/*** * * 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 //========================================================= // UNDONE: Don't flinch every time you get hit #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "player.h" // Wargon: Чтобы работали SpawnBlood и AddMultiDamage. (1.1) #include "weapons.h" //========================================================= // Monster's Anim Events Go Here //========================================================= #define ZOMBIE_AE_ATTACK_RIGHT 0x01 #define ZOMBIE_AE_ATTACK_LEFT 0x02 #define ZOMBIE_AE_ATTACK_BOTH 0x03 #define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs class CZombie : public CBaseMonster { public: void Spawn( void ); void Precache( void ); float MaxYawSpeed( 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[]; // Wargon: Особые звуки для потолочника и паука. static const char *pCeilingAlertSounds[]; static const char *pCeilingAttackSounds[]; static const char *pCeilingPainSounds[]; static const char *pSpiderAlertSounds[]; static const char *pSpiderAttackSounds[]; static const char *pSpiderPainSounds[]; //Lev: Ещё звуки для толстяка static const char *pStrikerAlertSounds[]; static const char *pStrikerAttackSounds[]; static const char *pStrikerPainSounds[]; // 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 ); virtual Vector BodyTarget( const Vector &posSrc ) { return Center() + Vector( 0.0f, 0.0f, RANDOM_FLOAT( 1.0, 20.0f )); }; // position to shoot at // Wargon: Отдельные множители повреждений по хитгруппам для monster_zombie. (1.1) void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); // void RunAI( void ); }; LINK_ENTITY_TO_CLASS( monster_zombie, CZombie ); const char *CZombie::pAttackHitSounds[] = { "zombie/claw_strike1.wav", "zombie/claw_strike2.wav", "zombie/claw_strike3.wav", }; const char *CZombie::pAttackMissSounds[] = { "zombie/claw_miss1.wav", "zombie/claw_miss2.wav", }; const char *CZombie::pAttackSounds[] = { "zombie/zo_attack1.wav", "zombie/zo_attack2.wav", }; const char *CZombie::pIdleSounds[] = { "zombie/zo_idle1.wav", "zombie/zo_idle2.wav", "zombie/zo_idle3.wav", "zombie/zo_idle4.wav", }; const char *CZombie::pAlertSounds[] = { "zombie/zo_alert10.wav", "zombie/zo_alert20.wav", "zombie/zo_alert30.wav", }; const char *CZombie::pPainSounds[] = { "zombie/zo_pain1.wav", "zombie/zo_pain2.wav", }; // Wargon: Особые звуки для потолочника и паука. const char *CZombie::pCeilingAlertSounds[] = { "potolo4nik/zo_alert10.wav", "potolo4nik/zo_alert20.wav", "potolo4nik/zo_alert30.wav", }; const char *CZombie::pCeilingAttackSounds[] = { "potolo4nik/zo_attack1.wav", "potolo4nik/zo_attack2.wav", }; const char *CZombie::pCeilingPainSounds[] = { "potolo4nik/zo_pain1.wav", "potolo4nik/zo_pain2.wav", }; const char *CZombie::pSpiderAlertSounds[] = { "spider/zo_alert10.wav", "spider/zo_alert20.wav", "spider/zo_alert30.wav", }; const char *CZombie::pSpiderAttackSounds[] = { "spider/zo_attack1.wav", "spider/zo_attack2.wav", }; const char *CZombie::pSpiderPainSounds[] = { "spider/zo_pain1.wav", "spider/zo_pain2.wav", }; const char *CZombie::pStrikerAlertSounds[] = { "striker/striker_alert1.wav", "striker/striker_alert2.wav", }; const char *CZombie::pStrikerAttackSounds[] = { "striker/striker_attack1.wav", "striker/striker_attack2.wav", }; const char *CZombie::pStrikerPainSounds[] = { "striker/striker_pain1.wav", "striker/striker_pain2.wav", "striker/striker_pain3.wav", }; //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CZombie :: Classify ( void ) { return m_iClass?m_iClass:CLASS_ALIEN_MONSTER; } //========================================================= // MaxYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= float CZombie :: MaxYawSpeed( void ) { float ys; ys = 120; #if 0 switch ( m_Activity ) { } #endif return ys; } int CZombie :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { // buz: refuse gas damage if (bitsDamageType & DMG_NERVEGAS ) return 0; // Take 30% damage from bullets if ( bitsDamageType == DMG_BULLET ) { Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; vecDir = vecDir.Normalize(); float flForce = DamageForce( flDamage ); pev->velocity = pev->velocity + vecDir * flForce; flDamage *= 0.3; } // HACK HACK -- until we fix this. if ( IsAlive() ) PainSound(); return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } // Wargon: Отдельные множители повреждений по хитгруппам для monster_zombie. (1.1) void CZombie :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { if (pev->takedamage) { if (pev->spawnflags & SF_MONSTER_INVINCIBLE) { CBaseEntity *pEnt = CBaseEntity::Instance(pevAttacker); if (pEnt->IsPlayer()) return; if (pevAttacker->owner) { pEnt = CBaseEntity::Instance(pevAttacker->owner); if (pEnt->IsPlayer()) return; } } m_LastHitGroup = ptr->iHitgroup; TraceBleed(flDamage, vecDir, ptr, bitsDamageType); TraceResult