mirror of
https://github.com/shawns-valve/halflife.git
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841 lines
21 KiB
C++
841 lines
21 KiB
C++
/***
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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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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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// first flag is barney dying for scripted sequences?
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#define BARNEY_AE_DRAW ( 2 )
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#define BARNEY_AE_SHOOT ( 3 )
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#define BARNEY_AE_HOLSTER ( 4 )
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#define BARNEY_BODY_GUNHOLSTERED 0
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#define BARNEY_BODY_GUNDRAWN 1
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#define BARNEY_BODY_GUNGONE 2
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class CBarney : public CTalkMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed( void );
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int ISoundMask( void );
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void BarneyFirePistol( void );
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void AlertSound( void );
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int Classify ( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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void RunTask( Task_t *pTask );
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void StartTask( Task_t *pTask );
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virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; }
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
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BOOL CheckRangeAttack1 ( float flDot, float flDist );
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void DeclineFollowing( void );
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// Override these to set behavior
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Schedule_t *GetScheduleOfType ( int Type );
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Schedule_t *GetSchedule ( void );
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MONSTERSTATE GetIdealState ( void );
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void DeathSound( void );
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void PainSound( void );
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void TalkInit( void );
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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void Killed( entvars_t *pevAttacker, int iGib );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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BOOL m_fGunDrawn;
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float m_painTime;
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float m_checkAttackTime;
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BOOL m_lastAttackCheck;
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// UNDONE: What is this for? It isn't used?
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float m_flPlayerDamage;// how much pain has the player inflicted on me?
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CUSTOM_SCHEDULES;
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};
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LINK_ENTITY_TO_CLASS( monster_barney, CBarney );
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TYPEDESCRIPTION CBarney::m_SaveData[] =
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{
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DEFINE_FIELD( CBarney, m_fGunDrawn, FIELD_BOOLEAN ),
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DEFINE_FIELD( CBarney, m_painTime, FIELD_TIME ),
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DEFINE_FIELD( CBarney, m_checkAttackTime, FIELD_TIME ),
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DEFINE_FIELD( CBarney, m_lastAttackCheck, FIELD_BOOLEAN ),
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DEFINE_FIELD( CBarney, m_flPlayerDamage, FIELD_FLOAT ),
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};
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IMPLEMENT_SAVERESTORE( CBarney, CTalkMonster );
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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Task_t tlBaFollow[] =
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{
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{ TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 128 of target ent (client)
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{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },
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};
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Schedule_t slBaFollow[] =
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{
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{
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tlBaFollow,
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ARRAYSIZE ( tlBaFollow ),
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bits_COND_NEW_ENEMY |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_HEAR_SOUND |
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bits_COND_PROVOKED,
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bits_SOUND_DANGER,
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"Follow"
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},
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};
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//=========================================================
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// BarneyDraw- much better looking draw schedule for when
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// barney knows who he's gonna attack.
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//=========================================================
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Task_t tlBarneyEnemyDraw[] =
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{
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{ TASK_STOP_MOVING, 0 },
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{ TASK_FACE_ENEMY, 0 },
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{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float) ACT_ARM },
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};
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Schedule_t slBarneyEnemyDraw[] =
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{
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{
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tlBarneyEnemyDraw,
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ARRAYSIZE ( tlBarneyEnemyDraw ),
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0,
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0,
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"Barney Enemy Draw"
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}
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};
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Task_t tlBaFaceTarget[] =
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{
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
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{ TASK_FACE_TARGET, (float)0 },
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
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{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE },
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};
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Schedule_t slBaFaceTarget[] =
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{
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{
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tlBaFaceTarget,
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ARRAYSIZE ( tlBaFaceTarget ),
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bits_COND_CLIENT_PUSH |
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bits_COND_NEW_ENEMY |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_HEAR_SOUND |
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bits_COND_PROVOKED,
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bits_SOUND_DANGER,
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"FaceTarget"
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},
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};
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Task_t tlIdleBaStand[] =
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{
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{ TASK_STOP_MOVING, 0 },
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
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{ TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds.
