/*** * * 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. * ****/ //========================================================= // bullsquid - big, spotty tentacle-mouthed meanie. //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "nodes.h" #include "effects.h" #include "decals.h" #include "soundent.h" #include "game.h" #include "bullsquid.h" //========================================================= // Monster's Anim Events Go Here //========================================================= #define ZBULL_AE_SPIT ( 1 ) #define ZBULL_AE_BITE ( 2 ) #define ZBULL_AE_BLINK ( 3 ) #define ZBULL_AE_TAILWHIP ( 4 ) #define ZBULL_AE_HOP ( 5 ) #define ZBULL_AE_THROW ( 6 ) class CZombieBull : public CBullsquid { public: void Spawn(void); void Precache(void); int Classify(void); void HandleAnimEvent(MonsterEvent_t *pEvent); void IdleSound(void); void PainSound(void); void DeathSound(void); void AlertSound(void); void AttackSound(void); void BiteSound(void); void StartTask(Task_t *pTask); BOOL CheckMeleeAttack1(float flDot, float flDist); BOOL CheckMeleeAttack2(float flDot, float flDist); BOOL CheckRangeAttack1(float flDot, float flDist) { return FALSE; } Schedule_t *GetSchedule(void); static const char *pAttackSounds[]; static const char *pBiteSounds[]; static const char *pIdleSounds[]; static const char *pAlertSounds[]; static const char *pPainSounds[]; static const char *pDeathSounds[]; }; LINK_ENTITY_TO_CLASS(monster_th_zombiebull, CZombieBull); const char *CZombieBull::pAttackSounds[] = { "bull/bu_whip1.wav", "bull/bu_whip2.wav", "bull/bu_whip3.wav", }; const char *CZombieBull::pBiteSounds[] = { "bull/bu_gore1.wav", "bull/bu_gore2.wav", "bull/bu_gore3.wav", }; const char *CZombieBull::pIdleSounds[] = { "bull/bu_idle1.wav", "bull/bu_idle2.wav", "bull/bu_idle3.wav", }; const char *CZombieBull::pAlertSounds[] = { "bull/bu_alert1.wav", "bull/bu_alert2.wav", "bull/bu_alert3.wav", "bull/bu_alert4.wav", }; const char *CZombieBull::pPainSounds[] = { "bull/bu_pain1.wav", "bull/bu_pain2.wav", "bull/bu_pain3.wav", }; const char *CZombieBull::pDeathSounds[] = { "bull/bu_die1.wav", "bull/bu_die2.wav", "bull/bu_die3.wav", }; //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CZombieBull::Classify(void) { return CLASS_ALIEN_MONSTER; } //========================================================= // CheckMeleeAttack1 - bullsquid is a big guy, so has a longer // melee range than most monsters. This is the tailwhip attack //========================================================= BOOL CZombieBull::CheckMeleeAttack1(float flDot, float flDist) { if (m_hEnemy->pev->health <= gSkillData.bullsquidDmgWhip && flDist <= 95 && flDot >= 0.7) { return TRUE; } return FALSE; } //========================================================= // CheckMeleeAttack2 - bullsquid is a big guy, so has a longer // melee range than most monsters. This is the bite attack. // this attack will not be performed if the tailwhip attack // is valid. //========================================================= BOOL CZombieBull::CheckMeleeAttack2(float flDot, float flDist) { if (flDist <= 95 && flDot >= 0.7 && !HasConditions(bits_COND_CAN_MELEE_ATTACK1)) { return TRUE; } return FALSE; } //========================================================= // IdleSound //========================================================= void CZombieBull::IdleSound(void) { EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, ATTN_NORM); } //========================================================= // PainSound //========================================================= void CZombieBull::PainSound(void) { EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM); } //========================================================= // AlertSound //========================================================= void CZombieBull::AlertSound(void) { EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), 1, ATTN_NORM); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CZombieBull::HandleAnimEvent(MonsterEvent_t *pEvent) { switch (pEvent->event) { case ZBULL_AE_BITE: { // SOUND HERE! CBaseEntity *pHurt = CheckTraceHullAttack(90, gSkillData.zombiebullDmgBite, DMG_SLASH); if (pHurt) { pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 400; } else { // // Search for human repels. // CBaseEntity *pEntity = NULL; // iterate