mirror of https://github.com/FWGS/hlsdk-xash3d
576 lines
16 KiB
C++
Executable File
576 lines
16 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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// spider
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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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#include "effects.h"
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#include "customentity.h"
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#include "soundent.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define SPIDER_AE_ATTACK 0x01
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#define SPIDER_FLINCH_DELAY 3 // at most one flinch every n secs
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//=========================================================
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// monster-specific schedule types
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//=========================================================
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enum
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{
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SCHED_SPIDER_REPEL = LAST_COMMON_SCHEDULE + 1,
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SCHED_SPIDER_REPEL_LAND,
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};
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//=========================================================
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// repel
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//=========================================================
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Task_t tlSpiderRepel[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_FACE_IDEAL, (float)0 },
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{ TASK_PLAY_SEQUENCE, (float)ACT_GLIDE },
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};
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Schedule_t slSpiderRepel[] =
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{
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{
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tlSpiderRepel,
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ARRAYSIZE ( tlSpiderRepel ),
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bits_COND_SEE_ENEMY |
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bits_COND_NEW_ENEMY |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_HEAR_SOUND,
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bits_SOUND_DANGER |
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bits_SOUND_COMBAT |
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bits_SOUND_PLAYER,
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"Repel"
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},
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};
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//=========================================================
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// repel land
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//=========================================================
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Task_t tlSpiderRepelLand[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_PLAY_SEQUENCE, (float)ACT_LAND },
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{ TASK_GET_PATH_TO_LASTPOSITION,(float)0 },
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{ TASK_RUN_PATH, (float)0 },
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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{ TASK_CLEAR_LASTPOSITION, (float)0 },
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};
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Schedule_t slSpiderRepelLand[] =
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{
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{
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tlSpiderRepelLand,
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ARRAYSIZE ( tlSpiderRepelLand ),
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bits_COND_SEE_ENEMY |
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bits_COND_NEW_ENEMY |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_HEAR_SOUND,
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bits_SOUND_DANGER |
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bits_SOUND_COMBAT |
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bits_SOUND_PLAYER,
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"Repel Land"
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},
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};
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class CSpider : 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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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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virtual int GetVoicePitch( void ) { return 95 + RANDOM_LONG(0,9); }
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virtual float GetSoundVolue( void ) { return 1.0; }
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// No range attacks
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virtual BOOL CheckMeleeAttack1( float flDot, float flDist );
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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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virtual float GetDamageAmount( void ) { return gSkillData.zombieDmgOneSlash; }
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virtual float GetKnockback( void ) { return 200; }
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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virtual int GetHeightFix(void) { return 0; };
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Schedule_t *GetSchedule( void );
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Schedule_t *GetScheduleOfType ( int Type );
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CUSTOM_SCHEDULES;
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};
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LINK_ENTITY_TO_CLASS( monster_giantspider, CSpider );
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DEFINE_CUSTOM_SCHEDULES( CSpider )
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{
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slSpiderRepel,
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slSpiderRepelLand,
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};
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IMPLEMENT_CUSTOM_SCHEDULES( CSpider, CBaseMonster );
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const char *CSpider::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 *CSpider::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 *CSpider::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 *CSpider::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 *CSpider::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 *CSpider::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 CSpider :: 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 CSpider :: 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 CSpider :: 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 CSpider :: PainSound( void )
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{
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int pitch = GetVoicePitch();
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if (RANDOM_LONG(0,5) < 3)
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], GetSoundVolue(), ATTN_NORM, 0, pitch );
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}
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void CSpider :: AlertSound( void )
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{
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int pitch = GetVoicePitch();
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], GetSoundVolue(), ATTN_NORM, 0, pitch );
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}
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void CSpider :: IdleSound( void )
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{
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int pitch = GetVoicePitch();
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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) ], GetSoundVolue(), ATTN_NORM, 0, pitch );
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}
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void CSpider :: AttackSound( void )
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{
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int pitch = GetVoicePitch();
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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) ], GetSoundVolue(), ATTN_NORM, 0, pitch );
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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 CSpider :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case SPIDER_AE_ATTACK:
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{
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int pitch = GetVoicePitch();
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// do stuff for this event.
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// Cthulhu: bug fix (hack) for origin being below ground!
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pev->size.z += GetHeightFix();
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CBaseEntity *pHurt = CheckTraceHullAttack( 120, GetDamageAmount(), DMG_SLASH );
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pev->size.z -= GetHeightFix();
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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 * -GetKnockback();
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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) ], GetSoundVolue(), ATTN_NORM, 0, pitch );
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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) ], GetSoundVolue(), ATTN_NORM, 0, pitch );
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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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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 CSpider :: 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/monsters/spider.mdl");
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UTIL_SetSize( pev, Vector( -36, -36, 0 ), Vector( 36, 36, 76 ) );
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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 = gSkillData.zombieHealth * 2;
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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_JUMP | bits_CAP_CLIMB | bits_CAP_HEAR | bits_CAP_AUTO_DOORS | bits_CAP_MELEE_ATTACK1;
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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 CSpider :: 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/monsters/spider.mdl");
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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 CSpider::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 + SPIDER_FLINCH_DELAY;
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}
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return iIgnore;
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}
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BOOL CSpider :: CheckMeleeAttack1 ( float flDot, float flDist )
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{
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// Decent fix to keep folks from kicking/punching hornets and snarks is to check the onground flag(sjb)
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//int iGround = FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND );
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// Cthulhu: but this stops the monster from hitting flying monsters that are
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// melee attacking it (e.g. nightgaunt)
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// Solution: explicitly check for monster types that we cannot hit
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BOOL bHit = TRUE; // we can hit by default
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if (m_hEnemy)
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{
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if (FClassnameIs( m_hEnemy->pev, "hornet")) bHit = FALSE;
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if (FClassnameIs( m_hEnemy->pev, "monster_snark")) bHit = FALSE;
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}
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if ( flDist <= 80 && flDot >= 0.7 && m_hEnemy != NULL && bHit )
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{
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// Get Schedule!
