You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
354 lines
9.9 KiB
354 lines
9.9 KiB
7 years ago
|
/***
|
||
|
*
|
||
|
* 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.
|
||
|
*
|
||
|
****/
|
||
|
//=========================================================
|
||
|
// 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( void );
|
||
|
void Precache( void );
|
||
|
void SetYawSpeed( void );
|
||
|
int Classify ( void );
|
||
|
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||
|
int IgnoreConditions ( void );
|
||
|
|
||
|
float m_flNextFlinch;
|
||
|
|
||
|
void PainSound( void );
|
||
|
void AlertSound( void );
|
||
|
void IdleSound( void );
|
||
|
void AttackSound( void );
|
||
|
|
||
|
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 ) { return FALSE; }
|
||
|
BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
|
||
|
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
|
||
|
};
|
||
|
|
||
|
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 ( void )
|
||
|
{
|
||
|
return m_iClass?m_iClass:CLASS_ALIEN_MONSTER;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// SetYawSpeed - allows each sequence to have a different
|
||
|
// turn rate associated with it.
|
||
|
//=========================================================
|
||
|
void CZombie :: SetYawSpeed ( void )
|
||
|
{
|
||
|
int ys;
|
||
|
|
||
|
ys = 120;
|
||
|
|
||
|
#if 0
|
||
|
switch ( m_Activity )
|
||
|
{
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
pev->yaw_speed = ys;
|
||
|
}
|
||
|
|
||
|
int 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( void )
|
||
|
{
|
||
|
int pitch = 95 + RANDOM_LONG(0,9);
|
||
|
|
||
|
if (RANDOM_LONG(0,5) < 2)
|
||
|
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, pitch );
|
||
|
}
|
||
|
|
||
|
void CZombie :: AlertSound( void )
|
||
|
{
|
||
|
int pitch = 95 + RANDOM_LONG(0,9);
|
||
|
|
||
|
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, pitch );
|
||
|
}
|
||
|
|
||
|
void CZombie :: IdleSound( void )
|
||
|
{
|
||
|
int pitch = 95 + RANDOM_LONG(0,9);
|
||
|
|
||
|
// Play a random idle sound
|
||
|
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pIdleSounds[ RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
|
||
|
}
|
||
|
|
||
|
void CZombie :: AttackSound( void )
|
||
|
{
|
||
|
// Play a random attack sound
|
||
|
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// 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) )
|
||
|
{
|
||
|
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, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
|
||
|
}
|
||
|
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, 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) )
|
||
|
{
|
||
|
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, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
|
||
|
}
|
||
|
else
|
||
|
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 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) )
|
||
|
{
|
||
|
pHurt->pev->punchangle.x = 5;
|
||
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100;
|
||
|
}
|
||
|
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
|
||
|
}
|
||
|
else
|
||
|
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 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( );
|
||
|
|
||
|
if (pev->model)
|
||
|
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
||
|
else
|
||
|
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;
|
||
|
if (pev->health == 0)
|
||
|
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()
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
if (pev->model)
|
||
|
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
||
|
else
|
||
|
PRECACHE_MODEL("models/zombie.mdl");
|
||
|
|
||
|
for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
|
||
|
PRECACHE_SOUND((char *)pAttackHitSounds[i]);
|
||
|
|
||
|
for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
|
||
|
PRECACHE_SOUND((char *)pAttackMissSounds[i]);
|
||
|
|
||
|
for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
|
||
|
PRECACHE_SOUND((char *)pAttackSounds[i]);
|
||
|
|
||
|
for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
|
||
|
PRECACHE_SOUND((char *)pIdleSounds[i]);
|
||
|
|
||
|
for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
|
||
|
PRECACHE_SOUND((char *)pAlertSounds[i]);
|
||
|
|
||
|
for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
|
||
|
PRECACHE_SOUND((char *)pPainSounds[i]);
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// AI Schedules Specific to this monster
|
||
|
//=========================================================
|
||
|
|
||
|
|
||
|
|
||
|
int CZombie::IgnoreConditions ( void )
|
||
|
{
|
||
|
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;
|
||
|
|
||
|
}
|