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.
*
****/
//=========================================================
// rat - environmental monster
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "headcrab.h"
#include "game.h"
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//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define RAT_AE_JUMPATTACK ( 2 )
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class CRat : public CHeadCrab
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{
public:
void Spawn( void );
void Precache( void );
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int Classify( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void EXPORT RatLeapTouch( CBaseEntity *pOther );
void StartTask( Task_t *pTask );
void PainSound( void );
void DeathSound( void );
void IdleSound( void );
void AlertSound( void );
static const char *pIdleSounds[];
static const char *pAlertSounds[];
static const char *pPainSounds[];
static const char *pAttackSounds[];
static const char *pDeathSounds[];
static const char *pBiteSounds[];
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};
LINK_ENTITY_TO_CLASS( monster_rat, CRat )
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const char *CRat::pIdleSounds[] =
{
"rat/rat_idle.wav"
};
const char *CRat::pAlertSounds[] =
{
"rat/rat_alert.wav"
};
const char *CRat::pPainSounds[] =
{
"rat/rat_pain.wav"
};
const char *CRat::pAttackSounds[] =
{
"rat/rat_attack.wav"
};
const char *CRat::pDeathSounds[] =
{
"rat/rat_die.wav"
};
const char *CRat::pBiteSounds[] =
{
"rat/rat_headbite.wav"
};
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//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
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int CRat::Classify( void )
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{
return CLASS_HUMAN_MILITARY;
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}
//=========================================================
// Spawn
//=========================================================
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void CRat::Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/bigrat.mdl" );
if( !strncmp( STRING( gpGlobals->mapname ), "asmap", 5 ) )
UTIL_SetSize( pev, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) );
else
UTIL_SetSize( pev, g_vecZero, g_vecZero );
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pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->health = 8;
pev->view_ofs = Vector( 0, 0, 6 );// 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;
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MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
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void CRat::Precache()
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{
PRECACHE_SOUND_ARRAY( pIdleSounds );
PRECACHE_SOUND_ARRAY( pAlertSounds );
PRECACHE_SOUND_ARRAY( pPainSounds );
PRECACHE_SOUND_ARRAY( pAttackSounds );
PRECACHE_SOUND_ARRAY( pDeathSounds );
PRECACHE_SOUND_ARRAY( pBiteSounds );
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PRECACHE_MODEL( "models/bigrat.mdl" );
}
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//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CRat::HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case RAT_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 != 0 )
{
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;
}
EMIT_SOUND_DYN( edict(), CHAN_VOICE, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
pev->velocity = vecJumpDir;
m_flNextAttack = gpGlobals->time + 2;
}
break;
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// LeapTouch - this is the rat's touch function when it
// is in the air
//=========================================================
void CRat::RatLeapTouch( CBaseEntity *pOther )
{
if( !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 );
}
void CRat::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( &CRat::RatLeapTouch );
break;
}
default:
{
CBaseMonster::StartTask( pTask );
}
}
}
//=========================================================
// IdleSound
//=========================================================
void CRat::IdleSound( void )
{
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pIdleSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
}
//=========================================================
// AlertSound
//=========================================================
void CRat::AlertSound( void )
{
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAlertSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
}
//=========================================================
// AlertSound
//=========================================================
void CRat::PainSound( void )
{
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
}
//=========================================================
// DeathSound
//=========================================================
void CRat::DeathSound( void )
{
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pDeathSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
}
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//=========================================================
// AI Schedules Specific to this monster
//=========================================================