/*** * * 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. * ****/ //========================================================= // Generic Monster - purely for scripted sequence work. //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "player.h" #include "weapons.h" #define GENEWORM_LEVEL0 0 #define GENEWORM_LEVEL1 1 #define GENEWORM_LEVEL0_HEIGHT 244 #define GENEWORM_LEVEL1_HEIGHT 304 #define GENEWORM_SKIN_EYE_OPEN 0 #define GENEWORM_SKIN_EYE_LEFT 1 #define GENEWORM_SKIN_EYE_RIGHT 2 #define GENEWORM_SKIN_EYE_CLOSED 3 //========================================================= // Monster's Anim Events Go Here //========================================================= #define GENEWORM_AE_BEAM ( 0 ) // Toxic beam attack (sprite trail) #define GENEWORM_AE_PORTAL ( 2 ) // Create a portal that spawns an enemy. #define GENEWORM_AE_MELEE_LEFT1 ( 3 ) // Play hit sound #define GENEWORM_AE_MELEE_LEFT2 ( 4 ) // Activates the trigger_geneworm_hit #define GENEWORM_AE_MELEE_RIGHT1 ( 5 ) // Play hit sound #define GENEWORM_AE_MELEE_RIGHT2 ( 6 ) // Activates the trigger_geneworm_hit #define GENEWORM_AE_MELEE_FORWARD1 ( 7 ) // Play hit sound #define GENEWORM_AE_MELEE_FORWARD2 ( 8 ) // Activates the trigger_geneworm_hit #define GENEWORM_AE_MAD ( 9 ) // Room starts shaking! #define GENEWORM_AE_EYEPAIN ( 1012 ) // Still put here (In case we need to toggle eye pain status) //========================================================= // CGeneWorm //========================================================= class CGeneWorm : public CBaseMonster { public: int Save(CSave &save); int Restore(CRestore &restore); static TYPEDESCRIPTION m_SaveData[]; void Spawn(void); void Precache(void); int Classify(void) { return CLASS_ALIEN_MONSTER; }; int BloodColor(void) { return BLOOD_COLOR_YELLOW; } void Killed(entvars_t *pevAttacker, int iGib); void SetObjectCollisionBox(void) { pev->absmin = pev->origin + Vector(-95, -95, 0); pev->absmax = pev->origin + Vector(95, 95, 0); } void HandleAnimEvent(MonsterEvent_t *pEvent); void EXPORT StartupThink(void); void EXPORT HuntThink(void); void EXPORT CrashTouch(CBaseEntity *pOther); void EXPORT DyingThink(void); void EXPORT StartupUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); void EXPORT NullThink(void); void EXPORT CommandUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); void FloatSequence(void); void NextActivity(void); void Flight(void); int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); void PainSound(void); void DeathSound(void); void IdleSound(void); int Level( float dz ); int MyEnemyLevel(void); float MyEnemyHeight(void); Vector m_vecTarget; Vector m_posTarget; Vector m_vecDesired; Vector m_posDesired; float m_flLastSeen; float m_flPrevSeen; int m_iLevel; EHANDLE m_hHitVolumes[3]; void PlaySequenceAttack( int side, BOOL bMelee ); void PlaySequencePain( int side ); // // SOUNDS // static const char *pAttackSounds[]; static const char *pDeathSounds[]; static const char *pEntrySounds[]; static const char *pPainSounds[]; static const char *pIdleSounds[]; static const char *pEyePainSounds[]; // // ANIMATIONS // static const char *pDeathAnims[]; static const char *pEntryAnims[]; static const char *pIdleAnims[]; static const char *pMadAnims[]; static const char *pScreamAnims[]; static const char *pBigPainAnims[]; static const char *pEyePainAnims[]; static const char *pIdlePainAnims[]; static const char *pMeleeAttackAnims[]; static const char *pBeamAttackAnims[]; // // HIT VOLUMES // static const char* pHitVolumes[]; }; LINK_ENTITY_TO_CLASS(monster_geneworm, CGeneWorm); TYPEDESCRIPTION CGeneWorm::m_SaveData[] = { DEFINE_FIELD(CGeneWorm, m_vecTarget, FIELD_VECTOR), DEFINE_FIELD(CGeneWorm, m_posTarget, FIELD_POSITION_VECTOR), DEFINE_FIELD(CGeneWorm, m_vecDesired, FIELD_VECTOR), DEFINE_FIELD(CGeneWorm, m_posDesired, FIELD_POSITION_VECTOR), DEFINE_FIELD(CGeneWorm, m_flLastSeen, FIELD_TIME), DEFINE_FIELD(CGeneWorm, m_flPrevSeen, FIELD_TIME), DEFINE_FIELD(CGeneWorm, m_iLevel, FIELD_INTEGER), DEFINE_ARRAY(CGeneWorm, m_hHitVolumes, FIELD_EHANDLE, 