halflife-photomode/dlls/headcrab.cpp

550 lines
14 KiB
C++

/***
*
* 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.
*
****/
//=========================================================
// headcrab.cpp - tiny, jumpy alien parasite
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "game.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define HC_AE_JUMPATTACK (2)
Task_t tlHCRangeAttack1[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_FACE_IDEAL, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_SET_ACTIVITY, (float)ACT_IDLE},
{TASK_FACE_IDEAL, (float)0},
{TASK_WAIT_RANDOM, (float)0.5},
};
Schedule_t slHCRangeAttack1[] =
{
{tlHCRangeAttack1,
ARRAYSIZE(tlHCRangeAttack1),
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED,
0,
"HCRangeAttack1"},
};
Task_t tlHCRangeAttack1Fast[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_FACE_IDEAL, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_SET_ACTIVITY, (float)ACT_IDLE},
};
Schedule_t slHCRangeAttack1Fast[] =
{
{tlHCRangeAttack1Fast,
ARRAYSIZE(tlHCRangeAttack1Fast),
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED,
0,
"HCRAFast"},
};
class CHeadCrab : public CBaseMonster
{
public:
void Spawn() override;
void Precache() override;
void RunTask(Task_t* pTask) override;
void StartTask(Task_t* pTask) override;
void SetYawSpeed() override;
void EXPORT LeapTouch(CBaseEntity* pOther);
Vector Center() override;
Vector BodyTarget(const Vector& posSrc) override;
void PainSound() override;
void DeathSound() override;
void IdleSound() override;
void AlertSound() override;
void PrescheduleThink() override;
int Classify() override;
void HandleAnimEvent(MonsterEvent_t* pEvent) override;
bool CheckRangeAttack1(float flDot, float flDist) override;
bool CheckRangeAttack2(float flDot, float flDist) override;
bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override;
virtual float GetDamageAmount() { return gSkillData.headcrabDmgBite; }
virtual int GetVoicePitch() { return 100; }
virtual float GetSoundVolue() { return 1.0; }
Schedule_t* GetScheduleOfType(int Type) override;
CUSTOM_SCHEDULES;
static const char* pIdleSounds[];
static const char* pAlertSounds[];
static const char* pPainSounds[];
static const char* pAttackSounds[];
static const char* pDeathSounds[];
static const char* pBiteSounds[];
};
LINK_ENTITY_TO_CLASS(monster_headcrab, CHeadCrab);
DEFINE_CUSTOM_SCHEDULES(CHeadCrab){
slHCRangeAttack1,
slHCRangeAttack1Fast,
};
IMPLEMENT_CUSTOM_SCHEDULES(CHeadCrab, CBaseMonster);
const char* CHeadCrab::pIdleSounds[] =
{
"headcrab/hc_idle1.wav",
"headcrab/hc_idle2.wav",
"headcrab/hc_idle3.wav",
};
const char* CHeadCrab::pAlertSounds[] =
{
"headcrab/hc_alert1.wav",
};
const char* CHeadCrab::pPainSounds[] =
{
"headcrab/hc_pain1.wav",
"headcrab/hc_pain2.wav",
"headcrab/hc_pain3.wav",
};
const char* CHeadCrab::pAttackSounds[] =
{
"headcrab/hc_attack1.wav",
"headcrab/hc_attack2.wav",
"headcrab/hc_attack3.wav",
};
const char* CHeadCrab::pDeathSounds[] =
{
"headcrab/hc_die1.wav",
"headcrab/hc_die2.wav",
};
const char* CHeadCrab::pBiteSounds[] =
{
"headcrab/hc_headbite.wav",
};
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CHeadCrab::Classify()
{
return CLASS_ALIEN_PREY;
}
//=========================================================
// Center - returns the real center of the headcrab. The
// bounding box is much larger than the actual creature so
// this is needed for targeting
//=========================================================
Vector CHeadCrab::Center()
{
return Vector(pev->origin.x, pev->origin.y, pev->origin.z + 6);
}
Vector CHeadCrab::BodyTarget(const Vector& posSrc)
{
return Center();
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CHeadCrab::SetYawSpeed()
{
int ys;
switch (m_Activity)
{
case ACT_IDLE:
ys = 30;
break;
case ACT_RUN:
case ACT_WALK:
ys = 20;
break;
