hlsdk-xash3d/dlls/cthulhu/butler.cpp

1281 lines
30 KiB
C++
Executable File

/***
*
* Copyright (c) 1999, 2000 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.
*
****/
//=========================================================
// human butler (passive servant)
//=========================================================
#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 "animation.h"
#include "soundent.h"
enum
{
SCHED_HIDE = LAST_TALKMONSTER_SCHEDULE + 1,
SCHED_FEAR,
SCHED_PANIC,
SCHED_STARTLE,
SCHED_TARGET_CHASE_SCARED,
SCHED_TARGET_FACE_SCARED,
};
enum
{
TASK_SAY_HEAL = LAST_TALKMONSTER_TASK + 1,
TASK_HEAL,
TASK_SAY_FEAR,
TASK_RUN_PATH_SCARED,
TASK_SCREAM,
TASK_RANDOM_SCREAM,
TASK_MOVE_TO_TARGET_RANGE_SCARED,
};
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// none yet...
//=======================================================
// Butler
//=======================================================
#include "butler.h"
LINK_ENTITY_TO_CLASS( monster_butler, CButler );
TYPEDESCRIPTION CButler::m_SaveData[] =
{
DEFINE_FIELD( CButler, m_painTime, FIELD_TIME ),
DEFINE_FIELD( CButler, m_fearTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CButler, CTalkMonster );
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
Task_t tlButlerFollow[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_CANT_FOLLOW }, // If you fail, bail out of follow
{ TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 128 of target ent (client)
// { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },
};
Schedule_t slButlerFollow[] =
{
{
tlButlerFollow,
ARRAYSIZE ( tlButlerFollow ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
bits_SOUND_COMBAT |
bits_SOUND_DANGER,
"Follow"
},
};
Task_t tlButlerFollowScared[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_TARGET_CHASE },// If you fail, follow normally
{ TASK_MOVE_TO_TARGET_RANGE_SCARED,(float)128 }, // Move within 128 of target ent (client)
// { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE_SCARED },
};
Schedule_t slButlerFollowScared[] =
{
{
tlButlerFollowScared,
ARRAYSIZE ( tlButlerFollowScared ),
bits_COND_NEW_ENEMY |
bits_COND_HEAR_SOUND |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
bits_SOUND_DANGER,
"FollowScared"
},
};
Task_t tlButlerFaceTargetScared[] =
{
{ TASK_FACE_TARGET, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE },
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE_SCARED },
};
Schedule_t slButlerFaceTargetScared[] =
{
{
tlButlerFaceTargetScared,
ARRAYSIZE ( tlButlerFaceTargetScared ),
bits_COND_HEAR_SOUND |
bits_COND_NEW_ENEMY,
bits_SOUND_DANGER,
"FaceTargetScared"
},
};
Task_t tlButlerStopFollowing[] =
{
{ TASK_CANT_FOLLOW, (float)0 },
};
Schedule_t slButlerStopFollowing[] =
{
{
tlButlerStopFollowing,
ARRAYSIZE ( tlButlerStopFollowing ),
0,
0,
"StopFollowing"
},
};
Task_t tlButlerFaceTarget[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_TARGET, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE },
};
Schedule_t slButlerFaceTarget[] =
{
{
tlButlerFaceTarget,
ARRAYSIZE ( tlButlerFaceTarget ),
bits_COND_CLIENT_PUSH |
bits_COND_NEW_ENEMY |
bits_COND_HEAR_SOUND,
bits_SOUND_COMBAT |
bits_SOUND_DANGER,
"FaceTarget"
},
};
Task_t tlButlerPanic[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_SCREAM, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_EXCITED }, // This is really fear-stricken excitement
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
};
Schedule_t slButlerPanic[] =
{
{
tlButlerPanic,
ARRAYSIZE ( tlButlerPanic ),
0,
0,
"ButlerPanic"
},
};
Task_t tlIdleButlerStand[] =
{
{ 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 slIdleButlerStand[] =
{
{
tlIdleButlerStand,
ARRAYSIZE ( tlIdleButlerStand ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_SMELL |
bits_COND_CLIENT_PUSH |
bits_COND_PROVOKED,
bits_SOUND_COMBAT |// sound flags
//bits_SOUND_PLAYER |
//bits_SOUND_WORLD |
bits_SOUND_DANGER |
bits_SOUND_MEAT |// scents
bits_SOUND_CARCASS |
bits_SOUND_GARBAGE,
"IdleButlerStand"
},
};
Task_t tlButlerCover[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic!
