reorder folders
This commit is contained in:
3
src/dlls/.gitignore
vendored
Normal file
3
src/dlls/.gitignore
vendored
Normal file
@@ -0,0 +1,3 @@
|
||||
msgs/
|
||||
opt.*/
|
||||
debug.*/
|
||||
1392
src/dlls/AI_BaseNPC_Schedule.cpp
Normal file
1392
src/dlls/AI_BaseNPC_Schedule.cpp
Normal file
File diff suppressed because it is too large
Load Diff
56
src/dlls/Makefile
Normal file
56
src/dlls/Makefile
Normal file
@@ -0,0 +1,56 @@
|
||||
CPP = gcc
|
||||
BASEFLAGS = -Dstricmp=strcasecmp -Dstrcmpi=strcasecmp
|
||||
CPPFLAGS = ${BASEFLAGS} -m386 -O2 -w -I. -I../engine -I../common -I../pm_shared -I../../metamod
|
||||
|
||||
OBJ = \
|
||||
agrunt.o \
|
||||
AI_BaseNPC_Schedule.o \
|
||||
animating.o \
|
||||
animation.o \
|
||||
apache.o \
|
||||
barney.o \
|
||||
bigmomma.o \
|
||||
bullsquid.o \
|
||||
cmbase.o \
|
||||
combat.o \
|
||||
controller.o \
|
||||
defaultai.o \
|
||||
dllapi.o \
|
||||
effects.o \
|
||||
ggrenade.o \
|
||||
h_ai.o \
|
||||
h_export.o \
|
||||
hassassin.o \
|
||||
headcrab.o \
|
||||
hgrunt.o \
|
||||
hornet.o \
|
||||
houndeye.o \
|
||||
islave.o \
|
||||
monster_api.o \
|
||||
monster_config.o \
|
||||
monsters.o \
|
||||
monsterstate.o \
|
||||
nodes.o \
|
||||
scientist.o \
|
||||
skill.o \
|
||||
sound.o \
|
||||
squeakgrenade.o \
|
||||
subs.o \
|
||||
talkmonster.o \
|
||||
util.o \
|
||||
weapons.o \
|
||||
zombie.o
|
||||
|
||||
monster_mm_i386.so: ${OBJ}
|
||||
${CPP} -fPIC -shared -o $@ ${OBJ}
|
||||
|
||||
clean:
|
||||
-rm -f *.o
|
||||
-rm -f *.so
|
||||
|
||||
%.o: %.cpp
|
||||
${CPP} ${CPPFLAGS} -c $< -o $@
|
||||
|
||||
%.o: %.c
|
||||
${CPP} ${CPPFLAGS} -c $< -o $@
|
||||
|
||||
109
src/dlls/activity.h
Normal file
109
src/dlls/activity.h
Normal file
@@ -0,0 +1,109 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
|
||||
#ifndef ACTIVITY_H
|
||||
#define ACTIVITY_H
|
||||
|
||||
|
||||
typedef enum {
|
||||
ACT_RESET = 0, // Set m_Activity to this invalid value to force a reset to m_IdealActivity
|
||||
ACT_IDLE = 1,
|
||||
ACT_GUARD,
|
||||
ACT_WALK,
|
||||
ACT_RUN,
|
||||
ACT_FLY, // Fly (and flap if appropriate)
|
||||
ACT_SWIM,
|
||||
ACT_HOP, // vertical jump
|
||||
ACT_LEAP, // long forward jump
|
||||
ACT_FALL,
|
||||
ACT_LAND,
|
||||
ACT_STRAFE_LEFT,
|
||||
ACT_STRAFE_RIGHT,
|
||||
ACT_ROLL_LEFT, // tuck and roll, left
|
||||
ACT_ROLL_RIGHT, // tuck and roll, right
|
||||
ACT_TURN_LEFT, // turn quickly left (stationary)
|
||||
ACT_TURN_RIGHT, // turn quickly right (stationary)
|
||||
ACT_CROUCH, // the act of crouching down from a standing position
|
||||
ACT_CROUCHIDLE, // holding body in crouched position (loops)
|
||||
ACT_STAND, // the act of standing from a crouched position
|
||||
ACT_USE,
|
||||
ACT_SIGNAL1,
|
||||
ACT_SIGNAL2,
|
||||
ACT_SIGNAL3,
|
||||
ACT_TWITCH,
|
||||
ACT_COWER,
|
||||
ACT_SMALL_FLINCH,
|
||||
ACT_BIG_FLINCH,
|
||||
ACT_RANGE_ATTACK1,
|
||||
ACT_RANGE_ATTACK2,
|
||||
ACT_MELEE_ATTACK1,
|
||||
ACT_MELEE_ATTACK2,
|
||||
ACT_RELOAD,
|
||||
ACT_ARM, // pull out gun, for instance
|
||||
ACT_DISARM, // reholster gun
|
||||
ACT_EAT, // monster chowing on a large food item (loop)
|
||||
ACT_DIESIMPLE,
|
||||
ACT_DIEBACKWARD,
|
||||
ACT_DIEFORWARD,
|
||||
ACT_DIEVIOLENT,
|
||||
ACT_BARNACLE_HIT, // barnacle tongue hits a monster
|
||||
ACT_BARNACLE_PULL, // barnacle is lifting the monster ( loop )
|
||||
ACT_BARNACLE_CHOMP, // barnacle latches on to the monster
|
||||
ACT_BARNACLE_CHEW, // barnacle is holding the monster in its mouth ( loop )
|
||||
ACT_SLEEP,
|
||||
ACT_INSPECT_FLOOR, // for active idles, look at something on or near the floor
|
||||
ACT_INSPECT_WALL, // for active idles, look at something directly ahead of you ( doesn't HAVE to be a wall or on a wall )
|
||||
ACT_IDLE_ANGRY, // alternate idle animation in which the monster is clearly agitated. (loop)
|
||||
ACT_WALK_HURT, // limp (loop)
|
||||
ACT_RUN_HURT, // limp (loop)
|
||||
ACT_HOVER, // Idle while in flight
|
||||
ACT_GLIDE, // Fly (don't flap)
|
||||
ACT_FLY_LEFT, // Turn left in flight
|
||||
ACT_FLY_RIGHT, // Turn right in flight
|
||||
ACT_DETECT_SCENT, // this means the monster smells a scent carried by the air
|
||||
ACT_SNIFF, // this is the act of actually sniffing an item in front of the monster
|
||||
ACT_BITE, // some large monsters can eat small things in one bite. This plays one time, EAT loops.
|
||||
ACT_THREAT_DISPLAY, // without attacking, monster demonstrates that it is angry. (Yell, stick out chest, etc )
|
||||
ACT_FEAR_DISPLAY, // monster just saw something that it is afraid of
|
||||
ACT_EXCITED, // for some reason, monster is excited. Sees something he really likes to eat, or whatever.
|
||||
ACT_SPECIAL_ATTACK1, // very monster specific special attacks.
|
||||
ACT_SPECIAL_ATTACK2,
|
||||
ACT_COMBAT_IDLE, // agitated idle.
|
||||
ACT_WALK_SCARED,
|
||||
ACT_RUN_SCARED,
|
||||
ACT_VICTORY_DANCE, // killed a player, do a victory dance.
|
||||
ACT_DIE_HEADSHOT, // die, hit in head.
|
||||
ACT_DIE_CHESTSHOT, // die, hit in chest
|
||||
ACT_DIE_GUTSHOT, // die, hit in gut
|
||||
ACT_DIE_BACKSHOT, // die, hit in back
|
||||
ACT_FLINCH_HEAD,
|
||||
ACT_FLINCH_CHEST,
|
||||
ACT_FLINCH_STOMACH,
|
||||
ACT_FLINCH_LEFTARM,
|
||||
ACT_FLINCH_RIGHTARM,
|
||||
ACT_FLINCH_LEFTLEG,
|
||||
ACT_FLINCH_RIGHTLEG,
|
||||
} Activity;
|
||||
|
||||
|
||||
typedef struct {
|
||||
int type;
|
||||
char *name;
|
||||
} activity_map_t;
|
||||
|
||||
extern activity_map_t activity_map[];
|
||||
|
||||
|
||||
#endif //ACTIVITY_H
|
||||
97
src/dlls/activitymap.h
Normal file
97
src/dlls/activitymap.h
Normal file
@@ -0,0 +1,97 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
|
||||
#define _A( a ) { a, #a }
|
||||
|
||||
activity_map_t activity_map[] =
|
||||
{
|
||||
_A( ACT_IDLE ),
|
||||
_A( ACT_GUARD ),
|
||||
_A( ACT_WALK ),
|
||||
_A( ACT_RUN ),
|
||||
_A( ACT_FLY ),
|
||||
_A( ACT_SWIM ),
|
||||
_A( ACT_HOP ),
|
||||
_A( ACT_LEAP ),
|
||||
_A( ACT_FALL ),
|
||||
_A( ACT_LAND ),
|
||||
_A( ACT_STRAFE_LEFT ),
|
||||
_A( ACT_STRAFE_RIGHT ),
|
||||
_A( ACT_ROLL_LEFT ),
|
||||
_A( ACT_ROLL_RIGHT ),
|
||||
_A( ACT_TURN_LEFT ),
|
||||
_A( ACT_TURN_RIGHT ),
|
||||
_A( ACT_CROUCH ),
|
||||
_A( ACT_CROUCHIDLE ),
|
||||
_A( ACT_STAND ),
|
||||
_A( ACT_USE ),
|
||||
_A( ACT_SIGNAL1 ),
|
||||
_A( ACT_SIGNAL2 ),
|
||||
_A( ACT_SIGNAL3 ),
|
||||
_A( ACT_TWITCH ),
|
||||
_A( ACT_COWER ),
|
||||
_A( ACT_SMALL_FLINCH ),
|
||||
_A( ACT_BIG_FLINCH ),
|
||||
_A( ACT_RANGE_ATTACK1 ),
|
||||
_A( ACT_RANGE_ATTACK2 ),
|
||||
_A( ACT_MELEE_ATTACK1 ),
|
||||
_A( ACT_MELEE_ATTACK2 ),
|
||||
_A( ACT_RELOAD ),
|
||||
_A( ACT_ARM ),
|
||||
_A( ACT_DISARM ),
|
||||
_A( ACT_EAT ),
|
||||
_A( ACT_DIESIMPLE ),
|
||||
_A( ACT_DIEBACKWARD ),
|
||||
_A( ACT_DIEFORWARD ),
|
||||
_A( ACT_DIEVIOLENT ),
|
||||
_A( ACT_BARNACLE_HIT ),
|
||||
_A( ACT_BARNACLE_PULL ),
|
||||
_A( ACT_BARNACLE_CHOMP ),
|
||||
_A( ACT_BARNACLE_CHEW ),
|
||||
_A( ACT_SLEEP ),
|
||||
_A( ACT_INSPECT_FLOOR ),
|
||||
_A( ACT_INSPECT_WALL ),
|
||||
_A( ACT_IDLE_ANGRY ),
|
||||
_A( ACT_WALK_HURT ),
|
||||
_A( ACT_RUN_HURT ),
|
||||
_A( ACT_HOVER ),
|
||||
_A( ACT_GLIDE ),
|
||||
_A( ACT_FLY_LEFT ),
|
||||
_A( ACT_FLY_RIGHT ),
|
||||
_A( ACT_DETECT_SCENT ),
|
||||
_A( ACT_SNIFF ),
|
||||
_A( ACT_BITE ),
|
||||
_A( ACT_THREAT_DISPLAY ),
|
||||
_A( ACT_FEAR_DISPLAY ),
|
||||
_A( ACT_EXCITED ),
|
||||
_A( ACT_SPECIAL_ATTACK1 ),
|
||||
_A( ACT_SPECIAL_ATTACK2 ),
|
||||
_A( ACT_COMBAT_IDLE ),
|
||||
_A( ACT_WALK_SCARED ),
|
||||
_A( ACT_RUN_SCARED ),
|
||||
_A( ACT_VICTORY_DANCE ),
|
||||
_A( ACT_DIE_HEADSHOT ),
|
||||
_A( ACT_DIE_CHESTSHOT ),
|
||||
_A( ACT_DIE_GUTSHOT ),
|
||||
_A( ACT_DIE_BACKSHOT ),
|
||||
_A( ACT_FLINCH_HEAD ),
|
||||
_A( ACT_FLINCH_CHEST ),
|
||||
_A( ACT_FLINCH_STOMACH ),
|
||||
_A( ACT_FLINCH_LEFTARM ),
|
||||
_A( ACT_FLINCH_RIGHTARM ),
|
||||
_A( ACT_FLINCH_LEFTLEG ),
|
||||
_A( ACT_FLINCH_RIGHTLEG ),
|
||||
0, NULL
|
||||
};
|
||||
1100
src/dlls/agrunt.cpp
Normal file
1100
src/dlls/agrunt.cpp
Normal file
File diff suppressed because it is too large
Load Diff
306
src/dlls/animating.cpp
Normal file
306
src/dlls/animating.cpp
Normal file
@@ -0,0 +1,306 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== monsters.cpp ========================================================
|
||||
|
||||
Monster-related utility code
|
||||
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cmbase.h"
|
||||
#include "animation.h"
|
||||
|
||||
|
||||
//=========================================================
|
||||
// StudioFrameAdvance - advance the animation frame up to the current time
|
||||
// if an flInterval is passed in, only advance animation that number of seconds
|
||||
//=========================================================
|
||||
float CMBaseAnimating :: StudioFrameAdvance ( float flInterval )
|
||||
{
|
||||
if (flInterval == 0.0)
|
||||
{
|
||||
flInterval = (gpGlobals->time - pev->animtime);
|
||||
if (flInterval <= 0.001)
|
||||
{
|
||||
pev->animtime = gpGlobals->time;
|
||||
return 0.0;
|
||||
}
|
||||
}
|
||||
if (! pev->animtime)
|
||||
flInterval = 0.0;
|
||||
|
||||
pev->frame += flInterval * m_flFrameRate * pev->framerate;
|
||||
pev->animtime = gpGlobals->time;
|
||||
|
||||
if (pev->frame < 0.0 || pev->frame >= 256.0)
|
||||
{
|
||||
if (m_fSequenceLoops)
|
||||
pev->frame -= (int)(pev->frame / 256.0) * 256.0;
|
||||
else
|
||||
pev->frame = (pev->frame < 0.0) ? 0 : 255;
|
||||
m_fSequenceFinished = TRUE; // just in case it wasn't caught in GetEvents
|
||||
}
|
||||
|
||||
return flInterval;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// LookupActivity
|
||||
//=========================================================
|
||||
int CMBaseAnimating :: LookupActivity ( int activity )
|
||||
{
|
||||
ASSERT( activity != 0 );
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
return ::LookupActivity( pmodel, pev, activity );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// LookupActivityHeaviest
|
||||
//
|
||||
// Get activity with highest 'weight'
|
||||
//
|
||||
//=========================================================
|
||||
int CMBaseAnimating :: LookupActivityHeaviest ( int activity )
|
||||
{
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
return ::LookupActivityHeaviest( pmodel, pev, activity );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CMBaseAnimating :: LookupSequence ( const char *label )
|
||||
{
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
return ::LookupSequence( pmodel, label );
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CMBaseAnimating :: ResetSequenceInfo ( )
|
||||
{
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
GetSequenceInfo( pmodel, pev, &m_flFrameRate, &m_flGroundSpeed );
|
||||
m_fSequenceLoops = ((GetSequenceFlags() & STUDIO_LOOPING) != 0);
|
||||
pev->animtime = gpGlobals->time;
|
||||
pev->framerate = 1.0;
|
||||
m_fSequenceFinished = FALSE;
|
||||
m_flLastEventCheck = gpGlobals->time;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CMBaseAnimating :: GetSequenceFlags( )
|
||||
{
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
return ::GetSequenceFlags( pmodel, pev );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// DispatchAnimEvents
|
||||
//=========================================================
|
||||
void CMBaseAnimating :: DispatchAnimEvents ( float flInterval )
|
||||
{
|
||||
MonsterEvent_t event;
|
||||
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
if ( !pmodel )
|
||||
{
|
||||
ALERT( at_aiconsole, "Gibbed monster is thinking!\n" );
|
||||
return;
|
||||
}
|
||||
|
||||
// FIXME: I have to do this or some events get missed, and this is probably causing the problem below
|
||||
flInterval = 0.1;
|
||||
|
||||
// FIX: this still sometimes hits events twice
|
||||
float flStart = pev->frame + (m_flLastEventCheck - pev->animtime) * m_flFrameRate * pev->framerate;
|
||||
float flEnd = pev->frame + flInterval * m_flFrameRate * pev->framerate;
|
||||
m_flLastEventCheck = pev->animtime + flInterval;
|
||||
|
||||
m_fSequenceFinished = FALSE;
|
||||
if (flEnd >= 256 || flEnd <= 0.0)
|
||||
m_fSequenceFinished = TRUE;
|
||||
|
||||
int index = 0;
|
||||
|
||||
while ( (index = GetAnimationEvent( pmodel, pev, &event, flStart, flEnd, index ) ) != 0 )
|
||||
{
|
||||
HandleAnimEvent( &event );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
float CMBaseAnimating :: SetBoneController ( int iController, float flValue )
|
||||
{
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
return SetController( pmodel, pev, iController, flValue );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CMBaseAnimating :: InitBoneControllers ( void )
|
||||
{
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
SetController( pmodel, pev, 0, 0.0 );
|
||||
SetController( pmodel, pev, 1, 0.0 );
|
||||
SetController( pmodel, pev, 2, 0.0 );
|
||||
SetController( pmodel, pev, 3, 0.0 );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
float CMBaseAnimating :: SetBlending ( int iBlender, float flValue )
|
||||
{
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
return ::SetBlending( pmodel, pev, iBlender, flValue );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CMBaseAnimating :: GetBonePosition ( int iBone, Vector &origin, Vector &angles )
|
||||
{
|
||||
GET_BONE_POSITION( ENT(pev), iBone, origin, angles );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CMBaseAnimating :: GetAttachment ( int iAttachment, Vector &origin, Vector &angles )
|
||||
{
|
||||
GET_ATTACHMENT( ENT(pev), iAttachment, origin, angles );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CMBaseAnimating :: FindTransition( int iEndingSequence, int iGoalSequence, int *piDir )
|
||||
{
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
if (piDir == NULL)
|
||||
{
|
||||
int iDir;
|
||||
int sequence = ::FindTransition( pmodel, iEndingSequence, iGoalSequence, &iDir );
|
||||
if (iDir != 1)
|
||||
return -1;
|
||||
else
|
||||
return sequence;
|
||||
}
|
||||
|
||||
return ::FindTransition( pmodel, iEndingSequence, iGoalSequence, piDir );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CMBaseAnimating :: GetAutomovement( Vector &origin, Vector &angles, float flInterval )
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void CMBaseAnimating :: SetBodygroup( int iGroup, int iValue )
|
||||
{
|
||||
::SetBodygroup( GET_MODEL_PTR( ENT(pev) ), pev, iGroup, iValue );
|
||||
}
|
||||
|
||||
int CMBaseAnimating :: GetBodygroup( int iGroup )
|
||||
{
|
||||
return ::GetBodygroup( GET_MODEL_PTR( ENT(pev) ), pev, iGroup );
|
||||
}
|
||||
|
||||
|
||||
int CMBaseAnimating :: ExtractBbox( int sequence, float *mins, float *maxs )
|
||||
{
|
||||
return ::ExtractBbox( GET_MODEL_PTR( ENT(pev) ), sequence, mins, maxs );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
|
||||
void CMBaseAnimating :: SetSequenceBox( void )
|
||||
{
|
||||
Vector mins, maxs;
|
||||
|
||||
// Get sequence bbox
|
||||
if ( ExtractBbox( pev->sequence, mins, maxs ) )
|
||||
{
|
||||
// expand box for rotation
|
||||
// find min / max for rotations
|
||||
float yaw = pev->angles.y * (M_PI / 180.0);
|
||||
|
||||
Vector xvector, yvector;
|
||||
xvector.x = cos(yaw);
|
||||
xvector.y = sin(yaw);
|
||||
yvector.x = -sin(yaw);
|
||||
yvector.y = cos(yaw);
|
||||
Vector bounds[2];
|
||||
|
||||
bounds[0] = mins;
|
||||
bounds[1] = maxs;
|
||||
|
||||
Vector rmin( 9999, 9999, 9999 );
|
||||
Vector rmax( -9999, -9999, -9999 );
|
||||
Vector base, transformed;
|
||||
|
||||
for (int i = 0; i <= 1; i++ )
|
||||
{
|
||||
base.x = bounds[i].x;
|
||||
for ( int j = 0; j <= 1; j++ )
|
||||
{
|
||||
base.y = bounds[j].y;
|
||||
for ( int k = 0; k <= 1; k++ )
|
||||
{
|
||||
base.z = bounds[k].z;
|
||||
|
||||
// transform the point
|
||||
transformed.x = xvector.x*base.x + yvector.x*base.y;
|
||||
transformed.y = xvector.y*base.x + yvector.y*base.y;
|
||||
transformed.z = base.z;
|
||||
|
||||
if (transformed.x < rmin.x)
|
||||
rmin.x = transformed.x;
|
||||
if (transformed.x > rmax.x)
|
||||
rmax.x = transformed.x;
|
||||
if (transformed.y < rmin.y)
|
||||
rmin.y = transformed.y;
|
||||
if (transformed.y > rmax.y)
|
||||
rmax.y = transformed.y;
|
||||
if (transformed.z < rmin.z)
|
||||
rmin.z = transformed.z;
|
||||
if (transformed.z > rmax.z)
|
||||
rmax.z = transformed.z;
|
||||
}
|
||||
}
|
||||
}
|
||||
rmin.z = 0;
|
||||
rmax.z = rmin.z + 1;
|
||||
UTIL_SetSize( pev, rmin, rmax );
|
||||
}
|
||||
}
|
||||
|
||||
521
src/dlls/animation.cpp
Normal file
521
src/dlls/animation.cpp
Normal file
@@ -0,0 +1,521 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#include "../common/nowin.h"
|
||||
|
||||
typedef int BOOL;
|
||||
#define TRUE 1
|
||||
#define FALSE 0
|
||||
|
||||
// hack into header files that we can ship
|
||||
typedef int qboolean;
|
||||
typedef unsigned char byte;
|
||||
#include "../utils/common/mathlib.h"
|
||||
#include "const.h"
|
||||
#include "progdefs.h"
|
||||
#include "edict.h"
|
||||
#include "eiface.h"
|
||||
|
||||
#include "studio.h"
|
||||
|
||||
#ifndef ACTIVITY_H
|
||||
#include "activity.h"
|
||||
#endif
|
||||
|
||||
#include "activitymap.h"
|
||||
|
||||
#ifndef ANIMATION_H
|
||||
#include "animation.h"
|
||||
#endif
|
||||
|
||||
#ifndef ENGINECALLBACK_H
|
||||
#include "enginecallback.h"
|
||||
#endif
|
||||
|
||||
extern globalvars_t *gpGlobals;
|
||||
|
||||
#pragma warning( disable : 4244 )
|
||||
|
||||
|
||||
|
||||
int ExtractBbox( void *pmodel, int sequence, float *mins, float *maxs )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return 0;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
|
||||
|
||||
mins[0] = pseqdesc[ sequence ].bbmin[0];
|
||||
mins[1] = pseqdesc[ sequence ].bbmin[1];
|
||||
mins[2] = pseqdesc[ sequence ].bbmin[2];
|
||||
|
||||
maxs[0] = pseqdesc[ sequence ].bbmax[0];
|
||||
maxs[1] = pseqdesc[ sequence ].bbmax[1];
|
||||
maxs[2] = pseqdesc[ sequence ].bbmax[2];
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
int LookupActivity( void *pmodel, entvars_t *pev, int activity )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return 0;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
|
||||
|
||||
int weighttotal = 0;
|
||||
int seq = ACTIVITY_NOT_AVAILABLE;
|
||||
for (int i = 0; i < pstudiohdr->numseq; i++)
|
||||
{
|
||||
if (pseqdesc[i].activity == activity)
|
||||
{
|
||||
weighttotal += pseqdesc[i].actweight;
|
||||
if (!weighttotal || RANDOM_LONG(0,weighttotal-1) < pseqdesc[i].actweight)
|
||||
seq = i;
|
||||
}
|
||||
}
|
||||
|
||||
return seq;
|
||||
}
|
||||
|
||||
|
||||
int LookupActivityHeaviest( void *pmodel, entvars_t *pev, int activity )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if ( !pstudiohdr )
|
||||
return 0;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
|
||||
|
||||
int weight = 0;
|
||||
int seq = ACTIVITY_NOT_AVAILABLE;
|
||||
for (int i = 0; i < pstudiohdr->numseq; i++)
|
||||
{
|
||||
if (pseqdesc[i].activity == activity)
|
||||
{
|
||||
if ( pseqdesc[i].actweight > weight )
|
||||
{
|
||||
weight = pseqdesc[i].actweight;
|
||||
seq = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return seq;
|
||||
}
|
||||
|
||||
void GetEyePosition ( void *pmodel, float *vecEyePosition )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
|
||||
if ( !pstudiohdr )
|
||||
{
|
||||
ALERT ( at_console, "GetEyePosition() Can't get pstudiohdr ptr!\n" );
|
||||
return;
|
||||
}
|
||||
|
||||
VectorCopy ( pstudiohdr->eyeposition, vecEyePosition );
|
||||
}
|
||||
|
||||
int LookupSequence( void *pmodel, const char *label )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return 0;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
|
||||
|
||||
for (int i = 0; i < pstudiohdr->numseq; i++)
|
||||
{
|
||||
if (stricmp( pseqdesc[i].label, label ) == 0)
|
||||
return i;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
int IsSoundEvent( int eventNumber )
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
void SequencePrecache( void *pmodel, const char *pSequenceName )
|
||||
{
|
||||
int index = LookupSequence( pmodel, pSequenceName );
|
||||
if ( index >= 0 )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if ( !pstudiohdr || index >= pstudiohdr->numseq )
|
||||
return;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
mstudioevent_t *pevent;
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + index;
|
||||
pevent = (mstudioevent_t *)((byte *)pstudiohdr + pseqdesc->eventindex);
|
||||
|
||||
for (int i = 0; i < pseqdesc->numevents; i++)
|
||||
{
|
||||
// Don't send client-side events to the server AI
|
||||
if ( pevent[i].event >= EVENT_CLIENT )
|
||||
continue;
|
||||
|
||||
// UNDONE: Add a callback to check to see if a sound is precached yet and don't allocate a copy
|
||||
// of it's name if it is.
|
||||
if ( IsSoundEvent( pevent[i].event ) )
|
||||
{
|
||||
if ( !strlen(pevent[i].options) )
|
||||
{
|
||||
ALERT( at_error, "Bad sound event %d in sequence %s :: %s (sound is \"%s\")\n", pevent[i].event, pstudiohdr->name, pSequenceName, pevent[i].options );
|
||||
}
|
||||
|
||||
PRECACHE_SOUND( (char *)(gpGlobals->pStringBase + ALLOC_STRING(pevent[i].options) ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void GetSequenceInfo( void *pmodel, entvars_t *pev, float *pflFrameRate, float *pflGroundSpeed )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
|
||||
if (pev->sequence >= pstudiohdr->numseq)
|
||||
{
|
||||
*pflFrameRate = 0.0;
|
||||
*pflGroundSpeed = 0.0;
|
||||
return;
|
||||
}
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
|
||||
|
||||
if (pseqdesc->numframes > 1)
|
||||
{
|
||||
*pflFrameRate = 256 * pseqdesc->fps / (pseqdesc->numframes - 1);
|
||||
*pflGroundSpeed = sqrt( pseqdesc->linearmovement[0]*pseqdesc->linearmovement[0]+ pseqdesc->linearmovement[1]*pseqdesc->linearmovement[1]+ pseqdesc->linearmovement[2]*pseqdesc->linearmovement[2] );
|
||||
*pflGroundSpeed = *pflGroundSpeed * pseqdesc->fps / (pseqdesc->numframes - 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
*pflFrameRate = 256.0;
|
||||
*pflGroundSpeed = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
int GetSequenceFlags( void *pmodel, entvars_t *pev )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if ( !pstudiohdr || pev->sequence >= pstudiohdr->numseq )
|
||||
return 0;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
|
||||
|
||||
return pseqdesc->flags;
|
||||
}
|
||||
|
||||
|
||||
int GetAnimationEvent( void *pmodel, entvars_t *pev, MonsterEvent_t *pMonsterEvent, float flStart, float flEnd, int index )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if ( !pstudiohdr || pev->sequence >= pstudiohdr->numseq || !pMonsterEvent )
|
||||
return 0;
|
||||
|
||||
int events = 0;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
mstudioevent_t *pevent;
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
|
||||
pevent = (mstudioevent_t *)((byte *)pstudiohdr + pseqdesc->eventindex);
|
||||
|
||||
if (pseqdesc->numevents == 0 || index > pseqdesc->numevents )
|
||||
return 0;
|
||||
|
||||
if (pseqdesc->numframes > 1)
|
||||
{
|
||||
flStart *= (pseqdesc->numframes - 1) / 256.0;
|
||||
flEnd *= (pseqdesc->numframes - 1) / 256.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
flStart = 0;
|
||||
flEnd = 1.0;
|
||||
}
|
||||
|
||||
for (; index < pseqdesc->numevents; index++)
|
||||
{
|
||||
// Don't send client-side events to the server AI
|
||||
if ( pevent[index].event >= EVENT_CLIENT )
|
||||
continue;
|
||||
|
||||
if ( (pevent[index].frame >= flStart && pevent[index].frame < flEnd) ||
|
||||
((pseqdesc->flags & STUDIO_LOOPING) && flEnd >= pseqdesc->numframes - 1 && pevent[index].frame < flEnd - pseqdesc->numframes + 1) )
|
||||
{
|
||||
pMonsterEvent->event = pevent[index].event;
|
||||
pMonsterEvent->options = pevent[index].options;
|
||||
return index + 1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
float SetController( void *pmodel, entvars_t *pev, int iController, float flValue )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return flValue;
|
||||
|
||||
mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)((byte *)pstudiohdr + pstudiohdr->bonecontrollerindex);
|
||||
|
||||
// find first controller that matches the index
|
||||
for (int i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++)
|
||||
{
|
||||
if (pbonecontroller->index == iController)
|
||||
break;
|
||||
}
|
||||
if (i >= pstudiohdr->numbonecontrollers)
|
||||
return flValue;
|
||||
|
||||
// wrap 0..360 if it's a rotational controller
|
||||
|
||||
if (pbonecontroller->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR))
|
||||
{
|
||||
// ugly hack, invert value if end < start
|
||||
if (pbonecontroller->end < pbonecontroller->start)
|
||||
flValue = -flValue;
|
||||
|
||||
// does the controller not wrap?
