hlsdk-xash3d/dlls/asheep/barniel.cpp

373 lines
10 KiB
C++

/***
*
* 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?
class CBarniel : public CBarney
{
public:
void Spawn( void );
void Precache( void );
void BarneyFirePistol( void );
void AlertSound( void );
CBaseEntity* CheckTraceHullAttack( float flDist, int iDamage, int iDmgType );
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 );
int m_iCombatState;
};
LINK_ENTITY_TO_CLASS( monster_barniel, CBarniel )
extern Schedule_t slBaFollow[];
extern Schedule_t slBarneyEnemyDraw[];
extern Schedule_t slBaFaceTarget[];
extern Schedule_t slIdleBaStand[];
extern Schedule_t slGruntHideReload[];
//=========================================================
// ALertSound - barney says "Freeze!"
//=========================================================
void CBarniel::AlertSound( void )
{
if( m_hEnemy != 0 )
{
if( FOkToSpeak() )
{
PlaySentence( "BN_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 CBarniel::BarneyFirePistol( 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( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM );
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, "barniel/bn_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!
}
//=========================================================
// Spawn
//=========================================================
void CBarniel::Spawn()
{
Precache();
SET_MODEL( ENT( pev ), "models/barniel.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;
m_cAmmoLoaded = GLOCK_MAX_CLIP;
m_iCombatState = -1;
MonsterInit();
SetUse( &CTalkMonster::FollowerUse );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CBarniel::Precache()
{
PRECACHE_MODEL( "models/barniel.mdl" );
PRECACHE_SOUND( "barniel/bn_attack1.wav" );
PRECACHE_SOUND( "barniel/bn_attack2.wav" );
PRECACHE_SOUND( "barniel/bn_pain1.wav" );
PRECACHE_SOUND( "barniel/bn_die1.wav" );
PRECACHE_SOUND( "weapons/reload3.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 CBarniel::TalkInit()
{
CTalkMonster::TalkInit();
// scientists speach group names (group names are in sentences.txt)
m_szGrp[TLK_ANSWER] = "BN_ANSWER";
m_szGrp[TLK_QUESTION] = "BN_QUESTION";
m_szGrp[TLK_IDLE] = "BN_IDLE";
m_szGrp[TLK_STARE] = "BN_STARE";
m_szGrp[TLK_USE] = "BN_OK";
m_szGrp[TLK_UNUSE] = "BN_WAIT";
m_szGrp[TLK_STOP] = "BN_STOP";
m_szGrp[TLK_NOSHOOT] = "BN_SCARED";
m_szGrp[TLK_HELLO] = "BN_HELLO";
m_szGrp[TLK_PLHURT1] = "!BN_CUREA";
m_szGrp[TLK_PLHURT2] = "!BN_CUREB";
m_szGrp[TLK_PLHURT3] = "!BN_CUREC";
m_szGrp[TLK_PHELLO] = "BN_PHELLO"; // UNDONE
m_szGrp[TLK_PIDLE] = "BN_PIDLE"; // UNDONE
m_szGrp[TLK_PQUESTION] = "BN_PQUEST"; // UNDONE
m_szGrp[TLK_SMELL] = "BN_SMELL";
m_szGrp[TLK_WOUND] = "BN_WOUND";
m_szGrp[TLK_MORTAL] = "BN_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 CBarniel::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( "BN_MAD", 4, VOL_NORM, ATTN_NORM );
Remember( bits_MEMORY_PROVOKED );
StopFollowing( TRUE );
}
else
{
// Hey, be careful with that
PlaySentence( "BN_SHOT", 4, VOL_NORM, ATTN_NORM );
Remember( bits_MEMORY_SUSPICIOUS );
}
}
else if( !( m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO )
{
PlaySentence( "BN_SHOT", 4, VOL_NORM, ATTN_NORM );
}
}
return ret;
}
//=========================================================
// PainSound
//=========================================================
void CBarniel::PainSound( void )
{
if( gpGlobals->time < m_painTime )
return;
m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 );
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barniel/bn_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
}
//=========================================================
// DeathSound
//=========================================================
void CBarniel::DeathSound( void )
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barniel/bn_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
}
//=========================================================
// 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 *CBarniel::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( "BN_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 );
if( HasConditions( bits_COND_NO_AMMO_LOADED ) )
return GetScheduleOfType( SCHED_BARNEY_COVER_AND_RELOAD );
}
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 CBarniel::DeclineFollowing( void )
{
PlaySentence( "BN_POK", 2, VOL_NORM, ATTN_NORM );
}