Add monster_helmet implementation. Fix monster_otis and monster_gonome.

This commit is contained in:
Night Owl 2017-11-12 02:48:14 +05:00
parent 3ebd7536db
commit f3966a31fe
8 changed files with 873 additions and 199 deletions

View File

@ -27,11 +27,12 @@
#include "decals.h"
#include "animation.h"
#include "studio.h"
#include "zombie.h"
#define GONOME_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve
#define GONOME_TOLERANCE_MELEE1_RANGE 85
#define GONOME_TOLERANCE_MELEE2_RANGE 65
#define GONOME_TOLERANCE_MELEE2_RANGE 48
#define GONOME_TOLERANCE_MELEE1_DOT 0.7
#define GONOME_TOLERANCE_MELEE2_DOT 0.7
@ -49,7 +50,8 @@ enum
#define GONOME_AE_SLASH_RIGHT ( 1 )
#define GONOME_AE_SLASH_LEFT ( 2 )
#define GONOME_AE_THROW ( 4 )
#define GONOME_AE_SPIT ( 3 )
#define GONOME_AE_THROW ( 4 )
#define GONOME_AE_BITE1 ( 19 )
#define GONOME_AE_BITE2 ( 20 )
@ -122,7 +124,8 @@ void CGonomeGuts::Touch( CBaseEntity *pOther )
{
// make a splat on the wall
UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr );
UTIL_DecalTrace( &tr, DECAL_BLOOD1 + RANDOM_LONG( 0, 5 ) );
UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
UTIL_BloodDrips( tr.vecEndPos, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 );
}
else
{
@ -136,20 +139,14 @@ void CGonomeGuts::Touch( CBaseEntity *pOther )
//=========================================================
// CGonome
//=========================================================
class CGonome : public CBaseMonster
class CGonome : public CZombie
{
public:
void Spawn(void);
void Precache(void);
int Classify(void);
void SetYawSpeed();
void HandleAnimEvent(MonsterEvent_t *pEvent);
void IdleSound(void);
void PainSound(void);
void DeathSound(void);
void AlertSound(void);
void StartTask(Task_t *pTask);
BOOL CheckMeleeAttack1(float flDot, float flDist);
@ -158,11 +155,14 @@ public:
void RunAI(void);
Schedule_t *GetSchedule();
Schedule_t *GetScheduleOfType( int Type );
int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
void SetActivity( Activity NewActivity );
void PainSound( void );
void DeathSound( void );
void IdleSound( void );
int Save(CSave &save);
int Restore(CRestore &restore);
@ -208,6 +208,29 @@ TYPEDESCRIPTION CGonome::m_SaveData[] =
IMPLEMENT_SAVERESTORE( CGonome, CBaseMonster )
void CGonome::PainSound( void )
{
int pitch = 95 + RANDOM_LONG( 0, 9 );
if( RANDOM_LONG( 0, 5 ) < 2 )
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
}
void CGonome::DeathSound( void )
{
int pitch = 95 + RANDOM_LONG( 0, 9 );
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[ RANDOM_LONG( 0, ARRAYSIZE( pDeathSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
}
void CGonome::IdleSound( void )
{
int pitch = 95 + RANDOM_LONG( 0, 9 );
// Play a random idle sound
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) -1 )], 1.0, ATTN_NORM, 0, pitch );
}
/*
* Hack to ignore activity weights when choosing melee attack animation
*/
@ -277,42 +300,26 @@ void CGonome::SetActivity( Activity NewActivity )
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CGonome::Classify(void)
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// TakeDamage - overridden for gonome so we can keep track
// of how much time has passed since it was last injured
//=========================================================
int CGonome::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
{
float flDist;
Vector vecApex;
// if the gonome is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy,
// it will swerve. (whew).
if (m_hEnemy != NULL && IsMoving() && pevAttacker == m_hEnemy->pev)
// Take 15% damage from bullets
if( bitsDamageType == DMG_BULLET )
{
flDist = (pev->origin - m_hEnemy->pev->origin).Length2D();
if (flDist > GONOME_SPRINT_DIST)
{
flDist = (pev->origin - m_Route[m_iRouteIndex].vecLocation).Length2D();// reusing flDist.
if (FTriangulate(pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5, m_hEnemy, &vecApex))
{
InsertWaypoint(vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY);
}
}
Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
vecDir = vecDir.Normalize();
float flForce = DamageForce( flDamage );
pev->velocity = pev->velocity + vecDir * flForce;
flDamage *= 0.15;
}
return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
// HACK HACK -- until we fix this.
if( IsAlive() )
PainSound();
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
@ -346,7 +353,7 @@ BOOL CGonome::CheckRangeAttack1(float flDot, float flDist)
else
{
// not moving, so spit again pretty soon.
m_flNextSpitTime = gpGlobals->time + 3;
m_flNextSpitTime = gpGlobals->time + 0.5;
}
return TRUE;
@ -381,65 +388,6 @@ BOOL CGonome::CheckMeleeAttack2(float flDot, float flDist)
return FALSE;
}
//=========================================================
// IdleSound
//=========================================================
