Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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"
//
// Spawn Flags
//
#define SF_ZOMBIE_FASTMODE 1024
#define ZOMBIE_WORD_LENGTH (sizeof("zombie")-1)
//=========================================================
// 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 CZombie : public CBaseMonster
{
public:
void Spawn();
void Precache();
void SetYawSpeed();
int Classify();
void HandleAnimEvent( MonsterEvent_t *pEvent );
int IgnoreConditions();
float m_flNextFlinch;
void PainSound();
void AlertSound();
void IdleSound();
void AttackSound();
static const char *pAttackSounds[];
static const char *pIdleSounds[];
static const char *pAlertSounds[];
static const char *pPainSounds[];
static const char *pAttackHitSounds[];
static const char *pAttackMissSounds[];
string_t szCustomAttackSounds[2];
string_t szCustomIdleSounds[4];
string_t szCustomAlertSounds[3];
string_t szCustomPainSounds[2];
// 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 );
void RunAI();
};
LINK_ENTITY_TO_CLASS( monster_zombie, 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 )
{
if( RANDOM_LONG( 0, 5 ) < 2 )
{
const char *pszSound;
int pitch = 95 + RANDOM_LONG( 0, 9 );
int iRand = RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 );
if( pev->message )
pszSound = STRING( szCustomPainSounds[iRand] );
else
pszSound = pPainSounds[iRand];
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 1.0, ATTN_NORM, 0, pitch );
}
}
void CZombie::AlertSound( void )
{
const char *pszSound;
int pitch = 95 + RANDOM_LONG( 0, 9 );
int iRand = RANDOM_LONG( 0, ARRAYSIZE( pAlertSounds ) - 1 );
if( pev->message )
pszSound = STRING( szCustomAlertSounds[iRand] );
else
pszSound = pAlertSounds[iRand];
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 1.0, ATTN_NORM, 0, pitch );
}
void CZombie::IdleSound( void )
{
const char *pszSound;
int pitch = 95 + RANDOM_LONG( 0, 9 );
int iRand = RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) - 1 );
// Play a random idle sound
if( pev->message )
pszSound = STRING( szCustomIdleSounds[iRand] );
else
pszSound = pIdleSounds[iRand];
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 1.0, ATTN_NORM, 0, pitch );
}
void CZombie::AttackSound( void )
{
const char *pszSound;
int pitch = 100 + RANDOM_LONG( -5, 5 );
int iRand = RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 );
// Play a random attack sound
if( pev->message )
pszSound = STRING( szCustomAttackSounds[iRand] );
else
pszSound = pAttackSounds[iRand];
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 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, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5 , 5 ) );
}
else // Play a random attack miss sound
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 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, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
}
else
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 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, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
}
else
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 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( !pev->model )
{
pev->model = MAKE_STRING( "models/zombie.mdl" );
}
SET_MODEL( ENT( pev ), STRING( pev->model ) );
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
if( !pev->health )
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;
// Mapper can customize zombie's models and sounds
PRECACHE_MODEL( pev->model ? STRING( pev->model ) : "models/zombie.mdl" );
PRECACHE_SOUND_ARRAY( pAttackHitSounds );
PRECACHE_SOUND_ARRAY( pAttackMissSounds );
if( pev->message )
{
char szSound[256];
size_t i, len;
strcpy( szSound, STRING( pev->message ) );
len = strlen(szSound);
for( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
{
strcpy( &szSound[len], pAttackSounds[i] + ZOMBIE_WORD_LENGTH );
szCustomAttackSounds[i] = ALLOC_STRING( szSound );
PRECACHE_SOUND( STRING( szCustomAttackSounds[i] ) );
}
for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
{
strcpy( &szSound[len], pIdleSounds[i] + ZOMBIE_WORD_LENGTH );
szCustomIdleSounds[i] = ALLOC_STRING( szSound );
PRECACHE_SOUND( STRING( szCustomIdleSounds[i] ) );
}
for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
{
strcpy( &szSound[len], pAlertSounds[i] + ZOMBIE_WORD_LENGTH );
szCustomAlertSounds[i] = ALLOC_STRING( szSound );
PRECACHE_SOUND( STRING( szCustomAlertSounds[i] ) );
}
for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
{
strcpy( &szSound[len], pPainSounds[i] + ZOMBIE_WORD_LENGTH );
szCustomPainSounds[i] = ALLOC_STRING( szSound );
PRECACHE_SOUND( STRING( szCustomPainSounds[i] ) );
}
}
else
{
PRECACHE_SOUND_ARRAY( pAttackSounds );
PRECACHE_SOUND_ARRAY( pIdleSounds );
PRECACHE_SOUND_ARRAY( pAlertSounds );
PRECACHE_SOUND_ARRAY( pPainSounds );
}
}
//=========================================================
// 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;
}
//========================================================
// RunAI - overridden for zombie because there are things
// that need to be checked every think.
//========================================================
void CZombie::RunAI( void )
{
// first, do base class stuff
CBaseMonster::RunAI();
if( pev->spawnflags & SF_ZOMBIE_FASTMODE )
{
if( pev->gaitsequence == ACT_WALK )
{
pev->framerate = 1.5;
}
}
}