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517 lines
14 KiB
517 lines
14 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, 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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// Alien slave monster |
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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 "squadmonster.h" |
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#include "schedule.h" |
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#include "effects.h" |
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#include "weapons.h" |
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#include "soundent.h" |
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#include "islave.h" |
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class CPanther : public CISlave |
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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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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); |
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void DeathSound( void ); |
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void PainSound( void ); |
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void AlertSound( void ); |
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void IdleSound( void ); |
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void ClearBeams(); |
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void ArmBeam( int side ); |
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void WackBeam( int side, CBaseEntity *pEntity ); |
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void ZapBeam( int side ); |
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static const char *pAttackHitSounds[]; |
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static const char *pAttackMissSounds[]; |
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static const char *pPainSounds[]; |
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static const char *pDeathSounds[]; |
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static const char *pIdleSounds[]; |
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static const char *pAlertSounds[]; |
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}; |
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LINK_ENTITY_TO_CLASS( monster_alien_panther, CPanther ) |
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const char *CPanther::pAttackHitSounds[] = |
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{ |
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"panther/pclaw_strike1.wav", |
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"panther/pclaw_strike2.wav", |
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"panther/pclaw_strike3.wav", |
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}; |
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const char *CPanther::pAttackMissSounds[] = |
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{ |
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"panther/pclaw_miss1.wav", |
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"panther/pclaw_miss2.wav", |
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}; |
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const char *CPanther::pPainSounds[] = |
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{ |
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"panther/p_pain1.wav", |
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"panther/p_pain2.wav", |
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}; |
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const char *CPanther::pDeathSounds[] = |
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{ |
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"panther/p_die1.wav", |
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"panther/p_die2.wav", |
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}; |
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const char *CPanther::pIdleSounds[] = |
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{ |
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"panther/p_idle1.wav", |
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"panther/p_idle2.wav", |
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}; |
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const char *CPanther::pAlertSounds[] = |
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{ |
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"panther/p_alert1.wav", |
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"panther/p_alert2.wav", |
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}; |
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//========================================================= |
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// ALertSound - scream |
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//========================================================= |
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void CPanther::AlertSound( void ) |
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{ |
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if( m_hEnemy != 0 ) |
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{ |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAlertSounds[RANDOM_LONG( 0, ARRAYSIZE( pDeathSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); |
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} |
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} |
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//========================================================= |
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// IdleSound |
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//========================================================= |
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void CPanther::IdleSound( void ) |
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{ |
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if( RANDOM_LONG( 0, 2 ) == 0 ) |
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{ |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pDeathSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); |
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} |
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#if 0 |
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int side = RANDOM_LONG( 0, 1 ) * 2 - 1; |
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ClearBeams(); |
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ArmBeam( side ); |
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UTIL_MakeAimVectors( pev->angles ); |
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Vector vecSrc = pev->origin + gpGlobals->v_right * 2 * side; |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); |
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WRITE_BYTE( TE_DLIGHT ); |
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WRITE_COORD( vecSrc.x ); // X |
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WRITE_COORD( vecSrc.y ); // Y |
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WRITE_COORD( vecSrc.z ); // Z |
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WRITE_BYTE( 8 ); // radius * 0.1 |
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WRITE_BYTE( 255 ); // r |
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WRITE_BYTE( 180 ); // g |
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WRITE_BYTE( 96 ); // b |
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WRITE_BYTE( 10 ); // time * 10 |
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WRITE_BYTE( 0 ); // decay * 0.1 |
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MESSAGE_END(); |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "debris/zap1.wav", 1, ATTN_NORM, 0, 100 ); |
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#endif |
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} |
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//========================================================= |
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// PainSound |
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//========================================================= |