#define GONOME_ATTN_IDLE (float)1.5
void CGonome::IdleSound(void)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, GONOME_ATTN_IDLE);
}
//=========================================================
// PainSound
//=========================================================
void CGonome::PainSound(void)
{
const int iPitch = RANDOM_LONG(85, 120);
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM, 0, iPitch);
}
//=========================================================
// AlertSound
//=========================================================
void CGonome::AlertSound(void)
{
int iPitch = RANDOM_LONG(140, 160);
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, ATTN_NORM, 0, iPitch);
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CGonome::SetYawSpeed( void )
{
int ys;
ys = 0;
switch ( m_Activity )
{
case ACT_WALK:
ys = 90;
break;
case ACT_RUN:
ys = 90;
break;
case ACT_IDLE:
ys = 90;
break;
case ACT_RANGE_ATTACK1:
ys = 90;
break;
default:
ys = 90;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
@ -452,6 +400,7 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
// This may play sound twice
//EMIT_SOUND(ENT(pev), CHAN_VOICE, pEvent->options, 1, ATTN_NORM);
break;
case GONOME_AE_SPIT:
case GONOME_AE_THROW:
{
Vector vecSpitOffset;
@ -462,13 +411,16 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
GetAttachment(0, vecArmPos, vecArmAng);
vecSpitOffset = vecArmPos;
vecSpitDir = ((m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs) - vecSpitOffset).Normalize();
UTIL_BloodDrips( vecSpitOffset, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 );
if( pEvent->event == GONOME_AE_THROW )
{
vecSpitDir = ((m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs) - vecSpitOffset).Normalize();
vecSpitDir.x += RANDOM_FLOAT(-0.05, 0.05);
vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05);
vecSpitDir.z += RANDOM_FLOAT(-0.05, 0);
CGonomeGuts::Shoot(pev, vecSpitOffset, vecSpitDir * 1200); // Default: 900
vecSpitDir.x += RANDOM_FLOAT(-0.05, 0.05);
vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05);
vecSpitDir.z += RANDOM_FLOAT(-0.05, 0);
CGonomeGuts::Shoot(pev, vecSpitOffset, vecSpitDir * 1200); // Default: 900
}
}
break;
@ -477,10 +429,9 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.bullsquidDmgWhip, DMG_SLASH);
if (pHurt)
{
pHurt->pev->punchangle.z = 20;
pHurt->pev->punchangle.x = 20;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 200;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
pHurt->pev->punchangle.z = 9;
pHurt->pev->punchangle.x = 5;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 25;
}
}
break;
@ -490,10 +441,9 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.bullsquidDmgWhip, DMG_SLASH);
if (pHurt)
{
pHurt->pev->punchangle.z = -20;
pHurt->pev->punchangle.x = 20;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -200;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
pHurt->pev->punchangle.z = -9;
pHurt->pev->punchangle.x = 5;
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 25;
}
}
break;
@ -502,14 +452,14 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
case GONOME_AE_BITE2:
case GONOME_AE_BITE3:
case GONOME_AE_BITE4:
{
{
int iPitch;
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_TOLERANCE_MELEE2_RANGE, gSkillData.bullsquidDmgBite, DMG_SLASH);
if (pHurt)
{
// croonchy bite sound
iPitch = RANDOM_FLOAT(90, 110);
iPitch = PITCH_NORM + RANDOM_FLOAT(-5, 5);
switch (RANDOM_LONG(0, 1))
{
case 0:
@ -520,16 +470,19 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
break;
}
pHurt->pev->punchangle.z = RANDOM_LONG(-10, 10);
pHurt->pev->punchangle.x = RANDOM_LONG(-35, -45);
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 50;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 50;
if( pEvent->event == GONOME_AE_BITE4 )
{
pHurt->pev->punchangle.x = 15;
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 75;
}
else
{
pHurt->pev->punchangle.x = 9;
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 25;
}
}
}
break;
default:
CBaseMonster::HandleAnimEvent(pEvent);
}
@ -549,7 +502,7 @@ void CGonome::Spawn()
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->effects = 0;
pev->health = gSkillData.bullsquidHealth;
pev->health = gSkillData.bullsquidHealth * 2;
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
@ -589,14 +542,6 @@ void CGonome::Precache()
PRECACHE_SOUND("bullchicken/bc_spithit2.wav");
}
//=========================================================
// DeathSound
//=========================================================
void CGonome::DeathSound(void)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_NORM);
}
//========================================================
// RunAI - overridden for gonome because there are things
// that need to be checked every think.