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{ TASK_TLK_HEADRESET, (float)0 }, // reset head position
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};
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Schedule_t slIdleBaStand[] =
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{
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{
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tlIdleBaStand,
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ARRAYSIZE ( tlIdleBaStand ),
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bits_COND_NEW_ENEMY |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_HEAR_SOUND |
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bits_COND_SMELL |
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bits_COND_PROVOKED,
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bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code.
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//bits_SOUND_PLAYER |
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//bits_SOUND_WORLD |
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bits_SOUND_DANGER |
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bits_SOUND_MEAT |// scents
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bits_SOUND_CARCASS |
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bits_SOUND_GARBAGE,
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"IdleStand"
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},
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};
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DEFINE_CUSTOM_SCHEDULES( CBarney )
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{
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slBaFollow,
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slBarneyEnemyDraw,
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slBaFaceTarget,
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slIdleBaStand,
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};
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IMPLEMENT_CUSTOM_SCHEDULES( CBarney, CTalkMonster );
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void CBarney :: StartTask( Task_t *pTask )
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{
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CTalkMonster::StartTask( pTask );
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}
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void CBarney :: RunTask( Task_t *pTask )
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{
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switch ( pTask->iTask )
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{
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case TASK_RANGE_ATTACK1:
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if (m_hEnemy != NULL && (m_hEnemy->IsPlayer()))
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{
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pev->framerate = 1.5;
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}
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CTalkMonster::RunTask( pTask );
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break;
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default:
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CTalkMonster::RunTask( pTask );
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break;
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}
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}
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//=========================================================
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// ISoundMask - returns a bit mask indicating which types
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// of sounds this monster regards.
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//=========================================================
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int CBarney :: ISoundMask ( void)
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{
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return bits_SOUND_WORLD |
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bits_SOUND_COMBAT |
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bits_SOUND_CARCASS |
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bits_SOUND_MEAT |
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bits_SOUND_GARBAGE |
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bits_SOUND_DANGER |
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bits_SOUND_PLAYER;
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}
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CBarney :: Classify ( void )
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{
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return CLASS_PLAYER_ALLY;
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}
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//=========================================================
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// ALertSound - barney says "Freeze!"
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//=========================================================
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void CBarney :: AlertSound( void )
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{
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if ( m_hEnemy != NULL )
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{
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if ( FOkToSpeak() )
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{
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PlaySentence( "BA_ATTACK", RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE );
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}
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}
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CBarney :: SetYawSpeed ( void )
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{
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int ys;
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ys = 0;
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switch ( m_Activity )
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{
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case ACT_IDLE:
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ys = 70;
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break;
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case ACT_WALK:
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ys = 70;
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break;
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case ACT_RUN:
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ys = 90;
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break;
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default:
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ys = 70;
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break;
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}
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pev->yaw_speed = ys;
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}
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//=========================================================
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// CheckRangeAttack1
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//=========================================================
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BOOL CBarney :: CheckRangeAttack1 ( float flDot, float flDist )
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{
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if ( flDist <= 1024 && flDot >= 0.5 )
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{
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if ( gpGlobals->time > m_checkAttackTime )
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{
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TraceResult tr;
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Vector shootOrigin = pev->origin + Vector( 0, 0, 55 );
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CBaseEntity *pEnemy = m_hEnemy;
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Vector shootTarget = ( (pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin) + m_vecEnemyLKP );
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UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr );
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m_checkAttackTime = gpGlobals->time + 1;
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if ( tr.flFraction == 1.0 || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) )
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m_lastAttackCheck = TRUE;
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else
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m_lastAttackCheck = FALSE;
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m_checkAttackTime = gpGlobals->time + 1.5;
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}
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return m_lastAttackCheck;
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}
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return FALSE;
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}
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//=========================================================
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// BarneyFirePistol - shoots one round from the pistol at
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// the enemy barney is facing.
