/*** * * 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. * ****/ //========================================================= // Zombie Grunt //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "zombie.h" class CZGrunt : public CZombie { public: void Spawn(void); void Precache(void); void HandleAnimEvent(MonsterEvent_t *pEvent); static const char *pAttackSounds[]; static const char *pIdleSounds[]; static const char *pAlertSounds[]; static const char *pPainSounds[]; static const char *pAttackHitSounds[]; static const char *pAttackMissSounds[]; }; //========================================================= // Monster's Anim Events Go Here //========================================================= #define ZGRUNT_AE_ATTACK_RIGHT 0x01 #define ZGRUNT_AE_ATTACK_LEFT 0x02 #define ZGRUNT_AE_ATTACK_BOTH 0x03 LINK_ENTITY_TO_CLASS(monster_zombie_soldier, CZGrunt); const char *CZGrunt::pAttackHitSounds[] = { "zombie/claw_strike1.wav", "zombie/claw_strike2.wav", "zombie/claw_strike3.wav", }; const char *CZGrunt::pAttackMissSounds[] = { "zombie/claw_miss1.wav", "zombie/claw_miss2.wav", }; const char *CZGrunt::pAttackSounds[] = { "zombie/zo_attack1.wav", "zombie/zo_attack2.wav", }; const char *CZGrunt::pIdleSounds[] = { "zombie/zo_idle1.wav", "zombie/zo_idle2.wav", "zombie/zo_idle3.wav", "zombie/zo_idle4.wav", }; const char *CZGrunt::pAlertSounds[] = { "zombie/zo_alert10.wav", "zombie/zo_alert20.wav", "zombie/zo_alert30.wav", }; const char *CZGrunt::pPainSounds[] = { "zombie/zo_pain1.wav", "zombie/zo_pain2.wav", }; //========================================================= // Spawn //========================================================= void CZGrunt::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/zombie_soldier.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; pev->health = gSkillData.zgruntHealth; 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 CZGrunt::Precache() { int i; PRECACHE_MODEL("models/zombie_soldier.mdl"); for (i = 0; i < ARRAYSIZE(pAttackHitSounds); i++) PRECACHE_SOUND((char *)pAttackHitSounds[i]); for (i = 0; i < ARRAYSIZE(pAttackMissSounds); i++) PRECACHE_SOUND((char *)pAttackMissSounds[i]); for (i = 0; i < ARRAYSIZE(pAttackSounds); i++) PRECACHE_SOUND((char *)pAttackSounds[i]); for (i = 0; i < ARRAYSIZE(pIdleSounds); i++) PRECACHE_SOUND((char *)pIdleSounds[i]); for (i = 0; i < ARRAYSIZE(pAlertSounds); i++) PRECACHE_SOUND((char *)pAlertSounds[i]); for (i = 0; i < ARRAYSIZE(pPainSounds); i++) PRECACHE_SOUND((char *)pPainSounds[i]); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CZGrunt::HandleAnimEvent(MonsterEvent_t *pEvent) { switch (pEvent->event) { case ZGRUNT_AE_ATTACK_RIGHT: { // do stuff for this event. // ALERT( at_console, "Slash right!\n" ); CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.zgruntDmgOneSlash, 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 ZGRUNT_AE_ATTACK_LEFT: { // do stuff for this event. // ALERT( at_console, "Slash left!\n" ); CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.zgruntDmgOneSlash, 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 ZGRUNT_AE_ATTACK_BOTH: { // do stuff for this event. CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.zgruntDmgBothSlash, 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: CZombie::HandleAnimEvent(pEvent); break; } } //========================================================= // DEAD ZGRUNT PROP //========================================================= class CDeadZGrunt : public CBaseMonster { public: void Spawn(void); int Classify(void) { return CLASS_HUMAN_MILITARY; } void KeyValue(KeyValueData *pkvd); int m_iPose;// which sequence to display -- temporary, don't need to save static char *m_szPoses[2]; }; char *CDeadZGrunt::m_szPoses[] = { "dead_on_back", "dead_on_stomach" }; void CDeadZGrunt::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, CDeadZGrunt); //========================================================= // ********** DeadZGrunt SPAWN ********** //========================================================= void CDeadZGrunt::Spawn(void) { 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_RED; 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(); }