|
||||
if (pbonecontroller->start + 359.0 >= pbonecontroller->end)
|
||||
{
|
||||
if (flValue > ((pbonecontroller->start + pbonecontroller->end) / 2.0) + 180)
|
||||
flValue = flValue - 360;
|
||||
if (flValue < ((pbonecontroller->start + pbonecontroller->end) / 2.0) - 180)
|
||||
flValue = flValue + 360;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (flValue > 360)
|
||||
flValue = flValue - (int)(flValue / 360.0) * 360.0;
|
||||
else if (flValue < 0)
|
||||
flValue = flValue + (int)((flValue / -360.0) + 1) * 360.0;
|
||||
}
|
||||
}
|
||||
|
||||
int setting = 255 * (flValue - pbonecontroller->start) / (pbonecontroller->end - pbonecontroller->start);
|
||||
|
||||
if (setting < 0) setting = 0;
|
||||
if (setting > 255) setting = 255;
|
||||
pev->controller[iController] = setting;
|
||||
|
||||
return setting * (1.0 / 255.0) * (pbonecontroller->end - pbonecontroller->start) + pbonecontroller->start;
|
||||
}
|
||||
|
||||
|
||||
float SetBlending( void *pmodel, entvars_t *pev, int iBlender, float flValue )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return flValue;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
|
||||
|
||||
if (pseqdesc->blendtype[iBlender] == 0)
|
||||
return flValue;
|
||||
|
||||
if (pseqdesc->blendtype[iBlender] & (STUDIO_XR | STUDIO_YR | STUDIO_ZR))
|
||||
{
|
||||
// ugly hack, invert value if end < start
|
||||
if (pseqdesc->blendend[iBlender] < pseqdesc->blendstart[iBlender])
|
||||
flValue = -flValue;
|
||||
|
||||
// does the controller not wrap?
|
||||
if (pseqdesc->blendstart[iBlender] + 359.0 >= pseqdesc->blendend[iBlender])
|
||||
{
|
||||
if (flValue > ((pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender]) / 2.0) + 180)
|
||||
flValue = flValue - 360;
|
||||
if (flValue < ((pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender]) / 2.0) - 180)
|
||||
flValue = flValue + 360;
|
||||
}
|
||||
}
|
||||
|
||||
int setting = 255 * (flValue - pseqdesc->blendstart[iBlender]) / (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender]);
|
||||
|
||||
if (setting < 0) setting = 0;
|
||||
if (setting > 255) setting = 255;
|
||||
|
||||
pev->blending[iBlender] = setting;
|
||||
|
||||
return setting * (1.0 / 255.0) * (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender]) + pseqdesc->blendstart[iBlender];
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
int FindTransition( void *pmodel, int iEndingAnim, int iGoalAnim, int *piDir )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return iGoalAnim;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
|
||||
|
||||
// bail if we're going to or from a node 0
|
||||
if (pseqdesc[iEndingAnim].entrynode == 0 || pseqdesc[iGoalAnim].entrynode == 0)
|
||||
{
|
||||
return iGoalAnim;
|
||||
}
|
||||
|
||||
int iEndNode;
|
||||
|
||||
// ALERT( at_console, "from %d to %d: ", pEndNode->iEndNode, pGoalNode->iStartNode );
|
||||
|
||||
if (*piDir > 0)
|
||||
{
|
||||
iEndNode = pseqdesc[iEndingAnim].exitnode;
|
||||
}
|
||||
else
|
||||
{
|
||||
iEndNode = pseqdesc[iEndingAnim].entrynode;
|
||||
}
|
||||
|
||||
if (iEndNode == pseqdesc[iGoalAnim].entrynode)
|
||||
{
|
||||
*piDir = 1;
|
||||
return iGoalAnim;
|
||||
}
|
||||
|
||||
byte *pTransition = ((byte *)pstudiohdr + pstudiohdr->transitionindex);
|
||||
|
||||
int iInternNode = pTransition[(iEndNode-1)*pstudiohdr->numtransitions + (pseqdesc[iGoalAnim].entrynode-1)];
|
||||
|
||||
if (iInternNode == 0)
|
||||
return iGoalAnim;
|
||||
|
||||
int i;
|
||||
|
||||
// look for someone going
|
||||
for (i = 0; i < pstudiohdr->numseq; i++)
|
||||
{
|
||||
if (pseqdesc[i].entrynode == iEndNode && pseqdesc[i].exitnode == iInternNode)
|
||||
{
|
||||
*piDir = 1;
|
||||
return i;
|
||||
}
|
||||
if (pseqdesc[i].nodeflags)
|
||||
{
|
||||
if (pseqdesc[i].exitnode == iEndNode && pseqdesc[i].entrynode == iInternNode)
|
||||
{
|
||||
*piDir = -1;
|
||||
return i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ALERT( at_console, "error in transition graph" );
|
||||
return iGoalAnim;
|
||||
}
|
||||
|
||||
void SetBodygroup( void *pmodel, entvars_t *pev, int iGroup, int iValue )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return;
|
||||
|
||||
if (iGroup > pstudiohdr->numbodyparts)
|
||||
return;
|
||||
|
||||
mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex) + iGroup;
|
||||
|
||||
if (iValue >= pbodypart->nummodels)
|
||||
return;
|
||||
|
||||
int iCurrent = (pev->body / pbodypart->base) % pbodypart->nummodels;
|
||||
|
||||
pev->body = (pev->body - (iCurrent * pbodypart->base) + (iValue * pbodypart->base));
|
||||
}
|
||||
|
||||
|
||||
int GetBodygroup( void *pmodel, entvars_t *pev, int iGroup )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return 0;
|
||||
|
||||
if (iGroup > pstudiohdr->numbodyparts)
|
||||
return 0;
|
||||
|
||||
mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex) + iGroup;
|
||||
|
||||
if (pbodypart->nummodels <= 1)
|
||||
return 0;
|
||||
|
||||
int iCurrent = (pev->body / pbodypart->base) % pbodypart->nummodels;
|
||||
|
||||
return iCurrent;
|
||||
}
|
||||
47
src/dlls/animation.h
Normal file
47
src/dlls/animation.h
Normal file
@@ -0,0 +1,47 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef ANIMATION_H
|
||||
#define ANIMATION_H
|
||||
|
||||
#define ACTIVITY_NOT_AVAILABLE -1
|
||||
|
||||
#ifndef MONSTEREVENT_H
|
||||
#include "monsterevent.h"
|
||||
#endif
|
||||
|
||||
extern int IsSoundEvent( int eventNumber );
|
||||
|
||||
int LookupActivity( void *pmodel, entvars_t *pev, int activity );
|
||||
int LookupActivityHeaviest( void *pmodel, entvars_t *pev, int activity );
|
||||
int LookupSequence( void *pmodel, const char *label );
|
||||
void GetSequenceInfo( void *pmodel, entvars_t *pev, float *pflFrameRate, float *pflGroundSpeed );
|
||||
int GetSequenceFlags( void *pmodel, entvars_t *pev );
|
||||
int LookupAnimationEvents( void *pmodel, entvars_t *pev, float flStart, float flEnd );
|
||||
float SetController( void *pmodel, entvars_t *pev, int iController, float flValue );
|
||||
float SetBlending( void *pmodel, entvars_t *pev, int iBlender, float flValue );
|
||||
void GetEyePosition( void *pmodel, float *vecEyePosition );
|
||||
void SequencePrecache( void *pmodel, const char *pSequenceName );
|
||||
int FindTransition( void *pmodel, int iEndingAnim, int iGoalAnim, int *piDir );
|
||||
void SetBodygroup( void *pmodel, entvars_t *pev, int iGroup, int iValue );
|
||||
int GetBodygroup( void *pmodel, entvars_t *pev, int iGroup );
|
||||
|
||||
int GetAnimationEvent( void *pmodel, entvars_t *pev, MonsterEvent_t *pMonsterEvent, float flStart, float flEnd, int index );
|
||||
int ExtractBbox( void *pmodel, int sequence, float *mins, float *maxs );
|
||||
|
||||
// From /engine/studio.h
|
||||
#define STUDIO_LOOPING 0x0001
|
||||
|
||||
|
||||
#endif //ANIMATION_H
|
||||
977
src/dlls/apache.cpp
Normal file
977
src/dlls/apache.cpp
Normal file
@@ -0,0 +1,977 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#ifndef OEM_BUILD
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cmbase.h"
|
||||
#include "cmbasemonster.h"
|
||||
#include "monsters.h"
|
||||
#include "weapons.h"
|
||||
#include "nodes.h"
|
||||
#include "effects.h"
|
||||
#include "explode.h"
|
||||
|
||||
|
||||
#define SF_WAITFORTRIGGER (0x04 | 0x40) // UNDONE: Fix!
|
||||
#define SF_NOWRECKAGE 0x08
|
||||
|
||||
void CMApache :: Spawn( void )
|
||||
{
|
||||
Precache( );
|
||||
// motor
|
||||
pev->movetype = MOVETYPE_FLY;
|
||||
pev->solid = SOLID_BBOX;
|
||||
|
||||
SET_MODEL(ENT(pev), "models/apache.mdl");
|
||||
UTIL_SetSize( pev, Vector( -32, -32, -64 ), Vector( 32, 32, 0 ) );
|
||||
UTIL_SetOrigin( pev, pev->origin );
|
||||
|
||||
pev->flags |= FL_MONSTER;
|
||||
pev->takedamage = DAMAGE_AIM;
|
||||
pev->health = gSkillData.apacheHealth;
|
||||
|
||||
m_flFieldOfView = -0.707; // 270 degrees
|
||||
|
||||
pev->sequence = 0;
|
||||
ResetSequenceInfo( );
|
||||
pev->frame = RANDOM_LONG(0, 0xFF);
|
||||
|
||||
InitBoneControllers();
|
||||
|
||||
if (pev->spawnflags & SF_WAITFORTRIGGER)
|
||||
{
|
||||
SetUse( StartupUse );
|
||||
}
|
||||
else
|
||||
{
|
||||
SetThink( HuntThink );
|
||||
SetTouch( FlyTouch );
|
||||
pev->nextthink = gpGlobals->time + 1.0;
|
||||
}
|
||||
|
||||
m_iRockets = 10;
|
||||
m_pBeam = NULL;
|
||||
|
||||
m_pGoalEnt = NULL;
|
||||
m_flGoalSpeed = 0.0f;
|
||||
|
||||
m_flForce = 0.0f;
|
||||
m_flNextRocket = 0.0f;
|
||||
|
||||
Vector m_vecTarget = g_vecZero;
|
||||
Vector m_posTarget = g_vecZero;
|
||||
|
||||
Vector m_vecDesired = g_vecZero;
|
||||
Vector m_posDesired = g_vecZero;
|
||||
|
||||
Vector m_vecGoal = g_vecZero;
|
||||
Vector m_angGun = g_vecZero;
|
||||
|
||||
m_flLastSeen = 0.0f;
|
||||
m_flPrevSeen = 0.0f;
|
||||
|
||||
m_iSoundState = 0;
|
||||
}
|
||||
|
||||
|
||||
void CMApache::Precache( void )
|
||||
{
|
||||
PRECACHE_MODEL("models/apache.mdl");
|
||||
|
||||
PRECACHE_SOUND("apache/ap_rotor1.wav");
|
||||
PRECACHE_SOUND("apache/ap_rotor2.wav");
|
||||
PRECACHE_SOUND("apache/ap_rotor3.wav");
|
||||
PRECACHE_SOUND("apache/ap_whine1.wav");
|
||||
|
||||
PRECACHE_SOUND("weapons/mortarhit.wav");
|
||||
|
||||
m_iSpriteTexture = PRECACHE_MODEL( "sprites/white.spr" );
|
||||
|
||||
PRECACHE_SOUND("turret/tu_fire1.wav");
|
||||
|
||||
PRECACHE_MODEL("sprites/lgtning.spr");
|
||||
|
||||
m_iExplode = PRECACHE_MODEL( "sprites/fexplo.spr" );
|
||||
m_iBodyGibs = PRECACHE_MODEL( "models/metalplategibs_green.mdl" );
|
||||
|
||||
CMApacheHVR apache_rocket;
|
||||
apache_rocket.Precache();
|
||||
}
|
||||
|
||||
|
||||
|
||||
void CMApache::NullThink( void )
|
||||
{
|
||||
StudioFrameAdvance( );
|
||||
pev->nextthink = gpGlobals->time + 0.5;
|
||||
}
|
||||
|
||||
|
||||
void CMApache::StartupUse( edict_t *pActivator, edict_t *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
SetThink( HuntThink );
|
||||
SetTouch( FlyTouch );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
SetUse( NULL );
|
||||
}
|
||||
|
||||
void CMApache :: Killed( entvars_t *pevAttacker, int iGib )
|
||||
{
|
||||
pev->movetype = MOVETYPE_TOSS;
|
||||
pev->gravity = 0.3;
|
||||
|
||||
STOP_SOUND( ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav" );
|
||||
|
||||
UTIL_SetSize( pev, Vector( -32, -32, -64), Vector( 32, 32, 0) );
|
||||
SetThink( DyingThink );
|
||||
SetTouch( CrashTouch );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
pev->health = 0;
|
||||
pev->takedamage = DAMAGE_NO;
|
||||
|
||||
if (pev->spawnflags & SF_NOWRECKAGE)
|
||||
{
|
||||
m_flNextRocket = gpGlobals->time + 4.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_flNextRocket = gpGlobals->time + 15.0;
|
||||
}
|
||||
}
|
||||
|
||||
void CMApache :: DyingThink( void )
|
||||
{
|
||||
StudioFrameAdvance( );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
|
||||
pev->avelocity = pev->avelocity * 1.02;
|
||||
|
||||
// still falling?
|
||||
if (m_flNextRocket > gpGlobals->time )
|
||||
{
|
||||
if (g_sModelIndexFireball == 0)
|
||||
g_sModelIndexFireball = PRECACHE_MODEL ("sprites/zerogxplode.spr"); // fireball
|
||||
|
||||
// random explosions
|
||||
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
|
||||
WRITE_BYTE( TE_EXPLOSION); // This just makes a dynamic light now
|
||||
WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -150, 150 ));
|
||||
WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -150, 150 ));
|
||||
WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -150, -50 ));
|
||||
WRITE_SHORT( g_sModelIndexFireball );
|
||||
WRITE_BYTE( RANDOM_LONG(0,29) + 30 ); // scale * 10
|
||||
WRITE_BYTE( 12 ); // framerate
|
||||
WRITE_BYTE( TE_EXPLFLAG_NONE );
|
||||
MESSAGE_END();
|
||||
|
||||
if (g_sModelIndexSmoke == 0)
|
||||
g_sModelIndexSmoke = PRECACHE_MODEL ("sprites/steam1.spr"); // smoke
|
||||
|
||||
// lots of smoke
|
||||
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
|
||||
WRITE_BYTE( TE_SMOKE );
|
||||
WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -150, 150 ));
|
||||
WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -150, 150 ));
|
||||
WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -150, -50 ));
|
||||
WRITE_SHORT( g_sModelIndexSmoke );
|
||||
WRITE_BYTE( 100 ); // scale * 10
|
||||
WRITE_BYTE( 10 ); // framerate
|
||||
MESSAGE_END();
|
||||
|
||||
Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
|
||||
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
|
||||
WRITE_BYTE( TE_BREAKMODEL);
|
||||
|
||||
// position
|
||||
WRITE_COORD( vecSpot.x );
|
||||
WRITE_COORD( vecSpot.y );
|
||||
WRITE_COORD( vecSpot.z );
|
||||
|
||||
// size
|
||||
WRITE_COORD( 400 );
|
||||
WRITE_COORD( 400 );
|
||||
WRITE_COORD( 132 );
|
||||
|
||||
// velocity
|
||||
WRITE_COORD( pev->velocity.x );
|
||||
WRITE_COORD( pev->velocity.y );
|
||||
WRITE_COORD( pev->velocity.z );
|
||||
|
||||
// randomization
|
||||
WRITE_BYTE( 50 );
|
||||
|
||||
// Model
|
||||
WRITE_SHORT( m_iBodyGibs ); //model id#
|
||||
|
||||
// # of shards
|
||||
WRITE_BYTE( 4 ); // let client decide
|
||||
|
||||
// duration
|
||||
WRITE_BYTE( 30 );// 3.0 seconds
|
||||
|
||||
// flags
|
||||
|
||||
WRITE_BYTE( BREAK_METAL );
|
||||
MESSAGE_END();
|
||||
|
||||
// don't stop it we touch a entity
|
||||
pev->flags &= ~FL_ONGROUND;
|
||||
pev->nextthink = gpGlobals->time + 0.2;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
|
||||
|
||||
/*
|
||||
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
||||
WRITE_BYTE( TE_EXPLOSION); // This just makes a dynamic light now
|
||||
WRITE_COORD( vecSpot.x );
|
||||
WRITE_COORD( vecSpot.y );
|
||||
WRITE_COORD( vecSpot.z + 300 );
|
||||
WRITE_SHORT( g_sModelIndexFireball );
|
||||
WRITE_BYTE( 250 ); // scale * 10
|
||||
WRITE_BYTE( 8 ); // framerate
|
||||
MESSAGE_END();
|
||||
*/
|
||||
|
||||
// fireball
|
||||
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
|
||||
WRITE_BYTE( TE_SPRITE );
|
||||
WRITE_COORD( vecSpot.x );
|
||||
WRITE_COORD( vecSpot.y );
|
||||
WRITE_COORD( vecSpot.z + 256 );
|
||||
WRITE_SHORT( m_iExplode );
|
||||
WRITE_BYTE( 120 ); // scale * 10
|
||||
WRITE_BYTE( 255 ); // brightness
|
||||
MESSAGE_END();
|
||||
|
||||
// big smoke
|
||||
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
|
||||
WRITE_BYTE( TE_SMOKE );
|
||||
WRITE_COORD( vecSpot.x );
|
||||
WRITE_COORD( vecSpot.y );
|
||||
WRITE_COORD( vecSpot.z + 512 );
|
||||
WRITE_SHORT( g_sModelIndexSmoke );
|
||||
WRITE_BYTE( 250 ); // scale * 10
|
||||
WRITE_BYTE( 5 ); // framerate
|
||||
MESSAGE_END();
|
||||
|
||||
// blast circle
|
||||
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
|
||||
WRITE_BYTE( TE_BEAMCYLINDER );
|
||||
WRITE_COORD( pev->origin.x);
|
||||
WRITE_COORD( pev->origin.y);
|
||||
WRITE_COORD( pev->origin.z);
|
||||
WRITE_COORD( pev->origin.x);
|
||||
WRITE_COORD( pev->origin.y);
|
||||
WRITE_COORD( pev->origin.z + 2000 ); // reach damage radius over .2 seconds
|
||||
WRITE_SHORT( m_iSpriteTexture );
|
||||
WRITE_BYTE( 0 ); // startframe
|
||||
WRITE_BYTE( 0 ); // framerate
|
||||
WRITE_BYTE( 4 ); // life
|
||||
WRITE_BYTE( 32 ); // width
|
||||
WRITE_BYTE( 0 ); // noise
|
||||
WRITE_BYTE( 255 ); // r, g, b
|
||||
WRITE_BYTE( 255 ); // r, g, b
|
||||
WRITE_BYTE( 192 ); // r, g, b
|
||||
WRITE_BYTE( 128 ); // brightness
|
||||
WRITE_BYTE( 0 ); // speed
|
||||
MESSAGE_END();
|
||||
|
||||
EMIT_SOUND(ENT(pev), CHAN_STATIC, "weapons/mortarhit.wav", 1.0, 0.3);
|
||||
|
||||
RadiusDamage( pev->origin, pev, pev, 300, CLASS_NONE, DMG_BLAST );
|
||||
|
||||
if (/*!(pev->spawnflags & SF_NOWRECKAGE) && */(pev->flags & FL_ONGROUND))
|
||||
{
|
||||
/*jlb
|
||||
CMBaseEntity *pWreckage = Create( "cycler_wreckage", pev->origin, pev->angles );
|
||||
// SET_MODEL( ENT(pWreckage->pev), STRING(pev->model) );
|
||||
UTIL_SetSize( pWreckage->pev, Vector( -200, -200, -128 ), Vector( 200, 200, -32 ) );
|
||||
pWreckage->pev->frame = pev->frame;
|
||||
pWreckage->pev->sequence = pev->sequence;
|
||||
pWreckage->pev->framerate = 0;
|
||||
pWreckage->pev->dmgtime = gpGlobals->time + 5;
|
||||
jlb*/
|
||||
}
|
||||
|
||||
// gibs
|
||||
vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
|
||||
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
|
||||
WRITE_BYTE( TE_BREAKMODEL);
|
||||
|
||||
// position
|
||||
WRITE_COORD( vecSpot.x );
|
||||
WRITE_COORD( vecSpot.y );
|
||||
WRITE_COORD( vecSpot.z + 64);
|
||||
|
||||
// size
|
||||
WRITE_COORD( 400 );
|
||||
WRITE_COORD( 400 );
|
||||
WRITE_COORD( 128 );
|
||||
|
||||
// velocity
|
||||
WRITE_COORD( 0 );
|
||||
WRITE_COORD( 0 );
|
||||
WRITE_COORD( 200 );
|
||||
|
||||
// randomization
|
||||
WRITE_BYTE( 30 );
|
||||
|
||||
// Model
|
||||
WRITE_SHORT( m_iBodyGibs ); //model id#
|
||||
|
||||
// # of shards
|
||||
WRITE_BYTE( 200 );
|
||||
|
||||
// duration
|
||||
WRITE_BYTE( 200 );// 10.0 seconds
|
||||
|
||||
// flags
|
||||
|
||||
WRITE_BYTE( BREAK_METAL );
|
||||
MESSAGE_END();
|
||||
|
||||
SetThink( SUB_Remove );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CMApache::FlyTouch( edict_t *pOther )
|
||||
{
|
||||
// bounce if we hit something solid
|
||||
if ( pOther->v.solid == SOLID_BSP)
|
||||
{
|
||||
TraceResult tr = UTIL_GetGlobalTrace( );
|
||||
|
||||
// UNDONE, do a real bounce
|
||||
pev->velocity = pev->velocity + tr.vecPlaneNormal * (pev->velocity.Length() + 200);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CMApache::CrashTouch( edict_t *pOther )
|
||||
{
|
||||
// only crash if we hit something solid
|
||||
if ( pOther->v.solid == SOLID_BSP)
|
||||
{
|
||||
SetTouch( NULL );
|
||||
m_flNextRocket = gpGlobals->time;
|
||||
pev->nextthink = gpGlobals->time;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void CMApache :: GibMonster( void )
|
||||
{
|
||||
// EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200);
|
||||
}
|
||||
|
||||
|
||||
void CMApache :: HuntThink( void )
|
||||
{
|
||||
StudioFrameAdvance( );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
|
||||
ShowDamage( );
|
||||
|
||||
if ( m_pGoalEnt == NULL && !FStringNull(pev->target) )// this monster has a target
|
||||
{
|
||||
m_pGoalEnt = UTIL_FindEntityByTargetname( NULL, STRING( pev->target ) );
|
||||
if (m_pGoalEnt)
|
||||
{
|
||||
m_posDesired = m_pGoalEnt->v.origin;
|
||||
UTIL_MakeAimVectors( m_pGoalEnt->v.angles );
|
||||
m_vecGoal = gpGlobals->v_forward;
|
||||
}
|
||||
}
|
||||
|
||||
// if (m_hEnemy == NULL)
|
||||
{
|
||||
Look( 4092 );
|
||||
m_hEnemy = BestVisibleEnemy( );
|
||||
}
|
||||
|
||||
// generic speed up
|
||||
if (m_flGoalSpeed < 800)
|
||||
m_flGoalSpeed += 5;
|
||||
|
||||
if (m_hEnemy != NULL)
|
||||
{
|
||||
// ALERT( at_console, "%s\n", STRING( m_hEnemy->pev->classname ) );
|
||||
if (UTIL_FVisible( m_hEnemy, this->edict() ))
|
||||
{
|
||||
if (m_flLastSeen < gpGlobals->time - 5)
|
||||
m_flPrevSeen = gpGlobals->time;
|
||||
m_flLastSeen = gpGlobals->time;
|
||||
m_posTarget = UTIL_Center( m_hEnemy );
|
||||
}
|
||||
else
|
||||
{
|
||||
m_hEnemy = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
m_vecTarget = (m_posTarget - pev->origin).Normalize();
|
||||
|
||||
float flLength = (pev->origin - m_posDesired).Length();
|
||||
|
||||
if (m_pGoalEnt)
|
||||
{
|
||||
// ALERT( at_console, "%.0f\n", flLength );
|
||||
|
||||
if (flLength < 128)
|
||||
{
|
||||
m_pGoalEnt = UTIL_FindEntityByTargetname( NULL, STRING( m_pGoalEnt->v.target ) );
|
||||
if (m_pGoalEnt)
|
||||
{
|
||||
m_posDesired = m_pGoalEnt->v.origin;
|
||||
UTIL_MakeAimVectors( m_pGoalEnt->v.angles );
|
||||
m_vecGoal = gpGlobals->v_forward;
|
||||
flLength = (pev->origin - m_posDesired).Length();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_posDesired = pev->origin;
|
||||
}
|
||||
|
||||
if (flLength > 250) // 500
|
||||
{
|
||||
// float flLength2 = (m_posTarget - pev->origin).Length() * (1.5 - DotProduct((m_posTarget - pev->origin).Normalize(), pev->velocity.Normalize() ));
|
||||
// if (flLength2 < flLength)
|
||||
if (m_flLastSeen + 90 > gpGlobals->time && DotProduct( (m_posTarget - pev->origin).Normalize(), (m_posDesired - pev->origin).Normalize( )) > 0.25)
|
||||
{
|
||||
m_vecDesired = (m_posTarget - pev->origin).Normalize( );
|
||||
}
|
||||
else
|
||||
{
|
||||
m_vecDesired = (m_posDesired - pev->origin).Normalize( );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_vecDesired = m_vecGoal;
|
||||
}
|
||||
|
||||
Flight( );
|
||||
|
||||
// ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->time, m_flLastSeen, m_flPrevSeen );
|
||||
if ((m_flLastSeen + 1 > gpGlobals->time) && (m_flPrevSeen + 2 < gpGlobals->time))
|
||||
{
|
||||
if (FireGun( ))
|
||||
{
|
||||
// slow down if we're fireing
|
||||
if (m_flGoalSpeed > 400)
|
||||
m_flGoalSpeed = 400;
|
||||
}
|
||||
}
|
||||
|
||||
UTIL_MakeAimVectors( pev->angles );
|
||||
Vector vecEst = (gpGlobals->v_forward * 800 + pev->velocity).Normalize( );
|
||||
// ALERT( at_console, "%d %d %d %4.2f\n", pev->angles.x < 0, DotProduct( pev->velocity, gpGlobals->v_forward ) > -100, m_flNextRocket < gpGlobals->time, DotProduct( m_vecTarget, vecEst ) );
|
||||
|
||||
if ((m_iRockets % 2) == 1)
|
||||
{
|
||||
FireRocket( );
|
||||
m_flNextRocket = gpGlobals->time + 0.5;
|
||||
if (m_iRockets <= 0)
|
||||
{
|
||||
m_flNextRocket = gpGlobals->time + 10;
|
||||
m_iRockets = 10;
|
||||
}
|
||||
}
|
||||
else if (pev->angles.x < 0 && DotProduct( pev->velocity, gpGlobals->v_forward ) > -100 && m_flNextRocket < gpGlobals->time)
|
||||
{
|
||||
if (m_flLastSeen + 60 > gpGlobals->time)
|
||||
{
|
||||
if (m_hEnemy != NULL)
|
||||
{
|
||||
// make sure it's a good shot
|
||||
if (DotProduct( m_vecTarget, vecEst) > .965)
|
||||
{
|
||||
TraceResult tr;
|
||||
|
||||
UTIL_TraceLine( pev->origin, pev->origin + vecEst * 4096, ignore_monsters, edict(), &tr );
|
||||
if ((tr.vecEndPos - m_posTarget).Length() < 512)
|
||||
FireRocket( );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TraceResult tr;
|
||||
|
||||
UTIL_TraceLine( pev->origin, pev->origin + vecEst * 4096, dont_ignore_monsters, edict(), &tr );
|
||||
// just fire when close
|
||||
if ((tr.vecEndPos - m_posTarget).Length() < 512)
|
||||
FireRocket( );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CMApache :: Flight( void )
|
||||
{
|
||||
// tilt model 5 degrees
|
||||
Vector vecAdj = Vector( 5.0, 0, 0 );
|
||||
|
||||
// estimate where I'll be facing in one seconds
|
||||
UTIL_MakeAimVectors( pev->angles + pev->avelocity * 2 + vecAdj);
|
||||
// Vector vecEst1 = pev->origin + pev->velocity + gpGlobals->v_up * m_flForce - Vector( 0, 0, 384 );
|
||||
// float flSide = DotProduct( m_posDesired - vecEst1, gpGlobals->v_right );
|
||||
|
||||
float flSide = DotProduct( m_vecDesired, gpGlobals->v_right );
|
||||
|
||||
if (flSide < 0)
|
||||
{
|
||||
if (pev->avelocity.y < 60)
|
||||
{
|
||||
pev->avelocity.y += 8; // 9 * (3.0/2.0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (pev->avelocity.y > -60)
|
||||
{
|
||||
pev->avelocity.y -= 8; // 9 * (3.0/2.0);
|
||||
}
|
||||
}
|
||||
pev->avelocity.y *= 0.98;
|
||||
|
||||
// estimate where I'll be in two seconds
|
||||
UTIL_MakeAimVectors( pev->angles + pev->avelocity * 1 + vecAdj);
|
||||
Vector vecEst = pev->origin + pev->velocity * 2.0 + gpGlobals->v_up * m_flForce * 20 - Vector( 0, 0, 384 * 2 );
|
||||
|
||||
// add immediate force
|
||||
UTIL_MakeAimVectors( pev->angles + vecAdj);
|
||||
pev->velocity.x += gpGlobals->v_up.x * m_flForce;
|
||||
pev->velocity.y += gpGlobals->v_up.y * m_flForce;
|
||||
pev->velocity.z += gpGlobals->v_up.z * m_flForce;
|
||||
// add gravity
|
||||
pev->velocity.z -= 38.4; // 32ft/sec
|
||||
|
||||
|
||||
float flSpeed = pev->velocity.Length();
|
||||
float flDir = DotProduct( Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, 0 ), Vector( pev->velocity.x, pev->velocity.y, 0 ) );
|
||||
if (flDir < 0)
|
||||
flSpeed = -flSpeed;
|
||||
|
||||
float flDist = DotProduct( m_posDesired - vecEst, gpGlobals->v_forward );
|
||||
|
||||
// float flSlip = DotProduct( pev->velocity, gpGlobals->v_right );
|
||||
float flSlip = -DotProduct( m_posDesired - vecEst, gpGlobals->v_right );
|
||||
|
||||
// fly sideways
|
||||
if (flSlip > 0)
|
||||
{
|
||||
if (pev->angles.z > -30 && pev->avelocity.z > -15)
|
||||
pev->avelocity.z -= 4;
|
||||
else
|
||||
pev->avelocity.z += 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
if (pev->angles.z < 30 && pev->avelocity.z < 15)
|
||||
pev->avelocity.z += 4;
|
||||
else
|
||||
pev->avelocity.z -= 2;
|
||||
}
|
||||
|
||||
// sideways drag
|
||||
pev->velocity.x = pev->velocity.x * (1.0 - fabs( gpGlobals->v_right.x ) * 0.05);
|
||||
pev->velocity.y = pev->velocity.y * (1.0 - fabs( gpGlobals->v_right.y ) * 0.05);
|
||||
pev->velocity.z = pev->velocity.z * (1.0 - fabs( gpGlobals->v_right.z ) * 0.05);
|
||||
|
||||
// general drag
|
||||
pev->velocity = pev->velocity * 0.995;
|
||||
|
||||
// apply power to stay correct height
|
||||
if (m_flForce < 80 && vecEst.z < m_posDesired.z)
|
||||
{
|
||||
m_flForce += 12;
|
||||
}
|
||||
else if (m_flForce > 30)
|
||||
{
|
||||
if (vecEst.z > m_posDesired.z)
|
||||
m_flForce -= 8;
|
||||
}
|
||||
|
||||
// pitch forward or back to get to target
|
||||
if (flDist > 0 && flSpeed < m_flGoalSpeed /* && flSpeed < flDist */ && pev->angles.x + pev->avelocity.x > -40)
|
||||
{
|
||||
// ALERT( at_console, "F " );
|
||||
// lean forward
|
||||
pev->avelocity.x -= 12.0;
|
||||
}
|
||||
else if (flDist < 0 && flSpeed > -50 && pev->angles.x + pev->avelocity.x < 20)
|
||||
{
|
||||
// ALERT( at_console, "B " );
|
||||
// lean backward
|
||||
pev->avelocity.x += 12.0;
|
||||
}
|
||||
else if (pev->angles.x + pev->avelocity.x > 0)
|
||||
{
|
||||
// ALERT( at_console, "f " );
|
||||
pev->avelocity.x -= 4.0;
|
||||
}
|
||||
else if (pev->angles.x + pev->avelocity.x < 0)
|
||||
{
|
||||
// ALERT( at_console, "b " );
|
||||
pev->avelocity.x += 4.0;
|
||||
}
|
||||
|
||||
// ALERT( at_console, "%.0f %.0f : %.0f %.0f : %.0f %.0f : %.0f\n", pev->origin.x, pev->velocity.x, flDist, flSpeed, pev->angles.x, pev->avelocity.x, m_flForce );
|
||||
// ALERT( at_console, "%.0f %.0f : %.0f %0.f : %.0f\n", pev->origin.z, pev->velocity.z, vecEst.z, m_posDesired.z, m_flForce );
|
||||
|
||||
// make rotor, engine sounds
|
||||
if (m_iSoundState == 0)
|
||||
{
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav", 1.0, 0.3, 0, 110 );
|
||||
// EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", 0.5, 0.2, 0, 110 );
|
||||
|
||||
m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
|
||||
}
|
||||
else
|
||||
{
|
||||
edict_t *pPlayer = NULL;
|
||||
|
||||
pPlayer = UTIL_FindEntityByClassname( NULL, "player" );
|
||||
// UNDONE: this needs to send different sounds to every player for multiplayer.
