/*** * * 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 //========================================================= // 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 "zombie.h" //========================================================= // Monster's Anim Events Go Here //========================================================= #define ZOMBIE_AE_ATTACK_RIGHT 0x01 #define ZOMBIE_AE_ATTACK_LEFT 0x02 #define ZOMBIE_AE_ATTACK_BOTH 0x03 #define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs LINK_ENTITY_TO_CLASS( monster_zombie, CZombie ) LINK_ENTITY_TO_CLASS( monster_zombie_barney, CZombie ) LINK_ENTITY_TO_CLASS( monster_zombie_soldier, CZombie ) const char *CZombie::pAttackHitSounds[] = { "zombie/claw_strike1.wav", "zombie/claw_strike2.wav", "zombie/claw_strike3.wav", }; const char *CZombie::pAttackMissSounds[] = { "zombie/claw_miss1.wav", "zombie/claw_miss2.wav", }; const char *CZombie::pAttackSounds[] = { "zombie/zo_attack1.wav", "zombie/zo_attack2.wav", }; const char *CZombie::pIdleSounds[] = { "zombie/zo_idle1.wav", "zombie/zo_idle2.wav", "zombie/zo_idle3.wav", "zombie/zo_idle4.wav", }; const char *CZombie::pAlertSounds[] = { "zombie/zo_alert10.wav", "zombie/zo_alert20.wav", "zombie/zo_alert30.wav", }; const char *CZombie::pPainSounds[] = { "zombie/zo_pain1.wav", "zombie/zo_pain2.wav", }; //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CZombie::Classify( void ) { return CLASS_ALIEN_MONSTER; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CZombie::SetYawSpeed( void ) { int ys; ys = 120; #if 0 switch ( m_Activity ) { } #endif pev->yaw_speed = ys; } int CZombie::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 ) * 0.5f; vecDir = vecDir.Normalize(); float flForce = DamageForce( flDamage ); pev->velocity = pev->velocity + vecDir * flForce; flDamage *= 0.3f; } // HACK HACK -- until we fix this. if( IsAlive() ) PainSound(); return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } void CZombie::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 CZombie::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 CZombie::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, pitch ); } void CZombie::AttackSound( void ) { int pitch = 95 + RANDOM_LONG( 0, 9 ); // Play a random attack sound EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CZombie::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 CZombie::Spawn() { Precache(); if( FClassnameIs( pev, "monster_zombie_barney" ) ) SET_MODEL( ENT( pev ), "models/zombie_barney.mdl" ); else if( FClassnameIs( pev, "monster_zombie_soldier" ) ) SET_MODEL( ENT( pev ), "models/zombie_soldier.mdl" ); else SET_MODEL( ENT( pev ), "models/zombie.mdl" ); UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; if( FClassnameIs( pev, "monster_zombie_soldier" ) ) pev->health = gSkillData.zsoldierHealth; else 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 CZombie::Precache() { size_t i; if( FClassnameIs( pev, "monster_zombie_barney" ) ) PRECACHE_MODEL( "models/zombie_barney.mdl" ); else if( FClassnameIs( pev, "monster_zombie_soldier" ) ) PRECACHE_MODEL( "models/zombie_soldier.mdl" ); else PRECACHE_MODEL( "models/zombie.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 //========================================================= int CZombie::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 + ZOMBIE_FLINCH_DELAY; } return iIgnore; } //========================================================= // DEAD ZSOLDIER PROP //========================================================= class CDeadZSoldier : public CBaseMonster { public: void Spawn(); int Classify() { return CLASS_ALIEN_MONSTER; } void KeyValue( KeyValueData *pkvd ); int m_iPose;// which sequence to display -- temporary, don't need to save static const char *m_szPoses[2]; }; const char *CDeadZSoldier::m_szPoses[] = { "dead_on_back", "dead_on_stomach" }; void CDeadZSoldier::KeyValue( KeyValueData *pkvd ) { if( FStrEq( pkvd->szKeyName, "pose" ) ) { m_iPose = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else CBaseMonster::KeyValue( pkvd ); } LINK_ENTITY_TO_CLASS( monster_zombie_soldier_dead, CDeadZSoldier ) //========================================================= // ********** DeadZGrunt SPAWN ********** //========================================================= void CDeadZSoldier::Spawn() { PRECACHE_MODEL( "models/zombie_soldier.mdl" ); SET_MODEL( ENT( pev ), "models/zombie_soldier.mdl" ); pev->effects = 0; pev->yaw_speed = 8; pev->sequence = 0; pev->body = 1; m_bloodColor = BLOOD_COLOR_GREEN; pev->sequence = LookupSequence( m_szPoses[m_iPose] ); if( pev->sequence == -1 ) { ALERT( at_console, "Dead zombie soldier with bad pose\n" ); pev->sequence = 0; pev->effects = EF_BRIGHTFIELD; } // Corpses have less health pev->health = 8; MonsterInitDead(); }