/*** * * 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. * ****/ //========================================================= // headcrab.cpp - tiny, jumpy alien parasite //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "game.h" #include "headcrab.h" //========================================================= // Monster's Anim Events Go Here //========================================================= #define HC_AE_JUMPATTACK ( 2 ) Task_t tlHCRangeAttack1[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_FACE_IDEAL, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_SET_ACTIVITY, (float)ACT_IDLE }, { TASK_FACE_IDEAL, (float)0 }, { TASK_WAIT_RANDOM, (float)0.5 }, }; Schedule_t slHCRangeAttack1[] = { { tlHCRangeAttack1, ARRAYSIZE( tlHCRangeAttack1 ), bits_COND_ENEMY_OCCLUDED | bits_COND_NO_AMMO_LOADED, 0, "HCRangeAttack1" }, }; Task_t tlHCRangeAttack1Fast[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_FACE_IDEAL, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_SET_ACTIVITY, (float)ACT_IDLE }, }; Schedule_t slHCRangeAttack1Fast[] = { { tlHCRangeAttack1Fast, ARRAYSIZE( tlHCRangeAttack1Fast ), bits_COND_ENEMY_OCCLUDED | bits_COND_NO_AMMO_LOADED, 0, "HCRAFast" }, }; LINK_ENTITY_TO_CLASS( monster_headcrab, CHeadCrab ) DEFINE_CUSTOM_SCHEDULES( CHeadCrab ) { slHCRangeAttack1, slHCRangeAttack1Fast, }; IMPLEMENT_CUSTOM_SCHEDULES( CHeadCrab, CBaseMonster ) const char *CHeadCrab::pIdleSounds[] = { "headcrab/hc_idle1.wav", "headcrab/hc_idle2.wav", "headcrab/hc_idle3.wav", }; const char *CHeadCrab::pAlertSounds[] = { "headcrab/hc_alert1.wav", }; const char *CHeadCrab::pPainSounds[] = { "headcrab/hc_pain1.wav", "headcrab/hc_pain2.wav", "headcrab/hc_pain3.wav", }; const char *CHeadCrab::pAttackSounds[] = { "headcrab/hc_attack1.wav", "headcrab/hc_attack2.wav", "headcrab/hc_attack3.wav", }; const char *CHeadCrab::pDeathSounds[] = { "headcrab/hc_die1.wav", "headcrab/hc_die2.wav", }; const char *CHeadCrab::pBiteSounds[] = { "headcrab/hc_headbite.wav", }; //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CHeadCrab::Classify( void ) { return CLASS_ALIEN_PREY; } //========================================================= // Center - returns the real center of the headcrab. The // bounding box is much larger than the actual creature so // this is needed for targeting //========================================================= Vector CHeadCrab::Center( void ) { return Vector( pev->origin.x, pev->origin.y, pev->origin.z + 6.0f ); } Vector CHeadCrab::BodyTarget( const Vector &posSrc ) { return Center(); } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CHeadCrab::SetYawSpeed( void ) { int ys; switch( m_Activity ) { case ACT_IDLE: ys = 30; break; case ACT_RUN: case ACT_WALK: ys = 20; break; case ACT_TURN_LEFT: case ACT_TURN_RIGHT: ys = 60; break; case ACT_RANGE_ATTACK1: ys = 30; break; default: ys = 30; break; } pev->yaw_speed = ys; } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CHeadCrab::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case HC_AE_JUMPATTACK: { ClearBits( pev->flags, FL_ONGROUND ); UTIL_SetOrigin( pev, pev->origin + Vector( 0, 0, 1 ) );// take him off ground so engine doesn't instantly reset onground UTIL_MakeVectors( pev->angles ); Vector vecJumpDir; if( m_hEnemy != 0 ) { float gravity = g_psv_gravity->value; if( gravity <= 1 ) gravity = 1; // How fast does the headcrab need to travel to reach that height given gravity? float height = m_hEnemy->pev->origin.z + m_hEnemy->pev->view_ofs.z - pev->origin.z; if( height < 16 ) height = 16; float speed = sqrt( 2 * gravity * height ); float time = speed / gravity; // Scale the sideways velocity to get there at the right time vecJumpDir = m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs - pev->origin; vecJumpDir = vecJumpDir * ( 1.0f / time ); // Speed to offset gravity at the desired height vecJumpDir.z = speed; // Don't jump too far/fast float distance = vecJumpDir.Length(); if( distance > 650.0f ) { vecJumpDir = vecJumpDir * ( 650.0f / distance ); } } else { // jump hop, don't care where vecJumpDir = Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_up.z ) * 350.0f; } int iSound = RANDOM_LONG( 0, 2 ); if( iSound != 0 ) EMIT_SOUND_DYN( edict(), CHAN_VOICE, pAttackSounds[iSound], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); pev->velocity = vecJumpDir; m_flNextAttack = gpGlobals->time + 2.0f; } break; default: CBaseMonster::HandleAnimEvent( pEvent ); break; } } //========================================================= // Spawn //========================================================= void CHeadCrab::Spawn() { Precache(); SET_MODEL( ENT( pev ), "models/headcrab.mdl" ); UTIL_SetSize( pev, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) ); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; pev->effects = 0; pev->health = gSkillData.headcrabHealth; pev->view_ofs = Vector( 0, 0, 20 );// position of the eyes relative to monster's origin. pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim? m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CHeadCrab::Precache() { PRECACHE_SOUND_ARRAY( pIdleSounds ); PRECACHE_SOUND_ARRAY( pAlertSounds ); PRECACHE_SOUND_ARRAY( pPainSounds ); PRECACHE_SOUND_ARRAY( pAttackSounds ); PRECACHE_SOUND_ARRAY( pDeathSounds ); PRECACHE_SOUND_ARRAY( pBiteSounds ); PRECACHE_MODEL( "models/headcrab.mdl" ); } //========================================================= // RunTask //========================================================= void