|
||||
if (pPlayer)
|
||||
{
|
||||
|
||||
float pitch = DotProduct( pev->velocity - pPlayer->v.velocity, (pPlayer->v.origin - pev->origin).Normalize() );
|
||||
|
||||
pitch = (int)(100 + pitch / 50.0);
|
||||
|
||||
if (pitch > 250)
|
||||
pitch = 250;
|
||||
if (pitch < 50)
|
||||
pitch = 50;
|
||||
if (pitch == 100)
|
||||
pitch = 101;
|
||||
|
||||
float flVol = (m_flForce / 100.0) + .1;
|
||||
if (flVol > 1.0)
|
||||
flVol = 1.0;
|
||||
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav", 1.0, 0.3, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch);
|
||||
}
|
||||
// EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", flVol, 0.2, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch);
|
||||
|
||||
// ALERT( at_console, "%.0f %.2f\n", pitch, flVol );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CMApache :: FireRocket( void )
|
||||
{
|
||||
static float side = 1.0;
|
||||
static int count;
|
||||
|
||||
if (m_iRockets <= 0)
|
||||
return;
|
||||
|
||||
UTIL_MakeAimVectors( pev->angles );
|
||||
Vector vecSrc = pev->origin + 1.5 * (gpGlobals->v_forward * 21 + gpGlobals->v_right * 70 * side + gpGlobals->v_up * -79);
|
||||
|
||||
switch( m_iRockets % 5)
|
||||
{
|
||||
case 0: vecSrc = vecSrc + gpGlobals->v_right * 10; break;
|
||||
case 1: vecSrc = vecSrc - gpGlobals->v_right * 10; break;
|
||||
case 2: vecSrc = vecSrc + gpGlobals->v_up * 10; break;
|
||||
case 3: vecSrc = vecSrc - gpGlobals->v_up * 10; break;
|
||||
case 4: break;
|
||||
}
|
||||
|
||||
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
|
||||
WRITE_BYTE( TE_SMOKE );
|
||||
WRITE_COORD( vecSrc.x );
|
||||
WRITE_COORD( vecSrc.y );
|
||||
WRITE_COORD( vecSrc.z );
|
||||
WRITE_SHORT( g_sModelIndexSmoke );
|
||||
WRITE_BYTE( 20 ); // scale * 10
|
||||
WRITE_BYTE( 12 ); // framerate
|
||||
MESSAGE_END();
|
||||
|
||||
//jlb CMBaseEntity *pRocket = CMBaseEntity::Create( "hvr_rocket", vecSrc, pev->angles, edict() );
|
||||
CMApacheHVR *pRocket = CreateClassPtr((CMApacheHVR *)NULL);
|
||||
|
||||
if (pRocket)
|
||||
{
|
||||
pRocket->pev->origin = vecSrc;
|
||||
pRocket->pev->angles = pev->angles;
|
||||
pRocket->pev->owner = edict();
|
||||
|
||||
// Initialize these for entities who don't link to the world
|
||||
pRocket->pev->absmin = pRocket->pev->origin - Vector(1,1,1);
|
||||
pRocket->pev->absmax = pRocket->pev->origin + Vector(1,1,1);
|
||||
|
||||
pRocket->Spawn();
|
||||
|
||||
pRocket->pev->velocity = pev->velocity + gpGlobals->v_forward * 100;
|
||||
}
|
||||
|
||||
m_iRockets--;
|
||||
|
||||
side = - side;
|
||||
}
|
||||
|
||||
|
||||
|
||||
BOOL CMApache :: FireGun( )
|
||||
{
|
||||
UTIL_MakeAimVectors( pev->angles );
|
||||
|
||||
Vector posGun, angGun;
|
||||
GetAttachment( 1, posGun, angGun );
|
||||
|
||||
Vector vecTarget = (m_posTarget - posGun).Normalize( );
|
||||
|
||||
Vector vecOut;
|
||||
|
||||
vecOut.x = DotProduct( gpGlobals->v_forward, vecTarget );
|
||||
vecOut.y = -DotProduct( gpGlobals->v_right, vecTarget );
|
||||
vecOut.z = DotProduct( gpGlobals->v_up, vecTarget );
|
||||
|
||||
Vector angles = UTIL_VecToAngles (vecOut);
|
||||
|
||||
angles.x = -angles.x;
|
||||
if (angles.y > 180)
|
||||
angles.y = angles.y - 360;
|
||||
if (angles.y < -180)
|
||||
angles.y = angles.y + 360;
|
||||
if (angles.x > 180)
|
||||
angles.x = angles.x - 360;
|
||||
if (angles.x < -180)
|
||||
angles.x = angles.x + 360;
|
||||
|
||||
if (angles.x > m_angGun.x)
|
||||
m_angGun.x = min( angles.x, m_angGun.x + 12 );
|
||||
if (angles.x < m_angGun.x)
|
||||
m_angGun.x = max( angles.x, m_angGun.x - 12 );
|
||||
if (angles.y > m_angGun.y)
|
||||
m_angGun.y = min( angles.y, m_angGun.y + 12 );
|
||||
if (angles.y < m_angGun.y)
|
||||
m_angGun.y = max( angles.y, m_angGun.y - 12 );
|
||||
|
||||
m_angGun.y = SetBoneController( 0, m_angGun.y );
|
||||
m_angGun.x = SetBoneController( 1, m_angGun.x );
|
||||
|
||||
Vector posBarrel, angBarrel;
|
||||
GetAttachment( 0, posBarrel, angBarrel );
|
||||
Vector vecGun = (posBarrel - posGun).Normalize( );
|
||||
|
||||
if (DotProduct( vecGun, vecTarget ) > 0.98)
|
||||
{
|
||||
#if 1
|
||||
FireBullets( 1, posGun, vecGun, VECTOR_CONE_4DEGREES, 8192, BULLET_MONSTER_12MM, 1 );
|
||||
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.3);
|
||||
#else
|
||||
static float flNext;
|
||||
TraceResult tr;
|
||||
UTIL_TraceLine( posGun, posGun + vecGun * 8192, dont_ignore_monsters, ENT( pev ), &tr );
|
||||
|
||||
if (!m_pBeam)
|
||||
{
|
||||
m_pBeam = CBeam::BeamCreate( "sprites/lgtning.spr", 80 );
|
||||
m_pBeam->PointEntInit( pev->origin, entindex( ) );
|
||||
m_pBeam->SetEndAttachment( 1 );
|
||||
m_pBeam->SetColor( 255, 180, 96 );
|
||||
m_pBeam->SetBrightness( 192 );
|
||||
}
|
||||
|
||||
if (flNext < gpGlobals->time)
|
||||
{
|
||||
flNext = gpGlobals->time + 0.5;
|
||||
m_pBeam->SetStartPos( tr.vecEndPos );
|
||||
}
|
||||
#endif
|
||||
return TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_pBeam)
|
||||
{
|
||||
UTIL_Remove( m_pBeam->edict() );
|
||||
m_pBeam = NULL;
|
||||
}
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void CMApache :: ShowDamage( void )
|
||||
{
|
||||
if (m_iDoSmokePuff > 0 || RANDOM_LONG(0,99) > pev->health)
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
|
||||
WRITE_BYTE( TE_SMOKE );
|
||||
WRITE_COORD( pev->origin.x );
|
||||
WRITE_COORD( pev->origin.y );
|
||||
WRITE_COORD( pev->origin.z - 32 );
|
||||
WRITE_SHORT( g_sModelIndexSmoke );
|
||||
WRITE_BYTE( RANDOM_LONG(0,9) + 20 ); // scale * 10
|
||||
WRITE_BYTE( 12 ); // framerate
|
||||
MESSAGE_END();
|
||||
}
|
||||
if (m_iDoSmokePuff > 0)
|
||||
m_iDoSmokePuff--;
|
||||
}
|
||||
|
||||
|
||||
int CMApache :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
|
||||
{
|
||||
if (pevInflictor->owner == edict())
|
||||
return 0;
|
||||
|
||||
if (bitsDamageType & DMG_BLAST)
|
||||
{
|
||||
flDamage *= 2;
|
||||
}
|
||||
|
||||
/*
|
||||
if ( (bitsDamageType & DMG_BULLET) && flDamage > 50)
|
||||
{
|
||||
// clip bullet damage at 50
|
||||
flDamage = 50;
|
||||
}
|
||||
*/
|
||||
|
||||
// ALERT( at_console, "%.0f\n", flDamage );
|
||||
return CMBaseEntity::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
|
||||
}
|
||||
|
||||
|
||||
|
||||
void CMApache::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
||||
{
|
||||
// ALERT( at_console, "%d %.0f\n", ptr->iHitgroup, flDamage );
|
||||
|
||||
// ignore blades
|
||||
if (ptr->iHitgroup == 6 && (bitsDamageType & (DMG_ENERGYBEAM|DMG_BULLET|DMG_CLUB)))
|
||||
return;
|
||||
|
||||
// hit hard, hits cockpit, hits engines
|
||||
if (flDamage > 50 || ptr->iHitgroup == 1 || ptr->iHitgroup == 2)
|
||||
{
|
||||
// ALERT( at_console, "%.0f\n", flDamage );
|
||||
AddMultiDamage( pevAttacker, this->edict(), flDamage, bitsDamageType );
|
||||
m_iDoSmokePuff = 3 + (flDamage / 5.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// do half damage in the body
|
||||
// AddMultiDamage( pevAttacker, this, flDamage / 2.0, bitsDamageType );
|
||||
UTIL_Ricochet( ptr->vecEndPos, 2.0 );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CMApacheHVR :: Spawn( void )
|
||||
{
|
||||
Precache( );
|
||||
// motor
|
||||
pev->movetype = MOVETYPE_FLY;
|
||||
pev->solid = SOLID_BBOX;
|
||||
|
||||
SET_MODEL(ENT(pev), "models/HVR.mdl");
|
||||
UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0));
|
||||
UTIL_SetOrigin( pev, pev->origin );
|
||||
|
||||
SetThink( IgniteThink );
|
||||
SetTouch( ExplodeTouch );
|
||||
|
||||
UTIL_MakeAimVectors( pev->angles );
|
||||
m_vecForward = gpGlobals->v_forward;
|
||||
pev->gravity = 0.5;
|
||||
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
|
||||
pev->dmg = 150;
|
||||
}
|
||||
|
||||
|
||||
void CMApacheHVR :: Precache( void )
|
||||
{
|
||||
PRECACHE_MODEL("models/HVR.mdl");
|
||||
m_iTrail = PRECACHE_MODEL("sprites/smoke.spr");
|
||||
PRECACHE_SOUND ("weapons/rocket1.wav");
|
||||
}
|
||||
|
||||
|
||||
void CMApacheHVR :: IgniteThink( void )
|
||||
{
|
||||
// pev->movetype = MOVETYPE_TOSS;
|
||||
|
||||
// pev->movetype = MOVETYPE_FLY;
|
||||
pev->effects |= EF_LIGHT;
|
||||
|
||||
// make rocket sound
|
||||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "weapons/rocket1.wav", 1, 0.5 );
|
||||
|
||||
// rocket trail
|
||||
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
||||
|
||||
WRITE_BYTE( TE_BEAMFOLLOW );
|
||||
WRITE_SHORT(entindex()); // entity
|
||||
WRITE_SHORT(m_iTrail ); // model
|
||||
WRITE_BYTE( 15 ); // life
|
||||
WRITE_BYTE( 5 ); // width
|
||||
WRITE_BYTE( 224 ); // r, g, b
|
||||
WRITE_BYTE( 224 ); // r, g, b
|
||||
WRITE_BYTE( 255 ); // r, g, b
|
||||
WRITE_BYTE( 255 ); // brightness
|
||||
|
||||
MESSAGE_END(); // move PHS/PVS data sending into here (SEND_ALL, SEND_PVS, SEND_PHS)
|
||||
|
||||
// set to accelerate
|
||||
SetThink( AccelerateThink );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
}
|
||||
|
||||
|
||||
void CMApacheHVR :: AccelerateThink( void )
|
||||
{
|
||||
// check world boundaries
|
||||
if (pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096)
|
||||
{
|
||||
UTIL_Remove( this->edict() );
|
||||
return;
|
||||
}
|
||||
|
||||
// accelerate
|
||||
float flSpeed = pev->velocity.Length();
|
||||
if (flSpeed < 1800)
|
||||
{
|
||||
pev->velocity = pev->velocity + m_vecForward * 200;
|
||||
}
|
||||
|
||||
// re-aim
|
||||
pev->angles = UTIL_VecToAngles( pev->velocity );
|
||||
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
666
src/dlls/barney.cpp
Normal file
666
src/dlls/barney.cpp
Normal file
@@ -0,0 +1,666 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// monster template
|
||||
//=========================================================
|
||||
// UNDONE: Holster weapon?
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cmbase.h"
|
||||
#include "cmbasemonster.h"
|
||||
#include "monsters.h"
|
||||
#include "schedule.h"
|
||||
#include "defaultai.h"
|
||||
#include "weapons.h"
|
||||
|
||||
//=========================================================
|
||||
// Monster's Anim Events Go Here
|
||||
//=========================================================
|
||||
// first flag is barney dying for scripted sequences?
|
||||
#define BARNEY_AE_DRAW ( 2 )
|
||||
#define BARNEY_AE_SHOOT ( 3 )
|
||||
#define BARNEY_AE_HOLSTER ( 4 )
|
||||
|
||||
#define BARNEY_BODY_GUNHOLSTERED 0
|
||||
#define BARNEY_BODY_GUNDRAWN 1
|
||||
#define BARNEY_BODY_GUNGONE 2
|
||||
|
||||
|
||||
//=========================================================
|
||||
// AI Schedules Specific to this monster
|
||||
//=========================================================
|
||||
Task_t tlBaFollow[] =
|
||||
{
|
||||
{ TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 128 of target ent (client)
|
||||
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },
|
||||
};
|
||||
|
||||
Schedule_t slBaFollow[] =
|
||||
{
|
||||
{
|
||||
tlBaFollow,
|
||||
ARRAYSIZE ( tlBaFollow ),
|
||||
bits_COND_NEW_ENEMY |
|
||||
bits_COND_LIGHT_DAMAGE |
|
||||
bits_COND_HEAVY_DAMAGE |
|
||||
bits_COND_HEAR_SOUND |
|
||||
bits_COND_PROVOKED,
|
||||
0,
|
||||
"Follow"
|
||||
},
|
||||
};
|
||||
|
||||
//=========================================================
|
||||
// BarneyDraw- much better looking draw schedule for when
|
||||
// barney knows who he's gonna attack.
|
||||
//=========================================================
|
||||
Task_t tlBarneyEnemyDraw[] =
|
||||
{
|
||||
{ TASK_STOP_MOVING, 0 },
|
||||
{ TASK_FACE_ENEMY, 0 },
|
||||
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float) ACT_ARM },
|
||||
};
|
||||
|
||||
Schedule_t slBarneyEnemyDraw[] =
|
||||
{
|
||||
{
|
||||
tlBarneyEnemyDraw,
|
||||
ARRAYSIZE ( tlBarneyEnemyDraw ),
|
||||
0,
|
||||
0,
|
||||
"Barney Enemy Draw"
|
||||
}
|
||||
};
|
||||
|
||||
Task_t tlBaFaceTarget[] =
|
||||
{
|
||||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||||
{ TASK_FACE_TARGET, (float)0 },
|
||||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||||
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE },
|
||||
};
|
||||
|
||||
Schedule_t slBaFaceTarget[] =
|
||||
{
|
||||
{
|
||||
tlBaFaceTarget,
|
||||
ARRAYSIZE ( tlBaFaceTarget ),
|
||||
bits_COND_CLIENT_PUSH |
|
||||
bits_COND_NEW_ENEMY |
|
||||
bits_COND_LIGHT_DAMAGE |
|
||||
bits_COND_HEAVY_DAMAGE |
|
||||
bits_COND_HEAR_SOUND |
|
||||
bits_COND_PROVOKED,
|
||||
0,
|
||||
"FaceTarget"
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
Task_t tlIdleBaStand[] =
|
||||
{
|
||||
{ TASK_STOP_MOVING, 0 },
|
||||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||||
{ TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds.
|
||||
{ TASK_TLK_HEADRESET, (float)0 }, // reset head position
|
||||
};
|
||||
|
||||
Schedule_t slIdleBaStand[] =
|
||||
{
|
||||
{
|
||||
tlIdleBaStand,
|
||||
ARRAYSIZE ( tlIdleBaStand ),
|
||||
bits_COND_NEW_ENEMY |
|
||||
bits_COND_LIGHT_DAMAGE |
|
||||
bits_COND_HEAVY_DAMAGE |
|
||||
bits_COND_HEAR_SOUND |
|
||||
bits_COND_SMELL |
|
||||
bits_COND_PROVOKED,
|
||||
|
||||
0,
|
||||
"IdleStand"
|
||||
},
|
||||
};
|
||||
|
||||
DEFINE_CUSTOM_SCHEDULES( CMBarney )
|
||||
{
|
||||
slBaFollow,
|
||||
slBarneyEnemyDraw,
|
||||
slBaFaceTarget,
|
||||
slIdleBaStand,
|
||||
};
|
||||
|
||||
|
||||
IMPLEMENT_CUSTOM_SCHEDULES( CMBarney, CMTalkMonster );
|
||||
|
||||
void CMBarney :: StartTask( Task_t *pTask )
|
||||
{
|
||||
CMTalkMonster::StartTask( pTask );
|
||||
}
|
||||
|
||||
void CMBarney :: RunTask( Task_t *pTask )
|
||||
{
|
||||
switch ( pTask->iTask )
|
||||
{
|
||||
case TASK_RANGE_ATTACK1:
|
||||
if (m_hEnemy != NULL && (UTIL_IsPlayer(m_hEnemy)))
|
||||
{
|
||||
pev->framerate = 1.5;
|
||||
}
|
||||
CMTalkMonster::RunTask( pTask );
|
||||
break;
|
||||
default:
|
||||
CMTalkMonster::RunTask( pTask );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//=========================================================
|
||||
// ISoundMask - returns a bit mask indicating which types
|
||||
// of sounds this monster regards.
|
||||
//=========================================================
|
||||
int CMBarney :: ISoundMask ( void)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Classify - indicates this monster's place in the
|
||||
// relationship table.
|
||||
//=========================================================
|
||||
int CMBarney :: Classify ( void )
|
||||
{
|
||||
return CLASS_PLAYER_ALLY;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// ALertSound - barney says "Freeze!"
|
||||
//=========================================================
|
||||
void CMBarney :: AlertSound( void )
|
||||
{
|
||||
if ( m_hEnemy != NULL )
|
||||
{
|
||||
if ( FOkToSpeak() )
|
||||
{
|
||||
PlaySentence( "BA_ATTACK", RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE );
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
//=========================================================
|
||||
// SetYawSpeed - allows each sequence to have a different
|
||||
// turn rate associated with it.
|
||||
//=========================================================
|
||||
void CMBarney :: SetYawSpeed ( void )
|
||||
{
|
||||
int ys;
|
||||
|
||||
ys = 0;
|
||||
|
||||
switch ( m_Activity )
|
||||
{
|
||||
case ACT_IDLE:
|
||||
ys = 70;
|
||||
break;
|
||||
case ACT_WALK:
|
||||
ys = 70;
|
||||
break;
|
||||
case ACT_RUN:
|
||||
ys = 90;
|
||||
break;
|
||||
default:
|
||||
ys = 70;
|
||||
break;
|
||||
}
|
||||
|
||||
pev->yaw_speed = ys;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// CheckRangeAttack1
|
||||
//=========================================================
|
||||
BOOL CMBarney :: CheckRangeAttack1 ( float flDot, float flDist )
|
||||
{
|
||||
if ( flDist <= 1024 && flDot >= 0.5 )
|
||||
{
|
||||
if ( gpGlobals->time > m_checkAttackTime )
|
||||
{
|
||||
TraceResult tr;
|
||||
|
||||
Vector shootOrigin = pev->origin + Vector( 0, 0, 55 );
|
||||
|
||||
edict_t *pEnemy = m_hEnemy;
|
||||
|
||||
Vector shootTarget = ( (UTIL_BodyTarget( pEnemy, shootOrigin ) - pEnemy->v.origin) + m_vecEnemyLKP );
|
||||
|
||||
UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr );
|
||||
|
||||
m_checkAttackTime = gpGlobals->time + 1;
|
||||
|
||||
if ( tr.flFraction == 1.0 || (tr.pHit != NULL) && (tr.pHit == pEnemy) )
|
||||
m_lastAttackCheck = TRUE;
|
||||
else
|
||||
m_lastAttackCheck = FALSE;
|
||||
|
||||
m_checkAttackTime = gpGlobals->time + 1.5;
|
||||
}
|
||||
return m_lastAttackCheck;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// BarneyFirePistol - shoots one round from the pistol at
|
||||
// the enemy barney is facing.
|
||||
//=========================================================
|
||||
void CMBarney :: BarneyFirePistol ( void )
|
||||
{
|
||||
Vector vecShootOrigin;
|
||||
|
||||
UTIL_MakeVectors(pev->angles);
|
||||
vecShootOrigin = pev->origin + Vector( 0, 0, 55 );
|
||||
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
|
||||
|
||||
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
||||
SetBlending( 0, angDir.x );
|
||||
pev->effects = EF_MUZZLEFLASH;
|
||||
|
||||
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM );
|
||||
|
||||
int pitchShift = RANDOM_LONG( 0, 20 );
|
||||
|
||||
// Only shift about half the time
|
||||
if ( pitchShift > 10 )
|
||||
pitchShift = 0;
|
||||
else
|
||||
pitchShift -= 5;
|
||||
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "barney/ba_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift );
|
||||
|
||||
// UNDONE: Reload?
|
||||
m_cAmmoLoaded--;// take away a bullet!
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// HandleAnimEvent - catches the monster-specific messages
|
||||
// that occur when tagged animation frames are played.
|
||||
//
|
||||
// Returns number of events handled, 0 if none.
|
||||
//=========================================================
|
||||
void CMBarney :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
||||
{
|
||||
switch( pEvent->event )
|
||||
{
|
||||
case BARNEY_AE_SHOOT:
|
||||
BarneyFirePistol();
|
||||
break;
|
||||
|
||||
case BARNEY_AE_DRAW:
|
||||
// barney's bodygroup switches here so he can pull gun from holster
|
||||
pev->body = BARNEY_BODY_GUNDRAWN;
|
||||
m_fGunDrawn = TRUE;
|
||||
break;
|
||||
|
||||
case BARNEY_AE_HOLSTER:
|
||||
// change bodygroup to replace gun in holster
|
||||
pev->body = BARNEY_BODY_GUNHOLSTERED;
|
||||
m_fGunDrawn = FALSE;
|
||||
break;
|
||||
|
||||
default:
|
||||
CMTalkMonster::HandleAnimEvent( pEvent );
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Spawn
|
||||
//=========================================================
|
||||
void CMBarney :: Spawn()
|
||||
{
|
||||
Precache( );
|
||||
|
||||
// every new barney must call this, otherwise
|
||||
// when a level is loaded, nobody will talk (time is reset to 0)
|
||||
TalkInit();
|
||||
|
||||
SET_MODEL(ENT(pev), "models/barney.mdl");
|
||||
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
|
||||
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
m_bloodColor = BLOOD_COLOR_RED;
|
||||
pev->health = gSkillData.barneyHealth;
|
||||
pev->view_ofs = Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin.
|
||||
m_flFieldOfView = VIEW_FIELD_FULL;
|
||||
m_MonsterState = MONSTERSTATE_NONE;
|
||||
|
||||
pev->body = 0; // gun in holster
|
||||
m_fGunDrawn = FALSE;
|
||||
|
||||
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
|
||||
|
||||
MonsterInit();
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Precache - precaches all resources this monster needs
|
||||
//=========================================================
|
||||
void CMBarney :: Precache()
|
||||
{
|
||||
PRECACHE_MODEL("models/barney.mdl");
|
||||
|
||||
PRECACHE_SOUND("barney/ba_attack1.wav" );
|
||||
PRECACHE_SOUND("barney/ba_attack2.wav" );
|
||||
|
||||
PRECACHE_SOUND("barney/ba_pain1.wav");
|
||||
PRECACHE_SOUND("barney/ba_pain2.wav");
|
||||
PRECACHE_SOUND("barney/ba_pain3.wav");
|
||||
|
||||
PRECACHE_SOUND("barney/ba_die1.wav");
|
||||
PRECACHE_SOUND("barney/ba_die2.wav");
|
||||
PRECACHE_SOUND("barney/ba_die3.wav");
|
||||
|
||||
CMTalkMonster::Precache();
|
||||
}
|
||||
|
||||
// Init talk data
|
||||
void CMBarney :: TalkInit()
|
||||
{
|
||||
CMTalkMonster::TalkInit();
|
||||
|
||||
// scientists speach group names (group names are in sentences.txt)
|
||||
|
||||
m_szGrp[TLK_ANSWER] = "BA_ANSWER";
|
||||
m_szGrp[TLK_QUESTION] = "BA_QUESTION";
|
||||
m_szGrp[TLK_IDLE] = "BA_IDLE";
|
||||
m_szGrp[TLK_STARE] = "BA_STARE";
|
||||
m_szGrp[TLK_USE] = "BA_OK";
|
||||
m_szGrp[TLK_UNUSE] = "BA_WAIT";
|
||||
m_szGrp[TLK_STOP] = "BA_STOP";
|
||||
|
||||
m_szGrp[TLK_NOSHOOT] = "BA_SCARED";
|
||||
m_szGrp[TLK_HELLO] = "BA_HELLO";
|
||||
|
||||
m_szGrp[TLK_PLHURT1] = "!BA_CUREA";
|
||||
m_szGrp[TLK_PLHURT2] = "!BA_CUREB";
|
||||
m_szGrp[TLK_PLHURT3] = "!BA_CUREC";
|
||||
|
||||
m_szGrp[TLK_PHELLO] = NULL; //"BA_PHELLO"; // UNDONE
|
||||
m_szGrp[TLK_PIDLE] = NULL; //"BA_PIDLE"; // UNDONE
|
||||
m_szGrp[TLK_PQUESTION] = "BA_PQUEST"; // UNDONE
|
||||
|
||||
m_szGrp[TLK_SMELL] = "BA_SMELL";
|
||||
|
||||
m_szGrp[TLK_WOUND] = "BA_WOUND";
|
||||
m_szGrp[TLK_MORTAL] = "BA_MORTAL";
|
||||
|
||||
// get voice for head - just one barney voice for now
|
||||
m_voicePitch = 100;
|
||||
}
|
||||
|
||||
|
||||
static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
|
||||
{
|
||||
Vector vecDir = (reference - pevTest->origin);
|
||||
vecDir.z = 0;
|
||||
vecDir = vecDir.Normalize();
|
||||
Vector forward, angle;
|
||||
angle = pevTest->v_angle;
|
||||
angle.x = 0;
|
||||
UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
|
||||
// He's facing me, he meant it
|
||||
if ( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
int CMBarney :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
|
||||
{
|
||||
// make sure friends talk about it if player hurts talkmonsters...