on all entities in the vicinity. while ((pEntity = UTIL_FindEntityInSphere(pEntity, pev->origin, 128)) != NULL) { if (pEntity->pev->takedamage != DAMAGE_NO) { if (FClassnameIs(pEntity->pev, "monster_hgrunt_repel")) { pEntity->TakeDamage(pev, pev, gSkillData.zombiebullDmgBite, DMG_SLASH | DMG_ALWAYSGIB); } } } } } break; case ZBULL_AE_TAILWHIP: { // croonchy bite sound BiteSound(); CBaseEntity *pHurt = CheckTraceHullAttack(90, gSkillData.zombiebullDmgWhip, DMG_SLASH | DMG_ALWAYSGIB); if (pHurt) { pHurt->pev->punchangle.z = -20; pHurt->pev->punchangle.x = 20; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 16; } } break; case ZBULL_AE_THROW: { // squid throws its prey IF the prey is a client. CBaseEntity *pHurt = CheckTraceHullAttack(90, 0, 0); if (pHurt) { // screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels. UTIL_ScreenShake(pHurt->pev->origin, 25.0, 1.5, 0.7, 2); } } break; case ZBULL_AE_BLINK: break; default: CBullsquid::HandleAnimEvent(pEvent); } } //========================================================= // Spawn //========================================================= void CZombieBull::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/zombiebull.mdl"); UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 64)); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_RED; pev->effects = 0; pev->health = gSkillData.zombiebullHealth * 6; m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_fCanThreatDisplay = FALSE; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CZombieBull::Precache() { PRECACHE_MODEL("models/zombiebull.mdl"); PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event PRECACHE_SOUND_ARRAY(pAttackSounds); PRECACHE_SOUND_ARRAY(pBiteSounds); PRECACHE_SOUND_ARRAY(pIdleSounds); PRECACHE_SOUND_ARRAY(pAlertSounds); PRECACHE_SOUND_ARRAY(pPainSounds); PRECACHE_SOUND_ARRAY(pDeathSounds); PRECACHE_SOUND("bull/bu_paw1.wav"); PRECACHE_SOUND("bull/bu_runstep1.wav"); PRECACHE_SOUND("bull/bu_runstep2.wav"); PRECACHE_SOUND("bull/bu_walkstep1.wav"); PRECACHE_SOUND("bull/bu_walkstep2.wav"); } //========================================================= // DeathSound //========================================================= void CZombieBull::DeathSound(void) { EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_NORM); } //========================================================= // AttackSound //========================================================= void CZombieBull::AttackSound(void) { EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackSounds), 1, ATTN_NORM); } //========================================================= // BiteSound //========================================================= void CZombieBull::BiteSound(void) { EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pBiteSounds), 1, ATTN_NORM); } //========================================================= // GetSchedule //========================================================= Schedule_t *CZombieBull::GetSchedule(void) { switch (m_MonsterState) { case MONSTERSTATE_ALERT: return CBaseMonster::GetSchedule(); case MONSTERSTATE_COMBAT: { // dead enemy if (HasConditions(bits_COND_ENEMY_DEAD)) { // call base class, all code to handle dead enemies is centralized there. return CBaseMonster::GetSchedule(); } if (HasConditions(bits_COND_NEW_ENEMY)) { return GetScheduleOfType(SCHED_WAKE_ANGRY); } if (HasConditions(bits_COND_CAN_MELEE_ATTACK1)) { return GetScheduleOfType(SCHED_MELEE_ATTACK1); } if (HasConditions(bits_COND_CAN_MELEE_ATTACK2)) { return GetScheduleOfType(SCHED_MELEE_ATTACK2); } return GetScheduleOfType(SCHED_CHASE_ENEMY); break; } default: break; } return CBaseMonster::GetSchedule(); } //========================================================= // Start task - selects the correct activity and performs // any necessary calculations to start the next task on the // schedule. OVERRIDDEN for bullsquid because it needs to // know explicitly when the last attempt to chase the enemy // failed, since that impacts its attack choices. //========================================================= void CZombieBull::StartTask(Task_t *pTask) { m_iTaskStatus = TASKSTATUS_RUNNING; switch (pTask->iTask) { case TASK_MELEE_ATTACK2: { AttackSound(); CBaseMonster::StartTask(pTask); break; } default: { CBullsquid::StartTask(pTask); break; } } }