CHeadCrab::RunTask( Task_t *pTask ) { switch( pTask->iTask ) { case TASK_RANGE_ATTACK1: case TASK_RANGE_ATTACK2: { if( m_fSequenceFinished ) { TaskComplete(); SetTouch( NULL ); m_IdealActivity = ACT_IDLE; } break; } default: { CBaseMonster::RunTask( pTask ); } } } //========================================================= // LeapTouch - this is the headcrab's touch function when it // is in the air //========================================================= void CHeadCrab::LeapTouch( CBaseEntity *pOther ) { if( !pOther->pev->takedamage ) { return; } if( pOther->Classify() == Classify() ) { return; } // Don't hit if back on ground if( !FBitSet( pev->flags, FL_ONGROUND ) ) { EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pBiteSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); pOther->TakeDamage( pev, pev, GetDamageAmount(), DMG_SLASH ); } SetTouch( NULL ); } //========================================================= // PrescheduleThink //========================================================= void CHeadCrab::PrescheduleThink( void ) { // make the crab coo a little bit in combat state if( m_MonsterState == MONSTERSTATE_COMBAT && RANDOM_FLOAT( 0, 5 ) < 0.1f ) { IdleSound(); } } void CHeadCrab::StartTask( Task_t *pTask ) { m_iTaskStatus = TASKSTATUS_RUNNING; switch( pTask->iTask ) { case TASK_RANGE_ATTACK1: { EMIT_SOUND_DYN( edict(), CHAN_WEAPON, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); m_IdealActivity = ACT_RANGE_ATTACK1; SetTouch( &CHeadCrab::LeapTouch ); break; } default: { CBaseMonster::StartTask( pTask ); } } } //========================================================= // CheckRangeAttack1 //========================================================= BOOL CHeadCrab::CheckRangeAttack1( float flDot, float flDist ) { if( FBitSet( pev->flags, FL_ONGROUND ) && flDist <= 256 && flDot >= 0.65f ) { return TRUE; } return FALSE; } //========================================================= // CheckRangeAttack2 //========================================================= BOOL CHeadCrab::CheckRangeAttack2( float flDot, float flDist ) { return FALSE; // BUGBUG: Why is this code here? There is no ACT_RANGE_ATTACK2 animation. I've disabled it for now. #if 0 if( FBitSet( pev->flags, FL_ONGROUND ) && flDist > 64 && flDist <= 256 && flDot >= 0.5f ) { return TRUE; } return FALSE; #endif } int CHeadCrab::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { // Don't take any acid damage -- BigMomma's mortar is acid if( bitsDamageType & DMG_ACID ) flDamage = 0; return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } #define CRAB_ATTN_IDLE (float)1.5 //========================================================= // IdleSound //========================================================= void CHeadCrab::IdleSound( void ) { EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pIdleSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); } //========================================================= // AlertSound //========================================================= void CHeadCrab::AlertSound( void ) { EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAlertSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); } //========================================================= // AlertSound //========================================================= void CHeadCrab::PainSound( void ) { EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); } //========================================================= // DeathSound //========================================================= void CHeadCrab::DeathSound( void ) { EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pDeathSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); } Schedule_t *CHeadCrab::GetScheduleOfType( int Type ) { switch( Type ) { case SCHED_RANGE_ATTACK1: { return &slHCRangeAttack1[0]; } break; } return CBaseMonster::GetScheduleOfType( Type ); } class CBabyCrab : public CHeadCrab { public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); float GetDamageAmount( void ) { return gSkillData.headcrabDmgBite * 0.3f; } BOOL CheckRangeAttack1( float flDot, float flDist ); Schedule_t *GetScheduleOfType ( int Type ); virtual int GetVoicePitch( void ) { return PITCH_NORM + RANDOM_LONG( 40, 50 ); } virtual float GetSoundVolue( void ) { return 0.8f; } }; LINK_ENTITY_TO_CLASS( monster_babycrab, CBabyCrab ) void CBabyCrab::Spawn( void ) { CHeadCrab::Spawn(); SET_MODEL( ENT( pev ), "models/baby_headcrab.mdl" ); pev->rendermode = kRenderTransTexture; pev->renderamt = 192; UTIL_SetSize( pev, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) ); pev->health = gSkillData.headcrabHealth * 0.25f; // less health than full grown } void CBabyCrab::Precache( void ) { PRECACHE_MODEL( "models/baby_headcrab.mdl" ); CHeadCrab::Precache(); } void CBabyCrab::SetYawSpeed( void ) { pev->yaw_speed = 120; } BOOL CBabyCrab::CheckRangeAttack1( float flDot, float flDist ) { if( pev->flags & FL_ONGROUND ) { if( pev->groundentity && ( pev->groundentity->v.flags & ( FL_CLIENT | FL_MONSTER ) ) ) return TRUE; // A little less accurate, but jump from closer if( flDist <= 180.0f && flDot >= 0.55f ) return TRUE; } return FALSE; } Schedule_t *CBabyCrab::GetScheduleOfType( int Type ) { switch( Type ) { case SCHED_FAIL: // If you fail, try to jump! if( m_hEnemy != 0 ) return slHCRangeAttack1Fast; break; case SCHED_RANGE_ATTACK1: { return slHCRangeAttack1Fast; } break; } return CHeadCrab::GetScheduleOfType( Type ); }