|
||||
int ret = CMTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
|
||||
if ( !IsAlive() || pev->deadflag == DEAD_DYING )
|
||||
return ret;
|
||||
|
||||
if ( m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT) )
|
||||
{
|
||||
// This is a heurstic to determine if the player intended to harm me
|
||||
// If I have an enemy, we can't establish intent (may just be crossfire)
|
||||
if ( ( m_hEnemy != NULL ) && UTIL_IsPlayer(m_hEnemy) )
|
||||
{
|
||||
Remember( bits_MEMORY_PROVOKED );
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// PainSound
|
||||
//=========================================================
|
||||
void CMBarney :: PainSound ( void )
|
||||
{
|
||||
if (gpGlobals->time < m_painTime)
|
||||
return;
|
||||
|
||||
m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75);
|
||||
|
||||
switch (RANDOM_LONG(0,2))
|
||||
{
|
||||
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
||||
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
||||
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// DeathSound
|
||||
//=========================================================
|
||||
void CMBarney :: DeathSound ( void )
|
||||
{
|
||||
switch (RANDOM_LONG(0,2))
|
||||
{
|
||||
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
||||
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
||||
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CMBarney::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
||||
{
|
||||
switch( ptr->iHitgroup)
|
||||
{
|
||||
case HITGROUP_CHEST:
|
||||
case HITGROUP_STOMACH:
|
||||
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST))
|
||||
{
|
||||
flDamage = flDamage / 2;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_CLUB))
|
||||
{
|
||||
flDamage -= 20;
|
||||
if (flDamage <= 0)
|
||||
{
|
||||
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
|
||||
flDamage = 0.01;
|
||||
}
|
||||
}
|
||||
// always a head shot
|
||||
ptr->iHitgroup = HITGROUP_HEAD;
|
||||
break;
|
||||
}
|
||||
|
||||
CMTalkMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
||||
}
|
||||
|
||||
|
||||
void CMBarney::Killed( entvars_t *pevAttacker, int iGib )
|
||||
{
|
||||
if ( pev->body < BARNEY_BODY_GUNGONE )
|
||||
{// drop the gun!
|
||||
Vector vecGunPos;
|
||||
Vector vecGunAngles;
|
||||
|
||||
pev->body = BARNEY_BODY_GUNGONE;
|
||||
|
||||
GetAttachment( 0, vecGunPos, vecGunAngles );
|
||||
}
|
||||
|
||||
SetUse( NULL );
|
||||
CMTalkMonster::Killed( pevAttacker, iGib );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// AI Schedules Specific to this monster
|
||||
//=========================================================
|
||||
|
||||
Schedule_t* CMBarney :: GetScheduleOfType ( int Type )
|
||||
{
|
||||
Schedule_t *psched;
|
||||
|
||||
switch( Type )
|
||||
{
|
||||
case SCHED_ARM_WEAPON:
|
||||
if ( m_hEnemy != NULL )
|
||||
{
|
||||
// face enemy, then draw.
|
||||
return slBarneyEnemyDraw;
|
||||
}
|
||||
break;
|
||||
|
||||
// Hook these to make a looping schedule
|
||||
case SCHED_TARGET_FACE:
|
||||
// call base class default so that barney will talk
|
||||
// when 'used'
|
||||
psched = CMTalkMonster::GetScheduleOfType(Type);
|
||||
|
||||
if (psched == slIdleStand)
|
||||
return slBaFaceTarget; // override this for different target face behavior
|
||||
else
|
||||
return psched;
|
||||
|
||||
case SCHED_TARGET_CHASE:
|
||||
return slBaFollow;
|
||||
|
||||
case SCHED_IDLE_STAND:
|
||||
// call base class default so that scientist will talk
|
||||
// when standing during idle
|
||||
psched = CMTalkMonster::GetScheduleOfType(Type);
|
||||
|
||||
if (psched == slIdleStand)
|
||||
{
|
||||
// just look straight ahead.
|
||||
return slIdleBaStand;
|
||||
}
|
||||
else
|
||||
return psched;
|
||||
}
|
||||
|
||||
return CMTalkMonster::GetScheduleOfType( Type );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// GetSchedule - Decides which type of schedule best suits
|
||||
// the monster's current state and conditions. Then calls
|
||||
// monster's member function to get a pointer to a schedule
|
||||
// of the proper type.
|
||||
//=========================================================
|
||||
Schedule_t *CMBarney :: GetSchedule ( void )
|
||||
{
|
||||
if ( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() )
|
||||
{
|
||||
PlaySentence( "BA_KILL", 4, VOL_NORM, ATTN_NORM );
|
||||
}
|
||||
|
||||
switch( m_MonsterState )
|
||||
{
|
||||
case MONSTERSTATE_COMBAT:
|
||||
{
|
||||
// dead enemy
|
||||
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
|
||||
{
|
||||
// call base class, all code to handle dead enemies is centralized there.
|
||||
return CMBaseMonster :: GetSchedule();
|
||||
}
|
||||
|
||||
// always act surprized with a new enemy
|
||||
if ( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE) )
|
||||
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
||||
|
||||
// wait for one schedule to draw gun
|
||||
if (!m_fGunDrawn )
|
||||
return GetScheduleOfType( SCHED_ARM_WEAPON );
|
||||
|
||||
if ( HasConditions( bits_COND_HEAVY_DAMAGE ) )
|
||||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
||||
}
|
||||
break;
|
||||
|
||||
case MONSTERSTATE_ALERT:
|
||||
case MONSTERSTATE_IDLE:
|
||||
if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
|
||||
{
|
||||
// flinch if hurt
|
||||
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
||||
}
|
||||
|
||||
if ( m_hEnemy == NULL && IsFollowing() )
|
||||
{
|
||||
if ( !UTIL_IsAlive(m_hTargetEnt) )
|
||||
{
|
||||
// UNDONE: Comment about the recently dead player here?
|
||||
StopFollowing( FALSE );
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( HasConditions( bits_COND_CLIENT_PUSH ) )
|
||||
{
|
||||
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
|
||||
}
|
||||
return GetScheduleOfType( SCHED_TARGET_FACE );
|
||||
}
|
||||
}
|
||||
|
||||
if ( HasConditions( bits_COND_CLIENT_PUSH ) )
|
||||
{
|
||||
return GetScheduleOfType( SCHED_MOVE_AWAY );
|
||||
}
|
||||
|
||||
// try to say something about smells
|
||||
TrySmellTalk();
|
||||
break;
|
||||
}
|
||||
|
||||
return CMTalkMonster::GetSchedule();
|
||||
}
|
||||
|
||||
MONSTERSTATE CMBarney :: GetIdealState ( void )
|
||||
{
|
||||
return CMTalkMonster::GetIdealState();
|
||||
}
|
||||
|
||||
|
||||
1194
src/dlls/bigmomma.cpp
Normal file
1194
src/dlls/bigmomma.cpp
Normal file
File diff suppressed because it is too large
Load Diff
1174
src/dlls/bullsquid.cpp
Normal file
1174
src/dlls/bullsquid.cpp
Normal file
File diff suppressed because it is too large
Load Diff
46
src/dlls/cdll_dll.h
Normal file
46
src/dlls/cdll_dll.h
Normal file
@@ -0,0 +1,46 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// cdll_dll.h
|
||||
|
||||
// this file is included by both the game-dll and the client-dll,
|
||||
|
||||
#ifndef CDLL_DLL_H
|
||||
#define CDLL_DLL_H
|
||||
|
||||
#define MAX_WEAPONS 32 // ???
|
||||
|
||||
#define MAX_WEAPON_SLOTS 5 // hud item selection slots
|
||||
#define MAX_ITEM_TYPES 6 // hud item selection slots
|
||||
|
||||
#define MAX_ITEMS 5 // hard coded item types
|
||||
|
||||
#define HIDEHUD_WEAPONS ( 1<<0 )
|
||||
#define HIDEHUD_FLASHLIGHT ( 1<<1 )
|
||||
#define HIDEHUD_ALL ( 1<<2 )
|
||||
#define HIDEHUD_HEALTH ( 1<<3 )
|
||||
|
||||
#define MAX_AMMO_TYPES 32 // ???
|
||||
#define MAX_AMMO_SLOTS 32 // not really slots
|
||||
|
||||
#define HUD_PRINTNOTIFY 1
|
||||
#define HUD_PRINTCONSOLE 2
|
||||
#define HUD_PRINTTALK 3
|
||||
#define HUD_PRINTCENTER 4
|
||||
|
||||
|
||||
#define WEAPON_SUIT 31
|
||||
|
||||
#endif
|
||||
306
src/dlls/cmbase.cpp
Normal file
306
src/dlls/cmbase.cpp
Normal file
@@ -0,0 +1,306 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cmbase.h"
|
||||
#include "decals.h"
|
||||
|
||||
extern Vector VecBModelOrigin( entvars_t* pevBModel );
|
||||
extern DLL_GLOBAL Vector g_vecAttackDir;
|
||||
|
||||
edict_t * EHANDLE::Get( void )
|
||||
{
|
||||
if (m_pent)
|
||||
{
|
||||
if (m_pent->serialnumber == m_serialnumber)
|
||||
return m_pent;
|
||||
else
|
||||
return NULL;
|
||||
}
|
||||
return NULL;
|
||||
};
|
||||
|
||||
edict_t * EHANDLE::Set( edict_t *pent )
|
||||
{
|
||||
m_pent = pent;
|
||||
if (pent)
|
||||
m_serialnumber = m_pent->serialnumber;
|
||||
return pent;
|
||||
};
|
||||
|
||||
|
||||
EHANDLE :: operator edict_t *()
|
||||
{
|
||||
return Get( );
|
||||
};
|
||||
|
||||
|
||||
edict_t * EHANDLE :: operator = (edict_t *pEntity)
|
||||
{
|
||||
if (pEntity)
|
||||
{
|
||||
m_pent = pEntity;
|
||||
if (m_pent)
|
||||
m_serialnumber = m_pent->serialnumber;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_pent = NULL;
|
||||
m_serialnumber = 0;
|
||||
}
|
||||
return pEntity;
|
||||
}
|
||||
|
||||
|
||||
edict_t * EHANDLE :: operator -> ()
|
||||
{
|
||||
return Get( );
|
||||
}
|
||||
|
||||
|
||||
void *CMBaseEntity::operator new( size_t stAllocateBlock )
|
||||
{
|
||||
void *mem = ::operator new( stAllocateBlock );
|
||||
memset( mem, 0, stAllocateBlock );
|
||||
return mem;
|
||||
}
|
||||
|
||||
|
||||
edict_t *CMBaseEntity::CreateEntity(char *classname)
|
||||
{
|
||||
int istr = MAKE_STRING(classname);
|
||||
|
||||
edict_t *pent = CREATE_NAMED_ENTITY(istr);
|
||||
|
||||
if ( FNullEnt( pent ) )
|
||||
return NULL;
|
||||
|
||||
pev = VARS(pent);
|
||||
|
||||
pev->movetype = MOVETYPE_NONE;
|
||||
pev->solid = SOLID_NOT;
|
||||
pev->flags = 0;
|
||||
|
||||
m_pfnThink = NULL;
|
||||
m_pfnTouch = NULL;
|
||||
m_pfnUse = NULL;
|
||||
m_pfnBlocked = NULL;
|
||||
|
||||
pev->euser4 = (edict_t *)this;
|
||||
|
||||
return pent;
|
||||
}
|
||||
|
||||
// give health
|
||||
int CMBaseEntity :: TakeHealth( float flHealth, int bitsDamageType )
|
||||
{
|
||||
if (!pev->takedamage)
|
||||
return 0;
|
||||
|
||||
// heal
|
||||
if ( pev->health >= pev->max_health )
|
||||
return 0;
|
||||
|
||||
pev->health += flHealth;
|
||||
|
||||
if (pev->health > pev->max_health)
|
||||
pev->health = pev->max_health;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// inflict damage on this entity. bitsDamageType indicates type of damage inflicted, ie: DMG_CRUSH
|
||||
|
||||
int CMBaseEntity :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
|
||||
{
|
||||
Vector vecTemp;
|
||||
|
||||
if (!pev->takedamage)
|
||||
return 0;
|
||||
|
||||
// UNDONE: some entity types may be immune or resistant to some bitsDamageType
|
||||
|
||||
// if Attacker == Inflictor, the attack was a melee or other instant-hit attack.
|
||||
// (that is, no actual entity projectile was involved in the attack so use the shooter's origin).
|
||||
if ( pevAttacker == pevInflictor )
|
||||
{
|
||||
vecTemp = pevInflictor->origin - ( VecBModelOrigin(pev) );
|
||||
}
|
||||
else
|
||||
// an actual missile was involved.
|
||||
{
|
||||
vecTemp = pevInflictor->origin - ( VecBModelOrigin(pev) );
|
||||
}
|
||||
|
||||
// this global is still used for glass and other non-monster killables, along with decals.
|
||||
g_vecAttackDir = vecTemp.Normalize();
|
||||
|
||||
// save damage based on the target's armor level
|
||||
|
||||
// figure momentum add (don't let hurt brushes or other triggers move player)
|
||||
if ((!FNullEnt(pevInflictor)) && (pev->movetype == MOVETYPE_WALK || pev->movetype == MOVETYPE_STEP) && (pevAttacker->solid != SOLID_TRIGGER) )
|
||||
{
|
||||
Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
|
||||
vecDir = vecDir.Normalize();
|
||||
|
||||
float flForce = flDamage * ((32 * 32 * 72.0) / (pev->size.x * pev->size.y * pev->size.z)) * 5;
|
||||
|
||||
if (flForce > 1000.0)
|
||||
flForce = 1000.0;
|
||||
pev->velocity = pev->velocity + vecDir * flForce;
|
||||
}
|
||||
|
||||
// do the damage
|
||||
pev->health -= flDamage;
|
||||
if (pev->health <= 0)
|
||||
{
|
||||
Killed( pevAttacker, GIB_NORMAL );
|
||||
return 0;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
void CMBaseEntity :: Killed( entvars_t *pevAttacker, int iGib )
|
||||
{
|
||||
pev->takedamage = DAMAGE_NO;
|
||||
pev->deadflag = DEAD_DEAD;
|
||||
UTIL_Remove( this->edict() );
|
||||
}
|
||||
|
||||
|
||||
// Initialize absmin & absmax to the appropriate box
|
||||
void SetObjectCollisionBox( entvars_t *pev )
|
||||
{
|
||||
if ( (pev->solid == SOLID_BSP) &&
|
||||
(pev->angles.x || pev->angles.y|| pev->angles.z) )
|
||||
{ // expand for rotation
|
||||
float max, v;
|
||||
int i;
|
||||
|
||||
max = 0;
|
||||
for (i=0 ; i<3 ; i++)
|
||||
{
|
||||
v = fabs( ((float *)pev->mins)[i]);
|
||||
if (v > max)
|
||||
max = v;
|
||||
v = fabs( ((float *)pev->maxs)[i]);
|
||||
if (v > max)
|
||||
max = v;
|
||||
}
|
||||
for (i=0 ; i<3 ; i++)
|
||||
{
|
||||
((float *)pev->absmin)[i] = ((float *)pev->origin)[i] - max;
|
||||
((float *)pev->absmax)[i] = ((float *)pev->origin)[i] + max;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
pev->absmin = pev->origin + pev->mins;
|
||||
pev->absmax = pev->origin + pev->maxs;
|
||||
}
|
||||
|
||||
pev->absmin.x -= 1;
|
||||
pev->absmin.y -= 1;
|
||||
pev->absmin.z -= 1;
|
||||
pev->absmax.x += 1;
|
||||
pev->absmax.y += 1;
|
||||
pev->absmax.z += 1;
|
||||
}
|
||||
|
||||
|
||||
void CMBaseEntity::SetObjectCollisionBox( void )
|
||||
{
|
||||
::SetObjectCollisionBox( pev );
|
||||
}
|
||||
|
||||
|
||||
int CMBaseEntity :: Intersects( CMBaseEntity *pOther )
|
||||
{
|
||||
if ( pOther->pev->absmin.x > pev->absmax.x ||
|
||||
pOther->pev->absmin.y > pev->absmax.y ||
|
||||
pOther->pev->absmin.z > pev->absmax.z ||
|
||||
pOther->pev->absmax.x < pev->absmin.x ||
|
||||
pOther->pev->absmax.y < pev->absmin.y ||
|
||||
pOther->pev->absmax.z < pev->absmin.z )
|
||||
return 0;
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CMBaseEntity :: MakeDormant( void )
|
||||
{
|
||||
SetBits( pev->flags, FL_DORMANT );
|
||||
|
||||
// Don't touch
|
||||
pev->solid = SOLID_NOT;
|
||||
// Don't move
|
||||
pev->movetype = MOVETYPE_NONE;
|
||||
// Don't draw
|
||||
SetBits( pev->effects, EF_NODRAW );
|
||||
// Don't think
|
||||
pev->nextthink = 0;
|
||||
// Relink
|
||||
UTIL_SetOrigin( pev, pev->origin );
|
||||
}
|
||||
|
||||
int CMBaseEntity :: IsDormant( void )
|
||||
{
|
||||
return FBitSet( pev->flags, FL_DORMANT );
|
||||
}
|
||||
|
||||
BOOL CMBaseEntity :: IsInWorld( void )
|
||||
{
|
||||
// position
|
||||
if (pev->origin.x >= 4096) return FALSE;
|
||||
if (pev->origin.y >= 4096) return FALSE;
|
||||
if (pev->origin.z >= 4096) return FALSE;
|
||||
if (pev->origin.x <= -4096) return FALSE;
|
||||
if (pev->origin.y <= -4096) return FALSE;
|
||||
if (pev->origin.z <= -4096) return FALSE;
|
||||
// speed
|
||||
if (pev->velocity.x >= 2000) return FALSE;
|
||||
if (pev->velocity.y >= 2000) return FALSE;
|
||||
if (pev->velocity.z >= 2000) return FALSE;
|
||||
if (pev->velocity.x <= -2000) return FALSE;
|
||||
if (pev->velocity.y <= -2000) return FALSE;
|
||||
if (pev->velocity.z <= -2000) return FALSE;
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
int CMBaseEntity::ShouldToggle( USE_TYPE useType, BOOL currentState )
|
||||
{
|
||||
if ( useType != USE_TOGGLE && useType != USE_SET )
|
||||
{
|
||||
if ( (currentState && useType == USE_ON) || (!currentState && useType == USE_OFF) )
|
||||
return 0;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
int CMBaseEntity :: DamageDecal( int bitsDamageType )
|
||||
{
|
||||
if ( pev->rendermode == kRenderTransAlpha )
|
||||
return -1;
|
||||
|
||||
if ( pev->rendermode != kRenderNormal )
|
||||
return DECAL_BPROOF1;
|
||||
|
||||
return DECAL_GUNSHOT1 + RANDOM_LONG(0,4);
|
||||
}
|
||||
|
||||
|
||||
611
src/dlls/cmbase.h
Normal file
611
src/dlls/cmbase.h
Normal file
@@ -0,0 +1,611 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
Class Hierachy
|
||||
|
||||
CMBaseEntity
|
||||
CMBaseDelay
|
||||
CMBaseAnimating
|
||||
CMBaseToggle
|
||||
CMBaseMonster
|
||||
*/
|
||||
|
||||
#include "monster_plugin.h"
|
||||
|
||||
#define MAX_PATH_SIZE 10 // max number of nodes available for a path.
|
||||
|
||||
// These are caps bits to indicate what an object's capabilities (currently used for save/restore and level transitions)
|
||||
#define FCAP_CUSTOMSAVE 0x00000001
|
||||
#define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions
|
||||
#define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore
|
||||
#define FCAP_DONT_SAVE 0x80000000 // Don't save this
|
||||
#define FCAP_IMPULSE_USE 0x00000008 // can be used by the player
|
||||
#define FCAP_CONTINUOUS_USE 0x00000010 // can be used by the player
|
||||
#define FCAP_ONOFF_USE 0x00000020 // can be used by the player
|
||||
#define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains)
|
||||
#define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource)
|
||||
|
||||
// UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!!
|
||||
#define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions
|
||||
|
||||
#include "schedule.h"
|
||||
|
||||
#ifndef MONSTEREVENT_H
|
||||
#include "monsterevent.h"
|
||||
#endif
|
||||
|
||||
// C functions for external declarations that call the appropriate C++ methods
|
||||
|
||||
#ifdef _WIN32
|
||||
#define EXPORT _declspec( dllexport )
|
||||
#else
|
||||
#define EXPORT /* */
|
||||
#endif
|
||||
|
||||
typedef enum { USE_OFF = 0, USE_ON = 1, USE_SET = 2, USE_TOGGLE = 3 } USE_TYPE;
|
||||
|
||||
class CMBaseEntity;
|
||||
|
||||
extern void FireTargets( const char *targetName, edict_t *pActivator, edict_t *pCaller, USE_TYPE useType, float value );
|
||||
|
||||
typedef void (CMBaseEntity::*BASEPTR)(void);
|
||||
typedef void (CMBaseEntity::*ENTITYFUNCPTR)(CMBaseEntity *pOther );
|
||||
typedef void (CMBaseEntity::*USEPTR)( edict_t *pActivator, edict_t *pCaller, USE_TYPE useType, float value );
|
||||
|
||||
// For CLASSIFY
|
||||
#define CLASS_NONE 0
|
||||
#define CLASS_MACHINE 1
|
||||
#define CLASS_PLAYER 2
|
||||
#define CLASS_HUMAN_PASSIVE 3
|
||||
#define CLASS_HUMAN_MILITARY 4
|
||||
#define CLASS_ALIEN_MILITARY 5
|
||||
#define CLASS_ALIEN_PASSIVE 6
|
||||
#define CLASS_ALIEN_MONSTER 7
|
||||
#define CLASS_ALIEN_PREY 8
|
||||
#define CLASS_ALIEN_PREDATOR 9
|
||||
#define CLASS_INSECT 10
|
||||
#define CLASS_PLAYER_ALLY 11
|
||||
#define CLASS_PLAYER_BIOWEAPON 12 // hornets and snarks.launched by players
|
||||
#define CLASS_ALIEN_BIOWEAPON 13 // hornets and snarks.launched by the alien menace
|
||||
#define CLASS_BARNACLE 99 // special because no one pays attention to it, and it eats a wide cross-section of creatures.
|
||||
|
||||
class CMBaseEntity;
|
||||
class CMBaseMonster;
|
||||
|
||||
|
||||
#define SF_NORESPAWN ( 1 << 30 )// !!!set this bit on guns and stuff that should never respawn.
|
||||
|
||||
//
|
||||
// EHANDLE. Safe way to point to edict_t who may die between frames
|
||||
//
|
||||
class EHANDLE
|
||||
{
|
||||
private:
|
||||
edict_t *m_pent;
|
||||
int m_serialnumber;
|
||||
public:
|
||||
edict_t *Get( void );
|
||||
edict_t *Set( edict_t *pent );
|
||||
|
||||
operator edict_t *();
|
||||
|
||||
edict_t * operator = (edict_t *pEntity);
|
||||
edict_t * operator ->();
|
||||
};
|
||||
|
||||
|
||||
template <class T> T * GetClassPtr( T *a );
|
||||
|
||||
//
|
||||
// Base Entity. All entity types derive from this
|
||||
//
|
||||
class CMBaseEntity
|
||||
{
|
||||
public:
|
||||
// Constructor. Set engine to use C/C++ callback functions
|
||||
// pointers to engine data
|
||||
entvars_t *pev; // Don't need to save/restore this pointer, the engine resets it
|
||||
|
||||
// path corners
|
||||
edict_t *m_pGoalEnt;// path corner we are heading towards
|
||||
|
||||
edict_t *m_edictList[100];
|
||||
int m_edictList_count;
|
||||
|
||||
void *operator new( size_t stAllocateBlock );
|
||||
|
||||
virtual edict_t *CreateEntity(char *classname);
|
||||
|
||||
// initialization functions
|
||||
virtual void Spawn( void ) { return; }
|
||||
virtual void Precache( void ) { return; }
|
||||
virtual void KeyValue( KeyValueData* pkvd) { pkvd->fHandled = FALSE; }
|
||||
virtual int ObjectCaps( void ) { return FCAP_ACROSS_TRANSITION; }
|
||||
virtual void Activate( void ) {}
|
||||
|
||||
// Setup the object->object collision box (pev->mins / pev->maxs is the object->world collision box)
|
||||
virtual void SetObjectCollisionBox( void );
|
||||
|
||||
// Classify - returns the type of group (i.e, "houndeye", or "human military" so that monsters with different classnames
|
||||
// still realize that they are teammates. (overridden for monsters that form groups)
|
||||
virtual int Classify ( void ) { return CLASS_NONE; };
|
||||
virtual void DeathNotice ( entvars_t *pevChild ) {}// monster maker children use this to tell the monster maker that they have died.
|
||||
|
||||
virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
|
||||
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
|
||||
virtual int TakeHealth( float flHealth, int bitsDamageType );
|
||||
virtual void Killed( entvars_t *pevAttacker, int iGib );
|
||||
virtual int BloodColor( void ) { return DONT_BLEED; }
|
||||
virtual void TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
|
||||
virtual BOOL IsTriggered( CMBaseEntity *pActivator ) {return TRUE;}
|
||||
virtual CMBaseMonster *MyMonsterPointer( void ) { return NULL;}
|
||||
virtual int GetToggleState( void ) { return TS_AT_TOP; }
|
||||
virtual void AddPoints( int score, BOOL bAllowNegativeScore ) {}
|
||||
virtual void AddPointsToTeam( int score, BOOL bAllowNegativeScore ) {}
|
||||
virtual float GetDelay( void ) { return 0; }
|
||||
virtual int IsMoving( void ) { return pev->velocity != g_vecZero; }
|
||||
virtual void OverrideReset( void ) {}
|
||||
virtual int DamageDecal( int bitsDamageType );
|
||||
// This is ONLY used by the node graph to test movement through a door
|
||||
virtual void SetToggleState( int state ) {}
|
||||
virtual void StartSneaking( void ) {}
|
||||
virtual void StopSneaking( void ) {}
|
||||
virtual BOOL OnControls( entvars_t *pev ) { return FALSE; }
|
||||
virtual BOOL IsSneaking( void ) { return FALSE; }
|
||||
virtual BOOL IsAlive( void ) { return (pev->deadflag == DEAD_NO) && pev->health > 0; }
|
||||
virtual BOOL IsBSPModel( void ) { return pev->solid == SOLID_BSP || pev->movetype == MOVETYPE_PUSHSTEP; }
|
||||
virtual BOOL ReflectGauss( void ) { return ( IsBSPModel() && !pev->takedamage ); }
|
||||
virtual BOOL HasTarget( string_t targetname ) { return FStrEq(STRING(targetname), STRING(pev->targetname) ); }
|
||||
virtual BOOL IsInWorld( void );
|
||||
virtual BOOL IsPlayer( void ) { return FALSE; }
|
||||
virtual BOOL IsNetClient( void ) { return FALSE; }
|
||||
virtual const char *TeamID( void ) { return ""; }
|
||||
|
||||
|
||||
// virtual void SetActivator( CMBaseEntity *pActivator ) {}
|
||||
//jlb virtual CMBaseEntity *GetNextTarget( void );
|
||||
|
||||
// fundamental callbacks
|
||||
void (CMBaseEntity ::*m_pfnThink)(void);
|
||||
void (CMBaseEntity ::*m_pfnTouch)( edict_t *pOther );
|
||||
void (CMBaseEntity ::*m_pfnUse)( edict_t *pActivator, edict_t *pCaller, USE_TYPE useType, float value );
|
||||
void (CMBaseEntity ::*m_pfnBlocked)( edict_t *pOther );
|
||||
|
||||
virtual void Think( void ) { if (m_pfnThink) (this->*m_pfnThink)(); };
|
||||
virtual void Touch( edict_t *pOther ) { if (m_pfnTouch) (this->*m_pfnTouch)( pOther ); };
|
||||
virtual void Use( edict_t *pActivator, edict_t *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
if (m_pfnUse)
|
||||
(this->*m_pfnUse)( pActivator, pCaller, useType, value );
|
||||
}
|
||||
virtual void Blocked( edict_t *pOther ) { if (m_pfnBlocked) (this->*m_pfnBlocked)( pOther ); };
|
||||
|
||||
void UpdateOnRemove( void );
|
||||
|
||||
// common member functions
|
||||
void EXPORT SUB_Remove( void );
|
||||
void EXPORT SUB_DoNothing( void );
|
||||
void EXPORT SUB_StartFadeOut ( void );
|
||||
void EXPORT SUB_FadeOut ( void );
|
||||
void EXPORT SUB_CallUseToggle( void ) { this->Use( this->edict(), this->edict(), USE_TOGGLE, 0 ); }
|
||||
int ShouldToggle( USE_TYPE useType, BOOL currentState );
|
||||
void FireBullets( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq = 4, int iDamage = 0, entvars_t *pevAttacker = NULL );
|
||||
Vector FireBulletsPlayer( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq = 4, int iDamage = 0, entvars_t *pevAttacker = NULL, int shared_rand = 0 );
|
||||
|
||||
virtual CMBaseEntity *Respawn( void ) { return NULL; }
|
||||
|
||||
void SUB_UseTargets( edict_t *pActivator, USE_TYPE useType, float value );
|
||||
// Do the bounding boxes of these two intersect?
