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.
*
****/
//=========================================================
// 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"
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//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define ZOMBIE_AE_ATTACK_RIGHT 0x01
#define ZOMBIE_AE_ATTACK_LEFT 0x02
#define ZOMBIE_AE_ATTACK_BOTH 0x03
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#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
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LINK_ENTITY_TO_CLASS( monster_zombie, CZombie )
LINK_ENTITY_TO_CLASS( monster_zombie_barney, CZombie )
LINK_ENTITY_TO_CLASS( monster_zombie_soldier, CZombie )
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const char *CZombie::pAttackHitSounds[] =
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{
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav",
};
const char *CZombie::pAttackMissSounds[] =
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{
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav",
};
const char *CZombie::pAttackSounds[] =
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{
"zombie/zo_attack1.wav",
"zombie/zo_attack2.wav",
};
const char *CZombie::pIdleSounds[] =
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{
"zombie/zo_idle1.wav",
"zombie/zo_idle2.wav",
"zombie/zo_idle3.wav",
"zombie/zo_idle4.wav",
};
const char *CZombie::pAlertSounds[] =
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{
"zombie/zo_alert10.wav",
"zombie/zo_alert20.wav",
"zombie/zo_alert30.wav",
};
const char *CZombie::pPainSounds[] =
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{
"zombie/zo_pain1.wav",
"zombie/zo_pain2.wav",
};
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
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int CZombie::Classify( void )
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{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
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void CZombie::SetYawSpeed( void )
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{
int ys;
ys = 120;
#if 0
switch ( m_Activity )
{
}
#endif
pev->yaw_speed = ys;
}
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int CZombie::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
// Take 30% damage from bullets
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if( bitsDamageType == DMG_BULLET )
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{
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.
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if( IsAlive() )
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PainSound();
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
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void CZombie::PainSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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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 );
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}
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void CZombie::AlertSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[ RANDOM_LONG( 0, ARRAYSIZE( pAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
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}
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void CZombie::IdleSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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// 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 );
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}
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void CZombie::AttackSound( void )
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{
int pitch = 95 + RANDOM_LONG( 0, 9 );
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// 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 );
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}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
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void CZombie::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
switch( pEvent->event )
{
case ZOMBIE_AE_ATTACK_RIGHT:
{
// do stuff for this event.
//ALERT( at_console, "Slash right!\n" );
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH );
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if( pHurt )
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{
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
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{
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
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5 , 5 ) );
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}
else // Play a random attack miss sound
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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if( RANDOM_LONG( 0, 1 ) )
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AttackSound();
}
break;
case ZOMBIE_AE_ATTACK_LEFT:
{
// do stuff for this event.
//ALERT( at_console, "Slash left!\n" );
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH );
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if( pHurt )
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{
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
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{
pHurt->pev->punchangle.z = 18;
pHurt->pev->punchangle.x = 5;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100;
}
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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}
else
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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if( RANDOM_LONG( 0, 1 ) )
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AttackSound();
}
break;
case ZOMBIE_AE_ATTACK_BOTH:
{
// do stuff for this event.
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH );
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if( pHurt )
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{
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
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{
pHurt->pev->punchangle.x = 5;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100;
}
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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}
else
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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if( RANDOM_LONG( 0, 1 ) )
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AttackSound();
}
break;
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
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void CZombie::Spawn()
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{
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Precache();
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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" );
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
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pev->health = gSkillData.zombieHealth;
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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
//=========================================================
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void CZombie::Precache()
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{
size_t i;
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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" );
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for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
PRECACHE_SOUND( pAttackHitSounds[i] );
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for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
PRECACHE_SOUND( pAttackMissSounds[i] );
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for( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
PRECACHE_SOUND( pAttackSounds[i] );
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for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
PRECACHE_SOUND( pIdleSounds[i] );
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for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
PRECACHE_SOUND( pAlertSounds[i] );
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for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
PRECACHE_SOUND( pPainSounds[i] );
}
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//=========================================================
// AI Schedules Specific to this monster
//=========================================================
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int CZombie::IgnoreConditions( void )
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{
int iIgnore = CBaseMonster::IgnoreConditions();
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if( ( m_Activity == ACT_MELEE_ATTACK1 ) || ( m_Activity == ACT_MELEE_ATTACK1 ) )
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{
#if 0
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if( pev->health < 20 )
iIgnore |= ( bits_COND_LIGHT_DAMAGE| bits_COND_HEAVY_DAMAGE );
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else
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#endif
if( m_flNextFlinch >= gpGlobals->time )
iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE );
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}
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if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) )
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{
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if( m_flNextFlinch < gpGlobals->time )
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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();
}