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.
*
****/
//=========================================================
// Wheelchair monster
//=========================================================
#include "zombie.h"
#define WHEELCHAIR_AE_BLOODSQUIRT 1
#define WHEELCHAIR_AE_WALK 1011
#define WHEELCHAIR_FLINCH_DELAY 5.0
class CWheelchair : public CZombie
{
public:
void Spawn( void );
void Precache( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
int IgnoreConditions();
void AlertSound( void );
void IdleSound( 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[];
int m_vomitSprite;
};
LINK_ENTITY_TO_CLASS( monster_wheelchair, CWheelchair );
const char *CWheelchair::pAttackHitSounds[] =
{
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav",
};
const char *CWheelchair::pAttackMissSounds[] =
{
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav",
};
const char *CWheelchair::pAttackSounds[] =
{
"zombie/zo_attack1.wav",
"zombie/zo_attack2.wav",
};
const char *CWheelchair::pIdleSounds[] =
{
"wheelchair/wheel01.wav",
"wheelchair/wheel02.wav",
"wheelchair/wheel03.wav",
"wheelchair/wheel04.wav"
};
const char *CWheelchair::pAlertSounds[] =
{
"zombie/zo_alert10.wav",
"zombie/zo_alert20.wav",
"zombie/zo_alert30.wav",
};
const char *CWheelchair::pPainSounds[] =
{
"zombie/zo_pain1.wav",
"zombie/zo_pain2.wav",
};
void CWheelchair:: 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 CWheelchair :: IdleSound( void )
{
// Play a random idle sound
EMIT_SOUND( ENT(pev), CHAN_BODY, pIdleSounds[ RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1) ], 1.0, ATTN_NORM);
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CWheelchair :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case WHEELCHAIR_AE_WALK:
IdleSound();
break;
case WHEELCHAIR_AE_BLOODSQUIRT:
{
EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "wheelchair/wcm_squirt.wav", 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_BLOODSPRITE );
WRITE_COORD( pev->origin.x ); // pos
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z + 40 );
WRITE_SHORT( m_vomitSprite ); // sprite1
WRITE_SHORT( m_vomitSprite ); // sprite2
WRITE_BYTE ( BLOOD_COLOR_RED ); // color
WRITE_BYTE ( 6 ); // count
MESSAGE_END();
// do stuff for this event.
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.wheelchairDmgAttack, 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;
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CWheelchair :: Spawn()
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/wheelchair_monster.mdl");
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
if (pev->health == 0)
pev->health = gSkillData.wheelchairHealth;
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 CWheelchair :: Precache()
{
int i;
m_vomitSprite = PRECACHE_MODEL("sprites/wheelchair_vomit.spr");
if (pev->model)
PRECACHE_MODEL(STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/wheelchair_monster.mdl");
PRECACHE_SOUND( "wheelchair/wcm_squirt.wav" );
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 CWheelchair::IgnoreConditions()
{
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 + WHEELCHAIR_FLINCH_DELAY;
}
return iIgnore;
}