|
||||
int Intersects( CMBaseEntity *pOther );
|
||||
void MakeDormant( void );
|
||||
int IsDormant( void );
|
||||
BOOL IsLockedByMaster( void ) { return FALSE; }
|
||||
|
||||
static CMBaseEntity *Instance( edict_t *pent )
|
||||
{
|
||||
if ( !pent )
|
||||
pent = ENT(0);
|
||||
if ( pent->v.euser4 == NULL )
|
||||
return (CMBaseEntity *)NULL;
|
||||
CMBaseEntity *pEnt = GetClassPtr((CMBaseEntity *)VARS(pent));
|
||||
return pEnt;
|
||||
}
|
||||
|
||||
static CMBaseEntity *Instance( entvars_t *pev ) { return Instance( ENT( pev ) ); }
|
||||
static CMBaseEntity *Instance( int eoffset) { return Instance( ENT( eoffset) ); }
|
||||
|
||||
/*jlb
|
||||
CMBaseMonster *GetMonsterPointer( entvars_t *pevMonster )
|
||||
{
|
||||
CMBaseEntity *pEntity = Instance( pevMonster );
|
||||
if ( pEntity )
|
||||
return pEntity->MyMonsterPointer();
|
||||
return NULL;
|
||||
}
|
||||
CMBaseMonster *GetMonsterPointer( edict_t *pentMonster )
|
||||
{
|
||||
CMBaseEntity *pEntity = Instance( pentMonster );
|
||||
if ( pEntity )
|
||||
return pEntity->MyMonsterPointer();
|
||||
return NULL;
|
||||
}
|
||||
jlb*/
|
||||
|
||||
// virtual functions used by a few classes
|
||||
|
||||
// used by monsters that are created by the MonsterMaker
|
||||
virtual void UpdateOwner( void ) { return; };
|
||||
|
||||
|
||||
//
|
||||
//jlb static CMBaseEntity *Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner = NULL );
|
||||
|
||||
virtual BOOL FBecomeProne( void ) {return FALSE;};
|
||||
edict_t *edict() { return ENT( pev ); };
|
||||
EOFFSET eoffset( ) { return OFFSET( pev ); };
|
||||
int entindex( ) { return ENTINDEX( edict() ); };
|
||||
|
||||
virtual Vector Center( ) { return (pev->absmax + pev->absmin) * 0.5; }; // center point of entity
|
||||
virtual Vector EyePosition( ) { return pev->origin + pev->view_ofs; }; // position of eyes
|
||||
virtual Vector EarPosition( ) { return pev->origin + pev->view_ofs; }; // position of ears
|
||||
virtual Vector BodyTarget( const Vector &posSrc ) { return Center( ); }; // position to shoot at
|
||||
|
||||
virtual int Illumination( ) { return GETENTITYILLUM( ENT( pev ) ); };
|
||||
|
||||
// virtual BOOL FVisible ( edict_t *pEntity );
|
||||
// virtual BOOL FVisible ( const Vector &vecOrigin );
|
||||
|
||||
//We use this variables to store each ammo count.
|
||||
int ammo_9mm;
|
||||
int ammo_357;
|
||||
int ammo_bolts;
|
||||
int ammo_buckshot;
|
||||
int ammo_rockets;
|
||||
int ammo_uranium;
|
||||
int ammo_hornets;
|
||||
int ammo_argrens;
|
||||
//Special stuff for grenades and satchels.
|
||||
float m_flStartThrow;
|
||||
float m_flReleaseThrow;
|
||||
int m_chargeReady;
|
||||
int m_fInAttack;
|
||||
|
||||
enum EGON_FIRESTATE { FIRE_OFF, FIRE_CHARGE };
|
||||
int m_fireState;
|
||||
};
|
||||
|
||||
|
||||
|
||||
// Ugly technique to override base member functions
|
||||
// Normally it's illegal to cast a pointer to a member function of a derived class to a pointer to a
|
||||
// member function of a base class. static_cast is a sleezy way around that problem.
|
||||
|
||||
#define SetThink( a ) m_pfnThink = static_cast <void (CMBaseEntity::*)(void)> (a)
|
||||
#define SetTouch( a ) m_pfnTouch = static_cast <void (CMBaseEntity::*)(edict_t *)> (a)
|
||||
#define SetUse( a ) m_pfnUse = static_cast <void (CMBaseEntity::*)( edict_t *pActivator, edict_t *pCaller, USE_TYPE useType, float value )> (a)
|
||||
#define SetBlocked( a ) m_pfnBlocked = static_cast <void (CMBaseEntity::*)(edict_t *)> (a)
|
||||
|
||||
|
||||
class CMPointEntity : public CMBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
virtual int ObjectCaps( void ) { return CMBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
||||
private:
|
||||
};
|
||||
|
||||
|
||||
typedef struct locksounds // sounds that doors and buttons make when locked/unlocked
|
||||
{
|
||||
string_t sLockedSound; // sound a door makes when it's locked
|
||||
string_t sLockedSentence; // sentence group played when door is locked
|
||||
string_t sUnlockedSound; // sound a door makes when it's unlocked
|
||||
string_t sUnlockedSentence; // sentence group played when door is unlocked
|
||||
|
||||
int iLockedSentence; // which sentence in sentence group to play next
|
||||
int iUnlockedSentence; // which sentence in sentence group to play next
|
||||
|
||||
float flwaitSound; // time delay between playing consecutive 'locked/unlocked' sounds
|
||||
float flwaitSentence; // time delay between playing consecutive sentences
|
||||
BYTE bEOFLocked; // true if hit end of list of locked sentences
|
||||
BYTE bEOFUnlocked; // true if hit end of list of unlocked sentences
|
||||
} locksound_t;
|
||||
|
||||
void PlayLockSounds(entvars_t *pev, locksound_t *pls, int flocked, int fbutton);
|
||||
|
||||
|
||||
//
|
||||
// generic Delay entity.
|
||||
//
|
||||
class CMBaseDelay : public CMBaseEntity
|
||||
{
|
||||
public:
|
||||
float m_flDelay;
|
||||
int m_iszKillTarget;
|
||||
|
||||
virtual void KeyValue( KeyValueData* pkvd);
|
||||
|
||||
// common member functions
|
||||
void SUB_UseTargets( edict_t *pActivator, USE_TYPE useType, float value );
|
||||
void EXPORT DelayThink( void );
|
||||
};
|
||||
|
||||
|
||||
class CMBaseAnimating : public CMBaseDelay
|
||||
{
|
||||
public:
|
||||
|
||||
// Basic Monster Animation functions
|
||||
float StudioFrameAdvance( float flInterval = 0.0 ); // accumulate animation frame time from last time called until now
|
||||
int GetSequenceFlags( void );
|
||||
int LookupActivity ( int activity );
|
||||
int LookupActivityHeaviest ( int activity );
|
||||
int LookupSequence ( const char *label );
|
||||
void ResetSequenceInfo ( );
|
||||
void DispatchAnimEvents ( float flFutureInterval = 0.1 ); // Handle events that have happend since last time called up until X seconds into the future
|
||||
virtual void HandleAnimEvent( MonsterEvent_t *pEvent ) { return; };
|
||||
float SetBoneController ( int iController, float flValue );
|
||||
void InitBoneControllers ( void );
|
||||
float SetBlending ( int iBlender, float flValue );
|
||||
void GetBonePosition ( int iBone, Vector &origin, Vector &angles );
|
||||
void GetAutomovement( Vector &origin, Vector &angles, float flInterval = 0.1 );
|
||||
int FindTransition( int iEndingSequence, int iGoalSequence, int *piDir );
|
||||
void GetAttachment ( int iAttachment, Vector &origin, Vector &angles );
|
||||
void SetBodygroup( int iGroup, int iValue );
|
||||
int GetBodygroup( int iGroup );
|
||||
int ExtractBbox( int sequence, float *mins, float *maxs );
|
||||
void SetSequenceBox( void );
|
||||
|
||||
// animation needs
|
||||
float m_flFrameRate; // computed FPS for current sequence
|
||||
float m_flGroundSpeed; // computed linear movement rate for current sequence
|
||||
float m_flLastEventCheck; // last time the event list was checked
|
||||
BOOL m_fSequenceFinished;// flag set when StudioAdvanceFrame moves across a frame boundry
|
||||
BOOL m_fSequenceLoops; // true if the sequence loops
|
||||
};
|
||||
|
||||
|
||||
//
|
||||
// generic Toggle entity.
|
||||
//
|
||||
#define SF_ITEM_USE_ONLY 256 // ITEM_USE_ONLY = BUTTON_USE_ONLY = DOOR_USE_ONLY!!!
|
||||
|
||||
class CMBaseToggle : public CMBaseAnimating
|
||||
{
|
||||
public:
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
|
||||
TOGGLE_STATE m_toggle_state;
|
||||
float m_flActivateFinished;//like attack_finished, but for doors
|
||||
float m_flMoveDistance;// how far a door should slide or rotate
|
||||
float m_flWait;
|
||||
float m_flLip;
|
||||
float m_flTWidth;// for plats
|
||||
float m_flTLength;// for plats
|
||||
|
||||
Vector m_vecPosition1;
|
||||
Vector m_vecPosition2;
|
||||
Vector m_vecAngle1;
|
||||
Vector m_vecAngle2;
|
||||
|
||||
int m_cTriggersLeft; // trigger_counter only, # of activations remaining
|
||||
float m_flHeight;
|
||||
//jlb EHANDLE m_hActivator;
|
||||
void (CMBaseToggle::*m_pfnCallWhenMoveDone)(void);
|
||||
Vector m_vecFinalDest;
|
||||
Vector m_vecFinalAngle;
|
||||
|
||||
int m_bitsDamageInflict; // DMG_ damage type that the door or tigger does
|
||||
|
||||
virtual int GetToggleState( void ) { return m_toggle_state; }
|
||||
virtual float GetDelay( void ) { return m_flWait; }
|
||||
|
||||
// common member functions
|
||||
void LinearMove( Vector vecDest, float flSpeed );
|
||||
void EXPORT LinearMoveDone( void );
|
||||
void AngularMove( Vector vecDestAngle, float flSpeed );
|
||||
void EXPORT AngularMoveDone( void );
|
||||
BOOL IsLockedByMaster( void );
|
||||
|
||||
static float AxisValue( int flags, const Vector &angles );
|
||||
static void AxisDir( entvars_t *pev );
|
||||
static float AxisDelta( int flags, const Vector &angle1, const Vector &angle2 );
|
||||
|
||||
string_t m_sMaster; // If this button has a master switch, this is the targetname.
|
||||
// A master switch must be of the multisource type. If all
|
||||
// of the switches in the multisource have been triggered, then
|
||||
// the button will be allowed to operate. Otherwise, it will be
|
||||
// deactivated.
|
||||
};
|
||||
#define SetMoveDone( a ) m_pfnCallWhenMoveDone = static_cast <void (CMBaseToggle::*)(void)> (a)
|
||||
|
||||
|
||||
// people gib if their health is <= this at the time of death
|
||||
#define GIB_HEALTH_VALUE -30
|
||||
|
||||
#define ROUTE_SIZE 8 // how many waypoints a monster can store at one time
|
||||
#define MAX_OLD_ENEMIES 4 // how many old enemies to remember
|
||||
|
||||
#define bits_CAP_DUCK ( 1 << 0 )// crouch
|
||||
#define bits_CAP_JUMP ( 1 << 1 )// jump/leap
|
||||
#define bits_CAP_STRAFE ( 1 << 2 )// strafe ( walk/run sideways)
|
||||
//??? #define bits_CAP_SQUAD ( 1 << 3 )// can form squads
|
||||
#define bits_CAP_SWIM ( 1 << 4 )// proficiently navigate in water
|
||||
#define bits_CAP_CLIMB ( 1 << 5 )// climb ladders/ropes
|
||||
#define bits_CAP_USE ( 1 << 6 )// open doors/push buttons/pull levers
|
||||
#define bits_CAP_HEAR ( 1 << 7 )// can hear forced sounds
|
||||
#define bits_CAP_AUTO_DOORS ( 1 << 8 )// can trigger auto doors
|
||||
#define bits_CAP_OPEN_DOORS ( 1 << 9 )// can open manual doors
|
||||
#define bits_CAP_TURN_HEAD ( 1 << 10)// can turn head, always bone controller 0
|
||||
|
||||
#define bits_CAP_RANGE_ATTACK1 ( 1 << 11)// can do a range attack 1
|
||||
#define bits_CAP_RANGE_ATTACK2 ( 1 << 12)// can do a range attack 2
|
||||
#define bits_CAP_MELEE_ATTACK1 ( 1 << 13)// can do a melee attack 1
|
||||
#define bits_CAP_MELEE_ATTACK2 ( 1 << 14)// can do a melee attack 2
|
||||
|
||||
#define bits_CAP_FLY ( 1 << 15)// can fly, move all around
|
||||
|
||||
#define bits_CAP_DOORS_GROUP (bits_CAP_USE | bits_CAP_AUTO_DOORS | bits_CAP_OPEN_DOORS)
|
||||
|
||||
// used by suit voice to indicate damage sustained and repaired type to player
|
||||
|
||||
// instant damage
|
||||
|
||||
#define DMG_GENERIC 0 // generic damage was done
|
||||
#define DMG_CRUSH (1 << 0) // crushed by falling or moving object
|
||||
#define DMG_BULLET (1 << 1) // shot
|
||||
#define DMG_SLASH (1 << 2) // cut, clawed, stabbed
|
||||
#define DMG_BURN (1 << 3) // heat burned
|
||||
#define DMG_FREEZE (1 << 4) // frozen
|
||||
#define DMG_FALL (1 << 5) // fell too far
|
||||
#define DMG_BLAST (1 << 6) // explosive blast damage
|
||||
#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt
|
||||
#define DMG_SHOCK (1 << 8) // electric shock
|
||||
#define DMG_SONIC (1 << 9) // sound pulse shockwave
|
||||
#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam
|
||||
#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death
|
||||
#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death.
|
||||
#define DMG_DROWN (1 << 14) // Drowning
|
||||
// time-based damage
|
||||
#define DMG_TIMEBASED (~(0x3fff)) // mask for time-based damage
|
||||
|
||||
#define DMG_PARALYZE (1 << 15) // slows affected creature down
|
||||
#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad
|
||||
#define DMG_POISON (1 << 17) // blood poisioning
|
||||
#define DMG_RADIATION (1 << 18) // radiation exposure
|
||||
#define DMG_DROWNRECOVER (1 << 19) // drowning recovery
|
||||
#define DMG_ACID (1 << 20) // toxic chemicals or acid burns
|
||||
#define DMG_SLOWBURN (1 << 21) // in an oven
|
||||
#define DMG_SLOWFREEZE (1 << 22) // in a subzero freezer
|
||||
#define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar)
|
||||
|
||||
// these are the damage types that are allowed to gib corpses
|
||||
#define DMG_GIB_CORPSE ( DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB )
|
||||
|
||||
// these are the damage types that have client hud art
|
||||
#define DMG_SHOWNHUD (DMG_POISON | DMG_ACID | DMG_FREEZE | DMG_SLOWFREEZE | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK)
|
||||
|
||||
// NOTE: tweak these values based on gameplay feedback:
|
||||
|
||||
#define PARALYZE_DURATION 2 // number of 2 second intervals to take damage
|
||||
#define PARALYZE_DAMAGE 1.0 // damage to take each 2 second interval
|
||||
|
||||
#define NERVEGAS_DURATION 2
|
||||
#define NERVEGAS_DAMAGE 5.0
|
||||
|
||||
#define POISON_DURATION 5
|
||||
#define POISON_DAMAGE 2.0
|
||||
|
||||
#define RADIATION_DURATION 2
|
||||
#define RADIATION_DAMAGE 1.0
|
||||
|
||||
#define ACID_DURATION 2
|
||||
#define ACID_DAMAGE 5.0
|
||||
|
||||
#define SLOWBURN_DURATION 2
|
||||
#define SLOWBURN_DAMAGE 1.0
|
||||
|
||||
#define SLOWFREEZE_DURATION 2
|
||||
#define SLOWFREEZE_DAMAGE 1.0
|
||||
|
||||
|
||||
#define itbd_Paralyze 0
|
||||
#define itbd_NerveGas 1
|
||||
#define itbd_Poison 2
|
||||
#define itbd_Radiation 3
|
||||
#define itbd_DrownRecover 4
|
||||
#define itbd_Acid 5
|
||||
#define itbd_SlowBurn 6
|
||||
#define itbd_SlowFreeze 7
|
||||
#define CDMG_TIMEBASED 8
|
||||
|
||||
// when calling KILLED(), a value that governs gib behavior is expected to be
|
||||
// one of these three values
|
||||
#define GIB_NORMAL 0// gib if entity was overkilled
|
||||
#define GIB_NEVER 1// never gib, no matter how much death damage is done ( freezing, etc )
|
||||
#define GIB_ALWAYS 2// always gib ( Houndeye Shock, Barnacle Bite )
|
||||
|
||||
class CMBaseMonster;
|
||||
|
||||
|
||||
extern int GetMonsterIndex(void);
|
||||
|
||||
//
|
||||
// Converts a entvars_t * to a class pointer
|
||||
//
|
||||
template <class T> T * GetClassPtr( T *a )
|
||||
{
|
||||
entvars_t *pev = (entvars_t *)a;
|
||||
|
||||
if (pev == NULL)
|
||||
return NULL;
|
||||
|
||||
// get the private data
|
||||
a = (T *)pev->euser4;
|
||||
|
||||
return a;
|
||||
}
|
||||
|
||||
//
|
||||
// Converts a entvars_t * to a class pointer
|
||||
// It will allocate the class and entity
|
||||
//
|
||||
template <class T> T * CreateClassPtr( T *a )
|
||||
{
|
||||
entvars_t *pev = (entvars_t *)a;
|
||||
|
||||
if (pev != NULL)
|
||||
return NULL; // don't allocate if pointer already provided
|
||||
|
||||
// allocate entity...
|
||||
edict_t *temp_edict;
|
||||
int edict_index;
|
||||
int monster_index;
|
||||
|
||||
if ((monster_index = GetMonsterIndex()) == -1)
|
||||
{
|
||||
(*g_engfuncs.pfnServerPrint)("[MONSTER] ERROR: No FREE Monster edicts in CreateClassPtr!\n" );
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// allocate private data
|
||||
a = new T;
|
||||
|
||||
if ((temp_edict = a->CreateEntity("func_wall")) == NULL)
|
||||
{
|
||||
(*g_engfuncs.pfnServerPrint)("[MONSTER] ERROR: NULL Ent in CreateClassPtr!\n" );
|
||||
delete a;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
edict_index = (*g_engfuncs.pfnIndexOfEdict)(temp_edict);
|
||||
|
||||
// store the class pointer to the edict pev...
|
||||
pev = VARS(temp_edict);
|
||||
a->pev = pev;
|
||||
|
||||
// store the class pointer in the array here!!!
|
||||
monsters[monster_index].monster_index = edict_index;
|
||||
monsters[monster_index].monster_pent = temp_edict;
|
||||
monsters[monster_index].respawn_index = -1;
|
||||
monsters[monster_index].pMonster = (CMBaseMonster *)a;
|
||||
|
||||
// get the private data
|
||||
a = (T *)pev->euser4;
|
||||
|
||||
return a;
|
||||
}
|
||||
|
||||
1028
src/dlls/cmbasemonster.h
Normal file
1028
src/dlls/cmbasemonster.h
Normal file
File diff suppressed because it is too large
Load Diff
53
src/dlls/cmflyingmonster.h
Normal file
53
src/dlls/cmflyingmonster.h
Normal file
@@ -0,0 +1,53 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
// Base class for flying monsters. This overrides the movement test & execution code from CBaseMonster
|
||||
|
||||
#ifndef FLYINGMONSTER_H
|
||||
#define FLYINGMONSTER_H
|
||||
|
||||
class CMFlyingMonster : public CMBaseMonster
|
||||
{
|
||||
public:
|
||||
int CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, edict_t *pTarget, float *pflDist );// check validity of a straight move through space
|
||||
BOOL FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, edict_t *pTargetEnt, Vector *pApex );
|
||||
Activity GetStoppedActivity( void );
|
||||
void Killed( entvars_t *pevAttacker, int iGib );
|
||||
void Stop( void );
|
||||
float ChangeYaw( int speed );
|
||||
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||||
void MoveExecute( edict_t *pTargetEnt, const Vector &vecDir, float flInterval );
|
||||
void Move( float flInterval = 0.1 );
|
||||
BOOL ShouldAdvanceRoute( float flWaypointDist );
|
||||
|
||||
inline void SetFlyingMomentum( float momentum ) { m_momentum = momentum; }
|
||||
inline void SetFlyingFlapSound( const char *pFlapSound ) { m_pFlapSound = pFlapSound; }
|
||||
inline void SetFlyingSpeed( float speed ) { m_flightSpeed = speed; }
|
||||
float CeilingZ( const Vector &position );
|
||||
float FloorZ( const Vector &position );
|
||||
BOOL ProbeZ( const Vector &position, const Vector &probe, float *pFraction );
|
||||
|
||||
|
||||
// UNDONE: Save/restore this stuff!!!
|
||||
protected:
|
||||
Vector m_vecTravel; // Current direction
|
||||
float m_flightSpeed; // Current flight speed (decays when not flapping or gliding)
|
||||
float m_stopTime; // Last time we stopped (to avoid switching states too soon)
|
||||
float m_momentum; // Weight for desired vs. momentum velocity
|
||||
const char *m_pFlapSound;
|
||||
};
|
||||
|
||||
|
||||
#endif //FLYINGMONSTER_H
|
||||
|
||||
178
src/dlls/cmtalkmonster.h
Normal file
178
src/dlls/cmtalkmonster.h
Normal file
@@ -0,0 +1,178 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#ifndef TALKMONSTER_H
|
||||
#define TALKMONSTER_H
|
||||
|
||||
#ifndef MONSTERS_H
|
||||
#include "monsters.h"
|
||||
#endif
|
||||
|
||||
//=========================================================
|
||||
// Talking monster base class
|
||||
// Used for scientists and barneys
|
||||
//=========================================================
|
||||
|
||||
#define TALKRANGE_MIN 500.0 // don't talk to anyone farther away than this
|
||||
|
||||
#define TLK_STARE_DIST 128 // anyone closer than this and looking at me is probably staring at me.
|
||||
|
||||
#define bit_saidDamageLight (1<<0) // bits so we don't repeat key sentences
|
||||
#define bit_saidDamageMedium (1<<1)
|
||||
#define bit_saidDamageHeavy (1<<2)
|
||||
#define bit_saidHelloPlayer (1<<3)
|
||||
#define bit_saidWoundLight (1<<4)
|
||||
#define bit_saidWoundHeavy (1<<5)
|
||||
#define bit_saidHeard (1<<6)
|
||||
#define bit_saidSmelled (1<<7)
|
||||
|
||||
#define TLK_CFRIENDS 3
|
||||
|
||||
typedef enum
|
||||
{
|
||||
TLK_ANSWER = 0,
|
||||
TLK_QUESTION,
|
||||
TLK_IDLE,
|
||||
TLK_STARE,
|
||||
TLK_USE,
|
||||
TLK_UNUSE,
|
||||
TLK_STOP,
|
||||
TLK_NOSHOOT,
|
||||
TLK_HELLO,
|
||||
TLK_PHELLO,
|
||||
TLK_PIDLE,
|
||||
TLK_PQUESTION,
|
||||
TLK_PLHURT1,
|
||||
TLK_PLHURT2,
|
||||
TLK_PLHURT3,
|
||||
TLK_SMELL,
|
||||
TLK_WOUND,
|
||||
TLK_MORTAL,
|
||||
|
||||
TLK_CGROUPS, // MUST be last entry
|
||||
} TALKGROUPNAMES;
|
||||
|
||||
|
||||
enum
|
||||
{
|
||||
SCHED_CANT_FOLLOW = LAST_COMMON_SCHEDULE + 1,
|
||||
SCHED_MOVE_AWAY, // Try to get out of the player's way
|
||||
SCHED_MOVE_AWAY_FOLLOW, // same, but follow afterward
|
||||
SCHED_MOVE_AWAY_FAIL, // Turn back toward player
|
||||
|
||||
LAST_TALKMONSTER_SCHEDULE, // MUST be last
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
TASK_CANT_FOLLOW = LAST_COMMON_TASK + 1,
|
||||
TASK_MOVE_AWAY_PATH,
|
||||
TASK_WALK_PATH_FOR_UNITS,
|
||||
|
||||
TASK_TLK_RESPOND, // say my response
|
||||
TASK_TLK_SPEAK, // question or remark
|
||||
TASK_TLK_HELLO, // Try to say hello to player
|
||||
TASK_TLK_HEADRESET, // reset head position
|
||||
TASK_TLK_STOPSHOOTING, // tell player to stop shooting friend
|
||||
TASK_TLK_STARE, // let the player know I know he's staring at me.
|
||||
TASK_TLK_LOOK_AT_CLIENT,// faces player if not moving and not talking and in idle.
|
||||
TASK_TLK_CLIENT_STARE, // same as look at client, but says something if the player stares.
|
||||
TASK_TLK_EYECONTACT, // maintain eyecontact with person who I'm talking to
|
||||
TASK_TLK_IDEALYAW, // set ideal yaw to face who I'm talking to
|
||||
TASK_FACE_PLAYER, // Face the player
|
||||
|
||||
LAST_TALKMONSTER_TASK, // MUST be last
|
||||
};
|
||||
|
||||
class CMTalkMonster : public CMBaseMonster
|
||||
{
|
||||
public:
|
||||
void TalkInit( void );
|
||||
edict_t *FindNearestFriend(BOOL fPlayer);
|
||||
float TargetDistance( void );
|
||||
void StopTalking( void ) { SentenceStop(); }
|
||||
|
||||
// Base Monster functions
|
||||
void Precache( void );
|
||||
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
|
||||
void TalkTouch( edict_t *pOther );
|
||||
void Killed( entvars_t *pevAttacker, int iGib );
|
||||
int IRelationship ( CMBaseEntity *pTarget );
|
||||
virtual int CanPlaySentence( BOOL fDisregardState );
|
||||
virtual void PlaySentence( const char *pszSentence, float duration, float volume, float attenuation );
|
||||
void PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, edict_t *pListener );
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
|
||||
// AI functions
|
||||
void SetActivity ( Activity newActivity );
|
||||
Schedule_t *GetScheduleOfType ( int Type );
|
||||
void StartTask( Task_t *pTask );
|
||||
void RunTask( Task_t *pTask );
|
||||
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||||
void PrescheduleThink( void );
|
||||
|
||||
|
||||
// Conversations / communication
|
||||
int GetVoicePitch( void );
|
||||
void IdleRespond( void );
|
||||
int FIdleSpeak( void );
|
||||
int FIdleStare( void );
|
||||
int FIdleHello( void );
|
||||
void IdleHeadTurn( Vector &vecFriend );
|
||||
int FOkToSpeak( void );
|
||||
void TrySmellTalk( void );
|
||||
edict_t *EnumFriends( edict_t *pentPrevious, int listNumber, BOOL bTrace );
|
||||
void AlertFriends( void );
|
||||
void ShutUpFriends( void );
|
||||
BOOL IsTalking( void );
|
||||
void Talk( float flDuration );
|
||||
// For following
|
||||
BOOL CanFollow( void );
|
||||
BOOL IsFollowing( void ) { return m_hTargetEnt != NULL && UTIL_IsPlayer(m_hTargetEnt); }
|
||||
void StopFollowing( BOOL clearSchedule );
|
||||
void StartFollowing( edict_t *pLeader );
|
||||
virtual void DeclineFollowing( void ) {}
|
||||
void LimitFollowers( edict_t *pPlayer, int maxFollowers );
|
||||
|
||||
void EXPORT FollowerUse( edict_t *pActivator, edict_t *pCaller, USE_TYPE useType, float value );
|
||||
|
||||
virtual void SetAnswerQuestion( edict_t *pSpeaker );
|
||||
virtual int FriendNumber( int arrayNumber ) { return arrayNumber; }
|
||||
|
||||
static char *m_szFriends[TLK_CFRIENDS]; // array of friend names
|
||||
static float g_talkWaitTime;
|
||||
|
||||
int m_bitsSaid; // set bits for sentences we don't want repeated
|
||||
int m_nSpeak; // number of times initiated talking
|
||||
int m_voicePitch; // pitch of voice for this head
|
||||
const char *m_szGrp[TLK_CGROUPS]; // sentence group names
|
||||
float m_useTime; // Don't allow +USE until this time
|
||||
int m_iszUse; // Custom +USE sentence group (follow)
|
||||
int m_iszUnUse; // Custom +USE sentence group (stop following)
|
||||
|
||||
float m_flLastSaidSmelled;// last time we talked about something that stinks
|
||||
float m_flStopTalkTime;// when in the future that I'll be done saying this sentence.
|
||||
|
||||
EHANDLE m_hTalkTarget; // who to look at while talking
|
||||
CUSTOM_SCHEDULES;
|
||||
};
|
||||
|
||||
|
||||
// Clients can push talkmonsters out of their way
|
||||
#define bits_COND_CLIENT_PUSH ( bits_COND_SPECIAL1 )
|
||||
// Don't see a client right now.
|
||||
#define bits_COND_CLIENT_UNSEEN ( bits_COND_SPECIAL2 )
|
||||
|
||||
|
||||
#endif //TALKMONSTER_H
|
||||
1597
src/dlls/combat.cpp
Normal file
1597
src/dlls/combat.cpp
Normal file
File diff suppressed because it is too large
Load Diff
1359
src/dlls/controller.cpp
Normal file
1359
src/dlls/controller.cpp
Normal file
File diff suppressed because it is too large
Load Diff
75
src/dlls/decals.h
Normal file
75
src/dlls/decals.h
Normal file
@@ -0,0 +1,75 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef DECALS_H
|
||||
#define DECALS_H
|
||||
|
||||
//
|
||||
// Dynamic Decals
|
||||
//
|
||||
enum decal_e
|
||||
{
|
||||
DECAL_GUNSHOT1 = 0,
|
||||
DECAL_GUNSHOT2,
|
||||
DECAL_GUNSHOT3,
|
||||
DECAL_GUNSHOT4,
|
||||
DECAL_GUNSHOT5,
|
||||
DECAL_LAMBDA1,
|
||||
DECAL_LAMBDA2,
|
||||
DECAL_LAMBDA3,
|
||||
DECAL_LAMBDA4,
|
||||
DECAL_LAMBDA5,
|
||||
DECAL_LAMBDA6,
|
||||
DECAL_SCORCH1,
|
||||
DECAL_SCORCH2,
|
||||
DECAL_BLOOD1,
|
||||
DECAL_BLOOD2,
|
||||
DECAL_BLOOD3,
|
||||
DECAL_BLOOD4,
|
||||
DECAL_BLOOD5,
|
||||
DECAL_BLOOD6,
|
||||
DECAL_YBLOOD1,
|
||||
DECAL_YBLOOD2,
|
||||
DECAL_YBLOOD3,
|
||||
DECAL_YBLOOD4,
|
||||
DECAL_YBLOOD5,
|
||||
DECAL_YBLOOD6,
|
||||
DECAL_GLASSBREAK1,
|
||||
DECAL_GLASSBREAK2,
|
||||
DECAL_GLASSBREAK3,
|
||||
DECAL_BIGSHOT1,
|
||||
DECAL_BIGSHOT2,
|
||||
DECAL_BIGSHOT3,
|
||||
DECAL_BIGSHOT4,
|
||||
DECAL_BIGSHOT5,
|
||||
DECAL_SPIT1,
|
||||
DECAL_SPIT2,
|
||||
DECAL_BPROOF1, // Bulletproof glass decal
|
||||
DECAL_GARGSTOMP1, // Gargantua stomp crack
|
||||
DECAL_SMALLSCORCH1, // Small scorch mark
|
||||
DECAL_SMALLSCORCH2, // Small scorch mark
|
||||
DECAL_SMALLSCORCH3, // Small scorch mark
|
||||
DECAL_MOMMABIRTH, // Big momma birth splatter
|
||||
DECAL_MOMMASPLAT,
|
||||
};
|
||||
|
||||
typedef struct
|
||||
{
|
||||
char *name;
|
||||
int index;
|
||||
} DLL_DECALLIST;
|
||||
|
||||
extern DLL_DECALLIST gDecals[];
|
||||
|
||||
#endif // DECALS_H
|
||||
1084
src/dlls/defaultai.cpp
Normal file
1084
src/dlls/defaultai.cpp
Normal file
File diff suppressed because it is too large
Load Diff
98
src/dlls/defaultai.h
Normal file
98
src/dlls/defaultai.h
Normal file
@@ -0,0 +1,98 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#ifndef DEFAULTAI_H
|
||||
#define DEFAULTAI_H
|
||||
|
||||
//=========================================================
|
||||
// Failed
|
||||
//=========================================================
|
||||
extern Schedule_t slFail[];
|
||||
|
||||
//=========================================================
|
||||
// Idle Schedules
|
||||
//=========================================================
|
||||
extern Schedule_t slIdleStand[];
|
||||
extern Schedule_t slIdleTrigger[];
|
||||
extern Schedule_t slIdleWalk[];
|
||||
|
||||
//=========================================================
|
||||
// Wake Schedules
|
||||
//=========================================================
|
||||
extern Schedule_t slWakeAngry[];
|
||||
|
||||
//=========================================================
|
||||
// AlertTurn Schedules
|
||||
//=========================================================
|
||||
extern Schedule_t slAlertFace[];
|
||||
|
||||
//=========================================================
|
||||
// AlertIdle Schedules
|
||||
//=========================================================
|
||||
extern Schedule_t slAlertStand[];
|
||||
|
||||
//=========================================================
|
||||
// CombatIdle Schedule
|
||||
//=========================================================
|
||||
extern Schedule_t slCombatStand[];
|
||||
|
||||
//=========================================================
|
||||
// CombatFace Schedule
|
||||
//=========================================================
|
||||
extern Schedule_t slCombatFace[];
|
||||
|
||||
//=========================================================
|
||||
// reload schedule
|
||||
//=========================================================
|
||||
extern Schedule_t slReload[];
|
||||
|
||||
//=========================================================
|
||||
// Attack Schedules
|
||||
//=========================================================
|
||||
|
||||
extern Schedule_t slRangeAttack1[];
|
||||
extern Schedule_t slRangeAttack2[];
|
||||
|
||||
extern Schedule_t slTakeCoverFromBestSound[];
|
||||
|
||||
// primary melee attack
|
||||
extern Schedule_t slMeleeAttack[];
|
||||
|
||||
// Chase enemy schedule
|
||||
extern Schedule_t slChaseEnemy[];
|
||||
|
||||
//=========================================================
|
||||
// small flinch, used when a relatively minor bit of damage
|
||||
// is inflicted.
