You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
903 lines
23 KiB
903 lines
23 KiB
/*** |
|
* |
|
* 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" |
|
|
|
// |
|
// Barney skins |
|
// |
|
enum |
|
{ |
|
SKIN_NORMAL_COP = 0, |
|
SKIN_ZOMBIE_COP_YOUNG, |
|
SKIN_ZOMBIE_COP_OLD, |
|
SKIN_ASYLUM_GUARD, |
|
SKIN_ZOMBIE_ASYLUM_GUARD, |
|
}; |
|
|
|
//========================================================= |
|
// Monster's Anim Events Go Here |
|
//========================================================= |
|
// first flag is barney dying for scripted sequences? |
|
#define BARNEY_AE_DRAW ( 2 ) |
|
#define BARNEY_AE_SHOOT ( 3 ) |
|
#define BARNEY_AE_HOLSTER ( 4 ) |
|
|
|
#define BARNEY_BODY_GUNHOLSTERED 0 |
|
#define BARNEY_BODY_GUNDRAWN 1 |
|
#define BARNEY_BODY_GUNGONE 2 |
|
|
|
class CBarney : public CTalkMonster |
|
{ |
|
public: |
|
void Spawn(void); |
|
void Precache(void); |
|
void SetYawSpeed(void); |
|
int ISoundMask(void); |
|
void BarneyFirePistol(void); |
|
void AlertSound(void); |
|
int Classify(void); |
|
void HandleAnimEvent(MonsterEvent_t *pEvent); |
|
|
|
void RunTask(Task_t *pTask); |
|
void StartTask(Task_t *pTask); |
|
virtual int ObjectCaps(void) { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; } |
|
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); |
|
|
|
virtual int Save(CSave &save); |
|
virtual int Restore(CRestore &restore); |
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
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_barney, CBarney ) |
|
|
|
TYPEDESCRIPTION CBarney::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD( CBarney, m_fGunDrawn, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( CBarney, m_painTime, FIELD_TIME ), |
|
DEFINE_FIELD( CBarney, m_checkAttackTime, FIELD_TIME ), |
|
DEFINE_FIELD( CBarney, m_lastAttackCheck, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( CBarney, m_flPlayerDamage, FIELD_FLOAT ), |
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CBarney, CTalkMonster ) |
|
|
|
//========================================================= |
|
// AI Schedules Specific to this monster |
|
//========================================================= |
|
Task_t tlBaFollow[] = |
|
{ |
|
{ TASK_MOVE_TO_TARGET_RANGE, (float)128 }, // Move within 128 of target ent (client) |
|
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, |
|
}; |
|
|
|
Schedule_t slBaFollow[] = |
|
{ |
|
{ |
|
tlBaFollow, |
|
ARRAYSIZE( tlBaFollow ), |
|
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 tlBarneyEnemyDraw[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_FACE_ENEMY, 0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float) ACT_ARM }, |
|
}; |
|
|
|
Schedule_t slBarneyEnemyDraw[] = |
|
{ |
|
{ |
|
tlBarneyEnemyDraw, |
|
ARRAYSIZE( tlBarneyEnemyDraw ), |
|
0, |
|
0, |
|
"Barney Enemy Draw" |
|
} |
|
}; |
|
|
|
Task_t tlBaFaceTarget[] = |
|
{ |
|
{ 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 slBaFaceTarget[] = |
|
{ |
|
{ |
|
tlBaFaceTarget, |
|
ARRAYSIZE( tlBaFaceTarget ), |
|
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 tlIdleBaStand[] = |
|
{ |
|
{ 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 slIdleBaStand[] = |
|
{ |
|
{ |
|
tlIdleBaStand, |
|
ARRAYSIZE( tlIdleBaStand ), |
|
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( CBarney ) |
|
{ |
