hlsdk-xash3d/dlls/cthulhu/eihortvictim.cpp

296 lines
8.3 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.
*
****/
//=========================================================
// 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"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// first flag is EihortVictim dying for scripted sequences?
#define EIHORTVICTIM_AE_BURST ( 2 )
#define EIHORTVICTIM_AE_PAIN ( 3 )
#include "EihortVictim.h"
LINK_ENTITY_TO_CLASS( monster_eihortvictim, CEihortVictim );
TYPEDESCRIPTION CEihortVictim::m_SaveData[] =
{
DEFINE_FIELD( CEihortVictim, m_painTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CEihortVictim, CTalkMonster );
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards.
//=========================================================
int CEihortVictim :: ISoundMask ( void)
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_CARCASS |
bits_SOUND_MEAT |
bits_SOUND_GARBAGE |
bits_SOUND_DANGER |
bits_SOUND_PLAYER;
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CEihortVictim :: Classify ( void )
{
return m_iClass?m_iClass:CLASS_NONE;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CEihortVictim :: SetYawSpeed ( void )
{
pev->yaw_speed = 0;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CEihortVictim :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case EIHORTVICTIM_AE_BURST:
Burst();
break;
case EIHORTVICTIM_AE_PAIN:
if (IsTalking()) return;
if (RANDOM_LONG(0,2) == 0)
{
//play scientist pain sound 1, 4, 5, 7 or 10
PainSound();
}
break;
default:
CTalkMonster::HandleAnimEvent( pEvent );
}
}
void CEihortVictim :: StartTask( Task_t *pTask )
{
switch ( pTask->iTask )
{
// victims do not turn
case TASK_TLK_IDEALYAW:
TaskComplete();
break;
default:
CTalkMonster::StartTask( pTask );
}
}
//=========================================================
// Spawn
//=========================================================
void CEihortVictim :: Spawn()
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/eihort_victim.mdl");
//UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
UTIL_SetSize(pev, Vector(-16,-16,0), Vector(16,16,8));
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
if (pev->health == 0)
pev->health = 100;
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;
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
MonsterInit();
SetUse( NULL );
// this monster cannot turn
SetYawSpeed();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CEihortVictim :: Precache()
{
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/eihort_victim.mdl");
PRECACHE_SOUND("scientist/sci_pain1.wav");
PRECACHE_SOUND("scientist/sci_pain4.wav");
PRECACHE_SOUND("scientist/sci_pain5.wav");
PRECACHE_SOUND("scientist/sci_pain7.wav");
PRECACHE_SOUND("scientist/sci_pain10.wav");
UTIL_PrecacheOther( "monster_babycrab" );
// every new EihortVictim must call this, otherwise
// when a level is loaded, nobody will talk (time is reset to 0)
TalkInit();
CTalkMonster::Precache();
}
// Init talk data
void CEihortVictim :: TalkInit()
{
CTalkMonster::TalkInit();
// EihortVictim speech group names (group names are in sentences.txt)
if (!m_iszSpeakAs)
{
//m_szGrp[TLK_ANSWER] = "BA_ANSWER";
//m_szGrp[TLK_QUESTION] = "BA_QUESTION";
//m_szGrp[TLK_IDLE] = "BA_IDLE";
//m_szGrp[TLK_STARE] = "BA_STARE";
m_szGrp[TLK_STOP] = "BA_STOP";
m_szGrp[TLK_NOSHOOT] = "BA_SCARED";
//m_szGrp[TLK_HELLO] = "BA_HELLO";
//m_szGrp[TLK_PHELLO] = NULL; //"BA_PHELLO"; // UNDONE
//m_szGrp[TLK_PIDLE] = NULL; //"BA_PIDLE"; // UNDONE
//m_szGrp[TLK_PQUESTION] = "BA_PQUEST"; // UNDONE
//m_szGrp[TLK_SMELL] = "BA_SMELL";
m_szGrp[TLK_WOUND] = "BA_WOUND";
m_szGrp[TLK_MORTAL] = "BA_MORTAL";
}
// get voice for head - just one EihortVictim voice for now
m_voicePitch = 100;
}
int CEihortVictim :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
{
return 0;
// make sure friends talk about it if player hurts talkmonsters...
int ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
return ret;
}
//=========================================================
// PainSound
//=========================================================
void CEihortVictim :: 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, m_voicePitch );
break;
case 1:
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain4.wav", 1, ATTN_NORM, 0, m_voicePitch );
break;
case 2:
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain5.wav", 1, ATTN_NORM, 0, m_voicePitch );
break;
case 3:
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain7.wav", 1, ATTN_NORM, 0, m_voicePitch );
break;
case 4:
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain10.wav", 1, ATTN_NORM, 0, m_voicePitch );
break;
}
}
//=========================================================
// DeathSound
//=========================================================
void CEihortVictim :: DeathSound ( void )
{
switch (RANDOM_LONG(0,2))
{
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "EihortVictim/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "EihortVictim/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "EihortVictim/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
}
}
void CEihortVictim::Killed( entvars_t *pevAttacker, int iGib )
{
SetUse( NULL );
Burst();
CTalkMonster::Killed( pevAttacker, iGib );
}
void CEihortVictim::Burst()
{
pev->body = 1;
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/bodysplat.wav", 1, ATTN_NORM);
CGib::SpawnRandomGibs( pev, 4, 1 ); // throw some human gibs.
// now make some baby headcrabs
for (int x = 0; x <= 1; x++)
{
for (int y = 0; y <= 1; y++)
{
//CBaseEntity *pChild = CBaseEntity::Create( "monster_babycrab", pev->origin + 24*Vector(x-0.5,y-0.5,0) + Vector(0,0,1), pev->angles, edict() );
CBaseEntity *pChild = CBaseEntity::Create( "monster_babycrab", pev->origin + 24*Vector(x-0.5,y-0.5,0) + Vector(0,0,8), pev->angles, edict() );
pChild->pev->spawnflags |= SF_MONSTER_FALL_TO_GROUND;
pChild->pev->spawnflags |= SF_MONSTER_NO_YELLOW_BLOBS;
}
}
}