3), }; IMPLEMENT_SAVERESTORE(CGeneWorm, CBaseMonster); //========================================================= //========================================================= const char *CGeneWorm::pAttackSounds[] = { "geneworm/geneworm_attack_mounted_gun.wav", "geneworm/geneworm_attack_mounted_rocket.wav", "geneworm/geneworm_beam_attack.wav", "geneworm/geneworm_big_attack_forward.wav", }; const char *CGeneWorm::pDeathSounds[] = { "geneworm/geneworm_death.wav", }; const char *CGeneWorm::pEntrySounds[] = { "geneworm/geneworm_entry.wav", }; const char *CGeneWorm::pPainSounds[] = { "geneworm/geneworm_final_pain1.wav", "geneworm/geneworm_final_pain2.wav", "geneworm/geneworm_final_pain3.wav", "geneworm/geneworm_final_pain4.wav", }; const char *CGeneWorm::pIdleSounds[] = { "geneworm/geneworm_idle1.wav", "geneworm/geneworm_idle2.wav", "geneworm/geneworm_idle3.wav", "geneworm/geneworm_idle4.wav", }; const char *CGeneWorm::pEyePainSounds[] = { "geneworm/geneworm_shot_in_eye.wav", }; const char* CGeneWorm::pHitVolumes[] = { "GeneWormRightSlash", "GeneWormCenterSlash", "GeneWormLeftSlash", }; //========================================================= //========================================================= const char *CGeneWorm::pDeathAnims[] = { "death", }; const char *CGeneWorm::pEntryAnims[] = { "entry", }; const char *CGeneWorm::pIdleAnims[] = { "idle", }; const char *CGeneWorm::pMadAnims[] = { "mad", }; const char *CGeneWorm::pScreamAnims[] = { "scream1", "scream2", }; const char *CGeneWorm::pBigPainAnims[] = { "bigpain1", "bigpain2", "bigpain3", "bigpain4", }; const char *CGeneWorm::pEyePainAnims[] = { "eyepain1", "eyepain2", }; const char *CGeneWorm::pIdlePainAnims[] = { "idlepain", "idlepain2", "idlepain3", }; const char *CGeneWorm::pMeleeAttackAnims[] = { "melee1", "melee2", "melee3", }; const char *CGeneWorm::pBeamAttackAnims[] = { "dattack1", "dattack2", "dattack3", }; //========================================================= // Spawn //========================================================= void CGeneWorm::Spawn() { Precache(); // motor pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; SET_MODEL(ENT(pev), "models/geneworm.mdl"); UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 64)); UTIL_SetOrigin(pev, pev->origin); pev->flags |= FL_MONSTER; pev->takedamage = DAMAGE_AIM; pev->health = 999; pev->view_ofs = Vector(0, 0, 192); pev->sequence = 0; ResetSequenceInfo(); InitBoneControllers(); SetThink(&CGeneWorm::StartupThink); pev->nextthink = gpGlobals->time + 0.1; m_vecDesired = Vector(1, 0, 0); m_posDesired = Vector(pev->origin.x, pev->origin.y, 512); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CGeneWorm::Precache() { PRECACHE_MODEL("models/geneworm.mdl"); PRECACHE_SOUND_ARRAY(pAttackSounds); PRECACHE_SOUND_ARRAY(pDeathSounds); PRECACHE_SOUND_ARRAY(pEntrySounds); PRECACHE_SOUND_ARRAY(pPainSounds); PRECACHE_SOUND_ARRAY(pIdleSounds); PRECACHE_SOUND_ARRAY(pEyePainSounds); } //========================================================= // NullThink //========================================================= void CGeneWorm::NullThink(void) { StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.5; } //========================================================= // StartupUse //========================================================= void CGeneWorm::StartupUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { SetThink(&CGeneWorm::HuntThink); pev->nextthink = gpGlobals->time + 0.1; SetUse(&CGeneWorm::CommandUse); } //========================================================= // //========================================================= void CGeneWorm::StartupThink(void) { CBaseEntity *pEntity = NULL; int i; for (i = 0; i < 3; i++) { pEntity = UTIL_FindEntityByTargetname(NULL, pHitVolumes[i]); if (pEntity) m_hHitVolumes[i] = pEntity; } SetThink(&CGeneWorm::HuntThink); SetUse(&CGeneWorm::CommandUse); pev->nextthink = gpGlobals->time + 0.1; } void