|
slBaFollow, |
|
slBarneyEnemyDraw, |
|
slBaFaceTarget, |
|
slIdleBaStand, |
|
}; |
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CBarney, CTalkMonster ) |
|
|
|
void CBarney::StartTask( Task_t *pTask ) |
|
{ |
|
CTalkMonster::StartTask( pTask ); |
|
} |
|
|
|
void CBarney::RunTask( Task_t *pTask ) |
|
{ |
|
switch( pTask->iTask ) |
|
{ |
|
case TASK_RANGE_ATTACK1: |
|
if( m_hEnemy != 0 && ( m_hEnemy->IsPlayer() ) ) |
|
{ |
|
pev->framerate = 1.5; |
|
} |
|
CTalkMonster::RunTask( pTask ); |
|
break; |
|
default: |
|
CTalkMonster::RunTask( pTask ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// ISoundMask - returns a bit mask indicating which types |
|
// of sounds this monster regards. |
|
//========================================================= |
|
int CBarney::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 CBarney::Classify( void ) |
|
{ |
|
if( FBitSet( pev->spawnflags, SF_MONSTER_ZOMBIECOP ) ) |
|
return CLASS_ALIEN_MONSTER; |
|
|
|
return CLASS_PLAYER_ALLY; |
|
} |
|
|
|
//========================================================= |
|
// ALertSound - barney says "Freeze!" |
|
//========================================================= |
|
void CBarney::AlertSound( void ) |
|
{ |
|
if( m_hEnemy != 0 ) |
|
{ |
|
if( FOkToSpeak() ) |
|
{ |
|
PlaySentence( "BA_ATTACK", RANDOM_FLOAT( 2.8f, 3.2f ), VOL_NORM, ATTN_IDLE ); |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// SetYawSpeed - allows each sequence to have a different |
|
// turn rate associated with it. |
|
//========================================================= |
|
void CBarney::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 CBarney::CheckRangeAttack1( float flDot, float flDist ) |
|
{ |
|
if( flDist <= 1024.0f && flDot >= 0.5f ) |
|
{ |
|
if( gpGlobals->time > m_checkAttackTime ) |
|
{ |
|
TraceResult tr; |
|
|
|
Vector shootOrigin = pev->origin + Vector( 0.0f, 0.0f, 55.0f ); |
|
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 + 1.0f; |
|
if( tr.flFraction == 1.0f || ( tr.pHit != NULL && CBaseEntity::Instance( tr.pHit ) == pEnemy ) ) |
|
m_lastAttackCheck = TRUE; |
|
else |
|
m_lastAttackCheck = FALSE; |
|
m_checkAttackTime = gpGlobals->time + 1.5f; |
|
} |
|
return m_lastAttackCheck; |
|
} |
|
return FALSE; |
|
} |
|
|
|
//========================================================= |
|
// BarneyFirePistol - shoots one round from the pistol at |
|
// the enemy barney is facing. |
|
//========================================================= |
|
void CBarney::BarneyFirePistol( 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; |
|
|
|
Vector vecSpread; |
|
|
|
if( !FBitSet( pev->spawnflags, SF_MONSTER_ZOMBIECOP ) ) |
|
{ |
|
// Higher chance to hit target. |
|
vecSpread = VECTOR_CONE_2DEGREES; |
|
} |
|
else |
|
{ |
|
// Allow zombie barney have bad accuracy. |
|
vecSpread = VECTOR_CONE_10DEGREES; |
|
} |
|
|
|
// Fire bullet. |
|
FireBullets( 1, vecShootOrigin, vecShootDir, vecSpread, 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, "barney/ba_attack2.wav", 1.0f, ATTN_NORM, 0, 100 + pitchShift ); |
|
|
|
CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3f ); |
|
|
|
// 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 CBarney::HandleAnimEvent( MonsterEvent_t *pEvent ) |
|
{ |
|
switch( pEvent->event ) |
|
{ |
|
case BARNEY_AE_SHOOT: |
|
