334 lines
9 KiB
C++
334 lines
9 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, 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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// Zombie
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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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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define ZOMBIE_AE_ATTACK_RIGHT 0x01
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#define ZOMBIE_AE_ATTACK_LEFT 0x02
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#define ZOMBIE_AE_ATTACK_BOTH 0x03
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#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
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class CZombie : public CBaseMonster
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{
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public:
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void Spawn() override;
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void Precache() override;
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void SetYawSpeed() override;
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int Classify() override;
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void HandleAnimEvent(MonsterEvent_t* pEvent) override;
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int IgnoreConditions() override;
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float m_flNextFlinch;
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void PainSound() override;
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void AlertSound() override;
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void IdleSound() override;
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void AttackSound();
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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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// No range attacks
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bool CheckRangeAttack1(float flDot, float flDist) override { return false; }
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bool CheckRangeAttack2(float flDot, float flDist) override { return false; }
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bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override;
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};
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LINK_ENTITY_TO_CLASS(monster_zombie, CZombie);
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const char* CZombie::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* CZombie::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* CZombie::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* CZombie::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* CZombie::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* CZombie::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 CZombie::Classify()
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{
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return 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 CZombie::SetYawSpeed()
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{
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int ys;
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ys = 120;
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#if 0
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switch ( m_Activity )
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{
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}
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#endif
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pev->yaw_speed = ys;
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}
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bool CZombie::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
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{
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// Take 30% damage from bullets
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if (bitsDamageType == DMG_BULLET)
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{
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Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
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vecDir = vecDir.Normalize();
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float flForce = DamageForce(flDamage);
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pev->velocity = pev->velocity + vecDir * flForce;
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flDamage *= 0.3;
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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 CZombie::PainSound()
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{
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int pitch = 95 + RANDOM_LONG(0, 9);
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if (RANDOM_LONG(0, 5) < 2)
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1.0, ATTN_NORM, 0, pitch);
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}
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void CZombie::AlertSound()
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{
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int pitch = 95 + RANDOM_LONG(0, 9);
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), 1.0, ATTN_NORM, 0, pitch);
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}
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void CZombie::IdleSound()
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{
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int pitch = 95 + RANDOM_LONG(0, 9);
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// Play a random idle sound
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1.0, ATTN_NORM, 0, pitch);
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}
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void CZombie::AttackSound()
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{
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int pitch = 95 + RANDOM_LONG(0, 9);
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// Play a random attack sound
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackSounds), 1.0, 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 CZombie::HandleAnimEvent(MonsterEvent_t* pEvent)
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{
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switch (pEvent->event)
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{
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case ZOMBIE_AE_ATTACK_RIGHT:
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{
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// do stuff for this event.
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// ALERT( at_console, "Slash right!\n" );
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CBaseEntity* pHurt = CheckTraceHullAttack(70, gSkillData.zombieDmgOneSlash, DMG_SLASH);
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if (pHurt)
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{
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if ((pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) != 0)
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{
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pHurt->pev->punchangle.z = -18;
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pHurt->pev->punchangle.x = 5;
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pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100;
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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, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5));
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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, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5));
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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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case ZOMBIE_AE_ATTACK_LEFT:
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{
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// do stuff for this event.
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// ALERT( at_console, "Slash left!\n" );
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CBaseEntity* pHurt = CheckTraceHullAttack(70, gSkillData.zombieDmgOneSlash, DMG_SLASH);
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if (pHurt)
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{
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if ((pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) != 0)
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{
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pHurt->pev->punchangle.z = 18;
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pHurt->pev->punchangle.x = 5;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100;
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}
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5));
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}
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else
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5));
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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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case ZOMBIE_AE_ATTACK_BOTH:
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{
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// do stuff for this event.
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CBaseEntity* pHurt = CheckTraceHullAttack(70, gSkillData.zombieDmgBothSlash, DMG_SLASH);
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if (pHurt)
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{
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if ((pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) != 0)
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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 * -100;
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}
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5));
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}
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else
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5));
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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 CZombie::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/zombie.mdl");
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UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
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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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pev->health = gSkillData.zombieHealth;
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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_DOORS_GROUP;
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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 CZombie::Precache()
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{
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PRECACHE_MODEL("models/zombie.mdl");
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PRECACHE_SOUND_ARRAY(pAttackHitSounds);
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PRECACHE_SOUND_ARRAY(pAttackMissSounds);
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PRECACHE_SOUND_ARRAY(pAttackSounds);
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PRECACHE_SOUND_ARRAY(pIdleSounds);
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PRECACHE_SOUND_ARRAY(pAlertSounds);
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PRECACHE_SOUND_ARRAY(pPainSounds);
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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 CZombie::IgnoreConditions()
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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_ATTACK1))
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{
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#if 0
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if (pev->health < 20)
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iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE);
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else
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#endif
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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 + ZOMBIE_FLINCH_DELAY;
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}
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return iIgnore;
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}
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