Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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.
*
****/
//=========================================================
// Alien slave monster
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "squadmonster.h"
#include "schedule.h"
#include "effects.h"
#include "weapons.h"
#include "soundent.h"
#include "islave.h"
class CPanther : public CISlave
{
public:
void Spawn( void );
void Precache( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
void DeathSound( void );
void PainSound( void );
void AlertSound( void );
void IdleSound( void );
void ClearBeams();
void ArmBeam( int side );
void WackBeam( int side, CBaseEntity *pEntity );
void ZapBeam( int side );
static const char *pAttackHitSounds[];
static const char *pAttackMissSounds[];
static const char *pPainSounds[];
static const char *pDeathSounds[];
static const char *pIdleSounds[];
static const char *pAlertSounds[];
};
LINK_ENTITY_TO_CLASS( monster_alien_panther, CPanther )
const char *CPanther::pAttackHitSounds[] =
{
"panther/pclaw_strike1.wav",
"panther/pclaw_strike2.wav",
"panther/pclaw_strike3.wav",
};
const char *CPanther::pAttackMissSounds[] =
{
"panther/pclaw_miss1.wav",
"panther/pclaw_miss2.wav",
};
const char *CPanther::pPainSounds[] =
{
"panther/p_pain1.wav",
"panther/p_pain2.wav",
};
const char *CPanther::pDeathSounds[] =
{
"panther/p_die1.wav",
"panther/p_die2.wav",
};
const char *CPanther::pIdleSounds[] =
{
"panther/p_idle1.wav",
"panther/p_idle2.wav",
};
const char *CPanther::pAlertSounds[] =
{
"panther/p_alert1.wav",
"panther/p_alert2.wav",
};
//=========================================================
// ALertSound - scream
//=========================================================
void CPanther::AlertSound( void )
{
if( m_hEnemy != 0 )
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAlertSounds[RANDOM_LONG( 0, ARRAYSIZE( pDeathSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch );
}
}
//=========================================================
// IdleSound
//=========================================================
void CPanther::IdleSound( void )
{
if( RANDOM_LONG( 0, 2 ) == 0 )
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pDeathSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch );
}
#if 0
int side = RANDOM_LONG( 0, 1 ) * 2 - 1;
ClearBeams();
ArmBeam( side );
UTIL_MakeAimVectors( pev->angles );
Vector vecSrc = pev->origin + gpGlobals->v_right * 2 * side;
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
WRITE_BYTE( TE_DLIGHT );
WRITE_COORD( vecSrc.x ); // X
WRITE_COORD( vecSrc.y ); // Y
WRITE_COORD( vecSrc.z ); // Z
WRITE_BYTE( 8 ); // radius * 0.1
WRITE_BYTE( 255 ); // r
WRITE_BYTE( 180 ); // g
WRITE_BYTE( 96 ); // b
WRITE_BYTE( 10 ); // time * 10
WRITE_BYTE( 0 ); // decay * 0.1
MESSAGE_END();
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "debris/zap1.wav", 1, ATTN_NORM, 0, 100 );
#endif
}
//=========================================================
// PainSound
//=========================================================
void CPanther::PainSound( void )
{
if( RANDOM_LONG( 0, 2 ) == 0 )
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch );
}
}
//=========================================================
// DieSound
//=========================================================
void CPanther::DeathSound( void )
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pDeathSounds[RANDOM_LONG( 0, ARRAYSIZE( pDeathSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch );
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CPanther::HandleAnimEvent( MonsterEvent_t *pEvent )
{
// ALERT( at_console, "event %d : %f\n", pEvent->event, pev->frame );
switch( pEvent->event )
{
case ISLAVE_AE_CLAW:
{
// SOUND HERE!