|
||||
//=========================================================
|
||||
extern Schedule_t slSmallFlinch[];
|
||||
|
||||
//=========================================================
|
||||
// Die!
|
||||
//=========================================================
|
||||
extern Schedule_t slDie[];
|
||||
|
||||
//=========================================================
|
||||
// Universal Error Schedule
|
||||
//=========================================================
|
||||
extern Schedule_t slError[];
|
||||
|
||||
//=========================================================
|
||||
// Scripted sequences
|
||||
//=========================================================
|
||||
extern Schedule_t slWalkToScript[];
|
||||
extern Schedule_t slRunToScript[];
|
||||
extern Schedule_t slWaitScript[];
|
||||
|
||||
#endif // DEFAULTAI_H
|
||||
1157
src/dlls/dllapi.cpp
Normal file
1157
src/dlls/dllapi.cpp
Normal file
File diff suppressed because it is too large
Load Diff
33
src/dlls/doors.h
Normal file
33
src/dlls/doors.h
Normal file
@@ -0,0 +1,33 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef DOORS_H
|
||||
#define DOORS_H
|
||||
|
||||
// doors
|
||||
#define SF_DOOR_ROTATE_Y 0
|
||||
#define SF_DOOR_START_OPEN 1
|
||||
#define SF_DOOR_ROTATE_BACKWARDS 2
|
||||
#define SF_DOOR_PASSABLE 8
|
||||
#define SF_DOOR_ONEWAY 16
|
||||
#define SF_DOOR_NO_AUTO_RETURN 32
|
||||
#define SF_DOOR_ROTATE_Z 64
|
||||
#define SF_DOOR_ROTATE_X 128
|
||||
#define SF_DOOR_USE_ONLY 256 // door must be opened by player's use button.
|
||||
#define SF_DOOR_NOMONSTERS 512 // Monster can't open
|
||||
#define SF_DOOR_SILENT 0x80000000
|
||||
|
||||
|
||||
|
||||
#endif //DOORS_H
|
||||
446
src/dlls/effects.cpp
Normal file
446
src/dlls/effects.cpp
Normal file
@@ -0,0 +1,446 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cmbase.h"
|
||||
#include "cmbasemonster.h"
|
||||
#include "monsters.h"
|
||||
#include "customentity.h"
|
||||
#include "effects.h"
|
||||
#include "weapons.h"
|
||||
#include "decals.h"
|
||||
#include "func_break.h"
|
||||
#include "shake.h"
|
||||
|
||||
#define SF_GIBSHOOTER_REPEATABLE 1 // allows a gibshooter to be refired
|
||||
|
||||
#define SF_FUNNEL_REVERSE 1 // funnel effect repels particles instead of attracting them.
|
||||
|
||||
|
||||
// --------------------------------------------------
|
||||
//
|
||||
// Beams
|
||||
//
|
||||
// --------------------------------------------------
|
||||
|
||||
void CMBeam::Spawn( void )
|
||||
{
|
||||
pev->solid = SOLID_NOT; // Remove model & collisions
|
||||
Precache( );
|
||||
}
|
||||
|
||||
void CMBeam::Precache( void )
|
||||
{
|
||||
if ( pev->owner )
|
||||
SetStartEntity( ENTINDEX( pev->owner ) );
|
||||
if ( pev->aiment )
|
||||
SetEndEntity( ENTINDEX( pev->aiment ) );
|
||||
}
|
||||
|
||||
void CMBeam::SetStartEntity( int entityIndex )
|
||||
{
|
||||
pev->sequence = (entityIndex & 0x0FFF) | ((pev->sequence&0xF000)<<12);
|
||||
pev->owner = g_engfuncs.pfnPEntityOfEntIndex( entityIndex );
|
||||
}
|
||||
|
||||
void CMBeam::SetEndEntity( int entityIndex )
|
||||
{
|
||||
pev->skin = (entityIndex & 0x0FFF) | ((pev->skin&0xF000)<<12);
|
||||
pev->aiment = g_engfuncs.pfnPEntityOfEntIndex( entityIndex );
|
||||
}
|
||||
|
||||
|
||||
// These don't take attachments into account
|
||||
const Vector &CMBeam::GetStartPos( void )
|
||||
{
|
||||
if ( GetType() == BEAM_ENTS )
|
||||
{
|
||||
edict_t *pent = g_engfuncs.pfnPEntityOfEntIndex( GetStartEntity() );
|
||||
return pent->v.origin;
|
||||
}
|
||||
return pev->origin;
|
||||
}
|
||||
|
||||
|
||||
const Vector &CMBeam::GetEndPos( void )
|
||||
{
|
||||
int type = GetType();
|
||||
if ( type == BEAM_POINTS || type == BEAM_HOSE )
|
||||
{
|
||||
return pev->angles;
|
||||
}
|
||||
|
||||
edict_t *pent = g_engfuncs.pfnPEntityOfEntIndex( GetEndEntity() );
|
||||
if ( pent )
|
||||
return pent->v.origin;
|
||||
return pev->angles;
|
||||
}
|
||||
|
||||
|
||||
CMBeam *CMBeam::BeamCreate( const char *pSpriteName, int width )
|
||||
{
|
||||
// Create a new entity with CMBeam private data
|
||||
CMBeam *pBeam = CreateClassPtr( (CMBeam *)NULL );
|
||||
|
||||
if (pBeam == NULL)
|
||||
return NULL;
|
||||
|
||||
pBeam->pev->classname = MAKE_STRING("beam");
|
||||
|
||||
pBeam->BeamInit( pSpriteName, width );
|
||||
|
||||
return pBeam;
|
||||
}
|
||||
|
||||
|
||||
void CMBeam::BeamInit( const char *pSpriteName, int width )
|
||||
{
|
||||
pev->flags |= FL_CUSTOMENTITY;
|
||||
SetColor( 255, 255, 255 );
|
||||
SetBrightness( 255 );
|
||||
SetNoise( 0 );
|
||||
SetFrame( 0 );
|
||||
SetScrollRate( 0 );
|
||||
pev->model = MAKE_STRING( pSpriteName );
|
||||
SetTexture( PRECACHE_MODEL( (char *)pSpriteName ) );
|
||||
SetWidth( width );
|
||||
pev->skin = 0;
|
||||
pev->sequence = 0;
|
||||
pev->rendermode = 0;
|
||||
}
|
||||
|
||||
|
||||
void CMBeam::PointsInit( const Vector &start, const Vector &end )
|
||||
{
|
||||
SetType( BEAM_POINTS );
|
||||
SetStartPos( start );
|
||||
SetEndPos( end );
|
||||
SetStartAttachment( 0 );
|
||||
SetEndAttachment( 0 );
|
||||
RelinkBeam();
|
||||
}
|
||||
|
||||
|
||||
void CMBeam::HoseInit( const Vector &start, const Vector &direction )
|
||||
{
|
||||
SetType( BEAM_HOSE );
|
||||
SetStartPos( start );
|
||||
SetEndPos( direction );
|
||||
SetStartAttachment( 0 );
|
||||
SetEndAttachment( 0 );
|
||||
RelinkBeam();
|
||||
}
|
||||
|
||||
|
||||
void CMBeam::PointEntInit( const Vector &start, int endIndex )
|
||||
{
|
||||
SetType( BEAM_ENTPOINT );
|
||||
SetStartPos( start );
|
||||
SetEndEntity( endIndex );
|
||||
SetStartAttachment( 0 );
|
||||
SetEndAttachment( 0 );
|
||||
RelinkBeam();
|
||||
}
|
||||
|
||||
void CMBeam::EntsInit( int startIndex, int endIndex )
|
||||
{
|
||||
SetType( BEAM_ENTS );
|
||||
SetStartEntity( startIndex );
|
||||
SetEndEntity( endIndex );
|
||||
SetStartAttachment( 0 );
|
||||
SetEndAttachment( 0 );
|
||||
RelinkBeam();
|
||||
}
|
||||
|
||||
|
||||
void CMBeam::RelinkBeam( void )
|
||||
{
|
||||
const Vector &startPos = GetStartPos(), &endPos = GetEndPos();
|
||||
|
||||
pev->mins.x = min( startPos.x, endPos.x );
|
||||
pev->mins.y = min( startPos.y, endPos.y );
|
||||
pev->mins.z = min( startPos.z, endPos.z );
|
||||
pev->maxs.x = max( startPos.x, endPos.x );
|
||||
pev->maxs.y = max( startPos.y, endPos.y );
|
||||
pev->maxs.z = max( startPos.z, endPos.z );
|
||||
pev->mins = pev->mins - pev->origin;
|
||||
pev->maxs = pev->maxs - pev->origin;
|
||||
|
||||
UTIL_SetSize( pev, pev->mins, pev->maxs );
|
||||
UTIL_SetOrigin( pev, pev->origin );
|
||||
}
|
||||
|
||||
#if 0
|
||||
void CMBeam::SetObjectCollisionBox( void )
|
||||
{
|
||||
const Vector &startPos = GetStartPos(), &endPos = GetEndPos();
|
||||
|
||||
pev->absmin.x = min( startPos.x, endPos.x );
|
||||
pev->absmin.y = min( startPos.y, endPos.y );
|
||||
pev->absmin.z = min( startPos.z, endPos.z );
|
||||
pev->absmax.x = max( startPos.x, endPos.x );
|
||||
pev->absmax.y = max( startPos.y, endPos.y );
|
||||
pev->absmax.z = max( startPos.z, endPos.z );
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
void CMBeam::TriggerTouch( edict_t *pOther )
|
||||
{
|
||||
if ( pOther->v.flags & (FL_CLIENT | FL_MONSTER) )
|
||||
{
|
||||
if ( pev->owner )
|
||||
{
|
||||
if (pev->owner->v.euser4 != NULL)
|
||||
{
|
||||
CMBaseEntity *pOwner = GetClassPtr((CMBaseEntity *)VARS(pev->owner));
|
||||
pOwner->Use( pOther, this->edict(), USE_TOGGLE, 0 );
|
||||
}
|
||||
}
|
||||
ALERT( at_console, "Firing targets!!!\n" );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
edict_t *CMBeam::RandomTargetname( const char *szName )
|
||||
{
|
||||
int total = 0;
|
||||
|
||||
edict_t *pEntity = NULL;
|
||||
edict_t *pNewEntity = NULL;
|
||||
while ((pNewEntity = UTIL_FindEntityByTargetname( pNewEntity, szName )) != NULL)
|
||||
{
|
||||
total++;
|
||||
if (RANDOM_LONG(0,total-1) < 1)
|
||||
pEntity = pNewEntity;
|
||||
}
|
||||
return pEntity;
|
||||
}
|
||||
|
||||
|
||||
void CMBeam::DoSparks( const Vector &start, const Vector &end )
|
||||
{
|
||||
if ( pev->spawnflags & (SF_BEAM_SPARKSTART|SF_BEAM_SPARKEND) )
|
||||
{
|
||||
if ( pev->spawnflags & SF_BEAM_SPARKSTART )
|
||||
{
|
||||
UTIL_Sparks( start );
|
||||
}
|
||||
if ( pev->spawnflags & SF_BEAM_SPARKEND )
|
||||
{
|
||||
UTIL_Sparks( end );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CMBeam::BeamDamage( TraceResult *ptr )
|
||||
{
|
||||
RelinkBeam();
|
||||
if ( ptr->flFraction != 1.0 && ptr->pHit != NULL )
|
||||
{
|
||||
if (UTIL_IsPlayer(ptr->pHit))
|
||||
{
|
||||
ClearMultiDamage();
|
||||
UTIL_TraceAttack(ptr->pHit, pev, pev->dmg * (gpGlobals->time - pev->dmgtime), (ptr->vecEndPos - pev->origin).Normalize(), ptr, DMG_ENERGYBEAM );
|
||||
ApplyMultiDamage( pev, pev );
|
||||
|
||||
if ( pev->spawnflags & SF_BEAM_DECALS )
|
||||
{
|
||||
if ( UTIL_IsBSPModel(ptr->pHit) )
|
||||
UTIL_DecalTrace( ptr, DECAL_BIGSHOT1 + RANDOM_LONG(0,4) );
|
||||
}
|
||||
|
||||
}
|
||||
else if (ptr->pHit->v.euser4 != NULL)
|
||||
{
|
||||
ClearMultiDamage();
|
||||
CMBaseEntity *pMonster = GetClassPtr((CMBaseEntity *)VARS(ptr->pHit));
|
||||
pMonster->TraceAttack( pev, pev->dmg * (gpGlobals->time - pev->dmgtime), (ptr->vecEndPos - pev->origin).Normalize(), ptr, DMG_ENERGYBEAM );
|
||||
ApplyMultiDamage( pev, pev );
|
||||
|
||||
if ( pev->spawnflags & SF_BEAM_DECALS )
|
||||
{
|
||||
if ( pMonster->IsBSPModel() )
|
||||
UTIL_DecalTrace( ptr, DECAL_BIGSHOT1 + RANDOM_LONG(0,4) );
|
||||
}
|
||||
}
|
||||
}
|
||||
pev->dmgtime = gpGlobals->time;
|
||||
}
|
||||
|
||||
|
||||
void CMSprite::Spawn( void )
|
||||
{
|
||||
pev->solid = SOLID_NOT;
|
||||
pev->movetype = MOVETYPE_NONE;
|
||||
pev->effects = 0;
|
||||
pev->frame = 0;
|
||||
|
||||
Precache();
|
||||
SET_MODEL( ENT(pev), STRING(pev->model) );
|
||||
|
||||
m_maxFrame = (float) MODEL_FRAMES( pev->modelindex ) - 1;
|
||||
if ( pev->targetname && !(pev->spawnflags & SF_SPRITE_STARTON) )
|
||||
TurnOff();
|
||||
else
|
||||
TurnOn();
|
||||
|
||||
// Worldcraft only sets y rotation, copy to Z
|
||||
if ( pev->angles.y != 0 && pev->angles.z == 0 )
|
||||
{
|
||||
pev->angles.z = pev->angles.y;
|
||||
pev->angles.y = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CMSprite::Precache( void )
|
||||
{
|
||||
PRECACHE_MODEL( (char *)STRING(pev->model) );
|
||||
|
||||
// Reset attachment after save/restore
|
||||
if ( pev->aiment )
|
||||
SetAttachment( pev->aiment, pev->body );
|
||||
else
|
||||
{
|
||||
// Clear attachment
|
||||
pev->skin = 0;
|
||||
pev->body = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CMSprite::SpriteInit( const char *pSpriteName, const Vector &origin )
|
||||
{
|
||||
pev->model = MAKE_STRING(pSpriteName);
|
||||
pev->origin = origin;
|
||||
Spawn();
|
||||
}
|
||||
|
||||
CMSprite *CMSprite::SpriteCreate( const char *pSpriteName, const Vector &origin, BOOL animate )
|
||||
{
|
||||
CMSprite *pSprite = CreateClassPtr( (CMSprite *)NULL );
|
||||
pSprite->SpriteInit( pSpriteName, origin );
|
||||
pSprite->pev->classname = MAKE_STRING("env_sprite");
|
||||
pSprite->pev->solid = SOLID_NOT;
|
||||
pSprite->pev->movetype = MOVETYPE_NOCLIP;
|
||||
if ( animate )
|
||||
pSprite->TurnOn();
|
||||
|
||||
return pSprite;
|
||||
}
|
||||
|
||||
|
||||
void CMSprite::AnimateThink( void )
|
||||
{
|
||||
Animate( pev->framerate * (gpGlobals->time - m_lastTime) );
|
||||
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
m_lastTime = gpGlobals->time;
|
||||
}
|
||||
|
||||
void CMSprite::AnimateUntilDead( void )
|
||||
{
|
||||
if ( gpGlobals->time > pev->dmgtime )
|
||||
UTIL_Remove(this->edict());
|
||||
else
|
||||
{
|
||||
AnimateThink();
|
||||
pev->nextthink = gpGlobals->time;
|
||||
}
|
||||
}
|
||||
|
||||
void CMSprite::Expand( float scaleSpeed, float fadeSpeed )
|
||||
{
|
||||
pev->speed = scaleSpeed;
|
||||
pev->health = fadeSpeed;
|
||||
SetThink( ExpandThink );
|
||||
|
||||
pev->nextthink = gpGlobals->time;
|
||||
m_lastTime = gpGlobals->time;
|
||||
}
|
||||
|
||||
|
||||
void CMSprite::ExpandThink( void )
|
||||
{
|
||||
float frametime = gpGlobals->time - m_lastTime;
|
||||
pev->scale += pev->speed * frametime;
|
||||
pev->renderamt -= pev->health * frametime;
|
||||
if ( pev->renderamt <= 0 )
|
||||
{
|
||||
pev->renderamt = 0;
|
||||
UTIL_Remove( this->edict() );
|
||||
}
|
||||
else
|
||||
{
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
m_lastTime = gpGlobals->time;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CMSprite::Animate( float frames )
|
||||
{
|
||||
pev->frame += frames;
|
||||
if ( pev->frame > m_maxFrame )
|
||||
{
|
||||
if ( pev->spawnflags & SF_SPRITE_ONCE )
|
||||
{
|
||||
TurnOff();
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( m_maxFrame > 0 )
|
||||
pev->frame = fmod( pev->frame, m_maxFrame );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CMSprite::TurnOff( void )
|
||||
{
|
||||
pev->effects = EF_NODRAW;
|
||||
pev->nextthink = 0;
|
||||
}
|
||||
|
||||
|
||||
void CMSprite::TurnOn( void )
|
||||
{
|
||||
pev->effects = 0;
|
||||
if ( (pev->framerate && m_maxFrame > 1.0) || (pev->spawnflags & SF_SPRITE_ONCE) )
|
||||
{
|
||||
SetThink( AnimateThink );
|
||||
pev->nextthink = gpGlobals->time;
|
||||
m_lastTime = gpGlobals->time;
|
||||
}
|
||||
pev->frame = 0;
|
||||
}
|
||||
|
||||
|
||||
void CMSprite::Use( edict_t *pActivator, edict_t *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
int on = pev->effects != EF_NODRAW;
|
||||
if ( ShouldToggle( useType, on ) )
|
||||
{
|
||||
if ( on )
|
||||
{
|
||||
TurnOff();
|
||||
}
|
||||
else
|
||||
{
|
||||
TurnOn();
|
||||
}
|
||||
}
|
||||
}
|
||||
203
src/dlls/effects.h
Normal file
203
src/dlls/effects.h
Normal file
@@ -0,0 +1,203 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef EFFECTS_H
|
||||
#define EFFECTS_H
|
||||
|
||||
#define SF_BEAM_STARTON 0x0001
|
||||
#define SF_BEAM_TOGGLE 0x0002
|
||||
#define SF_BEAM_RANDOM 0x0004
|
||||
#define SF_BEAM_RING 0x0008
|
||||
#define SF_BEAM_SPARKSTART 0x0010
|
||||
#define SF_BEAM_SPARKEND 0x0020
|
||||
#define SF_BEAM_DECALS 0x0040
|
||||
#define SF_BEAM_SHADEIN 0x0080
|
||||
#define SF_BEAM_SHADEOUT 0x0100
|
||||
#define SF_BEAM_TEMPORARY 0x8000
|
||||
|
||||
#define SF_SPRITE_STARTON 0x0001
|
||||
#define SF_SPRITE_ONCE 0x0002
|
||||
#define SF_SPRITE_TEMPORARY 0x8000
|
||||
|
||||
class CMSprite : public CMPointEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
|
||||
int ObjectCaps( void )
|
||||
{
|
||||
int flags = 0;
|
||||
if ( pev->spawnflags & SF_SPRITE_TEMPORARY )
|
||||
flags = FCAP_DONT_SAVE;
|
||||
return (CMBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
|
||||
}
|
||||
void EXPORT AnimateThink( void );
|
||||
void EXPORT ExpandThink( void );
|
||||
void Use( edict_t *pActivator, edict_t *pCaller, USE_TYPE useType, float value );
|
||||
void Animate( float frames );
|
||||
void Expand( float scaleSpeed, float fadeSpeed );
|
||||
void SpriteInit( const char *pSpriteName, const Vector &origin );
|
||||
|
||||
inline void SetAttachment( edict_t *pEntity, int attachment )
|
||||
{
|
||||
if ( pEntity )
|
||||
{
|
||||
pev->skin = ENTINDEX(pEntity);
|
||||
pev->body = attachment;
|
||||
pev->aiment = pEntity;
|
||||
pev->movetype = MOVETYPE_FOLLOW;
|
||||
}
|
||||
}
|
||||
void TurnOff( void );
|
||||
void TurnOn( void );
|
||||
inline float Frames( void ) { return m_maxFrame; }
|
||||
inline void SetTransparency( int rendermode, int r, int g, int b, int a, int fx )
|
||||
{
|
||||
pev->rendermode = rendermode;
|
||||
pev->rendercolor.x = r;
|
||||
pev->rendercolor.y = g;
|
||||
pev->rendercolor.z = b;
|
||||
pev->renderamt = a;
|
||||
pev->renderfx = fx;
|
||||
}
|
||||
inline void SetTexture( int spriteIndex ) { pev->modelindex = spriteIndex; }
|
||||
inline void SetScale( float scale ) { pev->scale = scale; }
|
||||
inline void SetColor( int r, int g, int b ) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; }
|
||||
inline void SetBrightness( int brightness ) { pev->renderamt = brightness; }
|
||||
|
||||
inline void AnimateAndDie( float framerate )
|
||||
{
|
||||
SetThink(AnimateUntilDead);
|
||||
pev->framerate = framerate;
|
||||
pev->dmgtime = gpGlobals->time + (m_maxFrame / framerate);
|
||||
pev->nextthink = gpGlobals->time;
|
||||
}
|
||||
|
||||
void EXPORT AnimateUntilDead( void );
|
||||
|
||||
static CMSprite *SpriteCreate( const char *pSpriteName, const Vector &origin, BOOL animate );
|
||||
|
||||
private:
|
||||
|
||||
float m_lastTime;
|
||||
float m_maxFrame;
|
||||
};
|
||||
|
||||
|
||||
class CMBeam : public CMBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
int ObjectCaps( void )
|
||||
{
|
||||
int flags = 0;
|
||||
if ( pev->spawnflags & SF_BEAM_TEMPORARY )
|
||||
flags = FCAP_DONT_SAVE;
|
||||
return (CMBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
|
||||
}
|
||||
|
||||
void EXPORT TriggerTouch( edict_t *pOther );
|
||||
|
||||
// These functions are here to show the way beams are encoded as entities.