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//=========================================================
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Schedule_t *CSpider :: GetSchedule( void )
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{
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// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
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if ( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE )
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{
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if (pev->flags & FL_ONGROUND)
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{
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// just landed
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pev->movetype = MOVETYPE_STEP;
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return GetScheduleOfType ( SCHED_SPIDER_REPEL_LAND );
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}
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else
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{
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// repel down a rope,
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return GetScheduleOfType ( SCHED_SPIDER_REPEL );
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}
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}
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return CBaseMonster::GetSchedule();
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}
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//=========================================================
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Schedule_t* CSpider :: GetScheduleOfType ( int Type )
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{
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switch ( Type )
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{
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case SCHED_SPIDER_REPEL:
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{
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if (pev->velocity.z > -128)
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pev->velocity.z -= 32;
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return &slSpiderRepel[ 0 ];
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}
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case SCHED_SPIDER_REPEL_LAND:
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{
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return &slSpiderRepelLand[ 0 ];
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}
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default:
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{
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return CBaseMonster :: GetScheduleOfType ( Type );
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//=========================================================
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// CSpiderRepel - when triggered, spawns a monster_giantspider
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// repelling down a web.
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//=========================================================
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class CSpiderRepel : 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 EXPORT RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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int m_iSpriteTexture; // Don't save, precache
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};
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LINK_ENTITY_TO_CLASS( monster_spider_repel, CSpiderRepel );
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void CSpiderRepel::Spawn( void )
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{
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Precache( );
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pev->solid = SOLID_NOT;
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SetUse( RepelUse );
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}
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void CSpiderRepel::Precache( void )
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{
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UTIL_PrecacheOther( "monster_giantspider" );
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m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" );
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}
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void CSpiderRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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TraceResult tr;
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UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr);
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/*
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if ( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP)
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return NULL;
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*/
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CBaseEntity *pEntity = Create( "monster_giantspider", pev->origin, pev->angles );
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CBaseMonster *pSpider = pEntity->MyMonsterPointer( );
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pSpider->pev->movetype = MOVETYPE_FLY;
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pSpider->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) );
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pSpider->SetActivity( ACT_GLIDE );
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// UNDONE: position?
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pSpider->m_vecLastPosition = tr.vecEndPos;
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CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 );
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pBeam->PointEntInit( pev->origin + Vector(0,0,112), pSpider->entindex() );
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pBeam->SetEndAttachment( 1 );
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pBeam->SetFlags( BEAM_FSOLID );
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pBeam->SetColor( 255, 255, 255 );
|
|
pBeam->SetThink( SUB_Remove );
|
|
pBeam->SetNextThink( -4096.0 * tr.flFraction / pSpider->pev->velocity.z + 0.5 );
|
|
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
class CBabySpider : public CSpider
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void Precache( void );
|
|
|
|
virtual int GetVoicePitch( void ) { return PITCH_NORM + RANDOM_LONG(40,50); }
|
|
virtual float GetSoundVolue( void ) { return 0.6; }
|
|
|
|
virtual BOOL CheckMeleeAttack1( float flDot, float flDist );
|
|
virtual float GetDamageAmount( void ) { return gSkillData.headcrabDmgBite * 0.5; }
|
|
virtual float GetKnockback( void ) { return 50; }
|
|
|
|
virtual int GetHeightFix(void) { return 32; };
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_babygiantspider, CBabySpider );
|
|
|
|
void CBabySpider :: Spawn( void )
|
|
{
|
|
CSpider::Spawn();
|
|
|
|
SET_MODEL(ENT(pev), "models/monsters/babyspider.mdl");
|
|
UTIL_SetSize(pev, Vector(-4, -4, 0), Vector(4, 4, 16));
|
|
|
|
// this is always true
|
|
pev->health = gSkillData.headcrabHealth;
|
|
}
|
|
|
|
void CBabySpider :: Precache( void )
|
|
{
|
|
if (pev->model)
|
|
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
|
else
|
|
PRECACHE_MODEL( "models/monsters/babyspider.mdl" );
|
|
CSpider::Precache();
|
|
}
|
|
|
|
BOOL CBabySpider :: 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 <= 48 && flDot >= 0.7 && m_hEnemy != NULL && bHit )
|
|
{
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|