382 lines
11 KiB
C++
382 lines
11 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// Zombie
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//=========================================================
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// UNDONE: Don't flinch every time you get hit
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#include "extdll.h"
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#include "utils.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "schedule.h"
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#include "defaults.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define ZOMBIE_AE_ATTACK_RIGHT 0x01
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#define ZOMBIE_AE_ATTACK_LEFT 0x02
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#define ZOMBIE_AE_ATTACK_BOTH 0x03
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#define ZOMBIE_AE_CRAB1 0x04
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#define ZOMBIE_AE_CRAB2 0x05
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#define ZOMBIE_AE_CRAB3 0x06
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#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
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#define ZOMBIE_CRAB "monster_headcrab" // headcrab jumps from zombie
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class CZombie : public CBaseMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed( void );
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int Classify ( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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int IgnoreConditions ( void );
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void SpawnCrab( void );
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float m_flNextFlinch;
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void PainSound( void );
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void AlertSound( void );
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void IdleSound( void );
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void AttackSound( void );
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static const char *pAttackSounds[];
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static const char *pIdleSounds[];
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static const char *pAlertSounds[];
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static const char *pPainSounds[];
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static const char *pAttackHitSounds[];
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static const char *pAttackMissSounds[];
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// No range attacks
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BOOL CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; }
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BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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};
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LINK_ENTITY_TO_CLASS( monster_zombie, CZombie );
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const char *CZombie::pAttackHitSounds[] =
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{
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"zombie/claw_strike1.wav",
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"zombie/claw_strike2.wav",
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"zombie/claw_strike3.wav",
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};
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const char *CZombie::pAttackMissSounds[] =
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{
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"zombie/claw_miss1.wav",
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"zombie/claw_miss2.wav",
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};
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const char *CZombie::pAttackSounds[] =
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{
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"zombie/zo_attack1.wav",
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"zombie/zo_attack2.wav",
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};
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const char *CZombie::pIdleSounds[] =
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{
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"zombie/zo_idle1.wav",
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"zombie/zo_idle2.wav",
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"zombie/zo_idle3.wav",
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"zombie/zo_idle4.wav",
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};
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const char *CZombie::pAlertSounds[] =
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{
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"zombie/zo_alert10.wav",
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"zombie/zo_alert20.wav",
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"zombie/zo_alert30.wav",
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};
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const char *CZombie::pPainSounds[] =
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{
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"zombie/zo_pain1.wav",
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"zombie/zo_pain2.wav",
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};
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CZombie :: Classify ( void )
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{
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return m_iClass?m_iClass:CLASS_ALIEN_MONSTER;
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CZombie :: SetYawSpeed ( void )
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{
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pev->yaw_speed = 120;
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}
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int CZombie :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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// Take 30% damage from bullets
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if ( bitsDamageType == DMG_BULLET )
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{
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Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
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vecDir = vecDir.Normalize();
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float flForce = DamageForce( flDamage );
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pev->velocity = pev->velocity + vecDir * flForce;
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flDamage *= 0.3;
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}
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// HACK HACK -- until we fix this.
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if ( IsAlive() )
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PainSound();
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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}
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void CZombie :: PainSound( void )
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{
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int pitch = 95 + RANDOM_LONG(0,9);
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if (RANDOM_LONG(0,5) < 2)
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, pitch );
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}
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void CZombie :: AlertSound( void )
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{
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int pitch = 95 + RANDOM_LONG(0,9);
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, pitch );
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}
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void CZombie :: IdleSound( void )
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{
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int pitch = 95 + RANDOM_LONG(0,9);
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// Play a random idle sound
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pIdleSounds[ RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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}
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void CZombie :: AttackSound( void )
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{
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// Play a random attack sound
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//=========================================================
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void CZombie :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case ZOMBIE_AE_ATTACK_RIGHT:
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{
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// do stuff for this event.
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, ZOMBIE_ONE_SLASH, DMG_SLASH );
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if ( pHurt )
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{
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if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
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{
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pHurt->pev->punchangle.z = -18;
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pHurt->pev->punchangle.x = 5;
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pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100;
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}
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// Play a random attack hit sound
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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}
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else // Play a random attack miss sound
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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if (RANDOM_LONG(0,1))
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AttackSound();
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}
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break;
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case ZOMBIE_AE_ATTACK_LEFT:
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{
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// do stuff for this event.
