Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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 CZombieBull : public CBullsquid
{
public:
void Spawn(void);
void Precache(void);
int Classify(void);
void HandleAnimEvent(MonsterEvent_t *pEvent);
void IdleSound(void);
void PainSound(void);
void DeathSound(void);
void AlertSound(void);
void AttackSound(void);
void BiteSound(void);
void StartTask(Task_t *pTask);
BOOL CheckMeleeAttack1(float flDot, float flDist);
BOOL CheckMeleeAttack2(float flDot, float flDist);
BOOL CheckRangeAttack1(float flDot, float flDist) { return FALSE; }
Schedule_t *GetSchedule(void);
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, CZombieBull);
const char *CZombieBull::pAttackSounds[] =
{
"bull/bu_whip1.wav",
"bull/bu_whip2.wav",
"bull/bu_whip3.wav",
};
const char *CZombieBull::pBiteSounds[] =
{
"bull/bu_gore1.wav",
"bull/bu_gore2.wav",
"bull/bu_gore3.wav",
};
const char *CZombieBull::pIdleSounds[] =
{
"bull/bu_idle1.wav",
"bull/bu_idle2.wav",
"bull/bu_idle3.wav",
};
const char *CZombieBull::pAlertSounds[] =
{
"bull/bu_alert1.wav",
"bull/bu_alert2.wav",
"bull/bu_alert3.wav",
"bull/bu_alert4.wav",
};
const char *CZombieBull::pPainSounds[] =
{
"bull/bu_pain1.wav",
"bull/bu_pain2.wav",
"bull/bu_pain3.wav",
};
const char *CZombieBull::pDeathSounds[] =
{
"bull/bu_die1.wav",
"bull/bu_die2.wav",
"bull/bu_die3.wav",
};
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CZombieBull::Classify(void)
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// CheckMeleeAttack1 - bullsquid is a big guy, so has a longer
// melee range than most monsters. This is the tailwhip attack
//=========================================================
BOOL CZombieBull::CheckMeleeAttack1(float flDot, float flDist)
{
if (m_hEnemy->pev->health <= gSkillData.bullsquidDmgWhip && flDist <= 95 && 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 CZombieBull::CheckMeleeAttack2(float flDot, float flDist)
{
if (flDist <= 95 && flDot >= 0.7 && !HasConditions(bits_COND_CAN_MELEE_ATTACK1))
{
return TRUE;
}
return FALSE;
}
//=========================================================
// IdleSound
//=========================================================
void CZombieBull::IdleSound(void)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, ATTN_NORM);
}
//=========================================================
// PainSound
//=========================================================
void CZombieBull::PainSound(void)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM);
}
//=========================================================
// AlertSound
//=========================================================
void CZombieBull::AlertSound(void)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), 1, ATTN_NORM);
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CZombieBull::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch (pEvent->event)
{
case ZBULL_AE_BITE:
{
// SOUND HERE!
CBaseEntity *pHurt = CheckTraceHullAttack(90, gSkillData.zombiebullDmgBite, DMG_SLASH);
if (pHurt)
{
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 400;
}
else
{
//
// Search for human repels.
//
CBaseEntity *pEntity = NULL;
// iterate on all entities in the vicinity.
while ((pEntity = UTIL_FindEntityInSphere(pEntity, pev->origin, 128)) != NULL)
{
if (pEntity->pev->takedamage != DAMAGE_NO)
{
if (FClassnameIs(pEntity->pev, "monster_hgrunt_repel"))
{
pEntity->TakeDamage(pev, pev, gSkillData.zombiebullDmgBite, DMG_SLASH | DMG_ALWAYSGIB);
}
}
}
}
}
break;
case ZBULL_AE_TAILWHIP:
{
// croonchy bite sound
BiteSound();
CBaseEntity *pHurt = CheckTraceHullAttack(90, gSkillData.zombiebullDmgWhip, DMG_SLASH | DMG_ALWAYSGIB);
if (pHurt)
{
pHurt->pev->punchangle.z = -20;
pHurt->pev->punchangle.x = 20;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 16;
}
}
break;
case ZBULL_AE_THROW:
{
// squid throws its prey IF the prey is a client.
CBaseEntity *pHurt = CheckTraceHullAttack(90, 0, 0);
if (pHurt)
{
// 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);
}
}
break;
case ZBULL_AE_BLINK:
break;
default:
CBullsquid::HandleAnimEvent(pEvent);
}
}
//=========================================================
// Spawn
//=========================================================
void CZombieBull::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.zombiebullHealth * 6;
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 CZombieBull::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 CZombieBull::DeathSound(void)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_NORM);
}
//=========================================================
// AttackSound
//=========================================================
void CZombieBull::AttackSound(void)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackSounds), 1, ATTN_NORM);
}
//=========================================================
// BiteSound
//=========================================================
void CZombieBull::BiteSound(void)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pBiteSounds), 1, ATTN_NORM);
}
//=========================================================
// GetSchedule
//=========================================================
Schedule_t *CZombieBull::GetSchedule(void)
{
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);
break;
}
}
return CBaseMonster::GetSchedule();
}
//=========================================================
// 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 CZombieBull::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;
}
}
}