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.pantherDmgClaw, DMG_SLASH );
if( pHurt )
{
if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
{
pHurt->pev->punchangle.z = -18;
pHurt->pev->punchangle.x = 5;
}
// 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, m_voicePitch );
}
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, m_voicePitch );
}
}
break;
case ISLAVE_AE_CLAWRAKE:
{
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.pantherDmgClawRake, DMG_SLASH );
if( pHurt )
{
if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
{
pHurt->pev->punchangle.z = -18;
pHurt->pev->punchangle.x = 5;
}
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch );
}
else
{
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch );
}
}
break;
case ISLAVE_AE_ZAP_POWERUP:
{
// speed up attack when on hard
if( g_iSkillLevel == SKILL_HARD )
pev->framerate = 1.5;
UTIL_MakeAimVectors( pev->angles );
if( m_iBeams == 0 )
{
Vector vecSrc = pev->origin + gpGlobals->v_forward * 2;
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
WRITE_BYTE( TE_DLIGHT );
WRITE_COORD( vecSrc.x ); // X
WRITE_COORD( vecSrc.y ); // Y
WRITE_COORD( vecSrc.z ); // Z
WRITE_BYTE( 12 ); // radius * 0.1
WRITE_BYTE( 192 ); // r
WRITE_BYTE( 64 ); // g
WRITE_BYTE( 8 ); // b
WRITE_BYTE( 20 / pev->framerate ); // time * 10
WRITE_BYTE( 0 ); // decay * 0.1
MESSAGE_END();
}
if( m_hDead != 0 )
{
WackBeam( -1, m_hDead );
WackBeam( 1, m_hDead );
}
else
{
ArmBeam( -1 );
ArmBeam( 1 );
BeamGlow();
}
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "panther/p_zap2.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 );
pev->skin = m_iBeams / 2;
}
break;
case ISLAVE_AE_ZAP_SHOOT:
{
ClearBeams();
if( m_hDead != 0 )
{
Vector vecDest = m_hDead->pev->origin + Vector( 0, 0, 38 );
TraceResult trace;
UTIL_TraceHull( vecDest, vecDest, dont_ignore_monsters, human_hull, m_hDead->edict(), &trace );
if( !trace.fStartSolid )
{
CBaseEntity *pNew = Create( STRING( pev->classname ), m_hDead->pev->origin, m_hDead->pev->angles );
//CBaseMonster *pNewMonster = pNew->MyMonsterPointer();
pNew->pev->spawnflags |= 1;
WackBeam( -1, pNew );
WackBeam( 1, pNew );
UTIL_Remove( m_hDead );
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "panther/p_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) );
/*
CBaseEntity *pEffect = Create( "test_effect", pNew->Center(), pev->angles );
pEffect->Use( this, this, USE_ON, 1 );
*/
break;
}
}
ClearMultiDamage();
UTIL_MakeAimVectors( pev->angles );
ZapBeam( -1 );
ZapBeam( 1 );
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "panther/p_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) );
// STOP_SOUND( ENT( pev ), CHAN_WEAPON, "panther/p_zap2.wav" );
ApplyMultiDamage( pev, pev );
m_flNextAttack = gpGlobals->time + RANDOM_FLOAT( 0.5, 4.0 );
}
break;
case ISLAVE_AE_ZAP_DONE:
{
ClearBeams();
}
break;
default:
CSquadMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CPanther::Spawn()
{
Precache();
SET_MODEL( ENT( pev ), "models/panther.mdl" );
UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
pev->effects = 0;
pev->health = gSkillData.pantherHealth;
m_bloodColor = BLOOD_COLOR_GREEN;
m_voicePitch = RANDOM_LONG( 85, 110 );
pev->view_ofs = Vector( 0, 0, 80 );// position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
m_MonsterState = MONSTERSTATE_NONE;
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_RANGE_ATTACK2 | bits_CAP_DOORS_GROUP;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CPanther::Precache()
{
size_t i;
PRECACHE_MODEL( "models/panther.mdl" );
PRECACHE_SOUND( "panther/p_zap1.wav" );
PRECACHE_SOUND( "panther/p_zap2.wav" );
PRECACHE_SOUND( "panther/p_electro1.wav" );
PRECACHE_SOUND( "panther/p_shoot1.wav" );
PRECACHE_SOUND( "panther/p_pain2.wav" );
PRECACHE_SOUND( "panther/p_headbite.wav" );
PRECACHE_SOUND( "panther/pclaw_miss1.wav" );
for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
PRECACHE_SOUND( pAttackHitSounds[i] );
for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
PRECACHE_SOUND( pAttackMissSounds[i] );
for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
PRECACHE_SOUND( pIdleSounds[i] );
for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
PRECACHE_SOUND( pAlertSounds[i] );
for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