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, ZOMBIE_ONE_SLASH, DMG_SLASH );
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if ( pHurt )
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{
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if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
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{
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pHurt->pev->punchangle.z = 18;
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pHurt->pev->punchangle.x = 5;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100;
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}
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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}
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else
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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if (RANDOM_LONG(0,1))
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AttackSound();
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}
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break;
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case ZOMBIE_AE_ATTACK_BOTH:
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{
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// do stuff for this event.
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, ZOMBIE_BOTH_SLASH, DMG_SLASH );
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if ( pHurt )
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{
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if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
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{
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pHurt->pev->punchangle.x = 5;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100;
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}
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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}
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else
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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if (RANDOM_LONG(0,1))
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AttackSound();
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}
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break;
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case ZOMBIE_AE_CRAB1:
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{
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pev->body = 1; // set the head to a skull
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SpawnCrab();
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}
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break;
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case ZOMBIE_AE_CRAB2:
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{
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pev->body = 1; // set the head to a skull
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SpawnCrab();
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}
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break;
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case ZOMBIE_AE_CRAB3:
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{
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pev->body = 1; // set the head to a skull
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SpawnCrab();
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}
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break;
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default:
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CBaseMonster::HandleAnimEvent( pEvent );
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break;
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}
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CZombie :: Spawn()
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{
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Precache();
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if (pev->model) UTIL_SetModel(ENT(pev), pev->model);
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else
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{
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if(pev->button == 0) UTIL_SetModel(ENT(pev), "models/monsters/zombie_sci.mdl");
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else if(pev->button == 1) UTIL_SetModel(ENT(pev), "models/monsters/zombie_bar.mdl");
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}
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_GREEN;
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if (pev->health == 0)
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pev->health = ZOMBIE_HEALTH;
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pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
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m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_MonsterState = MONSTERSTATE_NONE;
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m_afCapability = bits_CAP_DOORS_GROUP;
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MonsterInit();
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CZombie :: Precache()
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{
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int i;
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if (pev->model) UTIL_PrecacheModel(pev->model); //LRC
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else
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{
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if(pev->button) UTIL_PrecacheModel("models/monsters/zombie_bar.mdl");
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else UTIL_PrecacheModel("models/monsters/zombie_sci.mdl");
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}
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UTIL_PrecacheEntity( ZOMBIE_CRAB );
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for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
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PRECACHE_SOUND((char *)pAttackHitSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
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PRECACHE_SOUND((char *)pAttackMissSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
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PRECACHE_SOUND((char *)pAttackSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
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PRECACHE_SOUND((char *)pIdleSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
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PRECACHE_SOUND((char *)pAlertSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
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PRECACHE_SOUND((char *)pPainSounds[i]);
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}
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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int CZombie::IgnoreConditions ( void )
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{
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int iIgnore = CBaseMonster::IgnoreConditions();
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if ((m_Activity == ACT_MELEE_ATTACK1) || (m_Activity == ACT_MELEE_ATTACK1))
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{
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if (m_flNextFlinch >= gpGlobals->time)
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iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE);
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}
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if ((m_Activity == ACT_SMALL_FLINCH) || (m_Activity == ACT_BIG_FLINCH))
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{
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if (m_flNextFlinch < gpGlobals->time)
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m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY;
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}
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return iIgnore;
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}
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//=========================================================
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// Spawn Headcrab - headcrab jumps from zombie
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//=========================================================
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void CZombie :: SpawnCrab( void )
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{
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vec3_t vecSrc, vecAng;
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GetAttachment( 0, vecSrc, vecAng );
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CBaseEntity *pCrab = CBaseEntity::Create( ZOMBIE_CRAB, vecSrc, vecAng, edict() ); // create the crab
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pCrab->pev->spawnflags |= SF_MONSTER_FALL_TO_GROUND; // make the crab fall
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pCrab->pev->velocity = pev->movedir * 30;
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pCrab->pev->velocity.z += 30;
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}
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