665
dlls/CAd/helmet.cpp Normal file
View File

@ -0,0 +1,665 @@
/***
*
* 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"
#include "barney.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// first flag is barney dying for scripted sequences?
#define HELMET_AE_DRAW ( 2 )
#define HELMET_AE_SHOOT ( 3 )
#define HELMET_AE_HOLSTER ( 4 )
#define HELMET_BODY_GUNHOLSTERED 0
#define HELMET_BODY_GUNDRAWN 1
#define HELMET_BODY_GUNGONE 2
class CHelmet : public CBarney
{
public:
void Spawn( void );
void Precache( void );
void HelmetFireShotgun( void );
void AlertSound( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; }
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
void DeclineFollowing( void );
// Override these to set behavior
Schedule_t *GetSchedule( 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[];
CUSTOM_SCHEDULES
};
LINK_ENTITY_TO_CLASS( monster_helmet, CHelmet )
TYPEDESCRIPTION CHelmet::m_SaveData[] =
{
DEFINE_FIELD( CHelmet, m_fGunDrawn, FIELD_BOOLEAN ),
DEFINE_FIELD( CHelmet, m_painTime, FIELD_TIME ),
DEFINE_FIELD( CHelmet, m_checkAttackTime, FIELD_TIME ),
DEFINE_FIELD( CHelmet, m_lastAttackCheck, FIELD_BOOLEAN ),
DEFINE_FIELD( CHelmet, m_flPlayerDamage, FIELD_FLOAT ),
};
IMPLEMENT_SAVERESTORE( CHelmet, 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"
},
};
*/
extern Schedule_t slBaFollow[];
extern Schedule_t slBarneyEnemyDraw[];
extern Schedule_t slBaFaceTarget[];
extern Schedule_t slIdleBaStand[];
DEFINE_CUSTOM_SCHEDULES( CHelmet )
{
slBaFollow,
slBarneyEnemyDraw,
slBaFaceTarget,
slIdleBaStand,
};
IMPLEMENT_CUSTOM_SCHEDULES( CHelmet, CTalkMonster )
//=========================================================
// ALertSound - barney says "Freeze!"
//=========================================================
void CHelmet::AlertSound( void )
{
if( m_hEnemy != 0 )
{
if( FOkToSpeak() )
{
PlaySentence( "HM_ATTACK", RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE );
}
}
}
//=========================================================
// BarneyFirePistol - shoots one round from the pistol at
// the enemy barney is facing.
//=========================================================
void CHelmet::HelmetFireShotgun( 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;
FireBullets( 2, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_12MM );
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, "helmet/ba_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift );
CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
// 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 CHelmet::HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case HELMET_AE_SHOOT:
HelmetFireShotgun();
break;
case HELMET_AE_DRAW:
// barney's bodygroup switches here so he can pull gun from holster
pev->body = HELMET_BODY_GUNDRAWN;
m_fGunDrawn = TRUE;
break;
case HELMET_AE_HOLSTER:
// change bodygroup to replace gun in holster
pev->body = HELMET_BODY_GUNHOLSTERED;
m_fGunDrawn = FALSE;
break;
default:
CTalkMonster::HandleAnimEvent( pEvent );
}
}
//=========================================================
// Spawn
//=========================================================
void CHelmet::Spawn()
{
Precache();
SET_MODEL( ENT( pev ), "models/helmet.mdl" );
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->health = gSkillData.barneyHealth;
pev->view_ofs = Vector ( 0, 0, 50 );// 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 );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CHelmet::Precache()
{
PRECACHE_MODEL( "models/helmet.mdl" );
PRECACHE_SOUND( "helmet/ba_attack1.wav" );
PRECACHE_SOUND( "helmet/ba_attack2.wav" );
PRECACHE_SOUND( "helmet/ba_pain1.wav" );
PRECACHE_SOUND( "helmet/ba_pain2.wav" );
PRECACHE_SOUND( "helmet/ba_pain3.wav" );
PRECACHE_SOUND( "helmet/ba_die1.wav" );
PRECACHE_SOUND( "helmet/ba_die2.wav" );
