hlsdk-xash3d/dlls/cthulhu/servitor.cpp

626 lines
17 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.
*
****/
//=========================================================
// Servitor
//=========================================================
// UNDONE: Don't flinch every time you get hit
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "player.h"
#include "schedule.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define SERVITOR_AE_ATTACK_RIGHT 0x01
#define SERVITOR_AE_ATTACK_LEFT 0x02
#define SERVITOR_AE_GRAB 0x03
#define SERVITOR_AE_BITE 0x04
#define SERVITOR_AE_THROW 0x05
#define SERVITOR_FLINCH_DELAY 8 // at most one flinch every n secs
#define SERVITOR_REACH 256
class CServitor : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( 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 );
void EXPORT ServitorThink( 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[];
// No range attacks
virtual BOOL CheckMeleeAttack1( float flDot, float flDist );
virtual BOOL CheckMeleeAttack2( float flDot, float flDist );
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 int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
private:
CBaseEntity* ServitorCheckTraceHullAttack(float flDist, int iDamage, int iDmgType);
void DropVictim(void);
BOOL mbGrabbedVictim;
CBaseEntity* mpVictim;
int miVictimMoveType;
};
LINK_ENTITY_TO_CLASS( monster_servitor, CServitor );
const char *CServitor::pAttackHitSounds[] =
{
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav",
};
const char *CServitor::pAttackMissSounds[] =
{
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav",
};
const char *CServitor::pAttackSounds[] =
{
"zombie/zo_attack1.wav",
"zombie/zo_attack2.wav",
};
const char *CServitor::pIdleSounds[] =
{
"zombie/zo_idle1.wav",
"zombie/zo_idle2.wav",
"zombie/zo_idle3.wav",
"zombie/zo_idle4.wav",
};
const char *CServitor::pAlertSounds[] =
{
"zombie/zo_alert10.wav",
"zombie/zo_alert20.wav",
"zombie/zo_alert30.wav",
};
const char *CServitor::pPainSounds[] =
{
"zombie/zo_pain1.wav",
"zombie/zo_pain2.wav",
};
TYPEDESCRIPTION CServitor::m_SaveData[] =
{
DEFINE_FIELD( CServitor, mbGrabbedVictim, FIELD_BOOLEAN ),
DEFINE_FIELD( CServitor, mpVictim, FIELD_CLASSPTR ),
DEFINE_FIELD( CServitor, miVictimMoveType, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CServitor, CBaseMonster );
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CServitor :: Classify ( void )
{
return m_iClass?m_iClass:CLASS_ALIEN_MONSTER;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CServitor :: SetYawSpeed ( void )
{
int ys;
ys = 120;
#if 0
switch ( m_Activity )
{
}
#endif
pev->yaw_speed = ys;
}
//=========================================================
// CheckMeleeAttack1
//=========================================================
BOOL CServitor :: CheckMeleeAttack1 ( float flDot, float flDist )
{
// Decent fix to keep folks from kicking/punching hornets and snarks is to check the onground flag(sjb)
//int iGround = FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND );
// Cthulhu: but this stops the monster from hitting flying monsters that are
// melee attacking it (e.g. nightgaunt)
// Solution: explicitly check for monster types that we cannot hit
BOOL bHit = TRUE; // we can hit by default
/*
if (m_hEnemy)
{
if (FClassnameIs( m_hEnemy->pev, "hornet")) bHit = FALSE;
if (FClassnameIs( m_hEnemy->pev, "monster_snark")) bHit = FALSE;
}
*/
//if ( flDist <= 64 && flDot >= 0.7 && m_hEnemy != NULL && iGround )
if ( flDist <= SERVITOR_REACH && flDot >= 0.7 && m_hEnemy != NULL && bHit )
{
return TRUE;
}
return FALSE;
}
//=========================================================
// CheckMeleeAttack2
//=========================================================
BOOL CServitor :: CheckMeleeAttack2 ( float flDot, float flDist )
{
// Decent fix to keep folks from kicking/punching hornets and snarks is to check the onground flag(sjb)
//int iGround = FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND );
// Cthulhu: but this stops the monster from hitting flying monsters that are
// melee attacking it (e.g. nightgaunt)
// Solution: explicitly check for monster types that we cannot hit
BOOL bHit = TRUE; // we can hit by default
/*
if (m_hEnemy)
{
if (FClassnameIs( m_hEnemy->pev, "hornet")) bHit = FALSE;
if (FClassnameIs( m_hEnemy->pev, "monster_snark")) bHit = FALSE;
}
*/
//if ( flDist <= 64 && flDot >= 0.7 && m_hEnemy != NULL && iGround )
if ( flDist <= SERVITOR_REACH && flDot >= 0.7 && m_hEnemy != NULL && bHit )
{
return TRUE;
}
return FALSE;
}
int CServitor :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
// Take 20% 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 *= 0.2;
}
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
void CServitor :: 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 CServitor :: 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 CServitor :: 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 CServitor :: 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 CServitor :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case SERVITOR_AE_ATTACK_RIGHT:
{
// do stuff for this event.
