/*** * * Copyright (c) 1996-2001, 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 //========================================================= // UNDONE: Don't flinch every time you get hit #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" //========================================================= // Monster's Anim Events Go Here //========================================================= #define ZOMBIE_AE_ATTACK_RIGHT 0x01 #define ZOMBIE_AE_ATTACK_LEFT 0x02 #define ZOMBIE_AE_ATTACK_BOTH 0x03 #define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs class CZombie : public CBaseMonster { public: void Spawn() override; void Precache() override; void SetYawSpeed() override; int Classify() override; void HandleAnimEvent(MonsterEvent_t* pEvent) override; int IgnoreConditions() override; float m_flNextFlinch; void PainSound() override; void AlertSound() override; void IdleSound() override; void AttackSound(); 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 bool CheckRangeAttack1(float flDot, float flDist) override { return false; } bool CheckRangeAttack2(float flDot, float flDist) override { return false; } bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override; }; LINK_ENTITY_TO_CLASS(monster_zombie, CZombie); const char* CZombie::pAttackHitSounds[] = { "zombie/claw_strike1.wav", "zombie/claw_strike2.wav", "zombie/claw_strike3.wav", }; const char* CZombie::pAttackMissSounds[] = { "zombie/claw_miss1.wav", "zombie/claw_miss2.wav", }; const char* CZombie::pAttackSounds[] = { "zombie/zo_attack1.wav", "zombie/zo_attack2.wav", }; const char* CZombie::pIdleSounds[] = { "zombie/zo_idle1.wav", "zombie/zo_idle2.wav", "zombie/zo_idle3.wav", "zombie/zo_idle4.wav", }; const char* CZombie::pAlertSounds[] = { "zombie/zo_alert10.wav", "zombie/zo_alert20.wav", "zombie/zo_alert30.wav", }; const char* CZombie::pPainSounds[] = { "zombie/zo_pain1.wav", "zombie/zo_pain2.wav", }; //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CZombie::Classify() { return CLASS_ALIEN_MONSTER; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CZombie::SetYawSpeed() { int ys; ys = 120; #if 0 switch ( m_Activity ) { } #endif pev->yaw_speed = ys; } bool CZombie::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) { // Take 30% 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 *= 0.3; } // HACK HACK -- until we fix this. if (IsAlive()) PainSound(); return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); } void CZombie::PainSound() { int pitch = 95 + RANDOM_LONG(0, 9); if (RANDOM_LONG(0, 5) < 2) EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1.0, ATTN_NORM, 0, pitch); } void CZombie::AlertSound() { int pitch = 95 + RANDOM_LONG(0, 9); EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), 1.0, ATTN_NORM, 0, pitch); } void CZombie::IdleSound() { int pitch = 95 + RANDOM_LONG(0, 9); // Play a random idle sound EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1.0, ATTN_NORM, 0, pitch); } void CZombie::AttackSound() { int pitch = 95 + RANDOM_LONG(0, 9); // Play a random attack sound EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackSounds), 1.0, ATTN_NORM, 0, pitch); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CZombie::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.zombieDmgOneSlash, DMG_SLASH); if (pHurt) { if ((pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) != 0) { 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, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); } else // Play a random attack miss sound EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 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.zombieDmgOneSlash, DMG_SLASH); if (pHurt) { if ((pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) != 0) { 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, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); } else EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 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.zombieDmgBothSlash, DMG_SLASH); if (pHurt) { if ((pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) != 0) { pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; } EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); } else EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); if (RANDOM_LONG(0, 1)) AttackSound(); } break; default: CBaseMonster::HandleAnimEvent(pEvent); break; } } //========================================================= // Spawn //========================================================= void CZombie::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/zombie.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; pev->health = gSkillData.zombieHealth; 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 CZombie::Precache() { PRECACHE_MODEL("models/zombie.mdl"); PRECACHE_SOUND_ARRAY(pAttackHitSounds); PRECACHE_SOUND_ARRAY(pAttackMissSounds); PRECACHE_SOUND_ARRAY(pAttackSounds); PRECACHE_SOUND_ARRAY(pIdleSounds); PRECACHE_SOUND_ARRAY(pAlertSounds); PRECACHE_SOUND_ARRAY(pPainSounds); } //========================================================= // AI Schedules Specific to this monster //========================================================= int CZombie::IgnoreConditions() { int iIgnore = CBaseMonster::IgnoreConditions(); if ((m_Activity == ACT_MELEE_ATTACK1) || (m_Activity == ACT_MELEE_ATTACK1)) { #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 + ZOMBIE_FLINCH_DELAY; } return iIgnore; }