hlsdk-xash3d/dlls/cthulhu/werewolf.cpp

495 lines
15 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.
*
****/
//=========================================================
// Wolf
//=========================================================
// 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 "soundent.h"
#include "game.h"
#define WEREWOLF_IMMUNE (DMG_BULLET|DMG_SLASH|DMG_CLUB)
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define WEREWOLF_AE_ATTACK1 0x01
#define WEREWOLF_AE_ATTACK2 0x02
#define WEREWOLF_AE_ATTACK_RAGE1 0x03
#define WEREWOLF_AE_ATTACK_RAGE2 0x04
#define WEREWOLF_AE_LEAP 0x05
#define WEREWOLF_AE_LEAP_ATTACK 0x06
#define WEREWOLF_FLINCH_DELAY 6 // at most one flinch every n secs
#define WEREWOLF_GREY 0
#define WEREWOLF_BLACK 1
#define WEREWOLF_SILVERMANE 2
#define WEREWOLF_BROWN 3
#define WEREWOLF_WHITE 4
#define WEREWOLF_WINTER 5
#define NUM_WEREWOLF_BODIES 6
#include "werewolf.h"
LINK_ENTITY_TO_CLASS( monster_werewolf, CWerewolf );
const char *CWerewolf::pAttackHitSounds[] =
{
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav",
};
const char *CWerewolf::pAttackMissSounds[] =
{
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav",
};
const char *CWerewolf::pAttackSounds[] =
{
"ghoul/gh_attack1.wav",
// "ghoul/gh_attack2.wav",
};
const char *CWerewolf::pIdleSounds[] =
{
"ghoul/gh_idle1.wav",
"ghoul/gh_idle2.wav",
"ghoul/gh_idle3.wav",
// "ghoul/gh_idle4.wav",
};
const char *CWerewolf::pAlertSounds[] =
{
"ghoul/gh_alert1.wav",
// "ghoul/gh_alert20.wav",
// "ghoul/gh_alert30.wav",
};
const char *CWerewolf::pPainSounds[] =
{
"ghoul/gh_pain1.wav",
// "ghoul/gh_pain2.wav",
};
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CWerewolf :: Classify ( void )
{
return m_iClass?m_iClass:CLASS_ALIEN_PREDATOR;
}
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards. In the base class implementation,
// monsters care about all sounds, but no scents.
//=========================================================
int CWerewolf :: ISoundMask ( void )
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_CARCASS |
bits_SOUND_MEAT |
bits_SOUND_GARBAGE |
bits_SOUND_PLAYER;
}
//=========================================================
// IRelationship - overridden.
//=========================================================
int CWerewolf::IRelationship ( CBaseEntity *pTarget )
{
if ( FClassnameIs( pTarget->pev, "monster_wolf" ) )
{
return R_AL;
}
return CBaseMonster :: IRelationship( pTarget );
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CWerewolf :: SetYawSpeed ( void )
{
int ys;
ys = 120;
pev->yaw_speed = ys;
}
//=========================================================
// CheckRangeAttack1
//=========================================================
BOOL CWerewolf :: CheckRangeAttack1 ( 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 >= 96 && flDist <= 312 && flDot >= 0.7 && m_hEnemy != NULL && bHit )
{
return TRUE;
}
return FALSE;
}
int CWerewolf :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
if ( (bitsDamageType & WEREWOLF_IMMUNE) != 0 ) return 0;
// HACK HACK -- until we fix this.
if ( IsAlive() )
PainSound();
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
void CWerewolf :: 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 CWerewolf :: 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 CWerewolf :: 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) ], 0.2, ATTN_NORM, 0, pitch );
}
void CWerewolf :: AttackSound( void )
{
int pitch = 95 + RANDOM_LONG(0,9);
// Play a random attack sound
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 0.5, ATTN_NORM, 0, pitch );
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CWerewolf :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case WEREWOLF_AE_ATTACK1:
{
// do stuff for this event.
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH );
if ( pHurt )
{
if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
{
pHurt->pev->punchangle.z = -20;
pHurt->pev->punchangle.x = 20;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 200;
}
// 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 WEREWOLF_AE_ATTACK2:
{
// do stuff for this event.
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.bullsquidDmgBite, DMG_SLASH );
if ( pHurt )
{
if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
{
pHurt->pev->punchangle.z = -20;
pHurt->pev->punchangle.x = 20;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 50;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 10;
}
// 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 WEREWOLF_AE_ATTACK_RAGE1:
{
// do stuff for this event.
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, 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 WEREWOLF_AE_ATTACK_RAGE2:
{
// do stuff for this event.
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, 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 WEREWOLF_AE_LEAP:
{
ClearBits( pev->flags, FL_ONGROUND );
UTIL_SetOrigin (this, pev->origin + Vector ( 0 , 0 , 1) );// take him off ground so engine doesn't instantly reset onground
UTIL_MakeVectors ( pev->angles );
Vector vecJumpDir;
if (m_hEnemy != NULL)
{
float gravity = g_psv_gravity->value;
if (gravity <= 1)
gravity = 1;
// How fast does the headcrab need to travel to reach that height given gravity?
float height = (m_hEnemy->pev->origin.z + m_hEnemy->pev->view_ofs.z - pev->origin.z);
if (height < 16)
height = 16;
float speed = sqrt( 2 * gravity * height );
float time = speed / gravity;
// Scale the sideways velocity to get there at the right time
vecJumpDir = (m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs - pev->origin);
vecJumpDir = vecJumpDir * ( 1.0 / time );
// Speed to offset gravity at the desired height
vecJumpDir.z = speed;
// Don't jump too far/fast
float distance = vecJumpDir.Length();
if (distance > 650)
{
vecJumpDir = vecJumpDir * ( 650.0 / distance );
}
}
else
{
// jump hop, don't care where
vecJumpDir = Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_up.z ) * 350;
}
pev->velocity = vecJumpDir;
}
break;
case WEREWOLF_AE_LEAP_ATTACK:
{
// do stuff for this event.
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.bullsquidDmgBite, DMG_SLASH );
if ( pHurt )
{
if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
{
pHurt->pev->punchangle.z = -20;
pHurt->pev->punchangle.x = 20;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 50;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 10;
}
// 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;
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CWerewolf :: Spawn()
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/monsters/werewolf.mdl");
UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 72 ) );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
if (pev->health == 0)
pev->health = gSkillData.agruntHealth; // use this one
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 | bits_CAP_HEAR | bits_CAP_JUMP;
if ( pev->body == -1 )
{// -1 chooses a random body
pev->body = RANDOM_LONG(0, NUM_WEREWOLF_BODIES-1);// pick a body, any body
}
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CWerewolf :: Precache()
{
int i;
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/monsters/werewolf.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 CWerewolf::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 + WEREWOLF_FLINCH_DELAY;
}
return iIgnore;
}
void CWerewolf::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
{
//ALERT( at_aiconsole, "CWerewolf::TraceAttack\n");
if ( !IsAlive() )
{
CBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
return;
}
if ((bitsDamageType & WEREWOLF_IMMUNE) != 0) return;
CBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}