CBaseEntity *pHurt = ServitorCheckTraceHullAttack( SERVITOR_REACH + 96, gSkillData.zombieDmgOneSlash * 2, 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 * 150;
}
// 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 SERVITOR_AE_ATTACK_LEFT:
{
// do stuff for this event.
CBaseEntity *pHurt = ServitorCheckTraceHullAttack( SERVITOR_REACH + 96, gSkillData.zombieDmgOneSlash * 2, 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 * 150;
}
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 SERVITOR_AE_GRAB:
{
// get the position of attachment 1 (index 0) (right hand)
Vector vecPosition;
Vector vecJunk;
CBaseEntity* pEntity = NULL;
GetAttachment( 0, vecPosition, vecJunk );
// look in the region of his hand
bool bFound = false;
while ((pEntity = UTIL_FindEntityInSphere( pEntity, vecPosition, 64 )) != NULL)
{
// is it a monster or player
if (pEntity->pev->flags & (FL_MONSTER|FL_CLIENT))
{
// is it small enough (near man sized)
if (pEntity->pev->absmax.z - pEntity->pev->absmin.z <= 96)
{
// set the grabbed flag to true
mbGrabbedVictim = TRUE;
// set the grabbed monster pointer
mpVictim = pEntity;
// make monster prone (cf barnacle)
mpVictim->FBecomeProne();
// save the grabbed monsters original movetype
miVictimMoveType = mpVictim->pev->movetype;
// set the grabbed monsters movetype to fly
mpVictim->pev->movetype = MOVETYPE_FLY;
// set it's origin to the servitors hand
mpVictim->pev->origin = vecPosition - Vector(0,0,48);
bFound = true;
break;
}
}
}
// if we didn't find something
if (!bFound)
{
// stop the sequence
ResetSequenceInfo();
}
}
break;
case SERVITOR_AE_BITE:
{
// we have gotten the monster as far as our mouth
if (mbGrabbedVictim)
{
// if the victim is dead
if (!mpVictim->IsAlive())
{
// just drop it
DropVictim(); // reset movetype, unset flag and pointer (cf barnacle release)
ResetSequenceInfo();
}
else
{
// apply damage
mpVictim->TakeDamage ( pev, pev, mpVictim->pev->health, DMG_SLASH | DMG_ALWAYSGIB );
if (!mpVictim->IsAlive())
{
mbGrabbedVictim = FALSE;
mpVictim = NULL;
}
}
}
}
break;
case SERVITOR_AE_THROW:
{
if (mbGrabbedVictim)
{
// we have bitten this monster, but it is still alive!
// so just throw it away
mpVictim->pev->movetype = miVictimMoveType;
if (mpVictim->pev->flags & FL_MONSTER)
{
((CBaseMonster*)mpVictim)->m_IdealMonsterState = MONSTERSTATE_IDLE;
}
else // player
{
((CBasePlayer*)mpVictim)->BarnacleVictimReleased();
}
// face the victim the same way as the monster and then turn 180
mpVictim->pev->angles = pev->angles;
mpVictim->pev->angles.y = UTIL_AngleMod(mpVictim->pev->angles.y + 180.0);
mpVictim->pev->punchangle.z = -20;
mpVictim->pev->punchangle.x = 20;
mpVictim->pev->velocity = mpVictim->pev->velocity + gpGlobals->v_forward * -500;
mpVictim->pev->velocity = mpVictim->pev->velocity + gpGlobals->v_up * 100;
mpVictim = NULL;
mbGrabbedVictim = FALSE;
}
}
break;
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
void CServitor :: ServitorThink()
{
// do we need to start the monster off...