BarneyFirePistol(); |
|
break; |
|
case BARNEY_AE_DRAW: |
|
// barney's bodygroup switches here so he can pull gun from holster |
|
pev->body = BARNEY_BODY_GUNDRAWN; |
|
m_fGunDrawn = TRUE; |
|
break; |
|
case BARNEY_AE_HOLSTER: |
|
// change bodygroup to replace gun in holster |
|
pev->body = BARNEY_BODY_GUNHOLSTERED; |
|
m_fGunDrawn = FALSE; |
|
break; |
|
default: |
|
CTalkMonster::HandleAnimEvent( pEvent ); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Spawn |
|
//========================================================= |
|
void CBarney::Spawn() |
|
{ |
|
Precache(); |
|
|
|
if( !pev->model ) |
|
pev->model = MAKE_STRING( "models/barney.mdl" ); |
|
SET_MODEL( ENT( pev ), STRING( pev->model ) ); |
|
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); |
|
|
|
pev->solid = SOLID_SLIDEBOX; |
|
pev->movetype = MOVETYPE_STEP; |
|
m_bloodColor = BLOOD_COLOR_RED; |
|
if( !pev->health ) |
|
pev->health = gSkillData.barneyHealth; |
|
pev->view_ofs = Vector( 0.0f, 0.0f, 50.0f );// 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(); |
|
SetUse( &CTalkMonster::FollowerUse ); |
|
|
|
if( FBitSet( pev->spawnflags, SF_MONSTER_ZOMBIECOP ) ) |
|
{ |
|
// Prevent zombie cops from being 'used'. |
|
SetUse( NULL ); |
|
|
|
// Convert to zombie skin. |
|
switch( pev->skin ) |
|
{ |
|
// Regular zombie skin. |
|
case SKIN_NORMAL_COP: |
|
pev->skin = SKIN_ZOMBIE_COP_YOUNG + RANDOM_LONG( 0, 1 ); |
|
break; |
|
// Zombie asylum guard. |
|
case SKIN_ASYLUM_GUARD: |
|
pev->skin = SKIN_ZOMBIE_ASYLUM_GUARD; |
|
break; |
|
default: |
|
break; |
|
} |
|
} |
|
else |
|
{ |
|
// Convert to normal skin. |
|
switch( pev->skin ) |
|
{ |
|
// Young/old skin. |
|
case SKIN_ZOMBIE_COP_YOUNG: |
|
case SKIN_ZOMBIE_COP_OLD: |
|
pev->skin = SKIN_NORMAL_COP; |
|
break; |
|
// Asylum guard. |
|
case SKIN_ZOMBIE_ASYLUM_GUARD: |
|
pev->skin = SKIN_ASYLUM_GUARD; |
|
break; |
|
default: |
|
break; |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Precache - precaches all resources this monster needs |
|
//========================================================= |
|
void CBarney::Precache() |
|
{ |
|
PRECACHE_MODEL( pev->model ? STRING( pev->model ) : "models/barney.mdl" ); |
|
|
|
PRECACHE_SOUND( "barney/ba_attack1.wav" ); |
|
PRECACHE_SOUND( "barney/ba_attack2.wav" ); |
|
|
|
PRECACHE_SOUND( "barney/ba_pain1.wav" ); |
|
PRECACHE_SOUND( "barney/ba_pain2.wav" ); |
|
PRECACHE_SOUND( "barney/ba_pain3.wav" ); |
|
|
|
PRECACHE_SOUND( "barney/ba_die1.wav" ); |
|
PRECACHE_SOUND( "barney/ba_die2.wav" ); |
|
PRECACHE_SOUND( "barney/ba_die3.wav" ); |
|
|
|
// every new barney must call this, otherwise |
|
// when a level is loaded, nobody will talk (time is reset to 0) |
|
TalkInit(); |
|
CTalkMonster::Precache(); |
|
} |
|
|
|
// Init talk data |
|
void CBarney::TalkInit() |
|
{ |
|
CTalkMonster::TalkInit(); |
|
|
|
// scientists speach group names (group names are in sentences.txt) |
|
m_szGrp[TLK_ANSWER] = "BA_ANSWER"; |
|
m_szGrp[TLK_QUESTION] = "BA_QUESTION"; |
|
m_szGrp[TLK_IDLE] = "BA_IDLE"; |
|
m_szGrp[TLK_STARE] = "BA_STARE"; |
|
m_szGrp[TLK_USE] = "BA_OK"; |
|
m_szGrp[TLK_UNUSE] = "BA_WAIT"; |
|
m_szGrp[TLK_STOP] = "BA_STOP"; |
|
|
|
m_szGrp[TLK_NOSHOOT] = "BA_SCARED"; |
|
m_szGrp[TLK_HELLO] = "BA_HELLO"; |
|
|
|
m_szGrp[TLK_PLHURT1] = "!BA_CUREA"; |
|
m_szGrp[TLK_PLHURT2] = "!BA_CUREB"; |
|