PRECACHE_SOUND( "helmet/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 CHelmet::TalkInit()
{
CTalkMonster::TalkInit();
// scientists speach group names (group names are in sentences.txt)
m_szGrp[TLK_ANSWER] = "HM_ANSWER";
m_szGrp[TLK_QUESTION] = "HM_QUESTION";
m_szGrp[TLK_IDLE] = "HM_IDLE";
m_szGrp[TLK_STARE] = "HM_STARE";
m_szGrp[TLK_USE] = "HM_OK";
m_szGrp[TLK_UNUSE] = "HM_WAIT";
m_szGrp[TLK_STOP] = "HM_STOP";
m_szGrp[TLK_NOSHOOT] = "HM_SCARED";
m_szGrp[TLK_HELLO] = "HM_HELLO";
m_szGrp[TLK_PLHURT1] = "!HM_CUREA";
m_szGrp[TLK_PLHURT2] = "!HM_CUREB";
m_szGrp[TLK_PLHURT3] = "!HM_CUREC";
m_szGrp[TLK_PHELLO] = NULL; //"HM_PHELLO"; // UNDONE
m_szGrp[TLK_PIDLE] = NULL; //"HM_PIDLE"; // UNDONE
m_szGrp[TLK_PQUESTION] = "HM_PQUEST"; // UNDONE
m_szGrp[TLK_SMELL] = "HM_SMELL";
m_szGrp[TLK_WOUND] = "HM_WOUND";
m_szGrp[TLK_MORTAL] = "HM_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;
vecDir = vecDir.Normalize();
Vector forward, angle;
angle = pevTest->v_angle;
angle.x = 0;
UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
// He's facing me, he meant it
if( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
{
return TRUE;
}
return FALSE;
}
int CHelmet::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;
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( "HM_MAD", 4, VOL_NORM, ATTN_NORM );
Remember( bits_MEMORY_PROVOKED );
StopFollowing( TRUE );
}
else
{
// Hey, be careful with that
PlaySentence( "HM_SHOT", 4, VOL_NORM, ATTN_NORM );
Remember( bits_MEMORY_SUSPICIOUS );
}
}
else if( !( m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO )
{
PlaySentence( "HM_SHOT", 4, VOL_NORM, ATTN_NORM );
}
}
return ret;
}
//=========================================================
// PainSound
//=========================================================
void CHelmet::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, "helmet/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 1:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 2:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
}
}
//=========================================================
// DeathSound
//=========================================================
void CHelmet::DeathSound( void )
{
switch( RANDOM_LONG( 0, 2 ) )
{
case 0:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 1:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 2:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
}
}
void CHelmet::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 CHelmet::Killed( entvars_t *pevAttacker, int iGib )
{
if( pev->body < HELMET_BODY_GUNGONE )
{
// drop the gun!
Vector vecGunPos;
Vector vecGunAngles;
pev->body = HELMET_BODY_GUNGONE;
GetAttachment( 0, vecGunPos, vecGunAngles );
DropItem( "weapon_shotgun", vecGunPos, vecGunAngles );
}
SetUse( NULL );
CTalkMonster::Killed( pevAttacker, iGib );
}
//=========================================================
// 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 *CHelmet::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( "HM_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();
}
void CHelmet::DeclineFollowing( void )
{
PlaySentence( "HM_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 CDeadHelmet : 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 *CDeadHelmet::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" };
void CDeadHelmet::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_helmet_dead, CDeadHelmet )
//=========================================================
// ********** DeadBarney SPAWN **********
//=========================================================
void CDeadHelmet::Spawn()
{
PRECACHE_MODEL( "models/helmet.mdl" );
SET_MODEL( ENT( pev ), "models/helmet.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 helmet with bad pose\n" );
}
// Corpses have less health
pev->health = 8;//gSkillData.barneyHealth;
MonsterInitDead();
}