btr; switch (ptr->iHitgroup) { case HITGROUP_GENERIC: break; case HITGROUP_HEAD: UTIL_TraceLine(ptr->vecEndPos, ptr->vecEndPos + vecDir * 172, ignore_monsters, ENT(pev), &btr); UTIL_TraceCustomDecal( &btr, "brains", RANDOM_FLOAT( 0.0f, 360.0f )); SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage * 4); flDamage *= gSkillData.zomHead; break; case HITGROUP_CHEST: flDamage *= gSkillData.zomChest; break; case HITGROUP_STOMACH: flDamage *= gSkillData.zomStomach; break; case HITGROUP_LEFTARM: case HITGROUP_RIGHTARM: flDamage *= gSkillData.zomArm; break; case HITGROUP_LEFTLEG: case HITGROUP_RIGHTLEG: flDamage *= gSkillData.zomLeg; break; default: break; } SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage * 2); AddMultiDamage(pevAttacker, this, flDamage, bitsDamageType); } } // Wargon: Добавлены особые звуки в Alert, Attack и Pain для потолочника и паука. void CZombie :: AlertSound( void ) { int pitch = 95 + RANDOM_LONG(0,9); if ( FStrEq( STRING(pev->model), "models/zombie_c.mdl" ) ) EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pCeilingAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pCeilingAlertSounds)-1) ], 1.0, ATTN_NORM, 0, pitch ); else if ( FStrEq( STRING(pev->model), "models/spider.mdl" ) ) EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pSpiderAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pSpiderAlertSounds)-1) ], 1.0, ATTN_NORM, 0, pitch ); else if ( FStrEq( STRING(pev->model), "models/zombie_striker.mdl" ) ) EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pStrikerAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pSpiderAlertSounds)-1) ], 1.0, ATTN_NORM, 0, pitch ); else EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, pitch ); } void CZombie :: AttackSound( void ) { if ( FStrEq( STRING(pev->model), "models/zombie_c.mdl" ) ) EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pCeilingAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pCeilingAttackSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); else if ( FStrEq( STRING(pev->model), "models/spider.mdl" ) ) EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pSpiderAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pSpiderAttackSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); else if ( FStrEq( STRING(pev->model), "models/zombie_striker.mdl" ) ) EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pStrikerAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pSpiderAlertSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); else EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } void CZombie :: PainSound( void ) { int pitch = 95 + RANDOM_LONG(0,9); if (RANDOM_LONG(0,5) < 2) { if ( FStrEq( STRING(pev->model), "models/zombie_c.mdl" ) ) EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pCeilingPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pCeilingPainSounds)-1) ], 1.0, ATTN_NORM, 0, pitch ); else if ( FStrEq( STRING(pev->model), "models/spider.mdl" ) ) EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pSpiderPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pSpiderPainSounds)-1) ], 1.0, ATTN_NORM, 0, pitch ); else if ( FStrEq( STRING(pev->model), "models/zombie_striker.mdl" ) ) EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pStrikerPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pSpiderAlertSounds)-1) ], 1.0, ATTN_NORM, 0, pitch ); else EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, pitch ); } } void CZombie :: IdleSound( void ) { int pitch = 95 + RANDOM_LONG(0,9); EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pIdleSounds[ RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } // buz: update player's geiger counter /*void CZombie :: RunAI() { if (!m_pPlayer2) { edict_t *pent = g_engfuncs.pfnPEntityOfEntIndex( 1 ); if (!FNullEnt(pent)) { m_pPlayer2 = GetClassPtr( (CBasePlayer *)VARS(pent)); } else ALERT(at_console, "ERROR: zombie cant find the player entity!!\n"); } else { Vector vecSpot1 = (pev->absmin + pev->absmax) * 0.5; Vector vecSpot2 = (m_pPlayer2->pev->absmin + m_pPlayer2->pev->absmax) * 0.5; Vector vecRange = vecSpot1 - vecSpot2; float flRange = vecRange.Length(); if (m_pPlayer2->m_flgeigerRange >= flRange) m_pPlayer2->m_flgeigerRange = flRange; } CBaseMonster::RunAI(); }*/ //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CZombie :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case ZOMBIE_AE_ATTACK_RIGHT: { // do stuff for this event. // ALERT( at_console, "Slash right!\n" ); CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); if ( pHurt ) { if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) { pHurt->pev->punchangle.z = -18; pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; } // Play a random attack hit sound EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } else // Play a random attack miss sound EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); if (RANDOM_LONG(0,1)) AttackSound(); } break; case ZOMBIE_AE_ATTACK_LEFT: { // do stuff for this event. // ALERT( at_console, "Slash left!