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397 lines
10 KiB
397 lines
10 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* This source code contains proprietary and confidential information of |
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* Valve LLC and its suppliers. Access to this code is restricted to |
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* persons who have executed a written SDK license with Valve. Any access, |
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* use or distribution of this code by or to any unlicensed person is illegal. |
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* |
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****/ |
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//========================================================= |
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// bullsquid - big, spotty tentacle-mouthed meanie. |
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//========================================================= |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "schedule.h" |
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#include "nodes.h" |
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#include "effects.h" |
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#include "decals.h" |
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#include "soundent.h" |
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#include "game.h" |
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#include "bullsquid.h" |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define ZBULL_AE_SPIT ( 1 ) |
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#define ZBULL_AE_BITE ( 2 ) |
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#define ZBULL_AE_BLINK ( 3 ) |
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#define ZBULL_AE_TAILWHIP ( 4 ) |
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#define ZBULL_AE_HOP ( 5 ) |
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#define ZBULL_AE_THROW ( 6 ) |
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class CZombieBull : public CBullsquid |
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{ |
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public: |
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void Spawn(void); |
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void Precache(void); |
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int Classify(void); |
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void HandleAnimEvent(MonsterEvent_t *pEvent); |
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void IdleSound(void); |
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void PainSound(void); |
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void DeathSound(void); |
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void AlertSound(void); |
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void AttackSound(void); |
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void BiteSound(void); |
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void StartTask(Task_t *pTask); |
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BOOL CheckMeleeAttack1(float flDot, float flDist); |
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BOOL CheckMeleeAttack2(float flDot, float flDist); |
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BOOL CheckRangeAttack1(float flDot, float flDist) { return FALSE; } |
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Schedule_t *GetSchedule(void); |
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static const char *pAttackSounds[]; |
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static const char *pBiteSounds[]; |
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static const char *pIdleSounds[]; |
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static const char *pAlertSounds[]; |
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static const char *pPainSounds[]; |
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static const char *pDeathSounds[]; |
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}; |
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LINK_ENTITY_TO_CLASS(monster_th_zombiebull, CZombieBull); |
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const char *CZombieBull::pAttackSounds[] = |
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{ |
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"bull/bu_whip1.wav", |
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"bull/bu_whip2.wav", |
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"bull/bu_whip3.wav", |
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}; |
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const char *CZombieBull::pBiteSounds[] = |
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{ |
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"bull/bu_gore1.wav", |
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"bull/bu_gore2.wav", |
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"bull/bu_gore3.wav", |
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}; |
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const char *CZombieBull::pIdleSounds[] = |
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{ |
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"bull/bu_idle1.wav", |
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"bull/bu_idle2.wav", |
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"bull/bu_idle3.wav", |
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}; |
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const char *CZombieBull::pAlertSounds[] = |
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{ |
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"bull/bu_alert1.wav", |
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"bull/bu_alert2.wav", |
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"bull/bu_alert3.wav", |
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"bull/bu_alert4.wav", |
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}; |
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const char *CZombieBull::pPainSounds[] = |
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{ |
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"bull/bu_pain1.wav", |
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"bull/bu_pain2.wav", |
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"bull/bu_pain3.wav", |
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}; |
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const char *CZombieBull::pDeathSounds[] = |
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{ |
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"bull/bu_die1.wav", |
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"bull/bu_die2.wav", |
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"bull/bu_die3.wav", |
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}; |
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//========================================================= |
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// Classify - indicates this monster's place in the |
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// relationship table. |
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//========================================================= |
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int CZombieBull::Classify(void) |
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{ |
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return CLASS_ALIEN_MONSTER; |
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} |
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//========================================================= |
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// CheckMeleeAttack1 - bullsquid is a big guy, so has a longer |
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// melee range than most monsters. This is the tailwhip attack |
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//========================================================= |
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BOOL CZombieBull::CheckMeleeAttack1(float flDot, float flDist) |
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{ |
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if (m_hEnemy->pev->health <= gSkillData.bullsquidDmgWhip && flDist <= 95 && flDot >= 0.7) |
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{ |
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return TRUE; |
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} |
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return FALSE; |
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} |
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//========================================================= |
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// CheckMeleeAttack2 - bullsquid is a big guy, so has a longer |
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// melee range than most monsters. This is the bite attack. |
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// this attack will not be performed if the tailwhip attack |
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// is valid. |
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//========================================================= |
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BOOL CZombieBull::CheckMeleeAttack2(float flDot, float flDist) |
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{ |
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if (flDist <= 95 && flDot >= 0.7 && !HasConditions(bits_COND_CAN_MELEE_ATTACK1)) |
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{ |
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return TRUE; |
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} |
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return FALSE; |
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} |
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//========================================================= |
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// IdleSound |
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//========================================================= |
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void CZombieBull::IdleSound(void) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, ATTN_NORM); |
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} |
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//========================================================= |
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// PainSound |
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//========================================================= |
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void CZombieBull::PainSound(void) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM); |
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} |
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//========================================================= |
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// AlertSound |
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//========================================================= |
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void CZombieBull::AlertSound(void) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), 1, ATTN_NORM); |
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} |
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//========================================================= |
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// HandleAnimEvent - catches the monster-specific messages |
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// that occur when tagged animation frames are played. |
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//========================================================= |
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void CZombieBull::HandleAnimEvent(MonsterEvent_t *pEvent) |
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{ |
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switch (pEvent->event) |
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{ |
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case ZBULL_AE_BITE: |
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{ |
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// SOUND HERE! |
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CBaseEntity *pHurt = CheckTraceHullAttack(90, gSkillData.zombiebullDmgBite, DMG_SLASH); |
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if (pHurt) |
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{ |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 400; |