if (m_afCapability == bits_CAP_DOORS_GROUP)
{
StartMonster();
SetThink(ServitorThink);
}
//if we have grabbed someone
if (mbGrabbedVictim)
{
SetNextThink(0.05);
float flInterval = StudioFrameAdvance( ); // animate
// are we dead
if (!IsAlive())
{
DropVictim();
}
// else are they dead
else if (!mpVictim->IsAlive())
{
DropVictim();
}
else
{
// set their origin to the correct position
Vector vecPosition;
Vector vecJunk;
GetAttachment( 0, vecPosition, vecJunk );
mpVictim->pev->origin = vecPosition - Vector(0,0,48);
}
DispatchAnimEvents( flInterval );
}
else
{
CBaseMonster::MonsterThink();
}
}
void CServitor :: DropVictim()
{
mpVictim->pev->movetype = miVictimMoveType;
if (mpVictim->pev->flags & FL_MONSTER)
{
((CBaseMonster*)mpVictim)->m_IdealMonsterState = MONSTERSTATE_IDLE;
}
mpVictim->pev->velocity = g_vecZero;
mpVictim = NULL;
mbGrabbedVictim = FALSE;
}
//=========================================================
// CheckTraceHullAttack - expects a length to trace, amount
// of damage to do, and damage type. Returns a pointer to
// the damaged entity in case the monster wishes to do
// other stuff to the victim (punchangle, etc)
// Used for many contact-range melee attacks. Bites, claws, etc.
// Overridden for Servitor because his swing starts lower as
// a percentage of his height (otherwise he swings over the
// players head)
//=========================================================
CBaseEntity* CServitor::ServitorCheckTraceHullAttack(float flDist, int iDamage, int iDmgType)
{
// the enemy may be standing on something, still within reach of a big monster like this,
// but above the 'normal' swipe height
TraceResult tr;
UTIL_MakeVectors( pev->angles );
Vector vecStart = pev->origin;
vecStart.z += 32;
//vecStart.z += 128;
//Vector vecEnd = vecStart + (gpGlobals->v_forward * flDist) - (gpGlobals->v_up * flDist * 0.3);
Vector vecEnd = vecStart + (gpGlobals->v_forward * flDist);
for (double dUp = 0.0; dUp <= 192.0; dUp += 64.0)
{
UTIL_TraceHull( vecStart + Vector(0,0,dUp), vecEnd + Vector(0,0,dUp), dont_ignore_monsters, head_hull, ENT(pev), &tr );
if ( tr.pHit )
{
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
// don't hit the world
if (FClassnameIs( pEntity->pev, "worldspawn")) continue;
if ( iDamage > 0 )
{
pEntity->TakeDamage( pev, pev, iDamage, iDmgType );
}
return pEntity;
}
}
return NULL;
}
//=========================================================
// Spawn
//=========================================================
void CServitor :: Spawn()
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/monsters/servitor.mdl");
UTIL_SetSize( pev, Vector( -48, -48, 0 ), Vector( 48, 48, 256 ) );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_YELLOW;
if (pev->health == 0)
pev->health = gSkillData.gargantuaHealth;
//pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin (taken from the model file).
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_afCapability = bits_CAP_DOORS_GROUP;
// initialise the victim variables
mbGrabbedVictim = FALSE;
mpVictim = NULL;
miVictimMoveType = 0;
MonsterInit();
SetThink(ServitorThink);
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CServitor :: Precache()
{
int i;
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/monsters/servitor.mdl");
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]);
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
int CServitor::IgnoreConditions ( void )
{
int iIgnore = CBaseMonster::IgnoreConditions();
if ((m_Activity == ACT_MELEE_ATTACK1) || (m_Activity == ACT_MELEE_ATTACK2))
{
#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 + SERVITOR_FLINCH_DELAY;
}
return iIgnore;
}