CGeneWorm::Killed(entvars_t *pevAttacker, int iGib) { CBaseMonster::Killed(pevAttacker, iGib); } void CGeneWorm::DyingThink(void) { pev->nextthink = gpGlobals->time + 0.1; DispatchAnimEvents(); StudioFrameAdvance(); if (pev->deadflag == DEAD_NO) { FireTargets(STRING(pev->target), this, this, USE_ON, 1.0); pev->velocity = Vector(0, 0, 0); DeathSound(); pev->deadflag = DEAD_DYING; } if (pev->deadflag == DEAD_DYING) { Flight(); pev->deadflag = DEAD_DEAD; } if (m_fSequenceFinished) { pev->sequence = LookupSequence("death"); pev->framerate = 0.5f; } if (m_hHitVolumes) { int i; for (i = 0; i < 3; i++) { UTIL_Remove(m_hHitVolumes[i]); m_hHitVolumes[i] = NULL; } } return; } //========================================================= //========================================================= void CGeneWorm::FloatSequence(void) { pev->sequence = LookupSequence("idle"); } //========================================================= //========================================================= void CGeneWorm::NextActivity(void) { UTIL_MakeAimVectors(pev->angles); float flDist = (m_posDesired - pev->origin).Length(); float flDot = DotProduct(m_vecDesired, gpGlobals->v_forward); if (m_hEnemy != NULL && !m_hEnemy->IsAlive()) { m_hEnemy = NULL; } if (m_flLastSeen + 15 < gpGlobals->time) { m_hEnemy = NULL; } if (m_hEnemy == NULL) { Look(4096); m_hEnemy = BestVisibleEnemy(); if (!m_hEnemy) { m_hEnemy = UTIL_PlayerByIndex( 1 ); ASSERT( m_hEnemy ); } } if (m_hEnemy != NULL) { if (m_flLastSeen + 5 > gpGlobals->time) { return; } } if (m_iLevel != -1) { ASSERT( m_hEnemy ); } FloatSequence(); } void CGeneWorm::HuntThink(void) { pev->nextthink = gpGlobals->time + 0.1; DispatchAnimEvents(); StudioFrameAdvance(); // if dead, force cancelation of current animation if (pev->health <= 0) { SetThink(&CGeneWorm::DyingThink); m_fSequenceFinished = TRUE; return; } // get new sequence if (m_fSequenceFinished) { pev->frame = 0; NextActivity(); ResetSequenceInfo(); } // look for current enemy if (m_hEnemy != NULL) { // Update level. m_iLevel = Level( m_hEnemy->pev->origin.z ); if (FVisible(m_hEnemy)) { if (m_flLastSeen < gpGlobals->time - 5) m_flPrevSeen = gpGlobals->time; m_flLastSeen = gpGlobals->time; m_posTarget = m_hEnemy->pev->origin; m_vecTarget = (m_posTarget - pev->origin).Normalize(); m_vecDesired = m_vecTarget; m_posDesired = Vector(pev->origin.x, pev->origin.y, pev->origin.z); } else { //m_flAdj = min(m_flAdj + 10, 1000); } } else { m_iLevel = -1; } #if 0 // don't go too high if (m_posDesired.z > m_flMaxZ) m_posDesired.z = m_flMaxZ; // don't go too low if (m_posDesired.z < m_flMinZ) m_posDesired.z = m_flMinZ; #endif Flight(); } //========================================================= //========================================================= void CGeneWorm::Flight(void) { } void CGeneWorm::HandleAnimEvent(MonsterEvent_t *pEvent) { switch (pEvent->event) { case 1: // shoot break; default: break; } } void CGeneWorm::CommandUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { switch (useType) { case USE_OFF: break; case USE_ON: break; case USE_SET: break; case USE_TOGGLE: break; } } int CGeneWorm::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) { if (pevInflictor->owner == edict()) return 0; if (flDamage >= pev->health) { pev->health = 1; } PainSound(); pev->health -= flDamage; return 0; } void CGeneWorm::PainSound(void) { } void CGeneWorm::DeathSound(void) { EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 2, ATTN_NORM); } void CGeneWorm::IdleSound(void) { EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), VOL_NORM, ATTN_NORM); } int CGeneWorm::Level(float dz) { if (dz < GENEWORM_LEVEL1_HEIGHT) return GENEWORM_LEVEL0; return GENEWORM_LEVEL1; } int CGeneWorm::MyEnemyLevel(void) { if (!m_hEnemy) return -1; return Level(m_hEnemy->pev->origin.z); } float CGeneWorm::MyEnemyHeight(void) { switch (m_iLevel) { case GENEWORM_LEVEL0: return GENEWORM_LEVEL0_HEIGHT; case GENEWORM_LEVEL1: return GENEWORM_LEVEL1_HEIGHT; } return GENEWORM_LEVEL1_HEIGHT; }