PRECACHE_SOUND( pPainSounds[i] );
for( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ )
PRECACHE_SOUND( pDeathSounds[i] );
UTIL_PrecacheOther( "test_effect" );
}
void CPanther::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
{
if( bitsDamageType & DMG_SHOCK )
return;
if( ptr->iHitgroup != HITGROUP_HEAD )
{
if( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_CLUB ) )
{
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
flDamage = 0.01;
}
}
CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
//=========================================================
// ArmBeam - small beam from arm to nearby geometry
//=========================================================
void CPanther::ArmBeam( int side )
{
TraceResult tr;
int r, g, b;
float flDist = 1.0;
if( m_iBeams >= ISLAVE_MAX_BEAMS )
return;
UTIL_MakeAimVectors( pev->angles );
Vector vecSrc = pev->origin + gpGlobals->v_up * 36 + gpGlobals->v_right * side * 16 + gpGlobals->v_forward * 32;
for( int i = 0; i < 3; i++ )
{
Vector vecAim = gpGlobals->v_right * side * RANDOM_FLOAT( 0, 1 ) + gpGlobals->v_up * RANDOM_FLOAT( -1, 1 );
TraceResult tr1;
UTIL_TraceLine( vecSrc, vecSrc + vecAim * 512, dont_ignore_monsters, ENT( pev ), &tr1 );
if( flDist > tr1.flFraction )
{
tr = tr1;
flDist = tr.flFraction;
}
}
// Couldn't find anything close enough
if( flDist == 1.0 )
return;
DecalGunshot( &tr, BULLET_PLAYER_CROWBAR );
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 );
if( !m_pBeam[m_iBeams] )
return;
m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex() );
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
// m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
r = 192, g = 64, b = 8;
m_pBeam[m_iBeams]->SetColor( r, g, b );
m_pBeam[m_iBeams]->SetBrightness( 64 );
m_pBeam[m_iBeams]->SetNoise( 80 );
m_iBeams++;
}
//=========================================================
// WackBeam - regenerate dead colleagues
//=========================================================
void CPanther::WackBeam( int side, CBaseEntity *pEntity )
{
//Vector vecDest;
//float flDist = 1.0;
int r, g, b;
if( m_iBeams >= ISLAVE_MAX_BEAMS )
return;
if( pEntity == NULL )
return;
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 );
if( !m_pBeam[m_iBeams] )
return;
m_pBeam[m_iBeams]->PointEntInit( pEntity->Center(), entindex() );
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
r = 192, g = 64, b = 8;
m_pBeam[m_iBeams]->SetColor( r, g, b );
m_pBeam[m_iBeams]->SetBrightness( 255 );
m_pBeam[m_iBeams]->SetNoise( 80 );
m_iBeams++;
}
//=========================================================
// ZapBeam - heavy damage directly forward
//=========================================================
void CPanther::ZapBeam( int side )
{
Vector vecSrc, vecAim;
int r, g, b;
TraceResult tr;
CBaseEntity *pEntity;
if( m_iBeams >= ISLAVE_MAX_BEAMS )
return;
vecSrc = pev->origin + gpGlobals->v_up * 36;
vecAim = ShootAtEnemy( vecSrc );
float deflection = 0.01;
vecAim = vecAim + side * gpGlobals->v_right * RANDOM_FLOAT( 0, deflection ) + gpGlobals->v_up * RANDOM_FLOAT( -deflection, deflection );
UTIL_TraceLine( vecSrc, vecSrc + vecAim * 1024, dont_ignore_monsters, ENT( pev ), &tr );
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 50 );
if( !m_pBeam[m_iBeams] )
return;
m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex() );
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
r = 192, g = 64, b = 8;
m_pBeam[m_iBeams]->SetColor( r, g, b );
m_pBeam[m_iBeams]->SetBrightness( 255 );
m_pBeam[m_iBeams]->SetNoise( 20 );
m_iBeams++;
pEntity = CBaseEntity::Instance( tr.pHit );
if( pEntity != NULL && pEntity->pev->takedamage )
{
pEntity->TraceAttack( pev, gSkillData.pantherDmgZap, vecAim, &tr, DMG_SHOCK );
}
UTIL_EmitAmbientSound( ENT( pev ), tr.vecEndPos, "panther/p_electro1.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) );
}
//=========================================================
// ClearBeams - remove all beams
//=========================================================
void CPanther::ClearBeams()
{
for( int i = 0; i < ISLAVE_MAX_BEAMS; i++ )
{
if( m_pBeam[i] )
{
UTIL_Remove( m_pBeam[i] );
m_pBeam[i] = NULL;
}
}
m_iBeams = 0;
pev->skin = 0;
STOP_SOUND( ENT( pev ), CHAN_WEAPON, "panther/p_zap2.wav" );
}