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void CPanther::PainSound( void ) |
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{ |
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if( RANDOM_LONG( 0, 2 ) == 0 ) |
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{ |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); |
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} |
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} |
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//========================================================= |
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// DieSound |
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//========================================================= |
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void CPanther::DeathSound( void ) |
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{ |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pDeathSounds[RANDOM_LONG( 0, ARRAYSIZE( pDeathSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); |
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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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// Returns number of events handled, 0 if none. |
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//========================================================= |
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void CPanther::HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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// ALERT( at_console, "event %d : %f\n", pEvent->event, pev->frame ); |
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switch( pEvent->event ) |
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{ |
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case ISLAVE_AE_CLAW: |
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{ |
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// SOUND HERE! |
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.pantherDmgClaw, DMG_SLASH ); |
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if( pHurt ) |
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{ |
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) |
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{ |
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pHurt->pev->punchangle.z = -18; |
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pHurt->pev->punchangle.x = 5; |
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} |
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// Play a random attack hit sound |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); |
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} |
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else |
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{ |
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// Play a random attack miss sound |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); |
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} |
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} |
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break; |
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case ISLAVE_AE_CLAWRAKE: |
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{ |
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.pantherDmgClawRake, DMG_SLASH ); |
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if( pHurt ) |
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{ |
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) |
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{ |
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pHurt->pev->punchangle.z = -18; |
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pHurt->pev->punchangle.x = 5; |
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} |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); |
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} |
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else |
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{ |
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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); |
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} |
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} |
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break; |
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case ISLAVE_AE_ZAP_POWERUP: |
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{ |
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// speed up attack when on hard |
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if( g_iSkillLevel == SKILL_HARD ) |
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pev->framerate = 1.5; |
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UTIL_MakeAimVectors( pev->angles ); |
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if( m_iBeams == 0 ) |
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{ |
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Vector vecSrc = pev->origin + gpGlobals->v_forward * 2; |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); |
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WRITE_BYTE( TE_DLIGHT ); |
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WRITE_COORD( vecSrc.x ); // X |
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WRITE_COORD( vecSrc.y ); // Y |
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WRITE_COORD( vecSrc.z ); // Z |
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WRITE_BYTE( 12 ); // radius * 0.1 |
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WRITE_BYTE( 192 ); // r |
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WRITE_BYTE( 64 ); // g |
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WRITE_BYTE( 8 ); // b |
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WRITE_BYTE( 20 / pev->framerate ); // time * 10 |
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WRITE_BYTE( 0 ); // decay * 0.1 |
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MESSAGE_END(); |
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} |
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if( m_hDead != 0 ) |
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{ |
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WackBeam( -1, m_hDead ); |
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WackBeam( 1, m_hDead ); |
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} |
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else |
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{ |
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ArmBeam( -1 ); |
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ArmBeam( 1 ); |
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BeamGlow(); |
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} |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "panther/p_zap2.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 ); |
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pev->skin = m_iBeams / 2; |
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} |
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break; |
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case ISLAVE_AE_ZAP_SHOOT: |
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{ |
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ClearBeams(); |
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if( m_hDead != 0 ) |
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{ |
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Vector vecDest = m_hDead->pev->origin + Vector( 0, 0, 38 ); |
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TraceResult trace; |
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UTIL_TraceHull( vecDest, vecDest, dont_ignore_monsters, human_hull, m_hDead->edict(), &trace ); |
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if( !trace.fStartSolid ) |
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{ |
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CBaseEntity *pNew = Create( STRING( pev->classname ), m_hDead->pev->origin, m_hDead->pev->angles ); |
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//CBaseMonster *pNewMonster = pNew->MyMonsterPointer(); |
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pNew->pev->spawnflags |= 1; |
