Paranoia2/dlls/zombie.cpp

590 lines
18 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.
*
****/
//=========================================================
// 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;
}