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345 lines
9.2 KiB
345 lines
9.2 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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// UNDONE: Don't flinch every time you get hit |
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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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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define DIABLO_AE_ATTACK_RIGHT 0x01 |
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#define DIABLO_AE_ATTACK_LEFT 0x02 |
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#define DIABLO_AE_ATTACK_BOTH 0x03 |
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#define DIABLO_FLINCH_DELAY 2 // at most one flinch every n secs |
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class CDiablo : public CBaseMonster |
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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 SetYawSpeed(void); |
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int Classify(void); |
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void HandleAnimEvent(MonsterEvent_t *pEvent); |
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int IgnoreConditions(void); |
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float m_flNextFlinch; |
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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 AttackSound(void); |
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static const char *pAttackSounds[]; |
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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 *pAttackHitSounds[]; |
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static const char *pAttackMissSounds[]; |
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// No range attacks |
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BOOL CheckRangeAttack1(float flDot, float flDist) { return FALSE; } |
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BOOL CheckRangeAttack2(float flDot, float flDist) { return FALSE; } |
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int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); |
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void SetActivity(Activity NewActivity); |
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}; |
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LINK_ENTITY_TO_CLASS(monster_diablo, CDiablo); |
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const char *CDiablo::pAttackHitSounds[] = |
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{ |
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"diablo/diablo_claw1.wav", |
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"diablo/diablo_claw2.wav", |
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"diablo/diablo_claw3.wav", |
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}; |
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const char *CDiablo::pAttackMissSounds[] = |
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{ |
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"diablo/diablo_claw_miss1.wav", |
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"diablo/diablo_claw_miss2.wav", |
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}; |
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const char *CDiablo::pAttackSounds[] = |
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{ |
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"diablo/diablo_attack1.wav", |
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"diablo/diablo_attack2.wav", |
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}; |
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const char *CDiablo::pIdleSounds[] = |
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{ |
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"diablo/diablo_idle1.wav", |
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"diablo/diablo_idle2.wav", |
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"diablo/diablo_idle3.wav", |
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}; |
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const char *CDiablo::pAlertSounds[] = |
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{ |
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"diablo/diablo_alert10.wav", |
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"diablo/diablo_alert20.wav", |
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"diablo/diablo_alert30.wav", |
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}; |
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const char *CDiablo::pPainSounds[] = |
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{ |
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"diablo/diablo_pain1.wav", |
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"diablo/diablo_pain2.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 CDiablo::Classify(void) |
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{ |
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return CLASS_ALIEN_PREDATOR; |
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} |
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//========================================================= |
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// SetYawSpeed - allows each sequence to have a different |
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// turn rate associated with it. |
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//========================================================= |
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void CDiablo::SetYawSpeed(void) |
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{ |
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int ys; |
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ys = 240; // 120 |
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#if 0 |
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switch (m_Activity) |
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{ |
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} |
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#endif |
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pev->yaw_speed = ys; |
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} |
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int CDiablo::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) |
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{ |
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// Take 30% damage from bullets |
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if (bitsDamageType == DMG_BULLET) |
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{ |
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Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; |
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vecDir = vecDir.Normalize(); |
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float flForce = DamageForce(flDamage); |
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pev->velocity = pev->velocity + vecDir * flForce; |
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flDamage *= 0.3; |
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} |
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// HACK HACK -- until we fix this. |
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if (IsAlive()) |
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PainSound(); |
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return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); |
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} |
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void CDiablo::PainSound(void) |
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{ |
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int pitch = 95 + RANDOM_LONG(0, 9); |
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if (RANDOM_LONG(0, 5) < 2) |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1.0, ATTN_NORM, 0, pitch); |
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} |
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void CDiablo::AlertSound(void) |
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{ |
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int pitch = 95 + RANDOM_LONG(0, 9); |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), 1.0, ATTN_NORM, 0, pitch); |
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} |
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void CDiablo::IdleSound(void) |
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{ |
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int pitch = 100 + RANDOM_LONG(-5, 5); |
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// Play a random idle sound |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1.0, ATTN_NORM, 0, pitch); |
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} |
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void CDiablo::AttackSound(void) |
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{ |
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int pitch = 100 + RANDOM_LONG(-5, 5); |
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// Play a random attack sound |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackSounds), 1.0, ATTN_NORM, 0, pitch); |
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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 CDiablo::HandleAnimEvent(MonsterEvent_t *pEvent) |
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{ |
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switch (pEvent->event) |
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{ |
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case DIABLO_AE_ATTACK_RIGHT: |
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{ |
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// do stuff for this event. |
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// ALERT( at_console, "Slash right!\n" ); |
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CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.diabloDmgOneSlash * 3 + RANDOM_LONG( 0, 9 ), 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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pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; |
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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, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); |
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} |
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else // Play a random attack miss sound |
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); |
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if (RANDOM_LONG(0, 1)) |
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AttackSound(); |
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} |
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break; |
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case DIABLO_AE_ATTACK_LEFT: |
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{ |
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// do stuff for this event. |
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// ALERT( at_console, "Slash left!\n" ); |
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CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.diabloDmgOneSlash * 3 + RANDOM_LONG( 0, 9 ), 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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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100; |
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} |
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); |
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} |
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else |
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); |
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if (RANDOM_LONG(0, 1)) |
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AttackSound(); |
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} |
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break; |
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case DIABLO_AE_ATTACK_BOTH: |
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{ |
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// do stuff for this event. |
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CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.diabloDmgBothSlash * 2.2f + RANDOM_LONG( 0, 9 ), 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.x = 5; |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; |
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} |
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); |
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} |
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else |
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); |
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if (RANDOM_LONG(0, 1)) |
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AttackSound(); |
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} |
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break; |
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default: |
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CBaseMonster::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 CDiablo::Spawn() |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/diablo.mdl"); |
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UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); |
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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->health = gSkillData.diabloHealth * 4.0f; |
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pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. |
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m_flFieldOfView = 0.5;// 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_afCapability = 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 CDiablo::Precache() |
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{ |
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PRECACHE_MODEL("models/diablo.mdl"); |
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PRECACHE_SOUND_ARRAY(pAttackHitSounds); |
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PRECACHE_SOUND_ARRAY(pAttackMissSounds); |
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PRECACHE_SOUND_ARRAY(pAttackSounds); |
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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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} |
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void CDiablo::SetActivity(Activity newActivity) |
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{ |
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if (m_MonsterState == MONSTERSTATE_COMBAT) |
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{ |
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if (newActivity == ACT_WALK) |
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newActivity = ACT_RUN; |
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} |
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CBaseMonster::SetActivity(newActivity); |
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} |
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//========================================================= |
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// AI Schedules Specific to this monster |
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//========================================================= |
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int CDiablo::IgnoreConditions(void) |
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{ |
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int iIgnore = CBaseMonster::IgnoreConditions(); |
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if ((m_Activity == ACT_MELEE_ATTACK1) || (m_Activity == ACT_MELEE_ATTACK1)) |
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{ |
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#if 0 |
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if (pev->health < 20) |
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iIgnore |= (bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE); |
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else |
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#endif |
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if (m_flNextFlinch >= gpGlobals->time) |
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iIgnore |= (bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE); |
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} |
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if ((m_Activity == ACT_SMALL_FLINCH) || (m_Activity == ACT_BIG_FLINCH)) |
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{ |
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if (m_flNextFlinch < gpGlobals->time) |
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m_flNextFlinch = gpGlobals->time + DIABLO_FLINCH_DELAY; |
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} |
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return iIgnore; |
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}
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