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
{ TASK_RUN_PATH_SCARED, (float)0 },
{ TASK_TURN_LEFT, (float)179 },
{ TASK_SET_SCHEDULE, (float)SCHED_HIDE },
};
Schedule_t slButlerCover[] =
{
{
tlButlerCover,
ARRAYSIZE ( tlButlerCover ),
bits_COND_NEW_ENEMY,
0,
"ButlerCover"
},
};
Task_t tlButlerHide[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic!
{ TASK_STOP_MOVING, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_CROUCH },
{ TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE }, // FIXME: This looks lame
{ TASK_WAIT_RANDOM, (float)10.0 },
};
Schedule_t slButlerHide[] =
{
{
tlButlerHide,
ARRAYSIZE ( tlButlerHide ),
bits_COND_NEW_ENEMY |
bits_COND_HEAR_SOUND |
bits_COND_SEE_ENEMY |
bits_COND_SEE_HATE |
bits_COND_SEE_FEAR |
bits_COND_SEE_DISLIKE,
bits_SOUND_DANGER,
"ButlerHide"
},
};
Task_t tlButlerStartle[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic!
{ TASK_RANDOM_SCREAM, (float)0.3 }, // Scream 30% of the time
{ TASK_STOP_MOVING, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH },
{ TASK_RANDOM_SCREAM, (float)0.1 }, // Scream again 10% of the time
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCHIDLE },
{ TASK_WAIT_RANDOM, (float)1.0 },
};
Schedule_t slButlerStartle[] =
{
{
tlButlerStartle,
ARRAYSIZE ( tlButlerStartle ),
bits_COND_NEW_ENEMY |
bits_COND_SEE_ENEMY |
bits_COND_SEE_HATE |
bits_COND_SEE_FEAR |
bits_COND_SEE_DISLIKE,
0,
"ButlerStartle"
},
};
Task_t tlButlerFear[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_SAY_FEAR, (float)0 },
// { TASK_PLAY_SEQUENCE, (float)ACT_FEAR_DISPLAY },
};
Schedule_t slButlerFear[] =
{
{
tlButlerFear,
ARRAYSIZE ( tlButlerFear ),
bits_COND_NEW_ENEMY,
0,
"ButlerFear"
},
};
DEFINE_CUSTOM_SCHEDULES( CButler )
{
slButlerFollow,
slButlerFaceTarget,
slIdleButlerStand,
slButlerFear,
slButlerCover,
slButlerHide,
slButlerStartle,
slButlerStopFollowing,
slButlerPanic,
slButlerFollowScared,
slButlerFaceTargetScared,
};
IMPLEMENT_CUSTOM_SCHEDULES( CButler, CTalkMonster );
void CButler::DeclineFollowing( void )
{
Talk( 10 );
m_hTalkTarget = m_hEnemy;
PlaySentence( m_szGrp[TLK_DECLINE], 2, VOL_NORM, ATTN_NORM ); //LRC
}
void CButler :: Scream( void )
{
if ( FOkToSpeak() )
{
Talk( 10 );
m_hTalkTarget = m_hEnemy;
PlaySentence( "SC_SCREAM", RANDOM_FLOAT(3, 6), VOL_NORM, ATTN_NORM );
}
}
Activity CButler::GetStoppedActivity( void )
{
if ( m_hEnemy != NULL )
return ACT_EXCITED;
return CTalkMonster::GetStoppedActivity();
}
void CButler :: StartTask( Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_SAY_HEAL:
// if ( FOkToSpeak() )
Talk( 2 );
m_hTalkTarget = m_hTargetEnt;
PlaySentence( "SC_HEAL", 2, VOL_NORM, ATTN_IDLE );
TaskComplete();
break;
case TASK_SCREAM:
Scream();
TaskComplete();
break;
case TASK_RANDOM_SCREAM:
if ( RANDOM_FLOAT( 0, 1 ) < pTask->flData )
Scream();
TaskComplete();
break;
case TASK_SAY_FEAR:
if ( FOkToSpeak() )
{
Talk( 2 );
m_hTalkTarget = m_hEnemy;
if ( m_hEnemy->IsPlayer() )
PlaySentence( "SC_PLFEAR", 5, VOL_NORM, ATTN_NORM );
else
PlaySentence( "SC_FEAR", 5, VOL_NORM, ATTN_NORM );
}
TaskComplete();
break;
case TASK_HEAL:
m_IdealActivity = ACT_MELEE_ATTACK1;
break;
case TASK_RUN_PATH_SCARED:
m_movementActivity = ACT_RUN_SCARED;
break;
case TASK_MOVE_TO_TARGET_RANGE_SCARED:
{
if ( (m_hTargetEnt->pev->origin - pev->origin).Length() < 1 )
