/*** * * 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. * ****/ //========================================================= // Xmas is RUINED! //========================================================= // 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 "gamerules.h" #include "time.h" //========================================================= // Monster's Anim Events Go Here //========================================================= #define XMAST_AE_ATTACK_RIGHT 0x01 #define XMAST_AE_ATTACK_LEFT 0x02 #define XMAST_AE_ATTACK_BOTH 0x03 //#define XMAST_FLINCH_DELAY 1 // at most one flinch every n secs class CXmast : 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 ); }; LINK_ENTITY_TO_CLASS( monster_xmast, CXmast ); LINK_ENTITY_TO_CLASS( monster_xmastree, CXmast ); const char *CXmast::pAttackHitSounds[] = { "zombie/claw_strike1.wav", "zombie/claw_strike2.wav", "zombie/claw_strike3.wav", }; const char *CXmast::pAttackMissSounds[] = { "zombie/claw_miss1.wav", "zombie/claw_miss2.wav", }; const char *CXmast::pAttackSounds[] = { "xmas/xm_attack1.wav", "xmas/xm_attack2.wav", }; const char *CXmast::pAlertSounds[] = { "xmas/xm_alert2.wav", }; const char *CXmast::pPainSounds[] = { "xmas/xm_pain1.wav", "xmas/xm_pain2.wav", "xmas/xm_pain3.wav", "xmas/xm_pain4.wav", }; //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CXmast :: Classify ( void ) { if (g_pGameRules->IsTest() && testmonsters.value <= 0) { return CLASS_NONE; } else { return CLASS_ALIEN_MONSTER; } } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CXmast :: SetYawSpeed ( void ) { int ys; ys = 150; #if 0 switch ( m_Activity ) { } #endif pev->yaw_speed = ys; } int CXmast :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { // Take 15% 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 *= 0.15; } // HACK HACK -- until we fix this. if ( IsAlive() ) PainSound(); return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } void CXmast :: PainSound( void ) { int pitch = 95 + RANDOM_LONG(0,9); 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 ); } void CXmast :: 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 CXmast :: AttackSound( void ) { // Play a random attack sound EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CXmast :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case XMAST_AE_ATTACK_RIGHT: { // do stuff for this event. // ALERT( at_console, "Slash right!\n" ); CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.xmastDmgOneSlash, 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; case XMAST_AE_ATTACK_LEFT: { // do stuff for this event. // ALERT( at_console, "Slash left!\n" ); CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.xmastDmgOneSlash, 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, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } else 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; case XMAST_AE_ATTACK_BOTH: { // do stuff for this event. CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.xmastDmgBothSlash, 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, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } else 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 CXmast :: Spawn() { Precache( ); if (CVAR_GET_FLOAT("mp_testzom") == 1) SET_MODEL(ENT(pev), "models/zombie.mdl"); else SET_MODEL(ENT(pev), "models/xmastreem.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->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. //if( IsChristmas( true ) ) // pev->health = gSkillData.xmastHealth*5; //else pev->health = CBaseMonster::GetHealth( gSkillData.xmastHealth, 5 ); m_flFieldOfView = VIEW_FIELD_WIDE;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_afCapability = bits_CAP_HEAR | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_DOORS_GROUP; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CXmast :: Precache() { int i; PRECACHE_MODEL("models/xmastreem.mdl"); 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( pAlertSounds ); i++ ) PRECACHE_SOUND(pAlertSounds[i]); for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) PRECACHE_SOUND(pPainSounds[i]); } //========================================================= // AI Schedules Specific to this monster //========================================================= int CXmast::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; } return iIgnore; }