View File

@ -73,6 +73,9 @@ public:
// Override these to set behavior
Schedule_t *GetSchedule(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);
@ -217,15 +220,15 @@ void COtis::Precache()
{
PRECACHE_MODEL("models/otis.mdl");
PRECACHE_SOUND("barney/desert_eagle_fire.wav");
PRECACHE_SOUND("weapons/desert_eagle_fire.wav");
PRECACHE_SOUND("barney/ba_pain1.wav");
PRECACHE_SOUND("barney/ba_pain2.wav");
PRECACHE_SOUND("barney/ba_pain3.wav");
PRECACHE_SOUND("otis/ba_pain1.wav");
PRECACHE_SOUND("otis/ba_pain2.wav");
PRECACHE_SOUND("otis/ba_pain3.wav");
PRECACHE_SOUND("barney/ba_die1.wav");
PRECACHE_SOUND("barney/ba_die2.wav");
PRECACHE_SOUND("barney/ba_die3.wav");
PRECACHE_SOUND("otis/ba_die1.wav");
PRECACHE_SOUND("otis/ba_die2.wav");
PRECACHE_SOUND("otis/ba_die3.wav");
// every new otis must call this, otherwise
// when a level is loaded, nobody will talk (time is reset to 0)
@ -348,6 +351,48 @@ void COtis::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, T
CTalkMonster::TraceAttack(pevAttacker, flDamage, vecDir, ptr, bitsDamageType);
}
//=========================================================
// PainSound
//=========================================================
void COtis::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, "otis/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 1:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "otis/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 2:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "otis/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
}
}
//=========================================================
// DeathSound
//=========================================================
void COtis::DeathSound( void )
{
switch( RANDOM_LONG( 0, 2 ) )
{
case 0:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "otis/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 1:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "otis/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 2:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "otis/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
}
}
void COtis::Killed(entvars_t *pevAttacker, int iGib)
{

View File

@ -129,7 +129,8 @@ set (SVDLL_SOURCES
zombie.cpp
CAd/displacer.cpp
CAd/eagle.cpp
CAd/gonome
CAd/helmet.cpp
CAd/gonome.cpp
CAd/otis.cpp
../pm_shared/pm_debug.c
../pm_shared/pm_math.c