TaskComplete();
else
{
m_vecMoveGoal = m_hTargetEnt->pev->origin;
if ( !MoveToTarget( ACT_WALK_SCARED, 0.5 ) )
TaskFail();
}
}
break;
default:
CTalkMonster::StartTask( pTask );
break;
}
}
void CButler :: RunTask( Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_RUN_PATH_SCARED:
if ( MovementIsComplete() )
TaskComplete();
if ( RANDOM_LONG(0,31) < 8 )
Scream();
break;
case TASK_MOVE_TO_TARGET_RANGE_SCARED:
{
if ( RANDOM_LONG(0,63)< 8 )
Scream();
if ( m_hEnemy == NULL )
{
TaskFail();
}
else
{
float distance;
distance = ( m_vecMoveGoal - pev->origin ).Length2D();
// Re-evaluate when you think your finished, or the target has moved too far
if ( (distance < pTask->flData) || (m_vecMoveGoal - m_hTargetEnt->pev->origin).Length() > pTask->flData * 0.5 )
{
m_vecMoveGoal = m_hTargetEnt->pev->origin;
distance = ( m_vecMoveGoal - pev->origin ).Length2D();
FRefreshRoute();
}
// Set the appropriate activity based on an overlapping range
// overlap the range to prevent oscillation
if ( distance < pTask->flData )
{
TaskComplete();
RouteClear(); // Stop moving
}
else if ( distance < 190 && m_movementActivity != ACT_WALK_SCARED )
m_movementActivity = ACT_WALK_SCARED;
else if ( distance >= 270 && m_movementActivity != ACT_RUN_SCARED )
m_movementActivity = ACT_RUN_SCARED;
}
}
break;
case TASK_HEAL:
if ( m_fSequenceFinished )
{
TaskComplete();
}
else
{
if ( TargetDistance() > 90 )
TaskComplete();
pev->ideal_yaw = UTIL_VecToYaw( m_hTargetEnt->pev->origin - pev->origin );
ChangeYaw( pev->yaw_speed );
}
break;
default:
CTalkMonster::RunTask( pTask );
break;
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CButler :: Classify ( void )
{
return m_iClass?m_iClass:CLASS_HUMAN_PASSIVE;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CButler :: SetYawSpeed ( void )
{
int ys;
ys = 90;
switch ( m_Activity )
{
case ACT_IDLE:
ys = 120;
break;
case ACT_WALK:
ys = 180;
break;
case ACT_RUN:
ys = 150;
break;
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
ys = 120;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CButler :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
CTalkMonster::HandleAnimEvent( pEvent );
}
//=========================================================
// Spawn
//=========================================================
void CButler :: Spawn( void )
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/butler.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;
if (pev->health == 0)
pev->health = gSkillData.butlerHealth;
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 butler will notice player and say hello
m_MonsterState = MONSTERSTATE_NONE;
// m_flDistTooFar = 256.0;
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE;
MonsterInit();
SetUse( FollowerUse );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CButler :: Precache( void )
{
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/butler.mdl");
PRECACHE_SOUND("scientist/sci_pain1.wav");
PRECACHE_SOUND("scientist/sci_pain2.wav");
PRECACHE_SOUND("scientist/sci_pain3.wav");
PRECACHE_SOUND("scientist/sci_pain4.wav");
PRECACHE_SOUND("scientist/sci_pain5.wav");
// every new butler must call this, otherwise
// when a level is loaded, nobody will talk (time is reset to 0)
TalkInit();
CTalkMonster::Precache();
}
// Init talk data
void CButler :: TalkInit()
{
CTalkMonster::TalkInit();