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
ys = 60;
break;
case ACT_RANGE_ATTACK1:
ys = 30;
break;
default:
ys = 30;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CHeadCrab::HandleAnimEvent(MonsterEvent_t* pEvent)
{
switch (pEvent->event)
{
case HC_AE_JUMPATTACK:
{
ClearBits(pev->flags, FL_ONGROUND);
UTIL_SetOrigin(pev, 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;
}
int iSound = RANDOM_LONG(0, 2);
if (iSound != 0)
EMIT_SOUND_DYN(edict(), CHAN_VOICE, pAttackSounds[iSound], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
pev->velocity = vecJumpDir;
m_flNextAttack = gpGlobals->time + 2;
}
break;
default:
CBaseMonster::HandleAnimEvent(pEvent);
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CHeadCrab::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/headcrab.mdl");
UTIL_SetSize(pev, Vector(-12, -12, 0), Vector(12, 12, 24));
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->effects = 0;
pev->health = gSkillData.headcrabHealth;
pev->view_ofs = Vector(0, 0, 20); // position of the eyes relative to monster's origin.
pev->yaw_speed = 5; //!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim?
m_flFieldOfView = 0.5; // indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CHeadCrab::Precache()
{
PRECACHE_SOUND_ARRAY(pIdleSounds);
PRECACHE_SOUND_ARRAY(pAlertSounds);
PRECACHE_SOUND_ARRAY(pPainSounds);
PRECACHE_SOUND_ARRAY(pAttackSounds);
PRECACHE_SOUND_ARRAY(pDeathSounds);
PRECACHE_SOUND_ARRAY(pBiteSounds);
PRECACHE_MODEL("models/headcrab.mdl");
}
//=========================================================
// RunTask
//=========================================================
void CHeadCrab::RunTask(Task_t* pTask)
{
switch (pTask->iTask)
{
case TASK_RANGE_ATTACK1:
case TASK_RANGE_ATTACK2:
{
if (m_fSequenceFinished)
{
TaskComplete();
SetTouch(NULL);
m_IdealActivity = ACT_IDLE;
}
break;
}
default:
{
CBaseMonster::RunTask(pTask);
}
}
}
//=========================================================
// LeapTouch - this is the headcrab's touch function when it
// is in the air
//=========================================================
void CHeadCrab::LeapTouch(CBaseEntity* pOther)
{
if (0 == pOther->pev->takedamage)
{
return;
}
if (pOther->Classify() == Classify())
{
return;
}
// Don't hit if back on ground
if (!FBitSet(pev->flags, FL_ONGROUND))
{
EMIT_SOUND_DYN(edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBiteSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
pOther->TakeDamage(pev, pev, GetDamageAmount(), DMG_SLASH);
}
SetTouch(NULL);
}
//=========================================================
// PrescheduleThink
//=========================================================
void CHeadCrab::PrescheduleThink()
{
// make the crab coo a little bit in combat state
if (m_MonsterState == MONSTERSTATE_COMBAT && RANDOM_FLOAT(0, 5) < 0.1)
{
IdleSound();
}
}
void CHeadCrab::StartTask(Task_t* pTask)
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch (pTask->iTask)
{
case TASK_RANGE_ATTACK1:
{
EMIT_SOUND_DYN(edict(), CHAN_WEAPON, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
m_IdealActivity = ACT_RANGE_ATTACK1;
SetTouch(&CHeadCrab::LeapTouch);
break;
}
default:
{
CBaseMonster::StartTask(pTask);
}
}
}
//=========================================================
// CheckRangeAttack1
//=========================================================
bool CHeadCrab::CheckRangeAttack1(float flDot, float flDist)
{
if (FBitSet(pev->flags, FL_ONGROUND) && flDist <= 256 && flDot >= 0.65)
{
return true;
}
return false;
}
//=========================================================
// CheckRangeAttack2
//=========================================================
bool CHeadCrab::CheckRangeAttack2(float flDot, float flDist)
{
return false;
// BUGBUG: Why is this code here? There is no ACT_RANGE_ATTACK2 animation. I've disabled it for now.