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//=========================================================
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void CBarney :: BarneyFirePistol ( void )
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{
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Vector vecShootOrigin;
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UTIL_MakeVectors(pev->angles);
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vecShootOrigin = pev->origin + Vector( 0, 0, 55 );
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Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
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Vector angDir = UTIL_VecToAngles( vecShootDir );
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SetBlending( 0, angDir.x );
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pev->effects = EF_MUZZLEFLASH;
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FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM );
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int pitchShift = RANDOM_LONG( 0, 20 );
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// Only shift about half the time
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if ( pitchShift > 10 )
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pitchShift = 0;
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else
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pitchShift -= 5;
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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "barney/ba_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift );
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CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
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// UNDONE: Reload?
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m_cAmmoLoaded--;// take away a bullet!
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//
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// Returns number of events handled, 0 if none.
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//=========================================================
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void CBarney :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case BARNEY_AE_SHOOT:
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BarneyFirePistol();
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break;
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case BARNEY_AE_DRAW:
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// barney's bodygroup switches here so he can pull gun from holster
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pev->body = BARNEY_BODY_GUNDRAWN;
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m_fGunDrawn = TRUE;
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break;
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case BARNEY_AE_HOLSTER:
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// change bodygroup to replace gun in holster
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pev->body = BARNEY_BODY_GUNHOLSTERED;
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m_fGunDrawn = FALSE;
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break;
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default:
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CTalkMonster::HandleAnimEvent( pEvent );
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}
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CBarney :: Spawn()
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{
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Precache( );
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SET_MODEL(ENT(pev), "models/barney.mdl");
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UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_RED;
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pev->health = gSkillData.barneyHealth;
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pev->view_ofs = Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
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m_MonsterState = MONSTERSTATE_NONE;
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pev->body = 0; // gun in holster
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m_fGunDrawn = FALSE;
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
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MonsterInit();
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SetUse( &CBarney::FollowerUse );
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CBarney :: Precache()
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{
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PRECACHE_MODEL("models/barney.mdl");
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PRECACHE_SOUND("barney/ba_attack1.wav" );
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PRECACHE_SOUND("barney/ba_attack2.wav" );
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PRECACHE_SOUND("barney/ba_pain1.wav");
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PRECACHE_SOUND("barney/ba_pain2.wav");
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PRECACHE_SOUND("barney/ba_pain3.wav");
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PRECACHE_SOUND("barney/ba_die1.wav");
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PRECACHE_SOUND("barney/ba_die2.wav");
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PRECACHE_SOUND("barney/ba_die3.wav");
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// every new barney must call this, otherwise
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// when a level is loaded, nobody will talk (time is reset to 0)
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TalkInit();
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CTalkMonster::Precache();
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}
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// Init talk data
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void CBarney :: TalkInit()
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{
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CTalkMonster::TalkInit();
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// scientists speach group names (group names are in sentences.txt)
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m_szGrp[TLK_ANSWER] = "BA_ANSWER";
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m_szGrp[TLK_QUESTION] = "BA_QUESTION";
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m_szGrp[TLK_IDLE] = "BA_IDLE";
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m_szGrp[TLK_STARE] = "BA_STARE";
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m_szGrp[TLK_USE] = "BA_OK";
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m_szGrp[TLK_UNUSE] = "BA_WAIT";
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m_szGrp[TLK_STOP] = "BA_STOP";
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m_szGrp[TLK_NOSHOOT] = "BA_SCARED";
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m_szGrp[TLK_HELLO] = "BA_HELLO";
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m_szGrp[TLK_PLHURT1] = "!BA_CUREA";
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m_szGrp[TLK_PLHURT2] = "!BA_CUREB";
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m_szGrp[TLK_PLHURT3] = "!BA_CUREC";
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m_szGrp[TLK_PHELLO] = NULL; //"BA_PHELLO"; // UNDONE
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m_szGrp[TLK_PIDLE] = NULL; //"BA_PIDLE"; // UNDONE
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m_szGrp[TLK_PQUESTION] = "BA_PQUEST"; // UNDONE
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m_szGrp[TLK_SMELL] = "BA_SMELL";
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m_szGrp[TLK_WOUND] = "BA_WOUND";
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m_szGrp[TLK_MORTAL] = "BA_MORTAL";
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// get voice for head - just one barney voice for now
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m_voicePitch = 100;
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}
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static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
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{
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Vector vecDir = (reference - pevTest->origin);
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vecDir.z = 0;
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vecDir = vecDir.Normalize();
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Vector forward, angle;
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angle = pevTest->v_angle;
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angle.x = 0;
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UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
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// 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 CBarney :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
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{
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// make sure friends talk about it if player hurts talkmonsters...