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WackBeam( -1, pNew ); |
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WackBeam( 1, pNew ); |
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UTIL_Remove( m_hDead ); |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "panther/p_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) ); |
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/* |
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CBaseEntity *pEffect = Create( "test_effect", pNew->Center(), pev->angles ); |
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pEffect->Use( this, this, USE_ON, 1 ); |
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*/ |
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break; |
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} |
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} |
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ClearMultiDamage(); |
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UTIL_MakeAimVectors( pev->angles ); |
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ZapBeam( -1 ); |
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ZapBeam( 1 ); |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "panther/p_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) ); |
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// STOP_SOUND( ENT( pev ), CHAN_WEAPON, "panther/p_zap2.wav" ); |
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ApplyMultiDamage( pev, pev ); |
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m_flNextAttack = gpGlobals->time + RANDOM_FLOAT( 0.5, 4.0 ); |
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} |
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break; |
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case ISLAVE_AE_ZAP_DONE: |
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{ |
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ClearBeams(); |
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} |
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break; |
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default: |
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CSquadMonster::HandleAnimEvent( pEvent ); |
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break; |
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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 CPanther::Spawn() |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/panther.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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pev->effects = 0; |
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pev->health = gSkillData.pantherHealth; |
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m_bloodColor = BLOOD_COLOR_GREEN; |
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m_voicePitch = RANDOM_LONG( 85, 110 ); |
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pev->view_ofs = Vector( 0, 0, 80 );// position of the eyes relative to monster's origin. |
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello |
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m_MonsterState = MONSTERSTATE_NONE; |
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_RANGE_ATTACK2 | bits_CAP_DOORS_GROUP; |
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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 CPanther::Precache() |
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{ |
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size_t i; |
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PRECACHE_MODEL( "models/panther.mdl" ); |
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PRECACHE_SOUND( "panther/p_zap1.wav" ); |
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PRECACHE_SOUND( "panther/p_zap2.wav" ); |
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PRECACHE_SOUND( "panther/p_electro1.wav" ); |
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PRECACHE_SOUND( "panther/p_shoot1.wav" ); |
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PRECACHE_SOUND( "panther/p_pain2.wav" ); |
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PRECACHE_SOUND( "panther/p_headbite.wav" ); |
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PRECACHE_SOUND( "panther/pclaw_miss1.wav" ); |
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for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) |
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PRECACHE_SOUND( pAttackHitSounds[i] ); |
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for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) |
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PRECACHE_SOUND( pAttackMissSounds[i] ); |
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for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) |
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PRECACHE_SOUND( pIdleSounds[i] ); |
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for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) |
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PRECACHE_SOUND( pAlertSounds[i] ); |
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for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) |
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PRECACHE_SOUND( pPainSounds[i] ); |
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for( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ ) |
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PRECACHE_SOUND( pDeathSounds[i] ); |
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UTIL_PrecacheOther( "test_effect" ); |
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} |
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void CPanther::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) |
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{ |
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if( bitsDamageType & DMG_SHOCK ) |
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return; |
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if( ptr->iHitgroup != HITGROUP_HEAD ) |
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{ |
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if( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_CLUB ) ) |
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{ |
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UTIL_Ricochet( ptr->vecEndPos, 1.0 ); |
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flDamage = 0.01; |
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} |
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} |
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CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); |
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} |
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//========================================================= |
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// ArmBeam - small beam from arm to nearby geometry |
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//========================================================= |
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void CPanther::ArmBeam( int side ) |
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{ |
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TraceResult tr; |
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int r, g, b; |
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float flDist = 1.0; |
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if( m_iBeams >= ISLAVE_MAX_BEAMS ) |
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return; |
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UTIL_MakeAimVectors( pev->angles ); |
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Vector vecSrc = pev->origin + gpGlobals->v_up * 36 + gpGlobals->v_right * side * 16 + gpGlobals->v_forward * 32; |
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for( int i = 0; i < 3; i++ ) |
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{ |
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Vector vecAim = gpGlobals->v_right * side * RANDOM_FLOAT( 0, 1 ) + gpGlobals->v_up * RANDOM_FLOAT( -1, 1 ); |
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TraceResult tr1; |
