396 lines
11 KiB
C++
396 lines
11 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, 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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// Generic Monster - purely for scripted sequence work.
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//=========================================================
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#include "extdll.h"
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#include "utils.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "schedule.h"
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#include "animation.h"
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#include "talkmonster.h"
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#include "basebeams.h"
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// For holograms, make them not solid so the player can walk through them
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//LRC- this seems to interfere with SF_MONSTER_CLIP
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#define SF_GENERICMONSTER_NOTSOLID 4
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#define SF_HEAD_CONTROLLER 8
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#define SF_GENERICMONSTER_INVULNERABLE 32
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#define SF_GENERICMONSTER_PLAYERMODEL 64
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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//G-Cont. This code - support for htorch model from Op4 ;)
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#define HTORCH_AE_SHOWGUN ( 17)
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#define HTORCH_AE_SHOWTORCH ( 18)
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#define HTORCH_AE_HIDETORCH ( 19)
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#define HTORCH_AE_ONGAS ( 20)
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#define HTORCH_AE_OFFGAS ( 21)
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#define GUN_DEAGLE 0
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#define GUN_TORCH 1
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#define GUN_NONE 2
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class CGenericMonster : 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 Classify ( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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int ISoundMask ( void );
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void KeyValue( KeyValueData *pkvd );
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void Torch ( void );
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void MakeGas( void );
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void UpdateGas( void );
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void KillGas( void );
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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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virtual int HasCustomGibs( void ) { return m_iszGibModel; }
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CBeam *m_pBeam;
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int m_iszGibModel;
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};
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LINK_ENTITY_TO_CLASS( monster_generic, CGenericMonster );
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TYPEDESCRIPTION CGenericMonster::m_SaveData[] =
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{
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DEFINE_FIELD( CGenericMonster, m_iszGibModel, FIELD_STRING ),
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};
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IMPLEMENT_SAVERESTORE( CGenericMonster, CBaseMonster );
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void CGenericMonster::KeyValue( KeyValueData *pkvd )
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{
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if (FStrEq(pkvd->szKeyName, "m_bloodColor"))
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{
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m_bloodColor = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iszGibModel"))
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{
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m_iszGibModel = ALLOC_STRING(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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CBaseMonster::KeyValue( pkvd );
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}
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//=========================================================
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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 CGenericMonster :: Classify ( void )
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{
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return m_iClass?m_iClass:CLASS_PLAYER_ALLY;
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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 CGenericMonster :: SetYawSpeed ( void )
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{
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int ys;
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switch ( m_Activity )
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{
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case ACT_IDLE:
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default:
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ys = 90;
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}
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pev->yaw_speed = ys;
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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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void CGenericMonster :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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Vector vecShootDir;
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Vector vecShootOrigin;
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switch( pEvent->event )
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{
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case HTORCH_AE_SHOWTORCH:
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pev->body = GUN_NONE;
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pev->body = GUN_TORCH;
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break;
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case HTORCH_AE_SHOWGUN:
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pev->body = GUN_NONE;
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pev->body = GUN_DEAGLE;
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break;
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case HTORCH_AE_HIDETORCH:
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pev->body = GUN_NONE;
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break;
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case HTORCH_AE_ONGAS:
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{
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int gas = 1;
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MakeGas();
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UpdateGas();
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};
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break;
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case HTORCH_AE_OFFGAS:
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{
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int gas = 0;
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KillGas();
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};
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break;
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default:
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CBaseMonster::HandleAnimEvent( pEvent );
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}
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}
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//=========================================================
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// ISoundMask - generic monster can't hear.