// butler will try to talk to friends in this order:
m_szFriends[0] = "monster_sirhenry";
m_szFriends[1] = "monster_butler";
m_szFriends[2] = "monster_sitting_butler";
m_szFriends[3] = "";
m_szFriends[4] = "";
// butler speech group names (group names are in sentences.txt)
if (!m_iszSpeakAs)
{
m_szGrp[TLK_ANSWER] = "CIV_ANSWER";
m_szGrp[TLK_QUESTION] = "CIV_QUESTION";
m_szGrp[TLK_IDLE] = "BUT_IDLE";
m_szGrp[TLK_STARE] = NULL;
if (pev->spawnflags & SF_MONSTER_PREDISASTER)
m_szGrp[TLK_USE] = NULL;
else
m_szGrp[TLK_USE] = NULL;
if (pev->spawnflags & SF_MONSTER_PREDISASTER)
m_szGrp[TLK_UNUSE] = NULL;
else
m_szGrp[TLK_UNUSE] = NULL;
if (pev->spawnflags & SF_MONSTER_PREDISASTER)
m_szGrp[TLK_DECLINE] = NULL;
else
m_szGrp[TLK_DECLINE] = NULL;
m_szGrp[TLK_STOP] = "SC_STOP";
m_szGrp[TLK_NOSHOOT] = "SC_SCARED";
m_szGrp[TLK_HELLO] = "BUT_HELLO";
m_szGrp[TLK_PLHURT1] = NULL;
m_szGrp[TLK_PLHURT2] = NULL;
m_szGrp[TLK_PLHURT3] = NULL;
m_szGrp[TLK_PHELLO] = "BUT_GREET";
m_szGrp[TLK_PIDLE] = "BUT_IDLE";
m_szGrp[TLK_PQUESTION] = NULL;
m_szGrp[TLK_SMELL] = "SC_SMELL";
m_szGrp[TLK_WOUND] = "SC_WOUND";
m_szGrp[TLK_MORTAL] = "SC_MORTAL";
}
m_voicePitch = 95;
}
int CButler :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
{
if ( pevInflictor && pevInflictor->flags & FL_CLIENT )
{
Remember( bits_MEMORY_PROVOKED );
StopFollowing( TRUE );
}
// make sure friends talk about it if player hurts butler...
return CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
}
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards. In the base class implementation,
// monsters care about all sounds, but no scents.
//=========================================================
int CButler :: ISoundMask ( void )
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_DANGER |
bits_SOUND_PLAYER;
}
//=========================================================
// PainSound
//=========================================================
void CButler :: PainSound ( void )
{
if (gpGlobals->time < m_painTime )
return;
m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75);
switch (RANDOM_LONG(0,4))
{
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 3: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain4.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 4: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain5.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
}
}
//=========================================================
// DeathSound
//=========================================================
void CButler :: DeathSound ( void )
{
PainSound();
}
void CButler::Killed( entvars_t *pevAttacker, int iGib )
{
SetUse( NULL );
CTalkMonster::Killed( pevAttacker, iGib );
}
void CButler :: SetActivity ( Activity newActivity )
{
int iSequence;
iSequence = LookupActivity ( newActivity );
// Set to the desired anim, or default anim if the desired is not present
if ( iSequence == ACTIVITY_NOT_AVAILABLE )
newActivity = ACT_IDLE;
CTalkMonster::SetActivity( newActivity );
}
Schedule_t* CButler :: GetScheduleOfType ( int Type )
{
Schedule_t *psched;
switch( Type )
{
// Hook these to make a looping schedule
case SCHED_TARGET_FACE:
// call base class default so that butler will talk
// when 'used'
psched = CTalkMonster::GetScheduleOfType(Type);
if (psched == slIdleStand)
