/*** * * 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" //========================================================= // 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 class CBonewheel : 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; // 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_bonewheel, CBonewheel ) //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CBonewheel::Classify( void ) { return CLASS_ALIEN_MONSTER; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CBonewheel::SetYawSpeed( void ) { int ys; ys = 180; #if 0 switch ( m_Activity ) { } #endif pev->yaw_speed = ys; } int CBonewheel::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) * 0.5; vecDir = vecDir.Normalize(); float flForce = DamageForce( flDamage ); pev->velocity = pev->velocity + vecDir * flForce; flDamage *= 0.3; } // HACK HACK -- until we fix this. if( IsAlive() ) return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CBonewheel::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; } } } 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; } } } 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; } } } break; default: CBaseMonster::HandleAnimEvent( pEvent ); break; } } //========================================================= // Spawn //========================================================= void CBonewheel::Spawn() { Precache(); SET_MODEL( ENT(pev), "models/bonewheel.mdl" ); UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = DONT_BLEED; pev->health = 100; 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 CBonewheel::Precache() { int i; PRECACHE_MODEL( "models/bonewheel.mdl" ); } //========================================================= // AI Schedules Specific to this monster //========================================================= int CBonewheel::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; }