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//=========================================================
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int CGenericMonster :: ISoundMask ( void )
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{
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return NULL;
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CGenericMonster :: Spawn()
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{
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Precache();
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UTIL_SetModel( ENT(pev), STRING(pev->model) );
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if ( FStrEq( STRING(pev->model), "models/player.mdl" ) || FStrEq( STRING(pev->model), "models/holo.mdl" ))
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UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX);
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else UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
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//UTIL_AutoSetSize();
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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//pev->weaponmodel = MAKE_STRING("materials/weapons/pulserifle/wp_prifle.mdl");
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if (!m_bloodColor) m_bloodColor = BLOOD_COLOR_RED;
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if (!pev->health) pev->health = 8;
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m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_MonsterState = MONSTERSTATE_NONE;
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MonsterInit();
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m_afCapability = bits_CAP_TURN_HEAD;
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if ( pev->spawnflags & SF_GENERICMONSTER_NOTSOLID )
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{
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pev->solid = SOLID_NOT;
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pev->takedamage = DAMAGE_NO;
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}
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else if ( pev->spawnflags & SF_GENERICMONSTER_INVULNERABLE )
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{
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pev->takedamage = DAMAGE_NO;
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}
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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 CGenericMonster :: Precache()
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{
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//PRECACHE_MODEL("materials/weapons/pulserifle/wp_prifle.mdl");
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CTalkMonster::Precache();
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TalkInit();
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UTIL_PrecacheModel((char *)STRING(pev->model) );
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if (m_iszGibModel)
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PRECACHE_MODEL( (char*)STRING(m_iszGibModel) ); //LRC
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}
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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//=========================================================
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// monster-specific schedule types
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//=========================================================
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enum
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{
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TASK_TORCH_CHECK_FIRE = LAST_COMMON_SCHEDULE + 1,
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TASK_GAS,
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};
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// =========================================================
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// TORCH SUPPORT
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// =========================================================
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void CGenericMonster :: Torch ( void )
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{
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Vector vecGunPos;
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Vector vecGunAngles;
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Vector vecShootDir;
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GetAttachment( 4, vecGunPos, vecGunAngles );
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pev->effects |= EF_MUZZLEFLASH;
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Vector angDir = UTIL_VecToAngles( vecShootDir );
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SetBlending( 0, angDir.x );
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}
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void CGenericMonster::UpdateGas( void ) { }
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void CGenericMonster::MakeGas( void )
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{
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Vector posGun, angleGun;
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TraceResult tr;
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UTIL_MakeVectors( pev->angles );
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{
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KillGas();
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m_pBeam = CBeam::BeamCreate( "sprites/laserbeam.spr", 7 );
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if ( m_pBeam )
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{
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GetAttachment( 4, posGun, angleGun );
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GetAttachment( 3, posGun, angleGun );
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Vector vecEnd = (gpGlobals->v_forward * 5) + posGun;
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UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &tr );
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m_pBeam->EntsInit( edict(), edict() );
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m_pBeam->SetColor( 24, 121, 239 );
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m_pBeam->SetBrightness( 190 );
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m_pBeam->SetScrollRate( 20 );
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m_pBeam->SetStartAttachment( 4 );
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m_pBeam->SetEndAttachment( 3 );
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m_pBeam->DamageDecal( 28 );
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m_pBeam->DoSparks( tr.vecEndPos, posGun );
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m_pBeam->SetFlags( BEAM_FSHADEIN );
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m_pBeam->RelinkBeam();
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UTIL_Sparks( tr.vecEndPos );
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UTIL_DecalTrace(&tr, 28 + RANDOM_LONG(0,4));
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}
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}
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// m_flNextAttack = gpGlobals->time + RANDOM_FLOAT( 0.5, 4.0 );
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if ( int gas = 1 )
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{
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pev->nextthink = gpGlobals->time;
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}
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}
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void CGenericMonster :: KillGas( void )
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{
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if ( m_pBeam )
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{
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UTIL_Remove( m_pBeam );
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m_pBeam = NULL;
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}
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}
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//=========================================================
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// GENERIC DEAD MONSTER, PROP
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//=========================================================
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class CDeadGenericMonster : public CBaseMonster
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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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int Classify ( void ) { return CLASS_PLAYER_ALLY; }
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void KeyValue( KeyValueData *pkvd );
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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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virtual int HasCustomGibs( void ) { return m_iszGibModel; }
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int m_iszGibModel;
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};
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LINK_ENTITY_TO_CLASS( monster_generic_dead, CDeadGenericMonster );
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TYPEDESCRIPTION CDeadGenericMonster::m_SaveData[] =
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{
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DEFINE_FIELD( CDeadGenericMonster, m_iszGibModel, FIELD_STRING ),
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};
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IMPLEMENT_SAVERESTORE( CDeadGenericMonster, CBaseMonster );
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void CDeadGenericMonster::KeyValue( KeyValueData *pkvd )
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{
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if (FStrEq(pkvd->szKeyName, "m_bloodColor"))
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{
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m_bloodColor = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iszGibModel"))
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{
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m_iszGibModel = ALLOC_STRING(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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CBaseMonster::KeyValue( pkvd );
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}
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//=========================================================
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// ********** DeadGenericMonster SPAWN **********
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//=========================================================
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void CDeadGenericMonster :: Spawn( void )
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{
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Precache();
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SET_MODEL(ENT(pev), STRING(pev->model));
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pev->effects = 0;
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pev->yaw_speed = 8; //LRC -- what?
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pev->sequence = 0;
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if( pev->netname )
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{
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pev->sequence = LookupSequence( STRING( pev->netname ));
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if( pev->sequence == -1 )
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{
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ALERT ( at_console, "Invalid sequence name \"%s\" in monster_generic_dead\n", STRING(pev->netname) );
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}
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}
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else
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{
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pev->sequence = LookupActivity( pev->frags );
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// if (pev->sequence == -1)
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// {
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// ALERT ( at_error, "monster_generic_dead - specify a sequence name or choose a different death type: model \"%s\" has no available death sequences.\n", STRING(pev->model) );
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// }
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//...and if that doesn't work, forget it.
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}
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// Corpses have less health
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pev->health = 8;
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MonsterInitDead();
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ResetSequenceInfo( );
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pev->frame = 255; // pose at the _end_ of its death sequence.
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}
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void CDeadGenericMonster :: Precache()
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{
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PRECACHE_MODEL( (char*)STRING(pev->model) );
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if (m_iszGibModel)
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PRECACHE_MODEL( (char*)STRING(m_iszGibModel) ); //LRC
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}
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