return slButlerFaceTarget; // override this for different target face behavior
else
return psched;
case SCHED_TARGET_CHASE:
return slButlerFollow;
case SCHED_CANT_FOLLOW:
return slButlerStopFollowing;
case SCHED_PANIC:
return slButlerPanic;
case SCHED_TARGET_CHASE_SCARED:
return slButlerFollowScared;
case SCHED_TARGET_FACE_SCARED:
return slButlerFaceTargetScared;
case SCHED_IDLE_STAND:
// call base class default so that butler will talk
// when standing during idle
psched = CTalkMonster::GetScheduleOfType(Type);
if (psched == slIdleStand)
return slIdleButlerStand;
else
return psched;
case SCHED_HIDE:
return slButlerHide;
case SCHED_STARTLE:
return slButlerStartle;
case SCHED_FEAR:
return slButlerFear;
}
return CTalkMonster::GetScheduleOfType( Type );
}
Schedule_t *CButler :: GetSchedule ( void )
{
// so we don't keep calling through the EHANDLE stuff
CBaseEntity *pEnemy = m_hEnemy;
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 );
}
switch( m_MonsterState )
{
case MONSTERSTATE_ALERT:
case MONSTERSTATE_IDLE:
if ( pEnemy )
{
if ( HasConditions( bits_COND_SEE_ENEMY ) )
m_fearTime = gpGlobals->time;
else if ( DisregardEnemy( pEnemy ) ) // After 15 seconds of being hidden, return to alert
{
m_hEnemy = NULL;
pEnemy = NULL;
}
}
if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
{
// flinch if hurt
return GetScheduleOfType( SCHED_SMALL_FLINCH );
}
// Cower when you hear something scary
if ( HasConditions( bits_COND_HEAR_SOUND ) )
{
CSound *pSound;
pSound = PBestSound();
ASSERT( pSound != NULL );
if ( pSound )
{
if ( pSound->m_iType & (bits_SOUND_DANGER | bits_SOUND_COMBAT) )
{
if ( gpGlobals->time - m_fearTime > 3 ) // Only cower every 3 seconds or so
{
m_fearTime = gpGlobals->time; // Update last fear
return GetScheduleOfType( SCHED_STARTLE ); // This will just duck for a second
}
}
}
}
// Behavior for following the player
if ( IsFollowing() )
{
if ( !m_hTargetEnt->IsAlive() )
{
// UNDONE: Comment about the recently dead player here?
StopFollowing( FALSE );
break;
}
int relationship = R_NO;
// Nothing scary, just me and the player
if ( pEnemy != NULL )
relationship = IRelationship( pEnemy );
// UNDONE: Model fear properly, fix R_FR and add multiple levels of fear
if ( relationship != R_DL && relationship != R_HT )
{
// If I'm already close enough to my target
if ( TargetDistance() <= 128 )
{
if ( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
}
return GetScheduleOfType( SCHED_TARGET_FACE ); // Just face and follow.
}
else // UNDONE: When afraid, butler won't move out of your way. Keep This? If not, write move away scared
{
if ( HasConditions( bits_COND_NEW_ENEMY ) ) // I just saw something new and scary, react
return GetScheduleOfType( SCHED_FEAR ); // React to something scary
return GetScheduleOfType( SCHED_TARGET_FACE_SCARED ); // face and follow, but I'm scared!
}
}
if ( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move
return GetScheduleOfType( SCHED_MOVE_AWAY );
// try to say something about smells
TrySmellTalk();
break;
case MONSTERSTATE_COMBAT:
if ( HasConditions( bits_COND_NEW_ENEMY ) )
return slButlerFear; // Point and scream!
if ( HasConditions( bits_COND_SEE_ENEMY ) )
return slButlerCover; // Take Cover
if ( HasConditions( bits_COND_HEAR_SOUND ) )
return slTakeCoverFromBestSound; // Cower and panic from the scary sound!