|
||||
// Encoding beams as entities simplifies their management in the client/server architecture
|
||||
inline void SetType( int type ) { pev->rendermode = (pev->rendermode & 0xF0) | (type&0x0F); }
|
||||
inline void SetFlags( int flags ) { pev->rendermode = (pev->rendermode & 0x0F) | (flags&0xF0); }
|
||||
inline void SetStartPos( const Vector& pos ) { pev->origin = pos; }
|
||||
inline void SetEndPos( const Vector& pos ) { pev->angles = pos; }
|
||||
void SetStartEntity( int entityIndex );
|
||||
void SetEndEntity( int entityIndex );
|
||||
|
||||
inline void SetStartAttachment( int attachment ) { pev->sequence = (pev->sequence & 0x0FFF) | ((attachment&0xF)<<12); }
|
||||
inline void SetEndAttachment( int attachment ) { pev->skin = (pev->skin & 0x0FFF) | ((attachment&0xF)<<12); }
|
||||
|
||||
inline void SetTexture( int spriteIndex ) { pev->modelindex = spriteIndex; }
|
||||
inline void SetWidth( int width ) { pev->scale = width; }
|
||||
inline void SetNoise( int amplitude ) { pev->body = amplitude; }
|
||||
inline void SetColor( int r, int g, int b ) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; }
|
||||
inline void SetBrightness( int brightness ) { pev->renderamt = brightness; }
|
||||
inline void SetFrame( float frame ) { pev->frame = frame; }
|
||||
inline void SetScrollRate( int speed ) { pev->animtime = speed; }
|
||||
|
||||
inline int GetType( void ) { return pev->rendermode & 0x0F; }
|
||||
inline int GetFlags( void ) { return pev->rendermode & 0xF0; }
|
||||
inline int GetStartEntity( void ) { return pev->sequence & 0xFFF; }
|
||||
inline int GetEndEntity( void ) { return pev->skin & 0xFFF; }
|
||||
|
||||
const Vector &GetStartPos( void );
|
||||
const Vector &GetEndPos( void );
|
||||
|
||||
Vector Center( void ) { return (GetStartPos() + GetEndPos()) * 0.5; }; // center point of beam
|
||||
|
||||
inline int GetTexture( void ) { return pev->modelindex; }
|
||||
inline int GetWidth( void ) { return pev->scale; }
|
||||
inline int GetNoise( void ) { return pev->body; }
|
||||
// inline void GetColor( int r, int g, int b ) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; }
|
||||
inline int GetBrightness( void ) { return pev->renderamt; }
|
||||
inline int GetFrame( void ) { return pev->frame; }
|
||||
inline int GetScrollRate( void ) { return pev->animtime; }
|
||||
|
||||
// Call after you change start/end positions
|
||||
void RelinkBeam( void );
|
||||
// void SetObjectCollisionBox( void );
|
||||
|
||||
void DoSparks( const Vector &start, const Vector &end );
|
||||
edict_t *RandomTargetname( const char *szName );
|
||||
void BeamDamage( TraceResult *ptr );
|
||||
// Init after BeamCreate()
|
||||
void BeamInit( const char *pSpriteName, int width );
|
||||
void PointsInit( const Vector &start, const Vector &end );
|
||||
void PointEntInit( const Vector &start, int endIndex );
|
||||
void EntsInit( int startIndex, int endIndex );
|
||||
void HoseInit( const Vector &start, const Vector &direction );
|
||||
|
||||
static CMBeam *BeamCreate( const char *pSpriteName, int width );
|
||||
|
||||
inline void LiveForTime( float time ) { SetThink(SUB_Remove); pev->nextthink = gpGlobals->time + time; }
|
||||
inline void BeamDamageInstant( TraceResult *ptr, float damage )
|
||||
{
|
||||
pev->dmg = damage;
|
||||
pev->dmgtime = gpGlobals->time - 1;
|
||||
BeamDamage(ptr);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out
|
||||
#define SF_MESSAGE_ALL 0x0002 // Send to all clients
|
||||
|
||||
|
||||
class CMLaser : public CMBeam
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
|
||||
void TurnOn( void );
|
||||
void TurnOff( void );
|
||||
int IsOn( void );
|
||||
|
||||
void FireAtPoint( TraceResult &point );
|
||||
|
||||
void EXPORT StrikeThink( void );
|
||||
void Use( edict_t *pActivator, edict_t *pCaller, USE_TYPE useType, float value );
|
||||
|
||||
CMSprite *m_pSprite;
|
||||
int m_iszSpriteName;
|
||||
Vector m_firePosition;
|
||||
};
|
||||
|
||||
#endif //EFFECTS_H
|
||||
158
src/dlls/enginecallback.h
Normal file
158
src/dlls/enginecallback.h
Normal file
@@ -0,0 +1,158 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef ENGINECALLBACK_H
|
||||
#define ENGINECALLBACK_H
|
||||
#pragma once
|
||||
|
||||
#include "event_flags.h"
|
||||
|
||||
// Must be provided by user of this code
|
||||
extern enginefuncs_t g_engfuncs;
|
||||
|
||||
// The actual engine callbacks
|
||||
#define GETPLAYERUSERID (*g_engfuncs.pfnGetPlayerUserId)
|
||||
#define PRECACHE_MODEL (*g_engfuncs.pfnPrecacheModel)
|
||||
#define PRECACHE_SOUND (*g_engfuncs.pfnPrecacheSound)
|
||||
#define PRECACHE_GENERIC (*g_engfuncs.pfnPrecacheGeneric)
|
||||
#define SET_MODEL (*g_engfuncs.pfnSetModel)
|
||||
#define MODEL_INDEX (*g_engfuncs.pfnModelIndex)
|
||||
#define MODEL_FRAMES (*g_engfuncs.pfnModelFrames)
|
||||
#define SET_SIZE (*g_engfuncs.pfnSetSize)
|
||||
#define CHANGE_LEVEL (*g_engfuncs.pfnChangeLevel)
|
||||
#define GET_SPAWN_PARMS (*g_engfuncs.pfnGetSpawnParms)
|
||||
#define SAVE_SPAWN_PARMS (*g_engfuncs.pfnSaveSpawnParms)
|
||||
#define VEC_TO_YAW (*g_engfuncs.pfnVecToYaw)
|
||||
#define VEC_TO_ANGLES (*g_engfuncs.pfnVecToAngles)
|
||||
#define MOVE_TO_ORIGIN (*g_engfuncs.pfnMoveToOrigin)
|
||||
#define oldCHANGE_YAW (*g_engfuncs.pfnChangeYaw)
|
||||
#define CHANGE_PITCH (*g_engfuncs.pfnChangePitch)
|
||||
#define MAKE_VECTORS (*g_engfuncs.pfnMakeVectors)
|
||||
#define CREATE_ENTITY (*g_engfuncs.pfnCreateEntity)
|
||||
#define REMOVE_ENTITY (*g_engfuncs.pfnRemoveEntity)
|
||||
#define CREATE_NAMED_ENTITY (*g_engfuncs.pfnCreateNamedEntity)
|
||||
#define MAKE_STATIC (*g_engfuncs.pfnMakeStatic)
|
||||
#define ENT_IS_ON_FLOOR (*g_engfuncs.pfnEntIsOnFloor)
|
||||
#define DROP_TO_FLOOR (*g_engfuncs.pfnDropToFloor)
|
||||
#define WALK_MOVE (*g_engfuncs.pfnWalkMove)
|
||||
#define SET_ORIGIN (*g_engfuncs.pfnSetOrigin)
|
||||
#define EMIT_SOUND_DYN2 (*g_engfuncs.pfnEmitSound)
|
||||
#define BUILD_SOUND_MSG (*g_engfuncs.pfnBuildSoundMsg)
|
||||
#define TRACE_LINE (*g_engfuncs.pfnTraceLine)
|
||||
#define TRACE_TOSS (*g_engfuncs.pfnTraceToss)
|
||||
#define TRACE_MONSTER_HULL (*g_engfuncs.pfnTraceMonsterHull)
|
||||
#define TRACE_HULL (*g_engfuncs.pfnTraceHull)
|
||||
#define GET_AIM_VECTOR (*g_engfuncs.pfnGetAimVector)
|
||||
#define SERVER_COMMAND (*g_engfuncs.pfnServerCommand)
|
||||
#define SERVER_EXECUTE (*g_engfuncs.pfnServerExecute)
|
||||
#define CLIENT_COMMAND (*g_engfuncs.pfnClientCommand)
|
||||
#define PARTICLE_EFFECT (*g_engfuncs.pfnParticleEffect)
|
||||
#define LIGHT_STYLE (*g_engfuncs.pfnLightStyle)
|
||||
#define DECAL_INDEX (*g_engfuncs.pfnDecalIndex)
|
||||
#define POINT_CONTENTS (*g_engfuncs.pfnPointContents)
|
||||
#define CRC32_INIT (*g_engfuncs.pfnCRC32_Init)
|
||||
#define CRC32_PROCESS_BUFFER (*g_engfuncs.pfnCRC32_ProcessBuffer)
|
||||
#define CRC32_PROCESS_BYTE (*g_engfuncs.pfnCRC32_ProcessByte)
|
||||
#define CRC32_FINAL (*g_engfuncs.pfnCRC32_Final)
|
||||
#define RANDOM_LONG (*g_engfuncs.pfnRandomLong)
|
||||
#define RANDOM_FLOAT (*g_engfuncs.pfnRandomFloat)
|
||||
#define GETPLAYERWONID (*g_engfuncs.pfnGetPlayerWONId)
|
||||
|
||||
inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin = NULL, edict_t *ed = NULL ) {
|
||||
(*g_engfuncs.pfnMessageBegin)(msg_dest, msg_type, pOrigin, ed);
|
||||
}
|
||||
#define MESSAGE_END (*g_engfuncs.pfnMessageEnd)
|
||||
#define WRITE_BYTE (*g_engfuncs.pfnWriteByte)
|
||||
#define WRITE_CHAR (*g_engfuncs.pfnWriteChar)
|
||||
#define WRITE_SHORT (*g_engfuncs.pfnWriteShort)
|
||||
#define WRITE_LONG (*g_engfuncs.pfnWriteLong)
|
||||
#define WRITE_ANGLE (*g_engfuncs.pfnWriteAngle)
|
||||
#define WRITE_COORD (*g_engfuncs.pfnWriteCoord)
|
||||
#define WRITE_STRING (*g_engfuncs.pfnWriteString)
|
||||
#define WRITE_ENTITY (*g_engfuncs.pfnWriteEntity)
|
||||
#define CVAR_REGISTER (*g_engfuncs.pfnCVarRegister)
|
||||
#define CVAR_GET_FLOAT (*g_engfuncs.pfnCVarGetFloat)
|
||||
#define CVAR_GET_STRING (*g_engfuncs.pfnCVarGetString)
|
||||
#define CVAR_SET_FLOAT (*g_engfuncs.pfnCVarSetFloat)
|
||||
#define CVAR_SET_STRING (*g_engfuncs.pfnCVarSetString)
|
||||
#define CVAR_GET_POINTER (*g_engfuncs.pfnCVarGetPointer)
|
||||
#define ALERT (*g_engfuncs.pfnAlertMessage)
|
||||
#define ENGINE_FPRINTF (*g_engfuncs.pfnEngineFprintf)
|
||||
#define ALLOC_PRIVATE (*g_engfuncs.pfnPvAllocEntPrivateData)
|
||||
inline void *GET_PRIVATE( edict_t *pent )
|
||||
{
|
||||
if ( pent )
|
||||
return pent->pvPrivateData;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
#define FREE_PRIVATE (*g_engfuncs.pfnFreeEntPrivateData)
|
||||
//#define STRING (*g_engfuncs.pfnSzFromIndex)
|
||||
#define ALLOC_STRING (*g_engfuncs.pfnAllocString)
|
||||
#define FIND_ENTITY_BY_STRING (*g_engfuncs.pfnFindEntityByString)
|
||||
#define GETENTITYILLUM (*g_engfuncs.pfnGetEntityIllum)
|
||||
#define FIND_ENTITY_IN_SPHERE (*g_engfuncs.pfnFindEntityInSphere)
|
||||
#define FIND_CLIENT_IN_PVS (*g_engfuncs.pfnFindClientInPVS)
|
||||
#define EMIT_AMBIENT_SOUND (*g_engfuncs.pfnEmitAmbientSound)
|
||||
#define GET_MODEL_PTR (*g_engfuncs.pfnGetModelPtr)
|
||||
#define REG_USER_MSG (*g_engfuncs.pfnRegUserMsg)
|
||||
#define GET_BONE_POSITION (*g_engfuncs.pfnGetBonePosition)
|
||||
#define FUNCTION_FROM_NAME (*g_engfuncs.pfnFunctionFromName)
|
||||
#define NAME_FOR_FUNCTION (*g_engfuncs.pfnNameForFunction)
|
||||
#define TRACE_TEXTURE (*g_engfuncs.pfnTraceTexture)
|
||||
#define CLIENT_PRINTF (*g_engfuncs.pfnClientPrintf)
|
||||
#define CMD_ARGS (*g_engfuncs.pfnCmd_Args)
|
||||
#define CMD_ARGC (*g_engfuncs.pfnCmd_Argc)
|
||||
#define CMD_ARGV (*g_engfuncs.pfnCmd_Argv)
|
||||
#define GET_ATTACHMENT (*g_engfuncs.pfnGetAttachment)
|
||||
#define SET_VIEW (*g_engfuncs.pfnSetView)
|
||||
#define SET_CROSSHAIRANGLE (*g_engfuncs.pfnCrosshairAngle)
|
||||
#define LOAD_FILE_FOR_ME (*g_engfuncs.pfnLoadFileForMe)
|
||||
#define FREE_FILE (*g_engfuncs.pfnFreeFile)
|
||||
#define COMPARE_FILE_TIME (*g_engfuncs.pfnCompareFileTime)
|
||||
#define GET_GAME_DIR (*g_engfuncs.pfnGetGameDir)
|
||||
#define IS_MAP_VALID (*g_engfuncs.pfnIsMapValid)
|
||||
#define NUMBER_OF_ENTITIES (*g_engfuncs.pfnNumberOfEntities)
|
||||
#define IS_DEDICATED_SERVER (*g_engfuncs.pfnIsDedicatedServer)
|
||||
|
||||
#define PRECACHE_EVENT (*g_engfuncs.pfnPrecacheEvent)
|
||||
#define PLAYBACK_EVENT_FULL (*g_engfuncs.pfnPlaybackEvent)
|
||||
|
||||
#define ENGINE_SET_PVS (*g_engfuncs.pfnSetFatPVS)
|
||||
#define ENGINE_SET_PAS (*g_engfuncs.pfnSetFatPAS)
|
||||
|
||||
#define ENGINE_CHECK_VISIBILITY (*g_engfuncs.pfnCheckVisibility)
|
||||
|
||||
#define DELTA_SET ( *g_engfuncs.pfnDeltaSetField )
|
||||
#define DELTA_UNSET ( *g_engfuncs.pfnDeltaUnsetField )
|
||||
#define DELTA_ADDENCODER ( *g_engfuncs.pfnDeltaAddEncoder )
|
||||
#define ENGINE_CURRENT_PLAYER ( *g_engfuncs.pfnGetCurrentPlayer )
|
||||
|
||||
#define ENGINE_CANSKIP ( *g_engfuncs.pfnCanSkipPlayer )
|
||||
|
||||
#define DELTA_FINDFIELD ( *g_engfuncs.pfnDeltaFindField )
|
||||
#define DELTA_SETBYINDEX ( *g_engfuncs.pfnDeltaSetFieldByIndex )
|
||||
#define DELTA_UNSETBYINDEX ( *g_engfuncs.pfnDeltaUnsetFieldByIndex )
|
||||
|
||||
#define ENGINE_GETPHYSINFO ( *g_engfuncs.pfnGetPhysicsInfoString )
|
||||
|
||||
#define ENGINE_SETGROUPMASK ( *g_engfuncs.pfnSetGroupMask )
|
||||
|
||||
#define ENGINE_INSTANCE_BASELINE ( *g_engfuncs.pfnCreateInstancedBaseline )
|
||||
|
||||
#define ENGINE_FORCE_UNMODIFIED ( *g_engfuncs.pfnForceUnmodified )
|
||||
|
||||
#define PLAYER_CNX_STATS ( *g_engfuncs.pfnGetPlayerStats )
|
||||
|
||||
#endif //ENGINECALLBACK_H
|
||||
32
src/dlls/explode.h
Normal file
32
src/dlls/explode.h
Normal file
@@ -0,0 +1,32 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef EXPLODE_H
|
||||
#define EXPLODE_H
|
||||
|
||||
|
||||
#define SF_ENVEXPLOSION_NODAMAGE ( 1 << 0 ) // when set, ENV_EXPLOSION will not actually inflict damage
|
||||
#define SF_ENVEXPLOSION_REPEATABLE ( 1 << 1 ) // can this entity be refired?
|
||||
#define SF_ENVEXPLOSION_NOFIREBALL ( 1 << 2 ) // don't draw the fireball
|
||||
#define SF_ENVEXPLOSION_NOSMOKE ( 1 << 3 ) // don't draw the smoke
|
||||
#define SF_ENVEXPLOSION_NODECAL ( 1 << 4 ) // don't make a scorch mark
|
||||
#define SF_ENVEXPLOSION_NOSPARKS ( 1 << 5 ) // don't make a scorch mark
|
||||
|
||||
extern DLL_GLOBAL short g_sModelIndexFireball;
|
||||
extern DLL_GLOBAL short g_sModelIndexSmoke;
|
||||
|
||||
|
||||
extern void ExplosionCreate( const Vector ¢er, const Vector &angles, edict_t *pOwner, int magnitude, BOOL doDamage );
|
||||
|
||||
#endif //EXPLODE_H
|
||||
88
src/dlls/extdll.h
Normal file
88
src/dlls/extdll.h
Normal file
@@ -0,0 +1,88 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef EXTDLL_H
|
||||
#define EXTDLL_H
|
||||
|
||||
|
||||
//
|
||||
// Global header file for extension DLLs
|
||||
//
|
||||
|
||||
// Allow "DEBUG" in addition to default "_DEBUG"
|
||||
#ifdef _DEBUG
|
||||
#define DEBUG 1
|
||||
#endif
|
||||
|
||||
// Silence certain warnings
|
||||
#pragma warning(disable : 4244) // int or float down-conversion
|
||||
#pragma warning(disable : 4305) // int or float data truncation
|
||||
#pragma warning(disable : 4201) // nameless struct/union
|
||||
#pragma warning(disable : 4514) // unreferenced inline function removed
|
||||
#pragma warning(disable : 4100) // unreferenced formal parameter
|
||||
|
||||
// Prevent tons of unused windows definitions
|
||||
#ifdef _WIN32
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#define NOWINRES
|
||||
#define NOSERVICE
|
||||
#define NOMCX
|
||||
#define NOIME
|
||||
#include "windows.h"
|
||||
#else // _WIN32
|
||||
#define FALSE 0
|
||||
#define TRUE (!FALSE)
|
||||
typedef unsigned long ULONG;
|
||||
typedef unsigned char BYTE;
|
||||
typedef int BOOL;
|
||||
#define MAX_PATH PATH_MAX
|
||||
#include <limits.h>
|
||||
#include <stdarg.h>
|
||||
#ifndef min
|
||||
#define min(a,b) (((a) < (b)) ? (a) : (b))
|
||||
#endif
|
||||
#ifndef max
|
||||
#define max(a,b) (((a) > (b)) ? (a) : (b))
|
||||
#define _vsnprintf(a,b,c,d) vsnprintf(a,b,c,d)
|
||||
#endif
|
||||
#endif //_WIN32
|
||||
|
||||
// Misc C-runtime library headers
|
||||
#include "stdio.h"
|
||||
#include "stdlib.h"
|
||||
#include "math.h"
|
||||
|
||||
// Header file containing definition of globalvars_t and entvars_t
|
||||
typedef int func_t; //
|
||||
typedef int string_t; // from engine's pr_comp.h;
|
||||
typedef float vec_t; // needed before including progdefs.h
|
||||
|
||||
// Vector class
|
||||
#include "vector.h"
|
||||
|
||||
// Defining it as a (bogus) struct helps enforce type-checking
|
||||
#define vec3_t Vector
|
||||
|
||||
// Shared engine/DLL constants
|
||||
#include "const.h"
|
||||
#include "progdefs.h"
|
||||
#include "edict.h"
|
||||
|
||||
// Shared header describing protocol between engine and DLLs
|
||||
#include "eiface.h"
|
||||
|
||||
// Shared header between the client DLL and the game DLLs
|
||||
#include "cdll_dll.h"
|
||||
|
||||
#endif //EXTDLL_H
|
||||
281
src/dlls/flyingmonster.cpp
Normal file
281
src/dlls/flyingmonster.cpp
Normal file
@@ -0,0 +1,281 @@
|
||||
/***
|
||||
*
|
||||
* 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 "cmbase.h"
|
||||
#include "cmbasemonster.h"
|
||||
#include "monsters.h"
|
||||
#include "schedule.h"
|
||||
|
||||
#define FLYING_AE_FLAP (8)
|
||||
#define FLYING_AE_FLAPSOUND (9)
|
||||
|
||||
|
||||
extern DLL_GLOBAL edict_t *g_pBodyQueueHead;
|
||||
|
||||
int CMFlyingMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, edict_t *pTarget, float *pflDist )
|
||||
{
|
||||
// UNDONE: need to check more than the endpoint
|
||||
if (FBitSet(pev->flags, FL_SWIM) && (UTIL_PointContents(vecEnd) != CONTENTS_WATER))
|
||||
{
|
||||
// ALERT(at_aiconsole, "can't swim out of water\n");
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
TraceResult tr;
|
||||
|
||||
UTIL_TraceHull( vecStart + Vector( 0, 0, 32 ), vecEnd + Vector( 0, 0, 32 ), dont_ignore_monsters, large_hull, edict(), &tr );
|
||||
|
||||
// ALERT( at_console, "%.0f %.0f %.0f : ", vecStart.x, vecStart.y, vecStart.z );
|
||||
// ALERT( at_console, "%.0f %.0f %.0f\n", vecEnd.x, vecEnd.y, vecEnd.z );
|
||||
|
||||
if (pflDist)
|
||||
{
|
||||
*pflDist = ( (tr.vecEndPos - Vector( 0, 0, 32 )) - vecStart ).Length();// get the distance.
|
||||
}
|
||||
|
||||
// ALERT( at_console, "check %d %d %f\n", tr.fStartSolid, tr.fAllSolid, tr.flFraction );
|
||||
if (tr.fStartSolid || tr.flFraction < 1.0)
|
||||
{
|
||||
if ( pTarget && (pTarget == gpGlobals->trace_ent) )
|
||||
return LOCALMOVE_VALID;
|
||||
return LOCALMOVE_INVALID;
|
||||
}
|
||||
|
||||
return LOCALMOVE_VALID;
|
||||
}
|
||||
|
||||
|
||||
BOOL CMFlyingMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, edict_t *pTargetEnt, Vector *pApex )
|
||||
{
|
||||
return CMBaseMonster::FTriangulate( vecStart, vecEnd, flDist, pTargetEnt, pApex );
|
||||
}
|
||||
|
||||
|
||||
Activity CMFlyingMonster :: GetStoppedActivity( void )
|
||||
{
|
||||
if ( pev->movetype != MOVETYPE_FLY ) // UNDONE: Ground idle here, IDLE may be something else
|
||||
return ACT_IDLE;
|
||||
|
||||
return ACT_HOVER;
|
||||
}
|
||||
|
||||
|
||||
void CMFlyingMonster :: Stop( void )
|
||||
{
|
||||
Activity stopped = GetStoppedActivity();
|
||||
if ( m_IdealActivity != stopped )
|
||||
{
|
||||
m_flightSpeed = 0;
|
||||
m_IdealActivity = stopped;
|
||||
}
|
||||
pev->angles.z = 0;
|
||||
pev->angles.x = 0;
|
||||
m_vecTravel = g_vecZero;
|
||||
}
|
||||
|
||||
|
||||
float CMFlyingMonster :: ChangeYaw( int speed )
|
||||
{
|
||||
if ( pev->movetype == MOVETYPE_FLY )
|
||||
{
|
||||
float diff = FlYawDiff();
|
||||
float target = 0;
|
||||
|
||||
if ( m_IdealActivity != GetStoppedActivity() )
|
||||
{
|
||||
if ( diff < -20 )
|
||||
target = 90;
|
||||
else if ( diff > 20 )
|
||||
target = -90;
|
||||
}
|
||||
pev->angles.z = UTIL_Approach( target, pev->angles.z, 220.0 * gpGlobals->frametime );
|
||||
}
|
||||
return CMBaseMonster::ChangeYaw( speed );
|
||||
}
|
||||
|
||||
|
||||
void CMFlyingMonster :: Killed( entvars_t *pevAttacker, int iGib )
|
||||
{
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
ClearBits( pev->flags, FL_ONGROUND );
|
||||
pev->angles.z = 0;
|
||||
pev->angles.x = 0;
|
||||
CMBaseMonster::Killed( pevAttacker, iGib );
|
||||
}
|
||||
|
||||
|
||||
void CMFlyingMonster :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
||||
{
|
||||
switch( pEvent->event )
|
||||
{
|
||||
case FLYING_AE_FLAP:
|
||||
m_flightSpeed = 400;
|
||||
break;
|
||||
|
||||
case FLYING_AE_FLAPSOUND:
|
||||
if ( m_pFlapSound )
|
||||
EMIT_SOUND( edict(), CHAN_BODY, m_pFlapSound, 1, ATTN_NORM );
|
||||
break;
|
||||
|
||||
default:
|
||||
CMBaseMonster::HandleAnimEvent( pEvent );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CMFlyingMonster :: Move( float flInterval )
|
||||
{
|
||||
if ( pev->movetype == MOVETYPE_FLY )
|
||||
m_flGroundSpeed = m_flightSpeed;
|
||||
CMBaseMonster::Move( flInterval );
|
||||
}
|
||||
|
||||
|
||||
BOOL CMFlyingMonster:: ShouldAdvanceRoute( float flWaypointDist )
|
||||
{
|
||||
// Get true 3D distance to the goal so we actually reach the correct height
|
||||
if ( m_Route[ m_iRouteIndex ].iType & bits_MF_IS_GOAL )
|
||||
flWaypointDist = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Length();
|
||||
|
||||
if ( flWaypointDist <= 64 + (m_flGroundSpeed * gpGlobals->frametime) )
|
||||
return TRUE;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
void CMFlyingMonster::MoveExecute( edict_t *pTargetEnt, const Vector &vecDir, float flInterval )
|
||||
{
|
||||
if ( pev->movetype == MOVETYPE_FLY )
|
||||
{
|
||||
if ( gpGlobals->time - m_stopTime > 1.0 )
|
||||
{
|
||||
if ( m_IdealActivity != m_movementActivity )
|
||||
{
|
||||
m_IdealActivity = m_movementActivity;
|
||||
m_flGroundSpeed = m_flightSpeed = 200;
|
||||
}
|
||||
}
|
||||
Vector vecMove = pev->origin + (( vecDir + (m_vecTravel * m_momentum) ).Normalize() * (m_flGroundSpeed * flInterval));
|
||||
|
||||
if ( m_IdealActivity != m_movementActivity )
|
||||
{
|
||||
m_flightSpeed = UTIL_Approach( 100, m_flightSpeed, 75 * gpGlobals->frametime );
|
||||
if ( m_flightSpeed < 100 )
|
||||
m_stopTime = gpGlobals->time;
|
||||
}
|
||||
else
|
||||
m_flightSpeed = UTIL_Approach( 20, m_flightSpeed, 300 * gpGlobals->frametime );
|
||||
|
||||
if ( CheckLocalMove ( pev->origin, vecMove, pTargetEnt, NULL ) )
|
||||
{
|
||||
m_vecTravel = (vecMove - pev->origin);
|
||||
m_vecTravel = m_vecTravel.Normalize();
|
||||
UTIL_MoveToOrigin(ENT(pev), vecMove, (m_flGroundSpeed * flInterval), MOVE_STRAFE);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_IdealActivity = GetStoppedActivity();
|
||||
m_stopTime = gpGlobals->time;
|
||||
m_vecTravel = g_vecZero;
|
||||
}
|
||||
}
|
||||
else
|
||||
CMBaseMonster::MoveExecute( pTargetEnt, vecDir, flInterval );
|
||||
}
|
||||
|
||||
|
||||
float CMFlyingMonster::CeilingZ( const Vector &position )
|
||||
{
|
||||
TraceResult tr;
|
||||
|
||||
Vector minUp = position;
|
||||
Vector maxUp = position;
|
||||
maxUp.z += 4096.0;
|
||||
|
||||
UTIL_TraceLine(position, maxUp, ignore_monsters, NULL, &tr);
|
||||
if (tr.flFraction != 1.0)
|
||||
maxUp.z = tr.vecEndPos.z;
|
||||
|
||||
if ((pev->flags) & FL_SWIM)
|
||||
{
|
||||
return UTIL_WaterLevel( position, minUp.z, maxUp.z );
|
||||
}
|
||||
return maxUp.z;
|
||||
}
|
||||
|
||||
BOOL CMFlyingMonster::ProbeZ( const Vector &position, const Vector &probe, float *pFraction)
|
||||
{
|
||||
int conPosition = UTIL_PointContents(position);
|
||||
if ( (((pev->flags) & FL_SWIM) == FL_SWIM) ^ (conPosition == CONTENTS_WATER))
|
||||
{
|
||||
// SWIMING & !WATER
|
||||
// or FLYING & WATER
|
||||
//
|
||||
*pFraction = 0.0;
|
||||
return TRUE; // We hit a water boundary because we are where we don't belong.
|
||||
}
|
||||
int conProbe = UTIL_PointContents(probe);
|
||||
if (conProbe == conPosition)
|
||||
{
|
||||
// The probe is either entirely inside the water (for fish) or entirely
|
||||
// outside the water (for birds).
|
||||
//
|
||||
*pFraction = 1.0;
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
Vector ProbeUnit = (probe-position).Normalize();
|
||||
float ProbeLength = (probe-position).Length();
|
||||
float maxProbeLength = ProbeLength;
|
||||
float minProbeLength = 0;
|
||||
|
||||
float diff = maxProbeLength - minProbeLength;
|
||||
while (diff > 1.0)
|
||||
{
|
||||
float midProbeLength = minProbeLength + diff/2.0;
|
||||
Vector midProbeVec = midProbeLength * ProbeUnit;
|
||||
if (UTIL_PointContents(position+midProbeVec) == conPosition)
|
||||
{
|
||||
minProbeLength = midProbeLength;
|
||||
}
|
||||
else
|
||||
{
|
||||
maxProbeLength = midProbeLength;
|
||||
}
|
||||
diff = maxProbeLength - minProbeLength;
|
||||
}
|
||||
*pFraction = minProbeLength/ProbeLength;
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
float CMFlyingMonster::FloorZ( const Vector &position )
|
||||
{
|
||||
TraceResult tr;
|
||||
|
||||
Vector down = position;
|
||||
down.z -= 2048;
|
||||
|
||||
UTIL_TraceLine( position, down, ignore_monsters, NULL, &tr );
|
||||
|
||||
if ( tr.flFraction != 1.0 )
|
||||
return tr.vecEndPos.z;
|
||||
|
||||
return down.z;
|
||||
}
|
||||
|
||||
70
src/dlls/func_break.h
Normal file
70
src/dlls/func_break.h
Normal file
@@ -0,0 +1,70 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef FUNC_BREAK_H
|
||||
#define FUNC_BREAK_H
|
||||
|
||||
typedef enum { expRandom, expDirected} Explosions;
|
||||
typedef enum { matGlass = 0, matWood, matMetal, matFlesh, matCinderBlock, matCeilingTile, matComputer, matUnbreakableGlass, matRocks, matNone, matLastMaterial } Materials;
|
||||
|
||||
#define NUM_SHARDS 6 // this many shards spawned when breakable objects break;
|
||||
|
||||
class CMBreakable : public CMBaseDelay
|
||||
{
|
||||
public:
|
||||
// basic functions
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
void KeyValue( KeyValueData* pkvd);
|
||||
void EXPORT BreakTouch( CMBaseEntity *pOther );
|
||||
void Use( CMBaseEntity *pActivator, CMBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
void DamageSound( void );
|
||||
|
||||
// breakables use an overridden takedamage
|
||||
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
|
||||
// To spark when hit
|
||||
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
|
||||
|
||||
BOOL IsBreakable( void );
|
||||
BOOL SparkWhenHit( void );
|
||||
|
||||
int DamageDecal( int bitsDamageType );
|
||||
|
||||
void EXPORT Die( void );
|
||||
virtual int ObjectCaps( void ) { return (CMBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
|
||||
|
||||
inline BOOL Explodable( void ) { return ExplosionMagnitude() > 0; }
|
||||
inline int ExplosionMagnitude( void ) { return pev->impulse; }
|
||||
inline void ExplosionSetMagnitude( int magnitude ) { pev->impulse = magnitude; }
|
||||
|
||||
static void MaterialSoundPrecache( Materials precacheMaterial );
|
||||
static void MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume );
|
||||
static const char **MaterialSoundList( Materials precacheMaterial, int &soundCount );
|
||||
|
||||
static const char *pSoundsWood[];
|
||||
static const char *pSoundsFlesh[];
|
||||
static const char *pSoundsGlass[];
|
||||
static const char *pSoundsMetal[];
|
||||
static const char *pSoundsConcrete[];
|
||||
static const char *pSpawnObjects[];
|
||||
|
||||
Materials m_Material;
|
||||
Explosions m_Explosion;
|
||||
int m_idShard;
|
||||
float m_angle;
|
||||
int m_iszGibModel;
|
||||
int m_iszSpawnObject;
|
||||
};
|
||||
|
||||
#endif // FUNC_BREAK_H
|
||||
466
src/dlls/ggrenade.cpp
Normal file
466
src/dlls/ggrenade.cpp
Normal file
@@ -0,0 +1,466 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== generic grenade.cpp ========================================================
|
||||
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cmbase.h"
|
||||
#include "cmbasemonster.h"
|
||||
#include "monsters.h"
|
||||
#include "weapons.h"
|
||||
#include "nodes.h"
|
||||
#include "decals.h"
|
||||
#include "explode.h"
|
||||
|
||||
|
||||
//===================grenade
|
||||
|
||||
// Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges
|
||||
#define SF_DETONATE 0x0001
|
||||
|
||||
//
|
||||
// Grenade Explode
|
||||
//
|
||||
void CMGrenade::Explode( Vector vecSrc, Vector vecAim )
|
||||
{
|
||||
TraceResult tr;
|
||||
UTIL_TraceLine ( pev->origin, pev->origin + Vector ( 0, 0, -32 ), ignore_monsters, ENT(pev), & tr);
|
||||
|
||||
Explode( &tr, DMG_BLAST );
|
||||
}
|
||||
|
||||
// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution.