m_szGrp[TLK_PLHURT3] = "!BA_CUREC"; |
|
|
|
m_szGrp[TLK_PHELLO] = NULL; //"BA_PHELLO"; // UNDONE |
|
m_szGrp[TLK_PIDLE] = NULL; //"BA_PIDLE"; // UNDONE |
|
m_szGrp[TLK_PQUESTION] = "BA_PQUEST"; // UNDONE |
|
|
|
m_szGrp[TLK_SMELL] = "BA_SMELL"; |
|
|
|
m_szGrp[TLK_WOUND] = "BA_WOUND"; |
|
m_szGrp[TLK_MORTAL] = "BA_MORTAL"; |
|
|
|
// get voice for head - just one barney voice for now |
|
m_voicePitch = 100; |
|
} |
|
|
|
static BOOL IsFacing( entvars_t *pevTest, const Vector &reference ) |
|
{ |
|
Vector vecDir = reference - pevTest->origin; |
|
vecDir.z = 0.0f; |
|
vecDir = vecDir.Normalize(); |
|
Vector forward, angle; |
|
angle = pevTest->v_angle; |
|
angle.x = 0.0f; |
|
UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL ); |
|
|
|
// He's facing me, he meant it |
|
if( DotProduct( forward, vecDir ) > 0.96f ) // +/- 15 degrees or so |
|
{ |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
|
|
int CBarney::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
|
{ |
|
// make sure friends talk about it if player hurts talkmonsters... |
|
int ret = CTalkMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
|
if( !IsAlive() || pev->deadflag == DEAD_DYING ) |
|
return ret; |
|
|
|
// Do not speak about players harming me if I am a zombie. |
|
if( FBitSet( pev->spawnflags, SF_MONSTER_ZOMBIECOP ) ) |
|
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 == 0 ) |
|
{ |
|
// 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 ) ) |
|
{ |
|
// Alright, now I'm pissed! |
|
PlaySentence( "BA_MAD", 4, VOL_NORM, ATTN_NORM ); |
|
|
|
Remember( bits_MEMORY_PROVOKED ); |
|
StopFollowing( TRUE ); |
|
} |
|
else |
|
{ |
|
// Hey, be careful with that |
|
PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM ); |
|
Remember( bits_MEMORY_SUSPICIOUS ); |
|
} |
|
} |
|
else if( !( m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO ) |
|
{ |
|
PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM ); |
|
} |
|
} |
|
|
|
return ret; |
|
} |
|
|
|
//========================================================= |
|
// PainSound |
|
//========================================================= |
|
void CBarney::PainSound( void ) |
|
{ |
|
if( gpGlobals->time < m_painTime ) |
|
return; |
|
|
|
m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5f, 0.75f ); |
|
|
|
switch( RANDOM_LONG( 0, 2 ) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain1.wav", 1.0f, ATTN_NORM, 0, GetVoicePitch() ); |
|
break; |
|
case 1: |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain2.wav", 1.0f, ATTN_NORM, 0, GetVoicePitch() ); |
|
break; |
|
case 2: |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain3.wav", 1.0f, ATTN_NORM, 0, GetVoicePitch() ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// DeathSound |
|
//========================================================= |
|
void CBarney::DeathSound( void ) |
|
{ |
|
switch( RANDOM_LONG( 0, 2 ) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die1.wav", 1.0f, ATTN_NORM, 0, GetVoicePitch() ); |
|
break; |
|
case 1: |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die2.wav", 1.0f, ATTN_NORM, 0, GetVoicePitch() ); |
|
break; |
|
case 2: |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
|
break; |
|
} |
|
} |
|
|
|
void CBarney::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) |
|
{ |
|
switch( ptr->iHitgroup ) |
|
{ |
|