#if 0
if ( FBitSet( pev->flags, FL_ONGROUND ) && flDist > 64 && flDist <= 256 && flDot >= 0.5 )
{
return true;
}
return false;
#endif
}
bool CHeadCrab::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
{
// Don't take any acid damage -- BigMomma's mortar is acid
if ((bitsDamageType & DMG_ACID) != 0)
flDamage = 0;
return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
}
//=========================================================
// IdleSound
//=========================================================
#define CRAB_ATTN_IDLE (float)1.5
void CHeadCrab::IdleSound()
{
EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
}
//=========================================================
// AlertSound
//=========================================================
void CHeadCrab::AlertSound()
{
EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
}
//=========================================================
// AlertSound
//=========================================================
void CHeadCrab::PainSound()
{
EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
}
//=========================================================
// DeathSound
//=========================================================
void CHeadCrab::DeathSound()
{
EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
}
Schedule_t* CHeadCrab::GetScheduleOfType(int Type)
{
switch (Type)
{
case SCHED_RANGE_ATTACK1:
{
return &slHCRangeAttack1[0];
}
break;
}
return CBaseMonster::GetScheduleOfType(Type);
}
class CBabyCrab : public CHeadCrab
{
public:
void Spawn() override;
void Precache() override;
void SetYawSpeed() override;
float GetDamageAmount() override { return gSkillData.headcrabDmgBite * 0.3; }
bool CheckRangeAttack1(float flDot, float flDist) override;
Schedule_t* GetScheduleOfType(int Type) override;
int GetVoicePitch() override { return PITCH_NORM + RANDOM_LONG(40, 50); }
float GetSoundVolue() override { return 0.8; }
};
LINK_ENTITY_TO_CLASS(monster_babycrab, CBabyCrab);
void CBabyCrab::Spawn()
{
CHeadCrab::Spawn();
SET_MODEL(ENT(pev), "models/baby_headcrab.mdl");
pev->rendermode = kRenderTransTexture;
pev->renderamt = 192;
UTIL_SetSize(pev, Vector(-12, -12, 0), Vector(12, 12, 24));
pev->health = gSkillData.headcrabHealth * 0.25; // less health than full grown
}
void CBabyCrab::Precache()
{
PRECACHE_MODEL("models/baby_headcrab.mdl");
CHeadCrab::Precache();
}
void CBabyCrab::SetYawSpeed()
{
pev->yaw_speed = 120;
}
bool CBabyCrab::CheckRangeAttack1(float flDot, float flDist)
{
if ((pev->flags & FL_ONGROUND) != 0)
{
if (pev->groundentity && (pev->groundentity->v.flags & (FL_CLIENT | FL_MONSTER)) != 0)
return true;
// A little less accurate, but jump from closer
if (flDist <= 180 && flDot >= 0.55)
return true;
}
return false;
}
Schedule_t* CBabyCrab::GetScheduleOfType(int Type)
{
switch (Type)
{
case SCHED_FAIL: // If you fail, try to jump!
if (m_hEnemy != NULL)
return slHCRangeAttack1Fast;
break;
case SCHED_RANGE_ATTACK1:
{
return slHCRangeAttack1Fast;
}
break;
}
return CHeadCrab::GetScheduleOfType(Type);
}