence: %s with activity value (%d).\n", pev->classname, szSeqName, i); |
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break; |
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} |
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} |
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szSeqName = "store_needle"; |
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seq = LookupSequence(szSeqName); |
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for (i = 0; i < ACT_FLINCH_RIGHTLEG; i++) |
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{ |
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if (i == seq) |
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{ |
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ALERT(at_console, "%s has sequence: %s with activity value (%d).\n", pev->classname, szSeqName, i); |
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break; |
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} |
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} |
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szSeqName = "give_shot"; |
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seq = LookupSequence(szSeqName); |
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for (i = 0; i < ACT_FLINCH_RIGHTLEG; i++) |
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{ |
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if (i == seq) |
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{ |
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ALERT(at_console, "%s has sequence: %s with activity value (%d).\n", pev->classname, szSeqName, i); |
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break; |
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} |
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} |
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szSeqName = "heal_crouch"; |
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seq = LookupSequence(szSeqName); |
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for (i = 0; i < ACT_FLINCH_RIGHTLEG; i++) |
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{ |
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if (i == seq) |
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{ |
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ALERT(at_console, "%s has sequence: %s with activity value (%d).\n", pev->classname, szSeqName, i); |
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break; |
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} |
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} |
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#endif |
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MonsterInit(); |
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SetUse(&CMGrunt::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 CMGrunt::Precache() |
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{ |
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PRECACHE_MODEL("models/hgrunt_medic.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/desert_eagle_fire.wav"); |
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PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event |
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PRECACHE_SOUND("barney/medic_give_shot.wav"); |
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PRECACHE_SOUND_ARRAY( g_pszDeathSounds ); |
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PRECACHE_SOUND_ARRAY( g_pszPainSounds ); |
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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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//========================================================= |
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// Purpose: |
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//========================================================= |
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void CMGrunt::TalkInit( void ) |
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{ |
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CFGrunt::TalkInit(); |
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} |
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//========================================================= |
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// Purpose: |
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//========================================================= |
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void CMGrunt::HandleAnimEvent(MonsterEvent_t* pEvent) |
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{ |
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switch (pEvent->event) |
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{ |
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case MGRUNT_AE_BURST1: |
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{ |
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if (FBitSet(pev->weapons, MGRUNT_EAGLE)) |
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{ |
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FireEagle(); |
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} |
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else |
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{ |
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FirePistol(); |
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} |
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} |
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break; |
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case MGRUNT_AE_BURST2: |
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break; |
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case MGRUNT_AE_BURST3: |
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break; |
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case MGRUNT_AE_GUN_DRAW: |
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{ |
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if (FBitSet(pev->weapons, MGRUNT_EAGLE)) |
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{ |
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SetBodygroup(GUN_GROUP, GUN_EAGLE); |
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} |
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else if (FBitSet(pev->weapons, MGRUNT_9MMHANDGUN)) |
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{ |
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SetBodygroup(GUN_GROUP, MGRUNT_9MMHANDGUN); |
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} |
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} |
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break; |
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case MGRUNT_AE_GUN_HOLSTER: |
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case MGRUNT_AE_NEEDLE_STORE: |
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{ |
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SetBodygroup( GUN_GROUP, GUN_NONE ); |
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} |
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break; |
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case MGRUNT_AE_NEEDLE_DRAW: |
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{ |
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SetBodygroup( GUN_GROUP, GUN_NEEDLE ); |
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} |
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break; |
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default: |
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CFGrunt::HandleAnimEvent( pEvent ); |
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break; |
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} |
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} |
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//========================================================= |
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// DropGun |
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//========================================================= |
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CBaseEntity* CMGrunt::DropGun(const Vector& vecGunPos, const Vector& vecGunAngles, char* szClassname) |
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{ |
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CBaseEntity* pGun = NULL; |
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if (szClassname && *szClassname) |
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{ |
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pGun = DropItem(szClassname, vecGunPos, vecGunAngles); |
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if (pGun) |
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{ |
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return pGun; |
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} |
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else |
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{ |
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ALERT(at_console, "ERROR: Could not find classname %s. No such class.\n", szClassname); |
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} |
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} |
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if (FBitSet(pev->weapons, MGRUNT_EAGLE)) |
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{ |
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pGun = DropItem("weapon_eagle", vecGunPos, vecGunAngles); |
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} |
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else |
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{ |
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pGun = DropItem("weapon_9mmhandgun", vecGunPos, vecGunAngles); |
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} |
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return pGun; |
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} |
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//========================================================= |
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// Shoot |
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//========================================================= |
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void CMGrunt::FireEagle(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_1DEGREES, 1024, BULLET_PLAYER_357); |
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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/desert_eagle_fire.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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// Shoot |
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//========================================================= |
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void CMGrunt::FirePistol(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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void CMGrunt::StartTask(Task_t *pTask) |
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{ |
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switch (pTask->iTask) |
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{ |
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case 0: |
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default: |
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break; |
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} |
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} |
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void CMGrunt::RunTask(Task_t *pTask) |
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{ |
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switch (pTask->iTask) |
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{ |
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case 0: |
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default: |
|
break; |
|
} |
|
}
|
|
|