hlsdk-xash3d/dlls/cthulhu/DimensionalShambler.cpp

419 lines
13 KiB
C++
Executable File

/***
*
* Copyright (c) 1999, 2000 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.
*
****/
//=========================================================
// SHAMBLER
//=========================================================
// 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 "effects.h"
const float PI = 3.14159;
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define SHAMBLER_AE_ATTACK_RIGHT 0x01
#define SHAMBLER_AE_ATTACK_LEFT 0x02
#define SHAMBLER_AE_ATTACK_BOTH 0x03
#define SHAMBLER_FLINCH_DELAY 2 // at most one flinch every n secs
#include "DimensionalShambler.h"
LINK_ENTITY_TO_CLASS( monster_dimensionalshambler, CDimensionalShambler );
const char *CDimensionalShambler::pAttackHitSounds[] =
{
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav",
};
const char *CDimensionalShambler::pAttackMissSounds[] =
{
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav",
};
const char *CDimensionalShambler::pAttackSounds[] =
{
"shambler/ds_attack1.wav",
"shambler/ds_attack2.wav",
};
const char *CDimensionalShambler::pIdleSounds[] =
{
"shambler/ds_idle1.wav",
"shambler/ds_idle2.wav",
};
const char *CDimensionalShambler::pAlertSounds[] =
{
"shambler/ds_alert1.wav",
"shambler/ds_alert2.wav",
};
const char *CDimensionalShambler::pPainSounds[] =
{
"shambler/ds_pain1.wav",
"shambler/ds_pain2.wav",
"shambler/ds_pain3.wav",
"shambler/ds_pain4.wav",
};
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CDimensionalShambler :: Classify ( void )
{
return m_iClass?m_iClass:CLASS_ALIEN_MONSTER;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CDimensionalShambler :: SetYawSpeed ( void )
{
int ys;
ys = 120;
pev->yaw_speed = ys;
}
int CDimensionalShambler :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
// 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 );
}
void CDimensionalShambler :: PainSound( void )
{
int pitch = 95 + RANDOM_LONG(0,9);
if (RANDOM_LONG(0,5) < 2)
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, pitch );
}
void CDimensionalShambler :: AlertSound( void )
{
int pitch = 95 + RANDOM_LONG(0,9);
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, pitch );
}
void CDimensionalShambler :: IdleSound( void )
{
int pitch = 95 + RANDOM_LONG(0,9);
// Play a random idle sound
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pIdleSounds[ RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
}
void CDimensionalShambler :: AttackSound( void )
{
// Play a random attack sound
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CDimensionalShambler :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case SHAMBLER_AE_ATTACK_RIGHT:
{
// do stuff for this event.
// ALERT( at_console, "Slash right!\n" );
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.shamblerDmgOneSlash, 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 SHAMBLER_AE_ATTACK_LEFT:
{
// do stuff for this event.
// ALERT( at_console, "Slash left!\n" );
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.shamblerDmgOneSlash, 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 SHAMBLER_AE_ATTACK_BOTH:
{
// do stuff for this event.
