hlsdk-xash3d/dlls/aomdc/zombie2.cpp

257 lines
7.4 KiB
C++

/***
*
* Copyright (c) 1996-2002, 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.
*
****/
//=========================================================
// Zombie
//=========================================================
#include "zombie.h"
class CZombie2 : public CZombie
{
public:
void Spawn( void );
void Precache( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void PainSound( void );
void AlertSound( void );
void IdleSound( void );
void AttackSound( 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[];
};
LINK_ENTITY_TO_CLASS( monster_zombie2, CZombie2 );
const char *CZombie2::pAttackHitSounds[] =
{
"zombie2/claw_strike1.wav",
"zombie2/claw_strike2.wav",
"zombie2/claw_strike3.wav",
};
const char *CZombie2::pAttackMissSounds[] =
{
"zombie2/claw_miss1.wav",
"zombie2/claw_miss2.wav",
};
const char *CZombie2::pAttackSounds[] =
{
"zombie2/zo_attack1.wav",
"zombie2/zo_attack2.wav",
};
const char *CZombie2::pIdleSounds[] =
{
"zombie2/zo_idle1.wav",
"zombie2/zo_idle2.wav",
"zombie2/zo_idle3.wav",
"zombie2/zo_idle4.wav",
};
const char *CZombie2::pAlertSounds[] =
{
"zombie2/zo_alert10.wav",
"zombie2/zo_alert20.wav",
"zombie2/zo_alert30.wav",
};
const char *CZombie2::pPainSounds[] =
{
"zombie2/zo_pain1.wav",
"zombie2/zo_pain2.wav",
};
void CZombie2 :: 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 CZombie2 :: 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 CZombie2 :: 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 CZombie2 :: 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 CZombie2 :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case ZOMBIE_AE_ATTACK_RIGHT:
{
// do stuff for this event.
// ALERT( at_console, "Slash right!\n" );
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombie2DmgOneSlash, 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 ZOMBIE_AE_ATTACK_LEFT:
{
// do stuff for this event.
// ALERT( at_console, "Slash left!\n" );
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombie2DmgOneSlash, 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;
}
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 ZOMBIE_AE_ATTACK_BOTH:
{
// do stuff for this event.
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombie2DmgBothSlash, DMG_SLASH );
if ( pHurt )
{
if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
{
pHurt->pev->punchangle.x = 5;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100;
}
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;
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CZombie2 :: Spawn()
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/zombie2.mdl");
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
if (pev->health == 0)
pev->health = gSkillData.zombie2Health;
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();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CZombie2 :: Precache()
{
int i;
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/zombie2.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
//=========================================================