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UTIL_TraceLine( vecSrc, vecSrc + vecAim * 512, dont_ignore_monsters, ENT( pev ), &tr1 ); |
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if( flDist > tr1.flFraction ) |
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{ |
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tr = tr1; |
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flDist = tr.flFraction; |
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} |
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} |
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// Couldn't find anything close enough |
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if( flDist == 1.0 ) |
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return; |
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DecalGunshot( &tr, BULLET_PLAYER_CROWBAR ); |
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m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 ); |
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if( !m_pBeam[m_iBeams] ) |
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return; |
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m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex() ); |
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m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 ); |
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// m_pBeam[m_iBeams]->SetColor( 180, 255, 96 ); |
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r = 192, g = 64, b = 8; |
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m_pBeam[m_iBeams]->SetColor( r, g, b ); |
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m_pBeam[m_iBeams]->SetBrightness( 64 ); |
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m_pBeam[m_iBeams]->SetNoise( 80 ); |
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m_iBeams++; |
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} |
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//========================================================= |
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// WackBeam - regenerate dead colleagues |
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//========================================================= |
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void CPanther::WackBeam( int side, CBaseEntity *pEntity ) |
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{ |
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//Vector vecDest; |
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//float flDist = 1.0; |
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int r, g, b; |
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if( m_iBeams >= ISLAVE_MAX_BEAMS ) |
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return; |
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if( pEntity == NULL ) |
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return; |
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m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 ); |
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if( !m_pBeam[m_iBeams] ) |
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return; |
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m_pBeam[m_iBeams]->PointEntInit( pEntity->Center(), entindex() ); |
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m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 ); |
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r = 192, g = 64, b = 8; |
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m_pBeam[m_iBeams]->SetColor( r, g, b ); |
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m_pBeam[m_iBeams]->SetBrightness( 255 ); |
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m_pBeam[m_iBeams]->SetNoise( 80 ); |
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m_iBeams++; |
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} |
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//========================================================= |
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// ZapBeam - heavy damage directly forward |
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//========================================================= |
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void CPanther::ZapBeam( int side ) |
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{ |
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Vector vecSrc, vecAim; |
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int r, g, b; |
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TraceResult tr; |
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CBaseEntity *pEntity; |
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if( m_iBeams >= ISLAVE_MAX_BEAMS ) |
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return; |
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vecSrc = pev->origin + gpGlobals->v_up * 36; |
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vecAim = ShootAtEnemy( vecSrc ); |
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float deflection = 0.01; |
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vecAim = vecAim + side * gpGlobals->v_right * RANDOM_FLOAT( 0, deflection ) + gpGlobals->v_up * RANDOM_FLOAT( -deflection, deflection ); |
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UTIL_TraceLine( vecSrc, vecSrc + vecAim * 1024, dont_ignore_monsters, ENT( pev ), &tr ); |
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m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 50 ); |
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if( !m_pBeam[m_iBeams] ) |
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return; |
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m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex() ); |
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m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 ); |
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r = 192, g = 64, b = 8; |
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m_pBeam[m_iBeams]->SetColor( r, g, b ); |
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m_pBeam[m_iBeams]->SetBrightness( 255 ); |
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m_pBeam[m_iBeams]->SetNoise( 20 ); |
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m_iBeams++; |
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pEntity = CBaseEntity::Instance( tr.pHit ); |
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if( pEntity != NULL && pEntity->pev->takedamage ) |
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{ |
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pEntity->TraceAttack( pev, gSkillData.pantherDmgZap, vecAim, &tr, DMG_SHOCK ); |
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} |
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UTIL_EmitAmbientSound( ENT( pev ), tr.vecEndPos, "panther/p_electro1.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) ); |
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} |
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//========================================================= |
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// ClearBeams - remove all beams |
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//========================================================= |
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void CPanther::ClearBeams() |
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{ |
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for( int i = 0; i < ISLAVE_MAX_BEAMS; i++ ) |
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{ |
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if( m_pBeam[i] ) |
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{ |
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UTIL_Remove( m_pBeam[i] ); |
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m_pBeam[i] = NULL; |
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} |
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} |
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m_iBeams = 0; |
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pev->skin = 0; |
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STOP_SOUND( ENT( pev ), CHAN_WEAPON, "panther/p_zap2.wav" ); |
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}
|
|
|