case HITGROUP_CHEST: |
|
case HITGROUP_STOMACH: |
|
if( ( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_BLAST ) ) ) |
|
{ |
|
flDamage = flDamage * 0.5f; |
|
} |
|
break; |
|
case 10: |
|
if( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_CLUB ) ) |
|
{ |
|
flDamage -= 20.0f; |
|
if( flDamage <= 0.0f ) |
|
{ |
|
UTIL_Ricochet( ptr->vecEndPos, 1.0f ); |
|
flDamage = 0.01f; |
|
} |
|
} |
|
|
|
// always a head shot |
|
ptr->iHitgroup = HITGROUP_HEAD; |
|
break; |
|
} |
|
|
|
CTalkMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); |
|
} |
|
|
|
void CBarney::Killed( entvars_t *pevAttacker, int iGib ) |
|
{ |
|
if( pev->body < BARNEY_BODY_GUNGONE ) |
|
{ |
|
// drop the gun! |
|
Vector vecGunPos; |
|
Vector vecGunAngles; |
|
|
|
pev->body = BARNEY_BODY_GUNGONE; |
|
|
|
GetAttachment( 0, vecGunPos, vecGunAngles ); |
|
|
|
DropItem( "weapon_9mmhandgun", vecGunPos, vecGunAngles ); |
|
} |
|
|
|
SetUse( NULL ); |
|
CTalkMonster::Killed( pevAttacker, iGib ); |
|
} |
|
|
|
//========================================================= |
|
// AI Schedules Specific to this monster |
|
//========================================================= |
|
Schedule_t *CBarney::GetScheduleOfType( int Type ) |
|
{ |
|
Schedule_t *psched; |
|
|
|
switch( Type ) |
|
{ |
|
case SCHED_ARM_WEAPON: |
|
if( m_hEnemy != 0 ) |
|
{ |
|
// face enemy, then draw. |
|
return slBarneyEnemyDraw; |
|
} |
|
break; |
|
// Hook these to make a looping schedule |
|
case SCHED_TARGET_FACE: |
|
// call base class default so that barney will talk |
|
// when 'used' |
|
psched = CTalkMonster::GetScheduleOfType( Type ); |
|
|
|
if( psched == slIdleStand ) |
|
return slBaFaceTarget; // override this for different target face behavior |
|
else |
|
return psched; |
|
case SCHED_TARGET_CHASE: |
|
return slBaFollow; |
|
case SCHED_IDLE_STAND: |
|
// call base class default so that scientist will talk |
|
// when standing during idle |
|
psched = CTalkMonster::GetScheduleOfType( Type ); |
|
|
|
if( psched == slIdleStand ) |
|
{ |
|
// just look straight ahead. |
|
return slIdleBaStand; |
|
} |
|
else |
|
return psched; |
|
} |
|
|
|
return CTalkMonster::GetScheduleOfType( Type ); |
|
} |
|
|
|
//========================================================= |
|
// GetSchedule - Decides which type of schedule best suits |
|
// the monster's current state and conditions. Then calls |
|
// monster's member function to get a pointer to a schedule |
|
// of the proper type. |
|
//========================================================= |
|
Schedule_t *CBarney::GetSchedule( void ) |
|
{ |
|
if( HasConditions( bits_COND_HEAR_SOUND ) ) |
|
{ |
|
CSound *pSound; |
|
pSound = PBestSound(); |
|
|
|
ASSERT( pSound != NULL ); |
|
if( pSound && (pSound->m_iType & bits_SOUND_DANGER) ) |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); |
|
} |
|
if( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() ) |
|
{ |
|
PlaySentence( "BA_KILL", 4, VOL_NORM, ATTN_NORM ); |
|
} |
|
|
|
switch( m_MonsterState ) |
|
{ |
|
case MONSTERSTATE_COMBAT: |
|
{ |
|
// dead enemy |
|
if( HasConditions( bits_COND_ENEMY_DEAD ) ) |
|
{ |
|
// call base class, all code to handle dead enemies is centralized there. |
|
return CBaseMonster::GetSchedule(); |
|
} |
|
|
|
// always act surprized with a new enemy |
|
if( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE ) ) |
