mirror of https://github.com/FWGS/hlsdk-xash3d
249 lines
6.7 KiB
C++
Executable File
249 lines
6.7 KiB
C++
Executable File
/***
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*
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* Copyright (c) 1999, 2000 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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// Snake
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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 "util.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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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define SNAKE_AE_ATTACK 0x01
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#define SNAKE_FLINCH_DELAY 2 // at most one flinch every n secs
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#include "Snake.h"
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LINK_ENTITY_TO_CLASS( monster_snake, CSnake );
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TYPEDESCRIPTION CSnake::m_SaveData[] =
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{
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DEFINE_FIELD( CSnake, m_iszGibModel, FIELD_STRING ),
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};
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IMPLEMENT_SAVERESTORE( CSnake, CBaseMonster );
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const char *CSnake::pAttackSounds[] =
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{
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"snake/snake_attack1.wav",
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"snake/snake_attack2.wav",
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};
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const char *CSnake::pIdleSounds[] =
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{
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"snake/snake_idle1.wav",
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"snake/snake_idle2.wav",
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};
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const char *CSnake::pPainSounds[] =
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{
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"snake/snake_pain1.wav",
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"snake/snake_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 CSnake :: Classify ( void )
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{
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// snakes are servants of great old ones...so treat them like aliens....if they are not "owned" by anyone else...
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if (mpOwner == NULL)
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return m_iClass?m_iClass:CLASS_ALIEN_MONSTER;
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return mpOwner->Classify();
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}
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int CSnake::IRelationship( CBaseEntity *pTarget )
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{
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return CBaseMonster::IRelationship( pTarget );
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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 CSnake :: SetYawSpeed ( void )
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{
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int ys;
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ys = 120;
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pev->yaw_speed = ys;
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}
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int CSnake :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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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 CSnake :: 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 CSnake :: 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 CSnake :: 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 CSnake :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case SNAKE_AE_ATTACK:
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{
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pev->size.z += 48;
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.snakeDmgBite, DMG_POISON );
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pev->size.z -= 48;
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if (RANDOM_LONG(0,1))
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AttackSound();
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// can only bite once per second
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m_fNextBiteTime = gpGlobals->time + 1.0;
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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 CSnake :: Spawn()
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{
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Precache( );
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if (pev->model)
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SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
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else
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SET_MODEL(ENT(pev), "models/snake.mdl");
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UTIL_SetSize( pev, Vector(-16,-16,0), Vector(16,16,20) );
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_RED;
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if (pev->health == 0)
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pev->health = gSkillData.snakeHealth;
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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_MELEE_ATTACK1 | bits_CAP_SWIM;
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m_fNextBiteTime = 0.0;
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mpOwner = NULL;
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MonsterInit();
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}
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void CSnake :: SetOwner ( CBaseEntity* pOwner )
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{
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mpOwner = pOwner;
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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 CSnake :: Precache()
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{
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int i;
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if (pev->model)
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PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
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else
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PRECACHE_MODEL("models/snake.mdl");
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m_iszGibModel = ALLOC_STRING("models/snakegibs.mdl");
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PRECACHE_MODEL( "models/snakegibs.mdl" ); //LRC
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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( 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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BOOL CSnake::CheckMeleeAttack1 ( float flDot, float flDist )
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{
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// are we in range and other conditions, plus have we waited long enough
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// since the last bite
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return (CBaseMonster::CheckMeleeAttack1(flDot,flDist) && (m_fNextBiteTime <= gpGlobals->time));
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}
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BOOL CSnake::CheckMeleeAttack2 ( float flDot, float flDist )
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{
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// are we in range and other conditions, plus have we waited long enough
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// since the last bite
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return (CBaseMonster::CheckMeleeAttack2(flDot,flDist) && (m_fNextBiteTime <= gpGlobals->time));
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}
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int CSnake::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_ATTACK2))
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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 + SNAKE_FLINCH_DELAY;
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}
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return iIgnore;
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} |