Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

257 lines
7.4 KiB

/***
*
* 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.
*
****/
#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"
#define MEGASQUID_SPIT_SIZE 2
extern int iSquidSpitSprite;
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define MSQUID_AE_SPIT ( 1 )
#define MSQUID_AE_BITE ( 2 )
#define MSQUID_AE_BLINK ( 3 )
#define MSQUID_AE_TAILWHIP ( 4 )
#define MSQUID_AE_HOP ( 5 )
#define MSQUID_AE_THROW ( 6 )
class CEinarMegasquid : public CBullsquid
{
public:
void Spawn();
void Precache();
void HandleAnimEvent( MonsterEvent_t *pEvent );
int Classify();
BOOL CheckRangeAttack1( float flDot, float flDist );
BOOL CheckMeleeAttack1( float flDot, float flDist ) { return FALSE; }
BOOL CheckMeleeAttack2( float flDot, float flDist );
};
LINK_ENTITY_TO_CLASS( monster_th_megasquid, CEinarMegasquid )
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CEinarMegasquid::Classify()
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// Spawn
//=========================================================
void CEinarMegasquid::Spawn()
{
Precache();
SET_MODEL( ENT( pev ), "models/megasquid.mdl" );
UTIL_SetSize( pev, Vector( -160, -160, 0 ), Vector( 160, 160, 256 ) );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->effects = 0;
pev->health = gSkillData.bullsquidHealth * 10;
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
SetBits( pev->spawnflags, SF_MONSTER_FADECORPSE );
m_fCanThreatDisplay = FALSE;
m_flNextSpitTime = gpGlobals->time;
pev->view_ofs = Vector( 0, 0, 128 );
MonsterInit();
// Remove tail whip attack.
m_afCapability &= ~bits_CAP_MELEE_ATTACK1;
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CEinarMegasquid::Precache()
{
CBullsquid::Precache();
PRECACHE_MODEL( "models/megasquid.mdl" );
}
//=========================================================
// CheckRangeAttack1
//=========================================================
BOOL CEinarMegasquid::CheckRangeAttack1( float flDot, float flDist )
{
if( flDist > 450 && flDist <= 1256 && flDot >= 0.5f && gpGlobals->time >= m_flNextSpitTime )
{
if( m_hEnemy != 0 )
{
if( fabs( pev->origin.z - m_hEnemy->pev->origin.z ) > 256 )
{
// don't try to spit at someone up really high or down really low.
return FALSE;
}
}
if( IsMoving() )
{
// don't spit again for a long time, resume chasing enemy.
m_flNextSpitTime = gpGlobals->time + 5.0f;
}
else
{
// not moving, so spit again pretty soon.
m_flNextSpitTime = gpGlobals->time + 0.5f;
}
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 CEinarMegasquid::CheckMeleeAttack2( float flDot, float flDist )
{
if( flDist <= 330 && flDot >= 0.7f ) // The player & bullsquid can be as much as their bboxes
{ // apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3))
return TRUE;
}
return FALSE;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CEinarMegasquid::HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case MSQUID_AE_SPIT:
{
Vector vecSpitOffset;
Vector vecSpitDir;
UTIL_MakeVectors( pev->angles );
// !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here.
// we should be able to read the position of bones at runtime for this info.
vecSpitOffset = ( gpGlobals->v_right * 8 + gpGlobals->v_forward * 37 + gpGlobals->v_up * 23 ); // 8 37 23
vecSpitOffset = ( pev->origin + vecSpitOffset );
vecSpitDir = ( ( m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs ) - vecSpitOffset ).Normalize();
vecSpitDir.x += RANDOM_FLOAT( -0.05, 0.05 );
vecSpitDir.y += RANDOM_FLOAT( -0.05, 0.05 );
vecSpitDir.z += RANDOM_FLOAT( -0.05, 0 );
// do stuff for this event.
AttackSound();
// spew the spittle temporary ents.
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpitOffset );
WRITE_BYTE( TE_SPRITE_SPRAY );
WRITE_COORD( vecSpitOffset.x); // pos
WRITE_COORD( vecSpitOffset.y);
WRITE_COORD( vecSpitOffset.z);
WRITE_COORD( vecSpitDir.x); // dir
WRITE_COORD( vecSpitDir.y);
WRITE_COORD( vecSpitDir.z);
WRITE_SHORT( iSquidSpitSprite ); // model
WRITE_BYTE( 15 ); // count
WRITE_BYTE( 210 ); // speed
WRITE_BYTE( 25 ); // noise ( client will divide by 100 )
MESSAGE_END();
CSquidSpit::Shoot( pev, vecSpitOffset, vecSpitDir * 900, MEGASQUID_SPIT_SIZE );
}
break;
case MSQUID_AE_BITE:
{
// SOUND HERE!
CBaseEntity *pHurt = CheckTraceHullAttack( 450, gSkillData.bullsquidDmgBite, DMG_SLASH );
if( pHurt )
{
//pHurt->pev->punchangle.z = -15;
//pHurt->pev->punchangle.x = -45;
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 200;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 200;
}
}
break;
case MSQUID_AE_THROW:
{
int iPitch;
// squid throws its prey IF the prey is a client.
CBaseEntity *pHurt = CheckTraceHullAttack( 450, 0, 0 );
if( pHurt )
{
// croonchy bite sound
iPitch = RANDOM_FLOAT( 90, 110 );
switch( RANDOM_LONG( 0, 1 ) )
{
case 0:
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 1, ATTN_NORM, 0, iPitch );
break;
case 1:
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 1, ATTN_NORM, 0, iPitch );
break;
}
//pHurt->pev->punchangle.x = RANDOM_LONG( 0, 34 ) - 5;
//pHurt->pev->punchangle.z = RANDOM_LONG( 0, 49 ) - 25;
//pHurt->pev->punchangle.y = RANDOM_LONG( 0, 89 ) - 45;
// 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 );
if( pHurt->IsPlayer() )
{
UTIL_MakeVectors( pev->angles );
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 900 + gpGlobals->v_up * 900;
}
}
}
break;
default:
CBullsquid::HandleAnimEvent( pEvent );
}
}