// HUGE thanks to DrBeef for his hlsdk-xash3d-opfor repository! /*** * * Copyright (c) 1996-2001, 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 "cmbase.h" #include "cmbasemonster.h" #include "monsters.h" #include "schedule.h" #include "defaultai.h" #include "weapons.h" #define NUM_OTIS_HEADS 2 // heads available for otis model #define GUN_GROUP 1 #define HEAD_GROUP 2 #define HEAD_HAIR 0 #define HEAD_BALD 1 #define GUN_NONE 0 #define GUN_EAGLE 1 #define GUN_DONUT 2 //========================================================= // Monster's Anim Events Go Here //========================================================= // first flag is Otis dying for scripted sequences? #define OTIS_AE_DRAW ( 2 ) #define OTIS_AE_SHOOT ( 3 ) #define OTIS_AE_HOLSTER ( 4 ) #define OTIS_BODY_GUNHOLSTERED 0 #define OTIS_BODY_GUNDRAWN 1 #define OTIS_BODY_DONUT 2 //========================================================= // ALertSound - otis says "Freeze!" //========================================================= void CMOtis::AlertSound(void) { if (m_hEnemy != 0) { if (FOkToSpeak()) { PlaySentence("OT_ATTACK", RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE); } } } //========================================================= // BarneyFirePistol - shoots one round from the pistol at // the enemy otis is facing. //========================================================= void CMOtis::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_357); 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, "weapons/desert_eagle_fire.wav", 1, ATTN_NORM, 0, 100 + pitchShift); // 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 CMOtis::HandleAnimEvent(MonsterEvent_t *pEvent) { switch (pEvent->event) { case OTIS_AE_SHOOT: BarneyFirePistol(); break; case OTIS_AE_DRAW: // otis' bodygroup switches here so he can pull gun from holster // pev->body = OTIS_BODY_GUNDRAWN; SetBodygroup( GUN_GROUP, GUN_EAGLE ); m_fGunDrawn = TRUE; break; case OTIS_AE_HOLSTER: // change bodygroup to replace gun in holster // pev->body = OTIS_BODY_GUNHOLSTERED; SetBodygroup( GUN_GROUP, GUN_NONE ); m_fGunDrawn = FALSE; break; default: CMBarney::HandleAnimEvent(pEvent); } } //========================================================= // Spawn //========================================================= void CMOtis::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/otis.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.otisHealth; 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; // Make sure hands are white. pev->skin = 0; // Select a random head. if (head == -1) { SetBodygroup(HEAD_GROUP, RANDOM_LONG(0, NUM_OTIS_HEADS - 1)); } else { SetBodygroup(HEAD_GROUP, head); } if (bodystate == -1) { SetBodygroup(GUN_GROUP, RANDOM_LONG(OTIS_BODY_GUNHOLSTERED, OTIS_BODY_GUNDRAWN)); // don't random donut } else { SetBodygroup(GUN_GROUP, bodystate); } MonsterInit(); pev->classname = MAKE_STRING( "monster_otis" ); if ( strlen( STRING( m_szMonsterName ) ) == 0 ) { // default name m_szMonsterName = MAKE_STRING( "Otis" ); } } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CMOtis::Precache() { PRECACHE_MODEL("models/otis.mdl"); 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("barney/ba_die1.wav"); PRECACHE_SOUND("barney/ba_die2.wav"); PRECACHE_SOUND("barney/ba_die3.wav"); // every new otis must call this, otherwise // when a level is loaded, nobody will talk (time is reset to 0) TalkInit(); CMTalkMonster::Precache(); } // Init talk data void CMOtis::TalkInit() { CMTalkMonster::TalkInit(); // scientists speach group names (group names are in sentences.txt) m_szGrp[TLK_ANSWER] = "OT_ANSWER"; m_szGrp[TLK_QUESTION] = "OT_QUESTION"; m_szGrp[TLK_IDLE] = "OT_IDLE"; m_szGrp[TLK_STARE] = "OT_STARE"; m_szGrp[TLK_USE] = "OT_OK"; m_szGrp[TLK_UNUSE] = "OT_WAIT"; m_szGrp[TLK_STOP] = "OT_STOP"; m_szGrp[TLK_NOSHOOT] = "OT_SCARED"; m_szGrp[TLK_HELLO] = "OT_HELLO"; m_szGrp[TLK_PLHURT1] = "!OT_CUREA"; m_szGrp[TLK_PLHURT2] = "!OT_CUREB"; m_szGrp[TLK_PLHURT3] = "!OT_CUREC"; m_szGrp[TLK_PHELLO] = NULL; m_szGrp[TLK_PIDLE] = NULL; m_szGrp[TLK_PQUESTION] = NULL; m_szGrp[TLK_SMELL] = "OT_SMELL"; m_szGrp[TLK_WOUND] = "OT_WOUND"; m_szGrp[TLK_MORTAL] = "OT_MORTAL"; // get voice for head - just one otis voice for now m_voicePitch = 100; } int CMOtis::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) { // make sure friends talk about it if player hurts talkmonsters... int ret = CMTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); if (!IsAlive() || pev->deadflag == DEAD_DYING) return ret; if (m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT)) { // 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 != NULL ) && UTIL_IsPlayer(m_hEnemy) ) { Remember( bits_MEMORY_PROVOKED ); } } return ret; } void CMOtis::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: // Otis wears no helmet, so do not prevent taking headshot damage. // always a head shot ptr->iHitgroup = HITGROUP_HEAD; break; default: break; } CMTalkMonster::TraceAttack(pevAttacker, flDamage, vecDir, ptr, bitsDamageType); } void CMOtis::Killed(entvars_t *pevAttacker, int iGib) { if (GetBodygroup(GUN_GROUP) != OTIS_BODY_GUNHOLSTERED) { // drop the gun! SetBodygroup(GUN_GROUP, OTIS_BODY_GUNHOLSTERED); } CMTalkMonster::Killed(pevAttacker, iGib); } //========================================================= // AI Schedules Specific to this monster //========================================================= //========================================================= // 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 *CMOtis::GetSchedule(void) { if (HasConditions(bits_COND_ENEMY_DEAD) && FOkToSpeak()) { PlaySentence("OT_KILL", 4, VOL_NORM, ATTN_NORM); } return CMBarney::GetSchedule(); } void CMOtis::KeyValue(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "head")) { head = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else CMBarney::KeyValue(pkvd); }