/*** * * 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 CEinarZombieBull : public CBullsquid { public: void Spawn(); void Precache(); int Classify(); void SetYawSpeed(); void HandleAnimEvent( MonsterEvent_t *pEvent ); void IdleSound(); void PainSound(); void DeathSound(); void AlertSound(); void AttackSound(); void BiteSound(); void StartTask( Task_t *pTask ); int IgnoreConditions(); void RunAI(); int IRelationship( CBaseEntity *pTarget ); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); BOOL CheckMeleeAttack1( float flDot, float flDist ); BOOL CheckMeleeAttack2( float flDot, float flDist ); BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } Schedule_t *GetSchedule(); Schedule_t *GetScheduleOfType( int Type ); 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, CEinarZombieBull ) const char *CEinarZombieBull::pAttackSounds[] = { "bull/bu_whip1.wav", "bull/bu_whip2.wav", "bull/bu_whip3.wav", }; const char *CEinarZombieBull::pBiteSounds[] = { "bull/bu_gore1.wav", "bull/bu_gore2.wav", "bull/bu_gore3.wav", }; const char *CEinarZombieBull::pIdleSounds[] = { "bull/bu_idle1.wav", "bull/bu_idle2.wav", "bull/bu_idle3.wav", }; const char *CEinarZombieBull::pAlertSounds[] = { "bull/bu_alert1.wav", "bull/bu_alert2.wav", "bull/bu_alert3.wav", "bull/bu_alert4.wav", }; const char *CEinarZombieBull::pPainSounds[] = { "bull/bu_pain1.wav", "bull/bu_pain2.wav", "bull/bu_pain3.wav", }; const char *CEinarZombieBull::pDeathSounds[] = { "bull/bu_die1.wav", "bull/bu_die2.wav", "bull/bu_die3.wav", }; //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CEinarZombieBull::Classify() { return CLASS_ALIEN_MONSTER; } //========================================================= // IgnoreConditions //========================================================= int CEinarZombieBull::IgnoreConditions() { int iIgnore = CBaseMonster::IgnoreConditions(); if( gpGlobals->time - m_flLastHurtTime <= 20 ) { // haven't been hurt in 20 seconds, so let the squid care about stink. iIgnore = bits_COND_SMELL | bits_COND_SMELL_FOOD; } return iIgnore; } //========================================================= // IRelationship - overridden for bullsquid so that it can // be made to ignore its love of headcrabs for a while. //========================================================= int CEinarZombieBull::IRelationship( CBaseEntity *pTarget ) { return CBaseMonster::IRelationship( pTarget ); } //========================================================= // TakeDamage - overridden for bullsquid so we can keep track // of how much time has passed since it was last injured //========================================================= int CEinarZombieBull::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { float flDist; Vector vecApex; // if the squid is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy, // it will swerve. (whew). if( m_hEnemy != 0 && IsMoving() && pevAttacker == m_hEnemy->pev && gpGlobals->time - m_flLastHurtTime > 3 ) { flDist = ( pev->origin - m_hEnemy->pev->origin ).Length2D(); if( flDist > SQUID_SPRINT_DIST ) { flDist = ( pev->origin - m_Route[m_iRouteIndex].vecLocation ).Length2D();// reusing flDist. if( FTriangulate( pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5, m_hEnemy, &vecApex ) ) { InsertWaypoint( vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY ); } } } m_flLastHurtTime = gpGlobals->time; return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } //========================================================= // CheckMeleeAttack1 - bullsquid is a big guy, so has a longer // melee range than most monsters. This is the tailwhip attack //========================================================= BOOL CEinarZombieBull::CheckMeleeAttack1( float flDot, float flDist ) { if( m_hEnemy->pev->health <= gSkillData.bullsquidDmgWhip && flDist <= 110 && 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 CEinarZombieBull::CheckMeleeAttack2( float flDot, float flDist ) { if( flDist <= 110 && flDot >= 0.7 && !