|
return GetScheduleOfType( SCHED_SMALL_FLINCH ); |
|
|
|
// wait for one schedule to draw gun |
|
if( !m_fGunDrawn ) |
|
return GetScheduleOfType( SCHED_ARM_WEAPON ); |
|
|
|
if( HasConditions( bits_COND_HEAVY_DAMAGE ) ) |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
break; |
|
case MONSTERSTATE_ALERT: |
|
case MONSTERSTATE_IDLE: |
|
if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) |
|
{ |
|
// flinch if hurt |
|
return GetScheduleOfType( SCHED_SMALL_FLINCH ); |
|
} |
|
|
|
if( m_hEnemy == 0 && IsFollowing() ) |
|
{ |
|
if( !m_hTargetEnt->IsAlive() ) |
|
{ |
|
// UNDONE: Comment about the recently dead player here? |
|
StopFollowing( FALSE ); |
|
break; |
|
} |
|
else |
|
{ |
|
if( HasConditions( bits_COND_CLIENT_PUSH ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW ); |
|
} |
|
return GetScheduleOfType( SCHED_TARGET_FACE ); |
|
} |
|
} |
|
|
|
if( HasConditions( bits_COND_CLIENT_PUSH ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_MOVE_AWAY ); |
|
} |
|
|
|
// try to say something about smells |
|
TrySmellTalk(); |
|
break; |
|
default: |
|
break; |
|
} |
|
|
|
return CTalkMonster::GetSchedule(); |
|
} |
|
|
|
MONSTERSTATE CBarney::GetIdealState( void ) |
|
{ |
|
return CTalkMonster::GetIdealState(); |
|
} |
|
|
|
void CBarney::DeclineFollowing( void ) |
|
{ |
|
PlaySentence( "BA_POK", 2, VOL_NORM, ATTN_NORM ); |
|
} |
|
|
|
//========================================================= |
|
// DEAD BARNEY PROP |
|
// |
|
// Designer selects a pose in worldcraft, 0 through num_poses-1 |
|
// this value is added to what is selected as the 'first dead pose' |
|
// among the monster's normal animations. All dead poses must |
|
// appear sequentially in the model file. Be sure and set |
|
// the m_iFirstPose properly! |
|
// |
|
//========================================================= |
|
class CDeadBarney : public CBaseMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
int Classify( void ) { return CLASS_PLAYER_ALLY; } |
|
|
|
void KeyValue( KeyValueData *pkvd ); |
|
|
|
int m_iPose;// which sequence to display -- temporary, don't need to save |
|
static const char *m_szPoses[3]; |
|
}; |
|
|
|
const char *CDeadBarney::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" }; |
|
|
|
void CDeadBarney::KeyValue( KeyValueData *pkvd ) |
|
{ |
|
if( FStrEq( pkvd->szKeyName, "pose" ) ) |
|
{ |
|
m_iPose = atoi( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseMonster::KeyValue( pkvd ); |
|
} |
|
|
|
LINK_ENTITY_TO_CLASS( monster_barney_dead, CDeadBarney ) |
|
|
|
//========================================================= |
|
// ********** DeadBarney SPAWN ********** |
|
//========================================================= |
|
void CDeadBarney::Spawn() |
|
{ |
|
if( !pev->model ) |
|
pev->model = MAKE_STRING( "models/barney.mdl" ); |
|
PRECACHE_MODEL( STRING( pev->model ) ); |
|
SET_MODEL( ENT( pev ), STRING( pev->model ) ); |
|
|
|
pev->effects = 0; |
|
pev->yaw_speed = 8; |
|
pev->sequence = 0; |
|
m_bloodColor = BLOOD_COLOR_RED; |
|
|
|
pev->sequence = LookupSequence( m_szPoses[m_iPose] ); |
|
if( pev->sequence == -1 ) |
|
{ |
|
ALERT( at_console, "Dead barney with bad pose\n" ); |
|
} |
|
// Corpses have less health |
|
pev->health = 8;//gSkillData.barneyHealth; |
|
|
|
MonsterInitDead(); |
|
}
|
|
|