/*** * * 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. * ****/ //========================================================= // rat - environmental monster //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "headcrab.h" #include "game.h" //========================================================= // Monster's Anim Events Go Here //========================================================= #define RAT_AE_JUMPATTACK ( 2 ) class CRat : public CHeadCrab { public: void Spawn( void ); void Precache( void ); int Classify( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); void EXPORT RatLeapTouch( CBaseEntity *pOther ); void StartTask( Task_t *pTask ); void PainSound( void ); void DeathSound( void ); void IdleSound( void ); void AlertSound( void ); static const char *pIdleSounds[]; static const char *pAlertSounds[]; static const char *pPainSounds[]; static const char *pAttackSounds[]; static const char *pDeathSounds[]; static const char *pBiteSounds[]; }; LINK_ENTITY_TO_CLASS( monster_rat, CRat ) const char *CRat::pIdleSounds[] = { "rat/rat_idle.wav" }; const char *CRat::pAlertSounds[] = { "rat/rat_alert.wav" }; const char *CRat::pPainSounds[] = { "rat/rat_pain.wav" }; const char *CRat::pAttackSounds[] = { "rat/rat_attack.wav" }; const char *CRat::pDeathSounds[] = { "rat/rat_die.wav" }; const char *CRat::pBiteSounds[] = { "rat/rat_headbite.wav" }; //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CRat::Classify( void ) { return CLASS_HUMAN_MILITARY; } //========================================================= // Spawn //========================================================= void CRat::Spawn() { Precache(); SET_MODEL( ENT( pev ), "models/bigrat.mdl" ); if( !strncmp( STRING( gpGlobals->mapname ), "asmap", 5 ) ) UTIL_SetSize( pev, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) ); else UTIL_SetSize( pev, g_vecZero, g_vecZero ); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_RED; pev->health = 8; pev->view_ofs = Vector( 0, 0, 6 );// 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; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CRat::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/bigrat.mdl" ); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CRat::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case RAT_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 * ( 1.0 / 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 ) { vecJumpDir = vecJumpDir * ( 650.0 / distance ); } } else { // jump hop, don't care where vecJumpDir = Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_up.z ) * 350; } EMIT_SOUND_DYN( edict(), CHAN_VOICE, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); pev->velocity = vecJumpDir; m_flNextAttack = gpGlobals->time + 2; } break; default: CBaseMonster::HandleAnimEvent( pEvent ); break; } } //========================================================= // LeapTouch - this is the rat's touch function when it // is in the air //========================================================= void CRat::RatLeapTouch( 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 ); } void CRat::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( &CRat::RatLeapTouch ); break; } default: { CBaseMonster::StartTask( pTask ); } } } //========================================================= // IdleSound //========================================================= void CRat::IdleSound( void ) { EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pIdleSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); } //========================================================= // AlertSound //========================================================= void CRat::AlertSound( void ) { EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAlertSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); } //========================================================= // AlertSound //========================================================= void CRat::PainSound( void ) { EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); } //========================================================= // DeathSound //========================================================= void CRat::DeathSound( void ) { EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pDeathSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); } //========================================================= // AI Schedules Specific to this monster //=========================================================