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) { return TRUE; } return FALSE; } //========================================================= // IdleSound //========================================================= void CEinarZombieBull::IdleSound() { EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pIdleSounds ), 1, ATTN_NORM ); } //========================================================= // PainSound //========================================================= void CEinarZombieBull::PainSound() { EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), 1, ATTN_NORM ); } //========================================================= // AlertSound //========================================================= void CEinarZombieBull::AlertSound() { EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAlertSounds ), 1, ATTN_NORM ); } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CEinarZombieBull::SetYawSpeed() { int ys; ys = 95; pev->yaw_speed = ys; } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CEinarZombieBull::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case ZBULL_AE_BITE: { // SOUND HERE! CBaseEntity *pHurt = CheckTraceHullAttack( 110, gSkillData.bullsquidDmgBite, DMG_SLASH ); if( pHurt ) { //pHurt->pev->punchangle.z = -15; //pHurt->pev->punchangle.x = -45; pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 50; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 30; } } break; case ZBULL_AE_TAILWHIP: { CBaseEntity *pHurt = CheckTraceHullAttack( 110, gSkillData.bullsquidDmgWhip, DMG_CLUB | DMG_ALWAYSGIB ); if( pHurt ) { // pHurt->pev->punchangle.z = -20; // pHurt->pev->punchangle.x = 20; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 500; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 30; } } break; case ZBULL_AE_THROW: { int iPitch; // squid throws its prey IF the prey is a client. CBaseEntity *pHurt = CheckTraceHullAttack( 110, 0, 0 ); if( pHurt ) { // croonchy bite sound iPitch = RANDOM_FLOAT( 90, 110 ); EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pBiteSounds ), 1, ATTN_NORM, 0, iPitch ); //pHurt->pev->punchangle.x = RANDOM_LONG( 0, 34 ) - 5; //pHurt->pev->punchangle.z = RANDOM_LONG( 0, 49 ) - 25; //pHurt->pev->punchangle.y = RANDOM_LONG( 0, 89 ) - 45; // 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 ); if( pHurt->IsPlayer() ) { UTIL_MakeVectors( pev->angles ); pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 500 + gpGlobals->v_up * 30; } } } break; default: CBullsquid::HandleAnimEvent( pEvent ); } } //========================================================= // Spawn //========================================================= void CEinarZombieBull::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.bullsquidHealth * 5; 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 CEinarZombieBull::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 CEinarZombieBull::DeathSound() { EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pDeathSounds ), 1, ATTN_NORM ); } //========================================================= // AttackSound //========================================================= void CEinarZombieBull::AttackSound() { EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1, ATTN_NORM ); } //========================================================= // BiteSound //========================================================= void CEinarZombieBull::BiteSound() { EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pBiteSounds ), 1, ATTN_NORM ); } //======================================================== // RunAI - overridden for bullsquid because there are things // that need to be checked every think. //======================================================== void CEinarZombieBull::RunAI() { // first, do base class stuff CBaseMonster::RunAI(); if( m_hEnemy != 0 && m_Activity == ACT_RUN ) { // chasing enemy. Sprint for last bit if( ( pev->origin - m_hEnemy->pev->origin).Length2D() < SQUID_SPRINT_DIST ) { pev->framerate = 1.25; } } } //========================================================= // GetSchedule //========================================================= Schedule_t *CEinarZombieBull::GetSchedule() { 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 ); } default: break; } return CBaseMonster::GetSchedule(); } //========================================================= // GetScheduleOfType //========================================================= Schedule_t *CEinarZombieBull::GetScheduleOfType( int Type ) { switch( Type ) { case SCHED_RANGE_ATTACK1: case SCHED_SQUID_SNIFF_AND_EAT: return CBaseMonster::GetScheduleOfType( Type ); break; } return CBullsquid::GetScheduleOfType( Type ); } //========================================================= // 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 CEinarZombieBull::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; } } }