\n" ); CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); if ( pHurt ) { if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) { pHurt->pev->punchangle.z = 18; pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100; } EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } else EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); if (RANDOM_LONG(0,1)) AttackSound(); } break; case ZOMBIE_AE_ATTACK_BOTH: { // do stuff for this event. CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH ); if ( pHurt ) { if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) { pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; } EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } else EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); if (RANDOM_LONG(0,1)) AttackSound(); } break; default: CBaseMonster::HandleAnimEvent( pEvent ); break; } } //========================================================= // Spawn //========================================================= void CZombie :: Spawn() { Precache( ); if (pev->model) SET_MODEL(ENT(pev), STRING(pev->model)); //LRC else SET_MODEL(ENT(pev), "models/zombie.mdl"); // Wargon: Особые размеры для потолочника и паука. if ( FStrEq( STRING(pev->model), "models/zombie_c.mdl" ) ) UTIL_SetSize( pev, Vector(-16, -16, 0), Vector(16, 16, 128) ); else if ( FStrEq( STRING(pev->model), "models/spider.mdl" ) ) UTIL_SetSize( pev, Vector(-32, -32, 0), Vector(32, 32, 64) ); else 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 == 0.0f || pev->health == 999.0f ) pev->health = gSkillData.zombieHealth; pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_afCapability = bits_CAP_DOORS_GROUP; // pev->renderfx = 49; // buz: hack for studiorenderer to draw red eyes MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CZombie :: Precache() // Wargon: Особые звуки для потолочника и паука. { int i; if ( FStrEq( STRING(pev->model), "models/zombie_c.mdl" ) ) { PRECACHE_MODEL("models/zombie_c.mdl"); for ( i = 0; i < ARRAYSIZE( pCeilingAlertSounds ); i++ ) PRECACHE_SOUND((char *)pCeilingAlertSounds[i]); for ( i = 0; i < ARRAYSIZE( pCeilingAttackSounds ); i++ ) PRECACHE_SOUND((char *)pCeilingAttackSounds[i]); for ( i = 0; i < ARRAYSIZE( pCeilingPainSounds ); i++ ) PRECACHE_SOUND((char *)pCeilingPainSounds[i]); } else if ( FStrEq( STRING(pev->model), "models/spider.mdl" ) ) { PRECACHE_MODEL("models/spider.mdl"); for ( i = 0; i < ARRAYSIZE( pSpiderAlertSounds ); i++ ) PRECACHE_SOUND((char *)pSpiderAlertSounds[i]); for ( i = 0; i < ARRAYSIZE( pSpiderAttackSounds ); i++ ) PRECACHE_SOUND((char *)pSpiderAttackSounds[i]); for ( i = 0; i < ARRAYSIZE( pSpiderPainSounds ); i++ ) PRECACHE_SOUND((char *)pSpiderPainSounds[i]); } else if ( FStrEq( STRING(pev->model), "models/zombie_striker.mdl" ) ) { PRECACHE_MODEL("models/zombie_striker.mdl"); for ( i = 0; i < ARRAYSIZE( pStrikerAlertSounds ); i++ ) PRECACHE_SOUND((char *)pStrikerAlertSounds[i]); for ( i = 0; i < ARRAYSIZE( pStrikerAttackSounds ); i++ ) PRECACHE_SOUND((char *)pStrikerAttackSounds[i]); for ( i = 0; i < ARRAYSIZE( pStrikerPainSounds ); i++ ) PRECACHE_SOUND((char *)pStrikerPainSounds[i]); } else { if (pev->model) PRECACHE_MODEL((char*)STRING(pev->model)); else PRECACHE_MODEL("models/zombie.mdl"); for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) PRECACHE_SOUND((char *)pAlertSounds[i]); for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ ) PRECACHE_SOUND((char *)pAttackSounds[i]); for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) PRECACHE_SOUND((char *)pPainSounds[i]); } for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) PRECACHE_SOUND((char *)pIdleSounds[i]); for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) PRECACHE_SOUND((char *)pAttackHitSounds[i]); for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) PRECACHE_SOUND((char *)pAttackMissSounds[i]); // PRECACHE_MODEL("models/zombie_eyes.mdl"); // buz } //========================================================= // AI Schedules Specific to this monster //========================================================= int CZombie::IgnoreConditions ( void ) { int iIgnore = CBaseMonster::IgnoreConditions(); if ((m_Activity == ACT_MELEE_ATTACK1) || (m_Activity == ACT_MELEE_ATTACK1)) { #if 0 if (pev->health < 20) iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE); else #endif if (m_flNextFlinch >= gpGlobals->time) iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE); } if ((m_Activity == ACT_SMALL_FLINCH) || (m_Activity == ACT_BIG_FLINCH)) { if (m_flNextFlinch < gpGlobals->time) m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY; } return iIgnore; }