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.shamblerDmgBothSlash, 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 CDimensionalShambler :: Spawn()
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/shambler.mdl");
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
if (pev->health == 0)
pev->health = gSkillData.shamblerHealth;
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;
m_flNextTeleport = gpGlobals->time + 5.0;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CDimensionalShambler :: Precache()
{
int i;
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/shambler.mdl");
PRECACHE_SOUND("debris/beamstart6.wav");
for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
PRECACHE_SOUND((char *)pAttackHitSounds[i]);
for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
PRECACHE_SOUND((char *)pAttackMissSounds[i]);
for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
PRECACHE_SOUND((char *)pAttackSounds[i]);
for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
PRECACHE_SOUND((char *)pIdleSounds[i]);
for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
PRECACHE_SOUND((char *)pAlertSounds[i]);
for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
PRECACHE_SOUND((char *)pPainSounds[i]);
// sprites
PRECACHE_MODEL("sprites/c-tele1.spr");
PRECACHE_MODEL("sprites/d-tele1.spr");
// for the warpball
PRECACHE_MODEL( "sprites/Fexplo1.spr" );
PRECACHE_MODEL( "sprites/XFlare1.spr" );
PRECACHE_SOUND( "debris/beamstart2.wav" );
PRECACHE_SOUND( "debris/beamstart7.wav" );
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
int CDimensionalShambler::IgnoreConditions ( void )
{
int iIgnore = CBaseMonster::IgnoreConditions();
if ((m_Activity == ACT_MELEE_ATTACK1) || (m_Activity == ACT_MELEE_ATTACK2))
{
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 + SHAMBLER_FLINCH_DELAY;
}
return iIgnore;
}
//=========================================================
// Look
//=========================================================
void CDimensionalShambler :: Look ( int iDistance )
{
CBaseMonster::Look ( iDistance );
float yaw, y;
BOOL bDown, bUp;
Vector vOffset;
// if we are within teleport time
if (m_flNextTeleport < gpGlobals->time)
{
// if we can see the enemy
if (HasConditions(bits_COND_SEE_ENEMY))
{
CBaseEntity* pEnemy = m_hEnemy;
// and we can find a place to teleport to
yaw = RANDOM_FLOAT(-PI,PI);
Vector vecTele;
// Store original origin
Vector myOrig = pev->origin;
for (y =-PI; y < PI; y += PI/6)
{
// if vecGoal+yaw*36 (close enough) is ok.
vOffset = Vector(36*cos(y+yaw),36*sin(y+yaw),pev->mins.z - pEnemy->pev->mins.z);
// check that we are over some solid floor - i.e. if we move down 8 bits, we are in a brush!
// now check we are not stuck in a brush anyway
pev->origin = m_hEnemy->pev->origin + vOffset;
pev->origin.z += 1;
DROP_TO_FLOOR ( ENT(pev) );
bDown = (fabs((pev->origin.z + pev->mins.z) - (pEnemy->pev->origin.z + pEnemy->pev->mins.z)) < 16.0);
bUp = WALK_MOVE ( ENT(pev), 0,1, WALKMOVE_NORMAL );
// this (hopefully) ensures that the dimensional shambler will not teleport to empty air (e.g. if the player is on a ledge)
// and will account for slight slopes or steps.
//if ( bDown && WALK_MOVE ( ENT(pev), 0,1, WALKMOVE_NORMAL ) )
if ( bUp && bDown )
{
// yes, we can teleport there
CEnvWarpBall* pWarpOut = (CEnvWarpBall*)CBaseEntity::Create("env_warpball",myOrig+Vector(0,0,36),Vector(0,0,0),edict());
pWarpOut->pev->frags = 8; // num of beams
pWarpOut->pev->health = 128; // max length of beam
pWarpOut->Use(NULL,NULL,USE_TOGGLE,0);
// make a flash here
//CSprite *pHereSprite = CSprite::SpriteCreate( "sprites/d-tele1.spr", myOrig+Vector(0,0,36), TRUE );
//pHereSprite->pev->scale = 1.0;
//pHereSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation );
//pHereSprite->AnimateAndDie( 20 );
CEnvWarpBall* pWarpIn = (CEnvWarpBall*)CBaseEntity::Create("env_warpball",pev->origin+Vector(0,0,36),Vector(0,0,0),edict());
pWarpIn->pev->frags = 8; // num of beams
pWarpIn->pev->health = 128; // max length of beam
pWarpIn->Use(NULL,NULL,USE_TOGGLE,0);
// make a flash there
//CSprite *pThereSprite = CSprite::SpriteCreate( "sprites/c-tele1.spr", pev->origin+Vector(0,0,36), TRUE );
//pThereSprite->pev->scale = 1.0;
//pThereSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation );
//pThereSprite->AnimateAndDie( 20 );
// now the sound
//EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "debris/beamstart6.wav", 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
// set ideal facing
MakeIdealYaw(m_hEnemy->pev->origin);
pev->angles.y = pev->ideal_yaw;
// clear the route
RouteClear();
// set the next teleport time (10 secs)
m_flNextTeleport = gpGlobals->time + RANDOM_LONG(8.0,12.0);
return;
}
}
// we failed to find a teleport spot
// restore the old origin
pev->origin = myOrig;
}
}
}