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} |
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else |
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{ |
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// |
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// Search for human repels. |
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// |
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CBaseEntity *pEntity = NULL; |
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// iterate on all entities in the vicinity. |
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while ((pEntity = UTIL_FindEntityInSphere(pEntity, pev->origin, 128)) != NULL) |
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{ |
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if (pEntity->pev->takedamage != DAMAGE_NO) |
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{ |
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if (FClassnameIs(pEntity->pev, "monster_hgrunt_repel")) |
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{ |
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pEntity->TakeDamage(pev, pev, gSkillData.zombiebullDmgBite, DMG_SLASH | DMG_ALWAYSGIB); |
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} |
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} |
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} |
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} |
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} |
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break; |
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case ZBULL_AE_TAILWHIP: |
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{ |
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// croonchy bite sound |
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BiteSound(); |
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CBaseEntity *pHurt = CheckTraceHullAttack(90, gSkillData.zombiebullDmgWhip, DMG_SLASH | DMG_ALWAYSGIB); |
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if (pHurt) |
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{ |
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pHurt->pev->punchangle.z = -20; |
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pHurt->pev->punchangle.x = 20; |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 16; |
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} |
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} |
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break; |
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case ZBULL_AE_THROW: |
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{ |
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// squid throws its prey IF the prey is a client. |
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CBaseEntity *pHurt = CheckTraceHullAttack(90, 0, 0); |
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if (pHurt) |
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{ |
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// screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels. |
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UTIL_ScreenShake(pHurt->pev->origin, 25.0, 1.5, 0.7, 2); |
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} |
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} |
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break; |
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case ZBULL_AE_BLINK: |
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break; |
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default: |
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CBullsquid::HandleAnimEvent(pEvent); |
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} |
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} |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CZombieBull::Spawn() |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/zombiebull.mdl"); |
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UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 64)); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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m_bloodColor = BLOOD_COLOR_RED; |
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pev->effects = 0; |
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pev->health = gSkillData.zombiebullHealth * 6; |
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
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m_MonsterState = MONSTERSTATE_NONE; |
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m_fCanThreatDisplay = FALSE; |
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MonsterInit(); |
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} |
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//========================================================= |
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// Precache - precaches all resources this monster needs |
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//========================================================= |
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void CZombieBull::Precache() |
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{ |
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PRECACHE_MODEL("models/zombiebull.mdl"); |
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PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event |
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PRECACHE_SOUND_ARRAY(pAttackSounds); |
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PRECACHE_SOUND_ARRAY(pBiteSounds); |
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PRECACHE_SOUND_ARRAY(pIdleSounds); |
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PRECACHE_SOUND_ARRAY(pAlertSounds); |
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PRECACHE_SOUND_ARRAY(pPainSounds); |
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PRECACHE_SOUND_ARRAY(pDeathSounds); |
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PRECACHE_SOUND("bull/bu_paw1.wav"); |
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PRECACHE_SOUND("bull/bu_runstep1.wav"); |
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PRECACHE_SOUND("bull/bu_runstep2.wav"); |
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PRECACHE_SOUND("bull/bu_walkstep1.wav"); |
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PRECACHE_SOUND("bull/bu_walkstep2.wav"); |
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} |
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//========================================================= |
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// DeathSound |
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//========================================================= |
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void CZombieBull::DeathSound(void) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_NORM); |
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} |
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//========================================================= |
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// AttackSound |
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//========================================================= |
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void CZombieBull::AttackSound(void) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackSounds), 1, ATTN_NORM); |
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} |
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//========================================================= |
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// BiteSound |
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//========================================================= |
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void CZombieBull::BiteSound(void) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pBiteSounds), 1, ATTN_NORM); |
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} |
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//========================================================= |
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// GetSchedule |
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//========================================================= |
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Schedule_t *CZombieBull::GetSchedule(void) |
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{ |
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switch (m_MonsterState) |
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{ |
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case MONSTERSTATE_ALERT: |
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return CBaseMonster::GetSchedule(); |
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case MONSTERSTATE_COMBAT: |
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{ |
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// dead enemy |
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if (HasConditions(bits_COND_ENEMY_DEAD)) |
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{ |
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// call base class, all code to handle dead enemies is centralized there. |
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return CBaseMonster::GetSchedule(); |
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} |
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if (HasConditions(bits_COND_NEW_ENEMY)) |
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{ |
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return GetScheduleOfType(SCHED_WAKE_ANGRY); |
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} |
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if (HasConditions(bits_COND_CAN_MELEE_ATTACK1)) |
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{ |
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return GetScheduleOfType(SCHED_MELEE_ATTACK1); |
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} |
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if (HasConditions(bits_COND_CAN_MELEE_ATTACK2)) |
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{ |
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return GetScheduleOfType(SCHED_MELEE_ATTACK2); |
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} |
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return GetScheduleOfType(SCHED_CHASE_ENEMY); |
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break; |
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} |
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} |
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return CBaseMonster::GetSchedule(); |
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} |
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//========================================================= |
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// Start task - selects the correct activity and performs |
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// any necessary calculations to start the next task on the |
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// schedule. OVERRIDDEN for bullsquid because it needs to |
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// know explicitly when the last attempt to chase the enemy |
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// failed, since that impacts its attack choices. |
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//========================================================= |
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void CZombieBull::StartTask(Task_t *pTask) |
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{ |
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m_iTaskStatus = TASKSTATUS_RUNNING; |
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switch (pTask->iTask) |
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{ |
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case TASK_MELEE_ATTACK2: |
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{ |
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AttackSound(); |
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CBaseMonster::StartTask(pTask); |
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break; |
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} |
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default: |
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{ |
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CBullsquid::StartTask(pTask); |
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break; |
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} |
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} |
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}
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