hlsdk-xash3d/dlls/cthulhu/kingpin.cpp

367 lines
10 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.
*
****/
//=========================================================
// Kingpin
//=========================================================
#define KINGPIN_MAX_ATTACK_RADIUS 1024
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
class CKingpin : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int Classify ( void );
int IgnoreConditions ( void );
float m_flNextFlinch;
void Shockwave ( void );
void PainSound( void );
void IdleSound( void );
void AttackSound( void );
static const char *pAttackSounds[];
static const char *pIdleSounds[];
static const char *pPainSounds[];
// No range attacks
BOOL CheckRangeAttack1 ( float flDot, float flDist );
BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
int m_iSpriteTexture;
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
};
LINK_ENTITY_TO_CLASS( monster_kingpin, CKingpin );
TYPEDESCRIPTION CKingpin::m_SaveData[] =
{
DEFINE_FIELD( CKingpin, m_iSpriteTexture, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CKingpin, CBaseMonster );
const char *CKingpin::pAttackSounds[] =
{
"x/x_attack1.wav",
"x/x_attack2.wav",
"x/x_attack3.wav",
};
const char *CKingpin::pIdleSounds[] =
{
"x/x_attack1.wav",
"x/x_attack2.wav",
"x/x_attack3.wav",
"x/x_pain1.wav",
"x/x_pain2.wav",
"x/x_pain3.wav",
};
const char *CKingpin::pPainSounds[] =
{
"x/x_pain1.wav",
"x/x_pain2.wav",
"x/x_pain3.wav",
};
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CKingpin :: Classify ( void )
{
return m_iClass?m_iClass:CLASS_ALIEN_MONSTER;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CKingpin :: SetYawSpeed ( void )
{
int ys;
ys = 120;
#if 0
switch ( m_Activity )
{
}
#endif
pev->yaw_speed = ys;
}
int CKingpin :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
if ( IsAlive() )
PainSound();
// kingpin does not take damage, but we want to use this logic, so pass a small number
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, 0.001, bitsDamageType );
}
void CKingpin :: PainSound( void )
{
int pitch = 95 + RANDOM_LONG(0,9);
if (RANDOM_LONG(0,5) < 3)
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, pitch );
}
void CKingpin :: 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 CKingpin :: 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) );
}
//=========================================================
// Spawn
//=========================================================
void CKingpin :: Spawn()
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/kingpin.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 = 1000; // always 1000
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;
MonsterInit();
// PhilG: hack to allow CheckRangeAttack1 to be used
m_afCapability |= bits_CAP_RANGE_ATTACK1;
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CKingpin :: Precache()
{
int i;
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/kingpin.mdl");
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( pPainSounds ); i++ )
PRECACHE_SOUND((char *)pPainSounds[i]);
PRECACHE_SOUND("houndeye/he_blast1.wav");
PRECACHE_SOUND("houndeye/he_blast2.wav");
PRECACHE_SOUND("houndeye/he_blast3.wav");
m_iSpriteTexture = PRECACHE_MODEL( "sprites/shockwave.spr" );
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
int CKingpin::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 + 2.0;
}
return iIgnore;
}
BOOL CKingpin :: CheckRangeAttack1 ( float flDot, float flDist )
{
//if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 1024 && flDot >= 0.5 )
if ( flDist <= 1024 && flDot >= 0.5 )
{
if (gpGlobals->time >= m_flNextAttack)
{
// we do the shockwave here
Shockwave();
m_flNextAttack = gpGlobals->time + 2.0;
}
}
// we always return false, otherwise it will try and do an animation that does not exist
return FALSE;
}
void CKingpin::Shockwave()
{
float flAdjustedDamage;
float flDist;
switch ( RANDOM_LONG( 0, 2 ) )
{
case 0: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_blast1.wav", 1, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_blast2.wav", 1, ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_blast3.wav", 1, ATTN_NORM); break;
}
// blast circles
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_BEAMCYLINDER );
WRITE_COORD( pev->origin.x);
WRITE_COORD( pev->origin.y);
WRITE_COORD( pev->origin.z + 16);
WRITE_COORD( pev->origin.x);
WRITE_COORD( pev->origin.y);
WRITE_COORD( pev->origin.z + 16 + KINGPIN_MAX_ATTACK_RADIUS / .2); // reach damage radius over .3 seconds
WRITE_SHORT( m_iSpriteTexture );
WRITE_BYTE( 0 ); // startframe
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( 16 ); // life
WRITE_BYTE( 96 ); // width
WRITE_BYTE( 0 ); // noise
WRITE_BYTE( 64 ); // RED
WRITE_BYTE( 255 ); // GREEN
WRITE_BYTE( 64 ); // BLUE
WRITE_BYTE( 255 ); //brightness
WRITE_BYTE( 0 ); // speed
MESSAGE_END();
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_BEAMCYLINDER );
WRITE_COORD( pev->origin.x);
WRITE_COORD( pev->origin.y);
WRITE_COORD( pev->origin.z + 16);
WRITE_COORD( pev->origin.x);
WRITE_COORD( pev->origin.y);
WRITE_COORD( pev->origin.z + 16 + (KINGPIN_MAX_ATTACK_RADIUS / 2 ) / .2); // reach damage radius over .3 seconds
WRITE_SHORT( m_iSpriteTexture );
WRITE_BYTE( 0 ); // startframe
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( 12 ); // life
WRITE_BYTE( 96 ); // width
WRITE_BYTE( 0 ); // noise
WRITE_BYTE( 64 ); // RED
WRITE_BYTE( 255 ); // GREEN
WRITE_BYTE( 64 ); // BLUE
WRITE_BYTE( 255 ); //brightness
WRITE_BYTE( 0 ); // speed
MESSAGE_END();
CBaseEntity *pEntity = NULL;
// iterate on all entities in the vicinity.
while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, KINGPIN_MAX_ATTACK_RADIUS )) != NULL)
{
if ( pEntity->pev->takedamage != DAMAGE_NO )
{
if ( !FClassnameIs(pEntity->pev, "monster_kingpin") )
{
// kingpins do FULL damage if the ent in question is visible. Half damage otherwise.
// This means that you must get out of the kingpin's attack range entirely to avoid damage.
// Calculate full damage first
flAdjustedDamage = 200.0;
flDist = (pEntity->Center() - pev->origin).Length();
flAdjustedDamage -= ( flDist / KINGPIN_MAX_ATTACK_RADIUS ) * flAdjustedDamage;
if ( !FVisible( pEntity ) )
{
if ( pEntity->IsPlayer() )
{
// if this entity is a client, and is not in full view, inflict half damage. We do this so that players still
// take the residual damage if they don't totally leave the houndeye's effective radius. We restrict it to clients
// so that monsters in other parts of the level don't take the damage and get pissed.
flAdjustedDamage *= 0.5;
}
else if ( !FClassnameIs( pEntity->pev, "func_breakable" ) && !FClassnameIs( pEntity->pev, "func_pushable" ) )
{
// do not hurt nonclients through walls, but allow damage to be done to breakables
flAdjustedDamage = 0;
}
}
//ALERT ( at_aiconsole, "Damage: %f\n", flAdjustedDamage );
if (flAdjustedDamage > 0 )
{
pEntity->TakeDamage ( pev, pev, flAdjustedDamage, DMG_SONIC | DMG_ALWAYSGIB );
}
}
}
}
}