Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "nodes.h"
#include "effects.h"
#include "decals.h"
#include "soundent.h"
#include "game.h"
#include "bullsquid.h"
extern int iSquidSpitSprite;
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define MSQUID_AE_SPIT ( 1 )
#define MSQUID_AE_BITE ( 2 )
#define MSQUID_AE_BLINK ( 3 )
#define MSQUID_AE_TAILWHIP ( 4 )
#define MSQUID_AE_HOP ( 5 )
#define MSQUID_AE_THROW ( 6 )
class CMegasquid : public CBullsquid
{
public:
void Spawn(void);
void Precache(void);
void HandleAnimEvent(MonsterEvent_t *pEvent);
BOOL CheckMeleeAttack1(float flDot, float flDist) { return FALSE; }
BOOL CheckMeleeAttack2(float flDot, float flDist);
};
LINK_ENTITY_TO_CLASS(monster_th_megasquid, CMegasquid);
//=========================================================
// Spawn
//=========================================================
void CMegasquid::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/megasquid.mdl");
UTIL_SetSize(pev, Vector(-160, -160, 0), Vector(160, 160, 256));
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->effects = 0;
pev->health = gSkillData.megasquidHealth;
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_fCanThreatDisplay = FALSE;
m_flNextSpitTime = gpGlobals->time;
pev->view_ofs = Vector(0, 0, 128);
MonsterInit();
// Remove tail whip attack.
m_afCapability &= ~bits_CAP_MELEE_ATTACK1;
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMegasquid::Precache()
{
CBullsquid::Precache();
PRECACHE_MODEL("models/megasquid.mdl");
}
//=========================================================
// CheckMeleeAttack2 - bullsquid is a big guy, so has a longer
// melee range than most monsters. This is the bite attack.
// this attack will not be performed if the tailwhip attack
// is valid.
//=========================================================
BOOL CMegasquid::CheckMeleeAttack2(float flDot, float flDist)
{
if (flDist <= 200 && flDot >= 0.7) // The player & bullsquid can be as much as their bboxes
{ // apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3))
return TRUE;
}
return FALSE;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CMegasquid::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch (pEvent->event)
{
case MSQUID_AE_SPIT:
{
Vector vecSpitOffset;
Vector vecSpitDir;
UTIL_MakeVectors ( pev->angles );
// !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here.
// we should be able to read the position of bones at runtime for this info.
vecSpitOffset = ( gpGlobals->v_right * 40 + gpGlobals->v_forward * 185 + gpGlobals->v_up * 115 ); // 8 37 23
vecSpitOffset = ( pev->origin + vecSpitOffset );
vecSpitDir = ( ( m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs ) - vecSpitOffset ).Normalize();
vecSpitDir.x += RANDOM_FLOAT( -0.05, 0.05 );
vecSpitDir.y += RANDOM_FLOAT( -0.05, 0.05 );
vecSpitDir.z += RANDOM_FLOAT( -0.05, 0 );
// do stuff for this event.
AttackSound();
// spew the spittle temporary ents.
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpitOffset );
WRITE_BYTE( TE_SPRITE_SPRAY );
WRITE_COORD( vecSpitOffset.x); // pos
WRITE_COORD( vecSpitOffset.y);
WRITE_COORD( vecSpitOffset.z);
WRITE_COORD( vecSpitDir.x); // dir
WRITE_COORD( vecSpitDir.y);
WRITE_COORD( vecSpitDir.z);
WRITE_SHORT( iSquidSpitSprite ); // model
WRITE_BYTE ( 15 ); // count
WRITE_BYTE ( 210 ); // speed
WRITE_BYTE ( 25 ); // noise ( client will divide by 100 )
MESSAGE_END();
CSquidSpit::Shoot( pev, vecSpitOffset, vecSpitDir * 900 );
}
break;
case MSQUID_AE_BITE:
{
// SOUND HERE!
CBaseEntity *pHurt = CheckTraceHullAttack(220, gSkillData.bullsquidDmgBite, DMG_SLASH);
if (pHurt)
{
//pHurt->pev->punchangle.z = -15;
//pHurt->pev->punchangle.x = -45;
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 100;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
}
}
break;
case MSQUID_AE_THROW:
{
int iPitch;
// squid throws its prey IF the prey is a client.
CBaseEntity *pHurt = CheckTraceHullAttack(220, 0, 0);
if (pHurt)
{
// croonchy bite sound
iPitch = RANDOM_FLOAT(90, 110);
switch (RANDOM_LONG(0, 1))
{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 1, ATTN_NORM, 0, iPitch);
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 1, ATTN_NORM, 0, iPitch);
break;
}
//pHurt->pev->punchangle.x = RANDOM_LONG(0,34) - 5;
//pHurt->pev->punchangle.z = RANDOM_LONG(0,49) - 25;
//pHurt->pev->punchangle.y = RANDOM_LONG(0,89) - 45;
// screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels.
UTIL_ScreenShake(pHurt->pev->origin, 25.0, 1.5, 0.7, 2);
if (pHurt->IsPlayer())
{
UTIL_MakeVectors(pev->angles);
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 300 + gpGlobals->v_up * 300;
}
}
}
break;
default:
CBullsquid::HandleAnimEvent(pEvent);
}
}