return slButlerCover; // Run & Cower
break;
}
return CTalkMonster::GetSchedule();
}
MONSTERSTATE CButler :: GetIdealState ( void )
{
switch ( m_MonsterState )
{
case MONSTERSTATE_ALERT:
case MONSTERSTATE_IDLE:
if ( HasConditions( bits_COND_NEW_ENEMY ) )
{
if ( IsFollowing() )
{
int relationship = IRelationship( m_hEnemy );
if ( relationship != R_FR || relationship != R_HT && !HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
{
// Don't go to combat if you're following the player
m_IdealMonsterState = MONSTERSTATE_ALERT;
return m_IdealMonsterState;
}
StopFollowing( TRUE );
}
}
else if ( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
{
// Stop following if you take damage
if ( IsFollowing() )
StopFollowing( TRUE );
}
break;
case MONSTERSTATE_COMBAT:
{
CBaseEntity *pEnemy = m_hEnemy;
if ( pEnemy != NULL )
{
if ( DisregardEnemy( pEnemy ) ) // After 15 seconds of being hidden, return to alert
{
// Strip enemy when going to alert
m_IdealMonsterState = MONSTERSTATE_ALERT;
m_hEnemy = NULL;
return m_IdealMonsterState;
}
// Follow if only scared a little
if ( m_hTargetEnt != NULL )
{
m_IdealMonsterState = MONSTERSTATE_ALERT;
return m_IdealMonsterState;
}
if ( HasConditions ( bits_COND_SEE_ENEMY ) )
{
m_fearTime = gpGlobals->time;
m_IdealMonsterState = MONSTERSTATE_COMBAT;
return m_IdealMonsterState;
}
}
}
break;
}
return CTalkMonster::GetIdealState();
}
int CButler::FriendNumber( int arrayNumber )
{
static int array[3] = { 1, 2, 0 };
if ( arrayNumber < 3 )
return array[ arrayNumber ];
return arrayNumber;
}
//=========================================================
// Dead Butler PROP
//=========================================================
char *CDeadButler::m_szPoses[] = { "lying_on_back", "lying_on_stomach", "dead_sitting", "dead_hang", "dead_table1", "dead_table2", "dead_table3" };
void CDeadButler::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_butler_dead, CDeadButler );
//
// ********** CDeadButler SPAWN **********
//
void CDeadButler :: Spawn( )
{
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/butler.mdl");
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/butler.mdl");
pev->effects = 0;
pev->sequence = 0;
// Corpses have less health
pev->health = 8;//gSkillData.butlerHealth;
m_bloodColor = BLOOD_COLOR_RED;
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
if (pev->sequence == -1)
{
ALERT ( at_console, "Dead Butler with bad pose\n" );
}
// pev->skin += 2; // use bloody skin -- UNDONE: Turn this back on when we have a bloody skin again!
MonsterInitDead();
}
//=========================================================
// Sitting Butler PROP
//=========================================================
LINK_ENTITY_TO_CLASS( monster_sitting_butler, CSittingButler );
TYPEDESCRIPTION CSittingButler::m_SaveData[] =
{
// Don't need to save/restore m_baseSequence (recalced)
DEFINE_FIELD( CSittingButler, m_headTurn, FIELD_INTEGER ),
DEFINE_FIELD( CSittingButler, m_flResponseDelay, FIELD_FLOAT ),
};
IMPLEMENT_SAVERESTORE( CSittingButler, CButler );
// animation sequence aliases
typedef enum
{
SITTING_ANIM_sitlookleft,
SITTING_ANIM_sitlookright,
SITTING_ANIM_sitscared,
SITTING_ANIM_sitting2,
SITTING_ANIM_sitting3
} SITTING_ANIM;
#define SF_SITTINGBUTLER_POSTDISASTER 1024
//
// ********** Butler SPAWN **********
//
void CSittingButler :: Spawn( )
{
PRECACHE_MODEL("models/butler.mdl");
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/butler.mdl");
Precache();
InitBoneControllers();
UTIL_SetSize(pev, Vector(-14, -14, 0), Vector(14, 14, 36));
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
pev->effects = 0;
pev->health = 50;
m_bloodColor = BLOOD_COLOR_RED;
m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD;
if (!FBitSet(pev->spawnflags, SF_SITTINGBUTLER_POSTDISASTER)) //LRC- allow a sitter to be postdisaster.
SetBits(pev->spawnflags, SF_MONSTER_PREDISASTER); // predisaster only!
