/*** * * 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. * ****/ //========================================================= // Alien slave monster //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "squadmonster.h" #include "schedule.h" #include "effects.h" #include "weapons.h" #include "soundent.h" #include "islave.h" class CPanther : public CISlave { public: void Spawn( void ); void Precache( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); void DeathSound( void ); void PainSound( void ); void AlertSound( void ); void IdleSound( void ); void ClearBeams(); void ArmBeam( int side ); void WackBeam( int side, CBaseEntity *pEntity ); void ZapBeam( int side ); static const char *pAttackHitSounds[]; static const char *pAttackMissSounds[]; static const char *pPainSounds[]; static const char *pDeathSounds[]; static const char *pIdleSounds[]; static const char *pAlertSounds[]; }; LINK_ENTITY_TO_CLASS( monster_alien_panther, CPanther ) const char *CPanther::pAttackHitSounds[] = { "panther/pclaw_strike1.wav", "panther/pclaw_strike2.wav", "panther/pclaw_strike3.wav", }; const char *CPanther::pAttackMissSounds[] = { "panther/pclaw_miss1.wav", "panther/pclaw_miss2.wav", }; const char *CPanther::pPainSounds[] = { "panther/p_pain1.wav", "panther/p_pain2.wav", }; const char *CPanther::pDeathSounds[] = { "panther/p_die1.wav", "panther/p_die2.wav", }; const char *CPanther::pIdleSounds[] = { "panther/p_idle1.wav", "panther/p_idle2.wav", }; const char *CPanther::pAlertSounds[] = { "panther/p_alert1.wav", "panther/p_alert2.wav", }; //========================================================= // ALertSound - scream //========================================================= void CPanther::AlertSound( void ) { if( m_hEnemy != 0 ) { EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAlertSounds[RANDOM_LONG( 0, ARRAYSIZE( pDeathSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); } } //========================================================= // IdleSound //========================================================= void CPanther::IdleSound( void ) { if( RANDOM_LONG( 0, 2 ) == 0 ) { EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pDeathSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); } #if 0 int side = RANDOM_LONG( 0, 1 ) * 2 - 1; ClearBeams(); ArmBeam( side ); UTIL_MakeAimVectors( pev->angles ); Vector vecSrc = pev->origin + gpGlobals->v_right * 2 * side; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); WRITE_BYTE( TE_DLIGHT ); WRITE_COORD( vecSrc.x ); // X WRITE_COORD( vecSrc.y ); // Y WRITE_COORD( vecSrc.z ); // Z WRITE_BYTE( 8 ); // radius * 0.1 WRITE_BYTE( 255 ); // r WRITE_BYTE( 180 ); // g WRITE_BYTE( 96 ); // b WRITE_BYTE( 10 ); // time * 10 WRITE_BYTE( 0 ); // decay * 0.1 MESSAGE_END(); EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "debris/zap1.wav", 1, ATTN_NORM, 0, 100 ); #endif } //========================================================= // PainSound //========================================================= void CPanther::PainSound( void ) { if( RANDOM_LONG( 0, 2 ) == 0 ) { EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); } } //========================================================= // DieSound //========================================================= void CPanther::DeathSound( void ) { EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pDeathSounds[RANDOM_LONG( 0, ARRAYSIZE( pDeathSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. // // Returns number of events handled, 0 if none. //========================================================= void CPanther::HandleAnimEvent( MonsterEvent_t *pEvent ) { // ALERT( at_console, "event %d : %f\n", pEvent->event, pev->frame ); switch( pEvent->event ) { case ISLAVE_AE_CLAW: { // SOUND HERE! CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.pantherDmgClaw, DMG_SLASH ); if( pHurt ) { if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) { pHurt->pev->punchangle.z = -18; pHurt->pev->punchangle.x = 5; } // 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, m_voicePitch ); } 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, m_voicePitch ); } } break; case ISLAVE_AE_CLAWRAKE: { CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.pantherDmgClawRake, DMG_SLASH ); if( pHurt ) { if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) { pHurt->pev->punchangle.z = -18; pHurt->pev->punchangle.x = 5; } EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); } else { EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); } } break; case ISLAVE_AE_ZAP_POWERUP: { // speed up attack when on hard if( g_iSkillLevel == SKILL_HARD ) pev->framerate = 1.5; UTIL_MakeAimVectors( pev->angles ); if( m_iBeams == 0 ) { Vector vecSrc = pev->origin + gpGlobals->v_forward * 2; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); WRITE_BYTE( TE_DLIGHT ); WRITE_COORD( vecSrc.x ); // X WRITE_COORD( vecSrc.y ); // Y WRITE_COORD( vecSrc.z ); // Z WRITE_BYTE( 12 ); // radius * 0.1 WRITE_BYTE( 192 ); // r WRITE_BYTE( 64 ); // g WRITE_BYTE( 8 ); // b WRITE_BYTE( 20 / pev->framerate ); // time * 10 WRITE_BYTE( 0 ); // decay * 0.1 MESSAGE_END(); } if( m_hDead != 0 ) { WackBeam( -1, m_hDead ); WackBeam( 1, m_hDead ); } else { ArmBeam( -1 ); ArmBeam( 1 ); BeamGlow(); } EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "panther/p_zap2.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 ); pev->skin = m_iBeams / 2; } break; case ISLAVE_AE_ZAP_SHOOT: { ClearBeams(); if( m_hDead != 0 ) { Vector vecDest = m_hDead->pev->origin + Vector( 0, 0, 38 ); TraceResult trace; UTIL_TraceHull( vecDest, vecDest, dont_ignore_monsters, human_hull, m_hDead->edict(), &trace ); if( !trace.fStartSolid ) { CBaseEntity *pNew = Create( STRING( pev->classname ), m_hDead->pev->origin, m_hDead->pev->angles ); //CBaseMonster *pNewMonster = pNew->MyMonsterPointer(); pNew->pev->spawnflags |= 1; WackBeam( -1, pNew ); WackBeam( 1, pNew ); UTIL_Remove( m_hDead ); EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "panther/p_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) ); /* CBaseEntity *pEffect = Create( "test_effect", pNew->Center(), pev->angles ); pEffect->Use( this, this, USE_ON, 1 ); */ break; } } ClearMultiDamage(); UTIL_MakeAimVectors( pev->angles ); ZapBeam( -1 ); ZapBeam( 1 ); EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "panther/p_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) ); // STOP_SOUND( ENT( pev ), CHAN_WEAPON, "panther/p_zap2.wav" ); ApplyMultiDamage( pev, pev ); m_flNextAttack = gpGlobals->time + RANDOM_FLOAT( 0.5, 4.0 ); } break; case ISLAVE_AE_ZAP_DONE: { ClearBeams(); } break; default: CSquadMonster::HandleAnimEvent( pEvent ); break; } } //========================================================= // Spawn //========================================================= void CPanther::Spawn() { Precache(); SET_MODEL( ENT( pev ), "models/panther.mdl" ); UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) ); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; pev->effects = 0; pev->health = gSkillData.pantherHealth; m_bloodColor = BLOOD_COLOR_GREEN; m_voicePitch = RANDOM_LONG( 85, 110 ); pev->view_ofs = Vector( 0, 0, 80 );// position of the eyes relative to monster's origin. m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello m_MonsterState = MONSTERSTATE_NONE; m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_RANGE_ATTACK2 | bits_CAP_DOORS_GROUP; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CPanther::Precache() { size_t i; PRECACHE_MODEL( "models/panther.mdl" ); PRECACHE_SOUND( "panther/p_zap1.wav" ); PRECACHE_SOUND( "panther/p_zap2.wav" ); PRECACHE_SOUND( "panther/p_electro1.wav" ); PRECACHE_SOUND( "panther/p_shoot1.wav" ); PRECACHE_SOUND( "panther/p_pain2.wav" ); PRECACHE_SOUND( "panther/p_headbite.wav" ); PRECACHE_SOUND( "panther/pclaw_miss1.wav" ); 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( pPainSounds ); i++ ) PRECACHE_SOUND( pIdleSounds[i] ); for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) PRECACHE_SOUND( pAlertSounds[i] ); for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) PRECACHE_SOUND( pPainSounds[i] ); for( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ ) PRECACHE_SOUND( pDeathSounds[i] ); UTIL_PrecacheOther( "test_effect" ); } void CPanther::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { if( bitsDamageType & DMG_SHOCK ) return; if( ptr->iHitgroup != HITGROUP_HEAD ) { if( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_CLUB ) ) { UTIL_Ricochet( ptr->vecEndPos, 1.0 ); flDamage = 0.01; } } CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); } //========================================================= // ArmBeam - small beam from arm to nearby geometry //========================================================= void CPanther::ArmBeam( int side ) { TraceResult tr; int r, g, b; float flDist = 1.0; if( m_iBeams >= ISLAVE_MAX_BEAMS ) return; UTIL_MakeAimVectors( pev->angles ); Vector vecSrc = pev->origin + gpGlobals->v_up * 36 + gpGlobals->v_right * side * 16 + gpGlobals->v_forward * 32; for( int i = 0; i < 3; i++ ) { Vector vecAim = gpGlobals->v_right * side * RANDOM_FLOAT( 0, 1 ) + gpGlobals->v_up * RANDOM_FLOAT( -1, 1 ); TraceResult tr1; UTIL_TraceLine( vecSrc, vecSrc + vecAim * 512, dont_ignore_monsters, ENT( pev ), &tr1 ); if( flDist > tr1.flFraction ) { tr = tr1; flDist = tr.flFraction; } } // Couldn't find anything close enough if( flDist == 1.0f ) return; DecalGunshot( &tr, BULLET_PLAYER_CROWBAR ); m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 ); if( !m_pBeam[m_iBeams] ) return; m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex() ); m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 ); // m_pBeam[m_iBeams]->SetColor( 180, 255, 96 ); r = 192, g = 64, b = 8; m_pBeam[m_iBeams]->SetColor( r, g, b ); m_pBeam[m_iBeams]->SetBrightness( 64 ); m_pBeam[m_iBeams]->SetNoise( 80 ); m_iBeams++; } //========================================================= // WackBeam - regenerate dead colleagues //========================================================= void CPanther::WackBeam( int side, CBaseEntity *pEntity ) { //Vector vecDest; //float flDist = 1.0; int r, g, b; if( m_iBeams >= ISLAVE_MAX_BEAMS ) return; if( pEntity == NULL ) return; m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 ); if( !m_pBeam[m_iBeams] ) return; m_pBeam[m_iBeams]->PointEntInit( pEntity->Center(), entindex() ); m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 ); r = 192, g = 64, b = 8; m_pBeam[m_iBeams]->SetColor( r, g, b ); m_pBeam[m_iBeams]->SetBrightness( 255 ); m_pBeam[m_iBeams]->SetNoise( 80 ); m_iBeams++; } //========================================================= // ZapBeam - heavy damage directly forward //========================================================= void CPanther::ZapBeam( int side ) { Vector vecSrc, vecAim; int r, g, b; TraceResult tr; CBaseEntity *pEntity; if( m_iBeams >= ISLAVE_MAX_BEAMS ) return; vecSrc = pev->origin + gpGlobals->v_up * 36; vecAim = ShootAtEnemy( vecSrc ); float deflection = 0.01; vecAim = vecAim + side * gpGlobals->v_right * RANDOM_FLOAT( 0, deflection ) + gpGlobals->v_up * RANDOM_FLOAT( -deflection, deflection ); UTIL_TraceLine( vecSrc, vecSrc + vecAim * 1024, dont_ignore_monsters, ENT( pev ), &tr ); m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 50 ); if( !m_pBeam[m_iBeams] ) return; m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex() ); m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 ); r = 192, g = 64, b = 8; m_pBeam[m_iBeams]->SetColor( r, g, b ); m_pBeam[m_iBeams]->SetBrightness( 255 ); m_pBeam[m_iBeams]->SetNoise( 20 ); m_iBeams++; pEntity = CBaseEntity::Instance( tr.pHit ); if( pEntity != NULL && pEntity->pev->takedamage ) { pEntity->TraceAttack( pev, gSkillData.pantherDmgZap, vecAim, &tr, DMG_SHOCK ); } UTIL_EmitAmbientSound( ENT( pev ), tr.vecEndPos, "panther/p_electro1.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) ); } //========================================================= // ClearBeams - remove all beams //========================================================= void CPanther::ClearBeams() { for( int i = 0; i < ISLAVE_MAX_BEAMS; i++ ) { if( m_pBeam[i] ) { UTIL_Remove( m_pBeam[i] ); m_pBeam[i] = NULL; } } m_iBeams = 0; pev->skin = 0; STOP_SOUND( ENT( pev ), CHAN_WEAPON, "panther/p_zap2.wav" ); }