Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// Zombie Grunt
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "zombie.h"
class CZGrunt : public CZombie
{
public:
void Spawn(void);
void Precache(void);
void HandleAnimEvent(MonsterEvent_t *pEvent);
static const char *pAttackSounds[];
static const char *pIdleSounds[];
static const char *pAlertSounds[];
static const char *pPainSounds[];
static const char *pAttackHitSounds[];
static const char *pAttackMissSounds[];
};
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define ZGRUNT_AE_ATTACK_RIGHT 0x01
#define ZGRUNT_AE_ATTACK_LEFT 0x02
#define ZGRUNT_AE_ATTACK_BOTH 0x03
LINK_ENTITY_TO_CLASS(monster_zombie_soldier, CZGrunt);
const char *CZGrunt::pAttackHitSounds[] =
{
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav",
};
const char *CZGrunt::pAttackMissSounds[] =
{
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav",
};
const char *CZGrunt::pAttackSounds[] =
{
"zombie/zo_attack1.wav",
"zombie/zo_attack2.wav",
};
const char *CZGrunt::pIdleSounds[] =
{
"zombie/zo_idle1.wav",
"zombie/zo_idle2.wav",
"zombie/zo_idle3.wav",
"zombie/zo_idle4.wav",
};
const char *CZGrunt::pAlertSounds[] =
{
"zombie/zo_alert10.wav",
"zombie/zo_alert20.wav",
"zombie/zo_alert30.wav",
};
const char *CZGrunt::pPainSounds[] =
{
"zombie/zo_pain1.wav",
"zombie/zo_pain2.wav",
};
//=========================================================
// Spawn
//=========================================================
void CZGrunt::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/zombie_soldier.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->health = gSkillData.zgruntHealth;
pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_afCapability = bits_CAP_DOORS_GROUP;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CZGrunt::Precache()
{
int i;
PRECACHE_MODEL("models/zombie_soldier.mdl");
for (i = 0; i < ARRAYSIZE(pAttackHitSounds); i++)
PRECACHE_SOUND((char *)pAttackHitSounds[i]);
for (i = 0; i < ARRAYSIZE(pAttackMissSounds); i++)
PRECACHE_SOUND((char *)pAttackMissSounds[i]);
for (i = 0; i < ARRAYSIZE(pAttackSounds); i++)
PRECACHE_SOUND((char *)pAttackSounds[i]);
for (i = 0; i < ARRAYSIZE(pIdleSounds); i++)
PRECACHE_SOUND((char *)pIdleSounds[i]);
for (i = 0; i < ARRAYSIZE(pAlertSounds); i++)
PRECACHE_SOUND((char *)pAlertSounds[i]);
for (i = 0; i < ARRAYSIZE(pPainSounds); i++)
PRECACHE_SOUND((char *)pPainSounds[i]);
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CZGrunt::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch (pEvent->event)
{
case ZGRUNT_AE_ATTACK_RIGHT:
{
// do stuff for this event.
// ALERT( at_console, "Slash right!\n" );
CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.zgruntDmgOneSlash, DMG_SLASH);
if (pHurt)
{
if (pHurt->pev->flags & (FL_MONSTER | FL_CLIENT))
{
pHurt->pev->punchangle.z = -18;
pHurt->pev->punchangle.x = 5;
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100;
}
// Play a random attack hit sound
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG(0, ARRAYSIZE(pAttackHitSounds) - 1)], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5));
}
else // Play a random attack miss sound
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG(0, ARRAYSIZE(pAttackMissSounds) - 1)], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5));
if (RANDOM_LONG(0, 1))
AttackSound();
}
break;
case ZGRUNT_AE_ATTACK_LEFT:
{
// do stuff for this event.
// ALERT( at_console, "Slash left!\n" );
CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.zgruntDmgOneSlash, DMG_SLASH);
if (pHurt)
{
if (pHurt->pev->flags & (FL_MONSTER | FL_CLIENT))
{
pHurt->pev->punchangle.z = 18;
pHurt->pev->punchangle.x = 5;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100;
}
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG(0, ARRAYSIZE(pAttackHitSounds) - 1)], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5));
}
else
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG(0, ARRAYSIZE(pAttackMissSounds) - 1)], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5));
if (RANDOM_LONG(0, 1))
AttackSound();
}
break;
case ZGRUNT_AE_ATTACK_BOTH:
{
// do stuff for this event.
CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.zgruntDmgBothSlash, DMG_SLASH);
if (pHurt)
{
if (pHurt->pev->flags & (FL_MONSTER | FL_CLIENT))
{
pHurt->pev->punchangle.x = 5;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100;
}
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG(0, ARRAYSIZE(pAttackHitSounds) - 1)], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5));
}
else
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG(0, ARRAYSIZE(pAttackMissSounds) - 1)], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5));
if (RANDOM_LONG(0, 1))
AttackSound();
}
break;
default:
CZombie::HandleAnimEvent(pEvent);
break;
}
}
//=========================================================
// DEAD ZGRUNT PROP
//=========================================================
class CDeadZGrunt : public CBaseMonster
{
public:
void Spawn(void);
int Classify(void) { return CLASS_HUMAN_MILITARY; }
void KeyValue(KeyValueData *pkvd);
int m_iPose;// which sequence to display -- temporary, don't need to save
static char *m_szPoses[2];
};
char *CDeadZGrunt::m_szPoses[] = { "dead_on_back", "dead_on_stomach" };
void CDeadZGrunt::KeyValue(KeyValueData *pkvd)
{
if (FStrEq(pkvd->szKeyName, "pose"))
{
m_iPose = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseMonster::KeyValue(pkvd);
}
LINK_ENTITY_TO_CLASS(monster_zombie_soldier_dead, CDeadZGrunt);
//=========================================================
// ********** DeadZGrunt SPAWN **********
//=========================================================
void CDeadZGrunt::Spawn(void)
{
PRECACHE_MODEL("models/zombie_soldier.mdl");
SET_MODEL(ENT(pev), "models/zombie_soldier.mdl");
pev->effects = 0;
pev->yaw_speed = 8;
pev->sequence = 0;
pev->body = 1;
m_bloodColor = BLOOD_COLOR_RED;
pev->sequence = LookupSequence(m_szPoses[m_iPose]);
if (pev->sequence == -1)
{
ALERT(at_console, "Dead zombie soldier with bad pose\n");
pev->sequence = 0;
pev->effects = EF_BRIGHTFIELD;
}
// Corpses have less health
pev->health = 8;
MonsterInitDead();
}