View File

@ -24,14 +24,14 @@
class CBarney : public CTalkMonster
{
public:
void Spawn( void );
void Precache( void );
virtual void Spawn( void );
virtual void Precache( void );
void SetYawSpeed( void );
int ISoundMask( void );
void BarneyFirePistol( void );
void AlertSound( void );
virtual void BarneyFirePistol( void );
virtual void AlertSound( void );
int Classify( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
virtual void HandleAnimEvent( MonsterEvent_t *pEvent );
void RunTask( Task_t *pTask );
void StartTask( Task_t *pTask );
@ -39,20 +39,20 @@ public:
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
BOOL CheckRangeAttack1( float flDot, float flDist );
void DeclineFollowing( void );
virtual void DeclineFollowing( void );
// Override these to set behavior
Schedule_t *GetScheduleOfType( int Type );
Schedule_t *GetSchedule( void );
virtual Schedule_t *GetSchedule( void );
MONSTERSTATE GetIdealState( void );
void DeathSound( void );
void PainSound( void );
virtual void DeathSound( void );
virtual void PainSound( void );
void TalkInit( void );
virtual void TalkInit( void );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
void Killed( entvars_t *pevAttacker, int iGib );
virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
virtual void Killed( entvars_t *pevAttacker, int iGib );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );

View File

@ -43,33 +43,33 @@ public:
class CBullsquid : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
virtual void Spawn( void );
virtual void Precache( void );
virtual void SetYawSpeed( void );
int ISoundMask( void );
int Classify( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void IdleSound( void );
void PainSound( void );
void DeathSound( void );
void AlertSound( void );
virtual int Classify( void );
virtual void HandleAnimEvent( MonsterEvent_t *pEvent );
virtual void IdleSound( void );
virtual void PainSound( void );
virtual void DeathSound( void );
virtual void AlertSound( void );
void AttackSound( void );
void StartTask( Task_t *pTask );
virtual void StartTask( Task_t *pTask );
void RunTask( Task_t *pTask );
BOOL CheckMeleeAttack1( float flDot, float flDist );
BOOL CheckMeleeAttack2( float flDot, float flDist );
BOOL CheckRangeAttack1( float flDot, float flDist );
void RunAI( void );
virtual BOOL CheckMeleeAttack1( float flDot, float flDist );
virtual BOOL CheckMeleeAttack2( float flDot, float flDist );
virtual BOOL CheckRangeAttack1( float flDot, float flDist );
virtual void RunAI( void );
BOOL FValidateHintType( short sHint );
Schedule_t *GetSchedule( void );
Schedule_t *GetScheduleOfType( int Type );
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
virtual Schedule_t *GetSchedule( void );
virtual Schedule_t *GetScheduleOfType( int Type );
virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
int IRelationship( CBaseEntity *pTarget );
int IgnoreConditions( void );
MONSTERSTATE GetIdealState( void );
int Save( CSave &save );
int Restore( CRestore &restore );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
CUSTOM_SCHEDULES
static TYPEDESCRIPTION m_SaveData[];

View File

@ -23,6 +23,7 @@
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "zombie.h"
//=========================================================
// Monster's Anim Events Go Here
@ -33,36 +34,6 @@
#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
class CZombie : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int Classify( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
int IgnoreConditions( void );
float m_flNextFlinch;
void PainSound( void );
void AlertSound( void );
void IdleSound( void );
void AttackSound( void );
static const char *pAttackSounds[];
static const char *pIdleSounds[];
static const char *pAlertSounds[];
static const char *pPainSounds[];
static const char *pAttackHitSounds[];
static const char *pAttackMissSounds[];
// No range attacks
BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; }
BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; }
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
};
LINK_ENTITY_TO_CLASS( monster_zombie, CZombie )
LINK_ENTITY_TO_CLASS( monster_zombie_barney, CZombie )

47
dlls/zombie.h Normal file
View File

@ -0,0 +1,47 @@
/***
*
* 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.
*
****/
//=========================================================
// Zombie
//=========================================================
class CZombie : public CBaseMonster
{
public:
virtual void Spawn( void );
virtual void Precache( void );
void SetYawSpeed( void );
int Classify( void );
virtual void HandleAnimEvent( MonsterEvent_t *pEvent );
int IgnoreConditions( void );
float m_flNextFlinch;
virtual void PainSound( void );
void AlertSound( void );
virtual void IdleSound( void );
void AttackSound( void );
static const char *pAttackSounds[];
static const char *pIdleSounds[];
static const char *pAlertSounds[];
static const char *pPainSounds[];
static const char *pAttackHitSounds[];
static const char *pAttackMissSounds[];
// No range attacks
virtual BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; }
virtual BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; }
virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
};