/*** * * 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. * ****/ //========================================================= // Zombie //========================================================= #include "zombie.h" class CZombie4 : public CZombie { public: void Spawn( void ); void Precache( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); 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[]; }; LINK_ENTITY_TO_CLASS( monster_zombie4, CZombie4 ); const char *CZombie4::pAttackHitSounds[] = { "zombie4/claw_strike1.wav", "zombie4/claw_strike2.wav", "zombie4/claw_strike3.wav", }; const char *CZombie4::pAttackMissSounds[] = { "zombie4/claw_miss1.wav", "zombie4/claw_miss2.wav", }; const char *CZombie4::pAttackSounds[] = { "zombie4/zo_attack1.wav", "zombie4/zo_attack2.wav", }; const char *CZombie4::pIdleSounds[] = { "zombie4/zo_idle1.wav", "zombie4/zo_idle2.wav", "zombie4/zo_idle3.wav", "zombie4/zo_idle4.wav", }; const char *CZombie4::pAlertSounds[] = { "zombie4/zo_alert10.wav", "zombie4/zo_alert20.wav", "zombie4/zo_alert30.wav", }; const char *CZombie4::pPainSounds[] = { "zombie4/zo_pain1.wav", "zombie4/zo_pain2.wav", }; void CZombie4 :: 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 CZombie4 :: 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 CZombie4 :: IdleSound( void ) { int pitch = 95 + RANDOM_LONG(0,9); // Play a random idle sound EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pIdleSounds[ RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } void CZombie4 :: 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 CZombie4 :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case ZOMBIE_AE_ATTACK_RIGHT: { // do stuff for this event. // ALERT( at_console, "Slash right!\n" ); CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, 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 ZOMBIE_AE_ATTACK_LEFT: { // do stuff for this event. // ALERT( at_console, "Slash left!\n" ); CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, 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 ZOMBIE_AE_ATTACK_BOTH: { // do stuff for this event. CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, 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 CZombie4 :: Spawn() { Precache( ); if (pev->model) SET_MODEL(ENT(pev), STRING(pev->model)); //LRC else SET_MODEL(ENT(pev), "models/zombie4.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; if (pev->health == 0) pev->health = gSkillData.zombieHealth; 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 CZombie4 :: Precache() { int i; if (pev->model) PRECACHE_MODEL( STRING(pev->model) ); //LRC else PRECACHE_MODEL("models/zombie4.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( pIdleSounds ); i++ ) PRECACHE_SOUND( pIdleSounds[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 //=========================================================