m_baseSequence = LookupSequence( "sitlookleft" );
pev->sequence = m_baseSequence + RANDOM_LONG(0,4);
ResetSequenceInfo( );
SetThink (SittingThink);
SetNextThink( 0.1 );
DROP_TO_FLOOR ( ENT(pev) );
}
void CSittingButler :: Precache( void )
{
m_baseSequence = LookupSequence( "sitlookleft" );
TalkInit();
}
//=========================================================
// ID as a passive human
//=========================================================
int CSittingButler :: Classify ( void )
{
return m_iClass?m_iClass:CLASS_HUMAN_PASSIVE;
}
int CSittingButler::FriendNumber( int arrayNumber )
{
static int array[3] = { 2, 1, 0 };
if ( arrayNumber < 3 )
return array[ arrayNumber ];
return arrayNumber;
}
//=========================================================
// sit, do stuff
//=========================================================
void CSittingButler :: SittingThink( void )
{
CBaseEntity *pent;
StudioFrameAdvance( );
// try to greet player
if (FIdleHello())
{
pent = FindNearestFriend(TRUE);
if (pent)
{
float yaw = VecToYaw(pent->pev->origin - pev->origin) - pev->angles.y;
if (yaw > 180) yaw -= 360;
if (yaw < -180) yaw += 360;
if (yaw > 0)
pev->sequence = m_baseSequence + SITTING_ANIM_sitlookleft;
else
pev->sequence = m_baseSequence + SITTING_ANIM_sitlookright;
ResetSequenceInfo( );
pev->frame = 0;
SetBoneController( 0, 0 );
}
}
else if (m_fSequenceFinished)
{
int i = RANDOM_LONG(0,99);
m_headTurn = 0;
if (m_flResponseDelay && gpGlobals->time > m_flResponseDelay)
{
// respond to question
IdleRespond();
pev->sequence = m_baseSequence + SITTING_ANIM_sitscared;
m_flResponseDelay = 0;
}
else if (i < 30)
{
pev->sequence = m_baseSequence + SITTING_ANIM_sitting3;
// turn towards player or nearest friend and speak
if (!FBitSet(m_bitsSaid, bit_saidHelloPlayer))
pent = FindNearestFriend(TRUE);
else
pent = FindNearestFriend(FALSE);
if (!FIdleSpeak() || !pent)
{
m_headTurn = RANDOM_LONG(0,8) * 10 - 40;
pev->sequence = m_baseSequence + SITTING_ANIM_sitting3;
}
else
{
// only turn head if we spoke
float yaw = VecToYaw(pent->pev->origin - pev->origin) - pev->angles.y;
if (yaw > 180) yaw -= 360;
if (yaw < -180) yaw += 360;
if (yaw > 0)
pev->sequence = m_baseSequence + SITTING_ANIM_sitlookleft;
else
pev->sequence = m_baseSequence + SITTING_ANIM_sitlookright;
//ALERT(at_console, "sitting speak\n");
}
}
else if (i < 60)
{
pev->sequence = m_baseSequence + SITTING_ANIM_sitting3;
m_headTurn = RANDOM_LONG(0,8) * 10 - 40;
if (RANDOM_LONG(0,99) < 5)
{
//ALERT(at_console, "sitting speak2\n");
FIdleSpeak();
}
}
else if (i < 80)
{
pev->sequence = m_baseSequence + SITTING_ANIM_sitting2;
}
else if (i < 100)
{
pev->sequence = m_baseSequence + SITTING_ANIM_sitscared;
}
ResetSequenceInfo( );
pev->frame = 0;
SetBoneController( 0, m_headTurn );
}
pev->nextthink = gpGlobals->time + 0.1;
}
// prepare sitting butler to answer a question
void CSittingButler :: SetAnswerQuestion( CTalkMonster *pSpeaker )
{
m_flResponseDelay = gpGlobals->time + RANDOM_FLOAT(3, 4);
m_hTalkTarget = (CBaseMonster *)pSpeaker;
}
//=========================================================
// FIdleSpeak
// ask question of nearby friend, or make statement
//=========================================================
int CSittingButler :: FIdleSpeak ( void )
{
// try to start a conversation, or make statement
int pitch;
if (!FOkToSpeak())
return FALSE;
// set global min delay for next conversation
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(4.8, 5.2);
pitch = GetVoicePitch();
// if there is a friend nearby to speak to, play sentence, set friend's response time, return
// try to talk to any standing or sitting butlers nearby
CBaseEntity *pentFriend = FindNearestFriend(FALSE);
if (pentFriend && RANDOM_LONG(0,1))
{
CTalkMonster *pTalkMonster = GetClassPtr((CTalkMonster *)pentFriend->pev);
pTalkMonster->SetAnswerQuestion( this );
IdleHeadTurn(pentFriend->pev->origin);
SENTENCEG_PlayRndSz( ENT(pev), m_szGrp[TLK_PQUESTION], 1.0, ATTN_IDLE, 0, pitch );
// set global min delay for next conversation
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(4.8, 5.2);
return TRUE;
}
// otherwise, play an idle statement
if (RANDOM_LONG(0,1))
{
SENTENCEG_PlayRndSz( ENT(pev), m_szGrp[TLK_PIDLE], 1.0, ATTN_IDLE, 0, pitch );
// set global min delay for next conversation
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(4.8, 5.2);
return TRUE;
}
// never spoke
CTalkMonster::g_talkWaitTime = 0;
return FALSE;
}