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int ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
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if ( !IsAlive() || pev->deadflag == DEAD_DYING )
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return ret;
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if ( m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT) )
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{
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m_flPlayerDamage += flDamage;
|
|
|
|
// This is a heurstic to determine if the player intended to harm me
|
|
// If I have an enemy, we can't establish intent (may just be crossfire)
|
|
if ( m_hEnemy == NULL )
|
|
{
|
|
// If the player was facing directly at me, or I'm already suspicious, get mad
|
|
if ( (m_afMemory & bits_MEMORY_SUSPICIOUS) || IsFacing( pevAttacker, pev->origin ) )
|
|
{
|
|
// 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(0.5, 0.75);
|
|
|
|
switch (RANDOM_LONG(0,2))
|
|
{
|
|
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_pain3.wav", 1, 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, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
}
|
|
}
|
|
|
|
|
|
void CBarney::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
|
{
|
|
switch( ptr->iHitgroup)
|
|
{
|
|
case HITGROUP_CHEST:
|
|
case HITGROUP_STOMACH:
|
|
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST))
|
|
{
|
|
flDamage = flDamage / 2;
|
|
}
|
|
break;
|
|
case 10:
|
|
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_CLUB))
|
|
{
|
|
flDamage -= 20;
|
|
if (flDamage <= 0)
|
|
{
|
|
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
|
|
flDamage = 0.01;
|
|
}
|
|
}
|
|
// always a head shot
|
|
ptr->iHitgroup = HITGROUP_HEAD;
|
|
break;
|
|
}
|
|
|
|
CTalkMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
|
}
|
|
|
|
|
|
void CBarney::Killed( entvars_t *pevAttacker, int iGib )
|
|
{
|
|
if ( pev->body < BARNEY_BODY_GUNGONE )
|
|
{// drop the gun!
|
|
Vector vecGunPos;
|
|
Vector vecGunAngles;
|
|
|
|
pev->body = BARNEY_BODY_GUNGONE;
|
|
|
|
GetAttachment( 0, vecGunPos, vecGunAngles );
|
|
|
|
CBaseEntity *pGun = 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 != NULL )
|
|
{
|
|
// 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 == NULL && 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;
|
|
}
|
|
|
|
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 char *m_szPoses[3];
|
|
};
|
|
|
|
char *CDeadBarney::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" };
|
|
|
|
void CDeadBarney::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if (FStrEq(pkvd->szKeyName, "pose"))
|
|
{
|
|
m_iPose = atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBaseMonster::KeyValue( pkvd );
|
|
}
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_barney_dead, CDeadBarney );
|
|
|
|
//=========================================================
|
|
// ********** DeadBarney SPAWN **********
|
|
//=========================================================
|
|
void CDeadBarney :: Spawn( )
|
|
{
|
|
PRECACHE_MODEL("models/barney.mdl");
|
|
SET_MODEL(ENT(pev), "models/barney.mdl");
|
|
|
|
pev->effects = 0;
|
|
pev->yaw_speed = 8;
|
|
pev->sequence = 0;
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
|
|
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
|
|
if (pev->sequence == -1)
|
|
{
|
|
ALERT ( at_console, "Dead barney with bad pose\n" );
|
|
}
|
|
// Corpses have less health
|
|
pev->health = 8;//gSkillData.barneyHealth;
|
|
|
|
MonsterInitDead();
|
|
}
|
|
|
|
|