|
|
|
/***
|
|
|
|
*
|
|
|
|
* 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"
|
|
|
|
#include "zombie.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
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_zombie, CZombie )
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_zombie_barney, CZombie )
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_zombie_soldier, 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 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, pitch );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CZombie::AttackSound( void )
|
|
|
|
{
|
|
|
|
int pitch = 95 + RANDOM_LONG( 0, 9 );
|
|
|
|
|
|
|
|
// Play a random attack sound
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// 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( FClassnameIs( pev, "monster_zombie_barney" ) )
|
|
|
|
SET_MODEL( ENT( pev ), "models/zombie_barney.mdl" );
|
|
|
|
else if( FClassnameIs( pev, "monster_zombie_soldier" ) )
|
|
|
|
SET_MODEL( ENT( pev ), "models/zombie_soldier.mdl" );
|
|
|
|
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( FClassnameIs( pev, "monster_zombie_soldier" ) )
|
|
|
|
pev->health = gSkillData.zsoldierHealth;
|
|
|
|
else
|
|
|
|
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()
|
|
|
|
{
|
|
|
|
size_t i;
|
|
|
|
|
|
|
|
if( FClassnameIs( pev, "monster_zombie_barney" ) )
|
|
|
|
PRECACHE_MODEL( "models/zombie_barney.mdl" );
|
|
|
|
else if( FClassnameIs( pev, "monster_zombie_soldier" ) )
|
|
|
|
PRECACHE_MODEL( "models/zombie_soldier.mdl" );
|
|
|
|
else
|
|
|
|
PRECACHE_MODEL( "models/zombie.mdl" );
|
|
|
|
|
|
|
|
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( pAttackSounds ); i++ )
|
|
|
|
PRECACHE_SOUND( pAttackSounds[i] );
|
|
|
|
|
|
|
|
for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
|
|
|
|
PRECACHE_SOUND( pIdleSounds[i] );
|
|
|
|
|
|
|
|
for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
|
|
|
|
PRECACHE_SOUND( pAlertSounds[i] );
|
|
|
|
|
|
|
|
for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
|
|
|
|
PRECACHE_SOUND( 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;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// DEAD ZSOLDIER PROP
|
|
|
|
//=========================================================
|
|
|
|
class CDeadZSoldier : public CBaseMonster
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Spawn();
|
|
|
|
int Classify() { return CLASS_ALIEN_MONSTER; }
|
|
|
|
|
|
|
|
void KeyValue( KeyValueData *pkvd );
|
|
|
|
|
|
|
|
int m_iPose;// which sequence to display -- temporary, don't need to save
|
|
|
|
static char *m_szPoses[2];
|
|
|
|
};
|
|
|
|
|
|
|
|
char *CDeadZSoldier::m_szPoses[] =
|
|
|
|
{
|
|
|
|
"dead_on_back",
|
|
|
|
"dead_on_stomach"
|
|
|
|
};
|
|
|
|
|
|
|
|
void CDeadZSoldier::KeyValue( KeyValueData *pkvd )
|
|
|
|
{
|
|
|
|
if( FStrEq( pkvd->szKeyName, "pose" ) )
|
|
|
|
{
|
|
|
|
m_iPose = atoi( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
CBaseMonster::KeyValue( pkvd );
|
|
|
|
}
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_zombie_soldier_dead, CDeadZSoldier )
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// ********** DeadZGrunt SPAWN **********
|
|
|
|
//=========================================================
|
|
|
|
void CDeadZSoldier::Spawn()
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/zombie_soldier.mdl" );
|
|
|
|
SET_MODEL( ENT( pev ), "models/zombie_soldier.mdl" );
|
|
|
|
|
|
|
|
pev->effects = 0;
|
|
|
|
pev->yaw_speed = 8;
|
|
|
|
pev->sequence = 0;
|
|
|
|
pev->body = 1;
|
|
|
|
m_bloodColor = BLOOD_COLOR_GREEN;
|
|
|
|
|
|
|
|
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
|
|
|
|
|
|
|
|
if( pev->sequence == -1 )
|
|
|
|
{
|
|
|
|
ALERT( at_console, "Dead zombie soldier with bad pose\n" );
|
|
|
|
pev->sequence = 0;
|
|
|
|
pev->effects = EF_BRIGHTFIELD;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Corpses have less health
|
|
|
|
pev->health = 8;
|
|
|
|
|
|
|
|
MonsterInitDead();
|
|
|
|
}
|