/*** * * 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. * ****/ // UNDONE: Don't flinch every time you get hit #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" //========================================================= // Monster's Anim Events Go Here //========================================================= #define DIABLO_AE_ATTACK_RIGHT 0x01 #define DIABLO_AE_ATTACK_LEFT 0x02 #define DIABLO_AE_ATTACK_BOTH 0x03 #define DIABLO_FLINCH_DELAY 2 // at most one flinch every n secs class CDiablo : public CBaseMonster { public: void Spawn(void); void Precache(void); void SetYawSpeed(void); int Classify(void); void HandleAnimEvent(MonsterEvent_t *pEvent); int IgnoreConditions(void); float m_flNextFlinch; void PainSound(void); void AlertSound(void); void IdleSound(void); void AttackSound(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[]; // No range attacks BOOL CheckRangeAttack1(float flDot, float flDist) { return FALSE; } BOOL CheckRangeAttack2(float flDot, float flDist) { return FALSE; } int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); void SetActivity(Activity NewActivity); }; LINK_ENTITY_TO_CLASS(monster_diablo, CDiablo); const char *CDiablo::pAttackHitSounds[] = { "diablo/diablo_claw1.wav", "diablo/diablo_claw2.wav", "diablo/diablo_claw3.wav", }; const char *CDiablo::pAttackMissSounds[] = { "diablo/diablo_claw_miss1.wav", "diablo/diablo_claw_miss2.wav", }; const char *CDiablo::pAttackSounds[] = { "diablo/diablo_attack1.wav", "diablo/diablo_attack2.wav", }; const char *CDiablo::pIdleSounds[] = { "diablo/diablo_idle1.wav", "diablo/diablo_idle2.wav", "diablo/diablo_idle3.wav", }; const char *CDiablo::pAlertSounds[] = { "diablo/diablo_alert10.wav", "diablo/diablo_alert20.wav", "diablo/diablo_alert30.wav", }; const char *CDiablo::pPainSounds[] = { "diablo/diablo_pain1.wav", "diablo/diablo_pain2.wav", }; //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CDiablo::Classify(void) { return CLASS_ALIEN_PREDATOR; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CDiablo::SetYawSpeed(void) { int ys; ys = 240; // 120 #if 0 switch (m_Activity) { } #endif pev->yaw_speed = ys; } int CDiablo::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { // Take 30% damage from bullets if (bitsDamageType == DMG_BULLET) { 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. if (IsAlive()) PainSound(); return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); } void CDiablo::PainSound(void) { int pitch = 95 + RANDOM_LONG(0, 9); if (RANDOM_LONG(0, 5) < 2) EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1.0, ATTN_NORM, 0, pitch); } void CDiablo::AlertSound(void) { int pitch = 95 + RANDOM_LONG(0, 9); EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), 1.0, ATTN_NORM, 0, pitch); } void CDiablo::IdleSound(void) { int pitch = 100 + RANDOM_LONG(-5, 5); // Play a random idle sound EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1.0, ATTN_NORM, 0, pitch); } void CDiablo::AttackSound(void) { int pitch = 100 + RANDOM_LONG(-5, 5); // Play a random attack sound EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackSounds), 1.0, ATTN_NORM, 0, pitch); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CDiablo::HandleAnimEvent(MonsterEvent_t *pEvent) { switch (pEvent->event) { case DIABLO_AE_ATTACK_RIGHT: { // do stuff for this event. // ALERT( at_console, "Slash right!\n" ); CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.diabloDmgOneSlash * 3 + RANDOM_LONG( 0, 9 ), 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, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); } else // Play a random attack miss sound EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); if (RANDOM_LONG(0, 1)) AttackSound(); } break; case DIABLO_AE_ATTACK_LEFT: { // do stuff for this event. // ALERT( at_console, "Slash left!\n" ); CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.diabloDmgOneSlash * 3 + RANDOM_LONG( 0, 9 ), 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; } EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); } else EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); if (RANDOM_LONG(0, 1)) AttackSound(); } break; case DIABLO_AE_ATTACK_BOTH: { // do stuff for this event. CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.diabloDmgBothSlash * 2.2f + RANDOM_LONG( 0, 9 ), DMG_SLASH ); if (pHurt) { if (pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) { pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; } EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); } else EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); if (RANDOM_LONG(0, 1)) AttackSound(); } break; default: CBaseMonster::HandleAnimEvent(pEvent); break; } } //========================================================= // Spawn //========================================================= void CDiablo::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/diablo.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; pev->health = gSkillData.diabloHealth * 4.0f; 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 CDiablo::Precache() { PRECACHE_MODEL("models/diablo.mdl"); PRECACHE_SOUND_ARRAY(pAttackHitSounds); PRECACHE_SOUND_ARRAY(pAttackMissSounds); PRECACHE_SOUND_ARRAY(pAttackSounds); PRECACHE_SOUND_ARRAY(pIdleSounds); PRECACHE_SOUND_ARRAY(pAlertSounds); PRECACHE_SOUND_ARRAY(pPainSounds); } void CDiablo::SetActivity(Activity newActivity) { if (m_MonsterState == MONSTERSTATE_COMBAT) { if (newActivity == ACT_WALK) newActivity = ACT_RUN; } CBaseMonster::SetActivity(newActivity); } //========================================================= // AI Schedules Specific to this monster //========================================================= int CDiablo::IgnoreConditions(void) { 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 + DIABLO_FLINCH_DELAY; } return iIgnore; }