|
||||
void CMGrenade::Explode( TraceResult *pTrace, int bitsDamageType )
|
||||
{
|
||||
float flRndSound;// sound randomizer
|
||||
|
||||
pev->model = iStringNull;//invisible
|
||||
pev->solid = SOLID_NOT;// intangible
|
||||
|
||||
pev->takedamage = DAMAGE_NO;
|
||||
|
||||
// Pull out of the wall a bit
|
||||
if ( pTrace->flFraction != 1.0 )
|
||||
{
|
||||
pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24) * 0.6);
|
||||
}
|
||||
|
||||
int iContents = UTIL_PointContents ( pev->origin );
|
||||
|
||||
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
|
||||
WRITE_BYTE( TE_EXPLOSION ); // This makes a dynamic light and the explosion sprites/sound
|
||||
WRITE_COORD( pev->origin.x ); // Send to PAS because of the sound
|
||||
WRITE_COORD( pev->origin.y );
|
||||
WRITE_COORD( pev->origin.z );
|
||||
if (iContents != CONTENTS_WATER)
|
||||
{
|
||||
WRITE_SHORT( g_sModelIndexFireball );
|
||||
}
|
||||
else
|
||||
{
|
||||
WRITE_SHORT( g_sModelIndexWExplosion );
|
||||
}
|
||||
WRITE_BYTE( (pev->dmg - 50) * .60 ); // scale * 10
|
||||
WRITE_BYTE( 15 ); // framerate
|
||||
WRITE_BYTE( TE_EXPLFLAG_NONE );
|
||||
MESSAGE_END();
|
||||
|
||||
entvars_t *pevOwner;
|
||||
if ( pev->owner )
|
||||
pevOwner = VARS( pev->owner );
|
||||
else
|
||||
pevOwner = NULL;
|
||||
|
||||
pev->owner = NULL; // can't traceline attack owner if this is set
|
||||
|
||||
RadiusDamage ( pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType );
|
||||
|
||||
if ( RANDOM_FLOAT( 0 , 1 ) < 0.5 )
|
||||
{
|
||||
UTIL_DecalTrace( pTrace, DECAL_SCORCH1 );
|
||||
}
|
||||
else
|
||||
{
|
||||
UTIL_DecalTrace( pTrace, DECAL_SCORCH2 );
|
||||
}
|
||||
|
||||
flRndSound = RANDOM_FLOAT( 0 , 1 );
|
||||
|
||||
switch ( RANDOM_LONG( 0, 2 ) )
|
||||
{
|
||||
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM); break;
|
||||
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM); break;
|
||||
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM); break;
|
||||
}
|
||||
|
||||
pev->effects |= EF_NODRAW;
|
||||
SetThink( Smoke );
|
||||
pev->velocity = g_vecZero;
|
||||
pev->nextthink = gpGlobals->time + 0.3;
|
||||
|
||||
/*jlb
|
||||
if (iContents != CONTENTS_WATER)
|
||||
{
|
||||
int sparkCount = RANDOM_LONG(0,3);
|
||||
for ( int i = 0; i < sparkCount; i++ )
|
||||
Create( "spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL );
|
||||
}
|
||||
jlb*/
|
||||
}
|
||||
|
||||
|
||||
void CMGrenade::Smoke( void )
|
||||
{
|
||||
if (UTIL_PointContents ( pev->origin ) == CONTENTS_WATER)
|
||||
{
|
||||
UTIL_Bubbles( pev->origin - Vector( 64, 64, 64 ), pev->origin + Vector( 64, 64, 64 ), 100 );
|
||||
}
|
||||
else
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
|
||||
WRITE_BYTE( TE_SMOKE );
|
||||
WRITE_COORD( pev->origin.x );
|
||||
WRITE_COORD( pev->origin.y );
|
||||
WRITE_COORD( pev->origin.z );
|
||||
WRITE_SHORT( g_sModelIndexSmoke );
|
||||
WRITE_BYTE( (pev->dmg - 50) * 0.80 ); // scale * 10
|
||||
WRITE_BYTE( 12 ); // framerate
|
||||
MESSAGE_END();
|
||||
}
|
||||
UTIL_Remove( this->edict() );
|
||||
}
|
||||
|
||||
void CMGrenade::Killed( entvars_t *pevAttacker, int iGib )
|
||||
{
|
||||
Detonate( );
|
||||
}
|
||||
|
||||
|
||||
// Timed grenade, this think is called when time runs out.
|
||||
void CMGrenade::DetonateUse( edict_t *pActivator, edict_t *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
SetThink( Detonate );
|
||||
pev->nextthink = gpGlobals->time;
|
||||
}
|
||||
|
||||
void CMGrenade::PreDetonate( void )
|
||||
{
|
||||
SetThink( Detonate );
|
||||
pev->nextthink = gpGlobals->time + 1;
|
||||
}
|
||||
|
||||
|
||||
void CMGrenade::Detonate( void )
|
||||
{
|
||||
TraceResult tr;
|
||||
Vector vecSpot;// trace starts here!
|
||||
|
||||
vecSpot = pev->origin + Vector ( 0 , 0 , 8 );
|
||||
UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -40 ), ignore_monsters, ENT(pev), & tr);
|
||||
|
||||
Explode( &tr, DMG_BLAST );
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// Contact grenade, explode when it touches something
|
||||
//
|
||||
void CMGrenade::ExplodeTouch( edict_t *pOther )
|
||||
{
|
||||
TraceResult tr;
|
||||
Vector vecSpot;// trace starts here!
|
||||
|
||||
pev->enemy = pOther;
|
||||
|
||||
vecSpot = pev->origin - pev->velocity.Normalize() * 32;
|
||||
UTIL_TraceLine( vecSpot, vecSpot + pev->velocity.Normalize() * 64, ignore_monsters, ENT(pev), &tr );
|
||||
|
||||
Explode( &tr, DMG_BLAST );
|
||||
}
|
||||
|
||||
|
||||
void CMGrenade::DangerSoundThink( void )
|
||||
{
|
||||
if (!IsInWorld())
|
||||
{
|
||||
UTIL_Remove( this->edict() );
|
||||
return;
|
||||
}
|
||||
|
||||
pev->nextthink = gpGlobals->time + 0.2;
|
||||
|
||||
if (pev->waterlevel != 0)
|
||||
{
|
||||
pev->velocity = pev->velocity * 0.5;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CMGrenade::BounceTouch( edict_t *pOther )
|
||||
{
|
||||
// don't hit the guy that launched this grenade
|
||||
if ( pOther == pev->owner )
|
||||
return;
|
||||
|
||||
// only do damage if we're moving fairly fast
|
||||
if (m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 100)
|
||||
{
|
||||
entvars_t *pevOwner = VARS( pev->owner );
|
||||
if (pevOwner)
|
||||
{
|
||||
TraceResult tr = UTIL_GetGlobalTrace( );
|
||||
ClearMultiDamage( );
|
||||
|
||||
if (UTIL_IsPlayer(pOther))
|
||||
UTIL_TraceAttack(pOther, pevOwner, 1, gpGlobals->v_forward, &tr, DMG_CLUB );
|
||||
else if (pOther->v.euser4 != NULL)
|
||||
{
|
||||
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(pOther));
|
||||
pMonster->TraceAttack(pevOwner, 1, gpGlobals->v_forward, &tr, DMG_CLUB );
|
||||
}
|
||||
|
||||
ApplyMultiDamage( pev, pevOwner);
|
||||
}
|
||||
m_flNextAttack = gpGlobals->time + 1.0; // debounce
|
||||
}
|
||||
|
||||
Vector vecTestVelocity;
|
||||
// pev->avelocity = Vector (300, 300, 300);
|
||||
|
||||
// this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical
|
||||
// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity.
|
||||
// trimming the Z velocity a bit seems to help quite a bit.
|
||||
vecTestVelocity = pev->velocity;
|
||||
vecTestVelocity.z *= 0.45;
|
||||
|
||||
if ( !m_fRegisteredSound && vecTestVelocity.Length() <= 60 )
|
||||
{
|
||||
//ALERT( at_console, "Grenade Registered!: %f\n", vecTestVelocity.Length() );
|
||||
|
||||
// grenade is moving really slow. It's probably very close to where it will ultimately stop moving.
|
||||
// go ahead and emit the danger sound.
|
||||
|
||||
// register a radius louder than the explosion, so we make sure everyone gets out of the way
|
||||
m_fRegisteredSound = TRUE;
|
||||
}
|
||||
|
||||
if (pev->flags & FL_ONGROUND)
|
||||
{
|
||||
// add a bit of static friction
|
||||
pev->velocity = pev->velocity * 0.8;
|
||||
|
||||
pev->sequence = RANDOM_LONG( 1, 1 );
|
||||
}
|
||||
else
|
||||
{
|
||||
// play bounce sound
|
||||
BounceSound();
|
||||
}
|
||||
pev->framerate = pev->velocity.Length() / 200.0;
|
||||
if (pev->framerate > 1.0)
|
||||
pev->framerate = 1;
|
||||
else if (pev->framerate < 0.5)
|
||||
pev->framerate = 0;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void CMGrenade::SlideTouch( edict_t *pOther )
|
||||
{
|
||||
// don't hit the guy that launched this grenade
|
||||
if ( pOther == pev->owner )
|
||||
return;
|
||||
|
||||
// pev->avelocity = Vector (300, 300, 300);
|
||||
|
||||
if (pev->flags & FL_ONGROUND)
|
||||
{
|
||||
// add a bit of static friction
|
||||
pev->velocity = pev->velocity * 0.95;
|
||||
|
||||
if (pev->velocity.x != 0 || pev->velocity.y != 0)
|
||||
{
|
||||
// maintain sliding sound
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
BounceSound();
|
||||
}
|
||||
}
|
||||
|
||||
void CMGrenade :: BounceSound( void )
|
||||
{
|
||||
switch ( RANDOM_LONG( 0, 2 ) )
|
||||
{
|
||||
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM); break;
|
||||
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break;
|
||||
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break;
|
||||
}
|
||||
}
|
||||
|
||||
void CMGrenade :: TumbleThink( void )
|
||||
{
|
||||
if (!IsInWorld())
|
||||
{
|
||||
UTIL_Remove( this->edict() );
|
||||
return;
|
||||
}
|
||||
|
||||
StudioFrameAdvance( );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
|
||||
if (pev->dmgtime <= gpGlobals->time)
|
||||
{
|
||||
SetThink( Detonate );
|
||||
}
|
||||
if (pev->waterlevel != 0)
|
||||
{
|
||||
pev->velocity = pev->velocity * 0.5;
|
||||
pev->framerate = 0.2;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CMGrenade:: Spawn( void )
|
||||
{
|
||||
pev->movetype = MOVETYPE_BOUNCE;
|
||||
pev->classname = MAKE_STRING( "grenade" );
|
||||
|
||||
pev->solid = SOLID_BBOX;
|
||||
|
||||
SET_MODEL(ENT(pev), "models/grenade.mdl");
|
||||
UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0));
|
||||
|
||||
pev->dmg = 100;
|
||||
m_fRegisteredSound = FALSE;
|
||||
}
|
||||
|
||||
|
||||
CMGrenade *CMGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
|
||||
{
|
||||
CMGrenade *pGrenade = CreateClassPtr( (CMGrenade *)NULL );
|
||||
|
||||
if (pGrenade == NULL) // no free monster edicts left?
|
||||
return NULL;
|
||||
|
||||
pGrenade->Spawn();
|
||||
// contact grenades arc lower
|
||||
pGrenade->pev->gravity = 0.5;// lower gravity since grenade is aerodynamic and engine doesn't know it.
|
||||
UTIL_SetOrigin( pGrenade->pev, vecStart );
|
||||
pGrenade->pev->velocity = vecVelocity;
|
||||
pGrenade->pev->angles = UTIL_VecToAngles (pGrenade->pev->velocity);
|
||||
pGrenade->pev->owner = ENT(pevOwner);
|
||||
|
||||
// make monsters afaid of it while in the air
|
||||
pGrenade->SetThink( DangerSoundThink );
|
||||
pGrenade->pev->nextthink = gpGlobals->time;
|
||||
|
||||
// Tumble in air
|
||||
pGrenade->pev->avelocity.x = RANDOM_FLOAT ( -100, -500 );
|
||||
|
||||
// Explode on contact
|
||||
pGrenade->SetTouch( ExplodeTouch );
|
||||
|
||||
pGrenade->pev->dmg = gSkillData.monDmgM203Grenade;
|
||||
|
||||
return pGrenade;
|
||||
}
|
||||
|
||||
|
||||
CMGrenade * CMGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time )
|
||||
{
|
||||
CMGrenade *pGrenade = CreateClassPtr( (CMGrenade *)NULL );
|
||||
|
||||
if (pGrenade == NULL) // no free monster edicts left?
|
||||
return NULL;
|
||||
|
||||
pGrenade->Spawn();
|
||||
UTIL_SetOrigin( pGrenade->pev, vecStart );
|
||||
pGrenade->pev->velocity = vecVelocity;
|
||||
pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
|
||||
pGrenade->pev->owner = ENT(pevOwner);
|
||||
|
||||
pGrenade->SetTouch( BounceTouch ); // Bounce if touched
|
||||
|
||||
// Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate
|
||||
// will insert a DANGER sound into the world sound list and delay detonation for one second so that
|
||||
// the grenade explodes after the exact amount of time specified in the call to ShootTimed().
|
||||
|
||||
pGrenade->pev->dmgtime = gpGlobals->time + time;
|
||||
pGrenade->SetThink( TumbleThink );
|
||||
pGrenade->pev->nextthink = gpGlobals->time + 0.1;
|
||||
if (time < 0.1)
|
||||
{
|
||||
pGrenade->pev->nextthink = gpGlobals->time;
|
||||
pGrenade->pev->velocity = Vector( 0, 0, 0 );
|
||||
}
|
||||
|
||||
pGrenade->pev->sequence = RANDOM_LONG( 3, 6 );
|
||||
pGrenade->pev->framerate = 1.0;
|
||||
|
||||
// Tumble through the air
|
||||
// pGrenade->pev->avelocity.x = -400;
|
||||
|
||||
pGrenade->pev->gravity = 0.5;
|
||||
pGrenade->pev->friction = 0.8;
|
||||
|
||||
SET_MODEL(ENT(pGrenade->pev), "models/w_grenade.mdl");
|
||||
pGrenade->pev->dmg = 100;
|
||||
|
||||
return pGrenade;
|
||||
}
|
||||
|
||||
|
||||
CMGrenade * CMGrenade :: ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
|
||||
{
|
||||
CMGrenade *pGrenade = CreateClassPtr( (CMGrenade *)NULL );
|
||||
|
||||
if (pGrenade == NULL) // no free monster edicts left?
|
||||
return NULL;
|
||||
|
||||
pGrenade->pev->movetype = MOVETYPE_BOUNCE;
|
||||
pGrenade->pev->classname = MAKE_STRING( "grenade" );
|
||||
|
||||
pGrenade->pev->solid = SOLID_BBOX;
|
||||
|
||||
SET_MODEL(ENT(pGrenade->pev), "models/grenade.mdl"); // Change this to satchel charge model
|
||||
|
||||
UTIL_SetSize(pGrenade->pev, Vector( 0, 0, 0), Vector(0, 0, 0));
|
||||
|
||||
pGrenade->pev->dmg = 200;
|
||||
UTIL_SetOrigin( pGrenade->pev, vecStart );
|
||||
pGrenade->pev->velocity = vecVelocity;
|
||||
pGrenade->pev->angles = g_vecZero;
|
||||
pGrenade->pev->owner = ENT(pevOwner);
|
||||
|
||||
// Detonate in "time" seconds
|
||||
pGrenade->SetThink( SUB_DoNothing );
|
||||
pGrenade->SetUse( DetonateUse );
|
||||
pGrenade->SetTouch( SlideTouch );
|
||||
pGrenade->pev->spawnflags = SF_DETONATE;
|
||||
|
||||
pGrenade->pev->friction = 0.9;
|
||||
|
||||
return pGrenade;
|
||||
}
|
||||
|
||||
//======================end grenade
|
||||
|
||||
199
src/dlls/h_ai.cpp
Normal file
199
src/dlls/h_ai.cpp
Normal file
@@ -0,0 +1,199 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
h_ai.cpp - halflife specific ai code
|
||||
|
||||
*/
|
||||
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cmbase.h"
|
||||
#include "cmbasemonster.h"
|
||||
#include "monsters.h"
|
||||
|
||||
#define NUM_LATERAL_CHECKS 13 // how many checks are made on each side of a monster looking for lateral cover
|
||||
#define NUM_LATERAL_LOS_CHECKS 6 // how many checks are made on each side of a monster looking for lateral cover
|
||||
|
||||
//float flRandom = RANDOM_FLOAT(0,1);
|
||||
|
||||
DLL_GLOBAL BOOL g_fDrawLines = FALSE;
|
||||
|
||||
//=========================================================
|
||||
//
|
||||
// AI UTILITY FUNCTIONS
|
||||
//
|
||||
// !!!UNDONE - move CBaseMonster functions to monsters.cpp
|
||||
//=========================================================
|
||||
|
||||
//=========================================================
|
||||
// FBoxVisible - a more accurate ( and slower ) version
|
||||
// of FVisible.
|
||||
//
|
||||
// !!!UNDONE - make this CBaseMonster?
|
||||
//=========================================================
|
||||
BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize )
|
||||
{
|
||||
// don't look through water
|
||||
if ((pevLooker->waterlevel != 3 && pevTarget->waterlevel == 3)
|
||||
|| (pevLooker->waterlevel == 3 && pevTarget->waterlevel == 0))
|
||||
return FALSE;
|
||||
|
||||
TraceResult tr;
|
||||
Vector vecLookerOrigin = pevLooker->origin + pevLooker->view_ofs;//look through the monster's 'eyes'
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
Vector vecTarget = pevTarget->origin;
|
||||
vecTarget.x += RANDOM_FLOAT( pevTarget->mins.x + flSize, pevTarget->maxs.x - flSize);
|
||||
vecTarget.y += RANDOM_FLOAT( pevTarget->mins.y + flSize, pevTarget->maxs.y - flSize);
|
||||
vecTarget.z += RANDOM_FLOAT( pevTarget->mins.z + flSize, pevTarget->maxs.z - flSize);
|
||||
|
||||
UTIL_TraceLine(vecLookerOrigin, vecTarget, ignore_monsters, ignore_glass, ENT(pevLooker)/*pentIgnore*/, &tr);
|
||||
|
||||
if (tr.flFraction == 1.0)
|
||||
{
|
||||
vecTargetOrigin = vecTarget;
|
||||
return TRUE;// line of sight is valid.
|
||||
}
|
||||
}
|
||||
return FALSE;// Line of sight is not established
|
||||
}
|
||||
|
||||
//
|
||||
// VecCheckToss - returns the velocity at which an object should be lobbed from vecspot1 to land near vecspot2.
|
||||
// returns g_vecZero if toss is not feasible.
|
||||
//
|
||||
Vector VecCheckToss ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj )
|
||||
{
|
||||
TraceResult tr;
|
||||
Vector vecMidPoint;// halfway point between Spot1 and Spot2
|
||||
Vector vecApex;// highest point
|
||||
Vector vecScale;
|
||||
Vector vecGrenadeVel;
|
||||
Vector vecTemp;
|
||||
float flGravity = g_psv_gravity->value * flGravityAdj;
|
||||
|
||||
if (vecSpot2.z - vecSpot1.z > 500)
|
||||
{
|
||||
// to high, fail
|
||||
return g_vecZero;
|
||||
}
|
||||
|
||||
UTIL_MakeVectors (pev->angles);
|
||||
|
||||
// toss a little bit to the left or right, not right down on the enemy's bean (head).
|
||||
vecSpot2 = vecSpot2 + gpGlobals->v_right * ( RANDOM_FLOAT(-8,8) + RANDOM_FLOAT(-16,16) );
|
||||
vecSpot2 = vecSpot2 + gpGlobals->v_forward * ( RANDOM_FLOAT(-8,8) + RANDOM_FLOAT(-16,16) );
|
||||
|
||||
// calculate the midpoint and apex of the 'triangle'
|
||||
// UNDONE: normalize any Z position differences between spot1 and spot2 so that triangle is always RIGHT
|
||||
|
||||
// How much time does it take to get there?
|
||||
|
||||
// get a rough idea of how high it can be thrown
|
||||
vecMidPoint = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5;
|
||||
UTIL_TraceLine(vecMidPoint, vecMidPoint + Vector(0,0,500), ignore_monsters, ENT(pev), &tr);
|
||||
vecMidPoint = tr.vecEndPos;
|
||||
// (subtract 15 so the grenade doesn't hit the ceiling)
|
||||
vecMidPoint.z -= 15;
|
||||
|
||||
if (vecMidPoint.z < vecSpot1.z || vecMidPoint.z < vecSpot2.z)
|
||||
{
|
||||
// to not enough space, fail
|
||||
return g_vecZero;
|
||||
}
|
||||
|
||||
// How high should the grenade travel to reach the apex
|
||||
float distance1 = (vecMidPoint.z - vecSpot1.z);
|
||||
float distance2 = (vecMidPoint.z - vecSpot2.z);
|
||||
|
||||
// How long will it take for the grenade to travel this distance
|
||||
float time1 = sqrt( distance1 / (0.5 * flGravity) );
|
||||
float time2 = sqrt( distance2 / (0.5 * flGravity) );
|
||||
|
||||
if (time1 < 0.1)
|
||||
{
|
||||
// too close
|
||||
return g_vecZero;
|
||||
}
|
||||
|
||||
// how hard to throw sideways to get there in time.
|
||||
vecGrenadeVel = (vecSpot2 - vecSpot1) / (time1 + time2);
|
||||
// how hard upwards to reach the apex at the right time.
|
||||
vecGrenadeVel.z = flGravity * time1;
|
||||
|
||||
// find the apex
|
||||
vecApex = vecSpot1 + vecGrenadeVel * time1;
|
||||
vecApex.z = vecMidPoint.z;
|
||||
|
||||
UTIL_TraceLine(vecSpot1, vecApex, dont_ignore_monsters, ENT(pev), &tr);
|
||||
if (tr.flFraction != 1.0)
|
||||
{
|
||||
// fail!
|
||||
return g_vecZero;
|
||||
}
|
||||
|
||||
// UNDONE: either ignore monsters or change it to not care if we hit our enemy
|
||||
UTIL_TraceLine(vecSpot2, vecApex, ignore_monsters, ENT(pev), &tr);
|
||||
if (tr.flFraction != 1.0)
|
||||
{
|
||||
// fail!
|
||||
return g_vecZero;
|
||||
}
|
||||
|
||||
return vecGrenadeVel;
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// VecCheckThrow - returns the velocity vector at which an object should be thrown from vecspot1 to hit vecspot2.
|
||||
// returns g_vecZero if throw is not feasible.
|
||||
//
|
||||
Vector VecCheckThrow ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj )
|
||||
{
|
||||
float flGravity = g_psv_gravity->value * flGravityAdj;
|
||||
|
||||
Vector vecGrenadeVel = (vecSpot2 - vecSpot1);
|
||||
|
||||
// throw at a constant time
|
||||
float time = vecGrenadeVel.Length( ) / flSpeed;
|
||||
vecGrenadeVel = vecGrenadeVel * (1.0 / time);
|
||||
|
||||
// adjust upward toss to compensate for gravity loss
|
||||
vecGrenadeVel.z += flGravity * time * 0.5;
|
||||
|
||||
Vector vecApex = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5;
|
||||
vecApex.z += 0.5 * flGravity * (time * 0.5) * (time * 0.5);
|
||||
|
||||
TraceResult tr;
|
||||
UTIL_TraceLine(vecSpot1, vecApex, dont_ignore_monsters, ENT(pev), &tr);
|
||||
if (tr.flFraction != 1.0)
|
||||
{
|
||||
// fail!
|
||||
return g_vecZero;
|
||||
}
|
||||
|
||||
UTIL_TraceLine(vecSpot2, vecApex, ignore_monsters, ENT(pev), &tr);
|
||||
if (tr.flFraction != 1.0)
|
||||
{
|
||||
// fail!
|
||||
return g_vecZero;
|
||||
}
|
||||
|
||||
return vecGrenadeVel;
|
||||
}
|
||||
|
||||
|
||||
46
src/dlls/h_export.cpp
Normal file
46
src/dlls/h_export.cpp
Normal file
@@ -0,0 +1,46 @@
|
||||
//
|
||||
// botman's monster - MetaMOD plugin
|
||||
//
|
||||
// h_export.cpp
|
||||
//
|
||||
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== h_export.cpp ========================================================
|
||||
|
||||
Entity classes exported by Halflife.
|
||||
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "h_export.h"
|
||||
|
||||
// From SDK dlls/h_export.cpp:
|
||||
|
||||
//! Holds engine functionality callbacks
|
||||
enginefuncs_t g_engfuncs;
|
||||
globalvars_t *gpGlobals;
|
||||
|
||||
// Receive engine function table from engine.
|
||||
// This appears to be the _first_ DLL routine called by the engine, so we
|
||||
// do some setup operations here.
|
||||
void WINAPI GiveFnptrsToDll( enginefuncs_t* pengfuncsFromEngine, globalvars_t *pGlobals )
|
||||
{
|
||||
memcpy(&g_engfuncs, pengfuncsFromEngine, sizeof(enginefuncs_t));
|
||||
gpGlobals = pGlobals;
|
||||
}
|
||||
|
||||
909
src/dlls/hassassin.cpp
Normal file
909
src/dlls/hassassin.cpp
Normal file
@@ -0,0 +1,909 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
|
||||
|
||||
//=========================================================
|
||||
// hassassin - Human assassin, fast and stealthy
|
||||
//=========================================================
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cmbase.h"
|
||||
#include "cmbasemonster.h"
|
||||
#include "monsters.h"
|
||||
#include "schedule.h"
|
||||
#include "weapons.h"
|
||||
|
||||
//=========================================================
|
||||
// monster-specific schedule types
|
||||
//=========================================================
|
||||
enum
|
||||
{
|
||||
SCHED_ASSASSIN_EXPOSED = LAST_COMMON_SCHEDULE + 1,// cover was blown.
|
||||
SCHED_ASSASSIN_JUMP, // fly through the air
|
||||
SCHED_ASSASSIN_JUMP_ATTACK, // fly through the air and shoot
|
||||
SCHED_ASSASSIN_JUMP_LAND, // hit and run away
|
||||
};
|
||||
|
||||
//=========================================================
|
||||
// monster-specific tasks
|
||||
//=========================================================
|
||||
|
||||
enum
|
||||
{
|
||||
TASK_ASSASSIN_FALL_TO_GROUND = LAST_COMMON_TASK + 1, // falling and waiting to hit ground
|
||||
};
|
||||
|
||||
|
||||
//=========================================================
|
||||
// Monster's Anim Events Go Here
|
||||
//=========================================================
|
||||
#define ASSASSIN_AE_SHOOT1 1
|
||||
#define ASSASSIN_AE_TOSS1 2
|
||||
#define ASSASSIN_AE_JUMP 3
|
||||
|
||||
|
||||
#define bits_MEMORY_BADJUMP (bits_MEMORY_CUSTOM1)
|
||||
|
||||
|
||||
//=========================================================
|
||||
// DieSound
|
||||
//=========================================================
|
||||
void CMHAssassin :: DeathSound ( void )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// IdleSound
|
||||
//=========================================================
|
||||
void CMHAssassin :: IdleSound ( void )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// ISoundMask - returns a bit mask indicating which types
|
||||
// of sounds this monster regards.
|
||||
//=========================================================
|
||||
int CMHAssassin :: ISoundMask ( void)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// Classify - indicates this monster's place in the
|
||||
// relationship table.
|
||||
//=========================================================
|
||||
int CMHAssassin :: Classify ( void )
|
||||
{
|
||||
return CLASS_HUMAN_MILITARY;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// SetYawSpeed - allows each sequence to have a different
|
||||
// turn rate associated with it.
|
||||
//=========================================================
|
||||
void CMHAssassin :: SetYawSpeed ( void )
|
||||
{
|
||||
int ys;
|
||||
|
||||
switch ( m_Activity )
|
||||
{
|
||||
case ACT_TURN_LEFT:
|
||||
case ACT_TURN_RIGHT:
|
||||
ys = 360;
|
||||
break;
|
||||
default:
|
||||
ys = 360;
|
||||
break;
|
||||
}
|
||||
|
||||
pev->yaw_speed = ys;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// Shoot
|
||||
//=========================================================
|
||||
void CMHAssassin :: Shoot ( void )
|
||||
{
|
||||
if (m_hEnemy == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Vector vecShootOrigin = GetGunPosition();
|
||||
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
|
||||
|
||||
if (m_flLastShot + 2 < gpGlobals->time)
|
||||
{
|
||||
m_flDiviation = 0.10;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_flDiviation -= 0.01;
|
||||
if (m_flDiviation < 0.02)
|
||||
m_flDiviation = 0.02;
|
||||
}
|
||||
m_flLastShot = gpGlobals->time;
|
||||
|
||||
UTIL_MakeVectors ( pev->angles );
|
||||
|
||||
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
|
||||
EjectBrass ( pev->origin + gpGlobals->v_up * 32 + gpGlobals->v_forward * 12, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL);
|
||||
FireBullets(1, vecShootOrigin, vecShootDir, Vector( m_flDiviation, m_flDiviation, m_flDiviation ), 2048, BULLET_MONSTER_9MM ); // shoot +-8 degrees
|
||||
|
||||
switch(RANDOM_LONG(0,1))
|
||||
{
|
||||
case 0:
|
||||
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT(0.6, 0.8), ATTN_NORM);
|
||||
break;
|
||||
case 1:
|
||||
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT(0.6, 0.8), ATTN_NORM);
|
||||
break;
|
||||
}
|
||||
|
||||
pev->effects |= EF_MUZZLEFLASH;
|
||||
|
||||
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
||||
SetBlending( 0, angDir.x );
|
||||
|
||||
m_cAmmoLoaded--;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// HandleAnimEvent - catches the monster-specific messages
|
||||
// that occur when tagged animation frames are played.
|
||||
//
|
||||
// Returns number of events handled, 0 if none.
|
||||
//=========================================================
|
||||
void CMHAssassin :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
||||
{
|
||||
switch( pEvent->event )
|
||||
{
|
||||
case ASSASSIN_AE_SHOOT1:
|
||||
Shoot( );
|
||||
break;
|
||||
case ASSASSIN_AE_TOSS1:
|
||||
{
|
||||
UTIL_MakeVectors( pev->angles );
|
||||
CMGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 2.0 );
|
||||
|
||||
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
|
||||
m_fThrowGrenade = FALSE;
|
||||
// !!!LATER - when in a group, only try to throw grenade if ordered.
|
||||
}
|
||||
break;
|
||||
case ASSASSIN_AE_JUMP:
|
||||
{
|
||||
// ALERT( at_console, "jumping");
|
||||
UTIL_MakeAimVectors( pev->angles );
|
||||
pev->movetype = MOVETYPE_TOSS;
|
||||
pev->flags &= ~FL_ONGROUND;
|
||||
pev->velocity = m_vecJumpVelocity;
|
||||
m_flNextJump = gpGlobals->time + 3.0;
|
||||
}
|
||||
return;
|
||||
default:
|
||||
CMBaseMonster::HandleAnimEvent( pEvent );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Spawn
|
||||
//=========================================================
|
||||
void CMHAssassin :: Spawn()
|
||||
{
|
||||
Precache( );
|
||||
|
||||
SET_MODEL(ENT(pev), "models/hassassin.mdl");
|
||||
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
|
||||
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
m_bloodColor = BLOOD_COLOR_RED;
|
||||
pev->effects = 0;
|
||||
pev->health = gSkillData.hassassinHealth;
|
||||
m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||||
m_MonsterState = MONSTERSTATE_NONE;
|
||||
m_afCapability = bits_CAP_MELEE_ATTACK1 | bits_CAP_DOORS_GROUP;
|
||||
pev->friction = 1;
|
||||
|
||||
m_HackedGunPos = Vector( 0, 24, 48 );
|
||||
|
||||
m_iTargetRanderamt = 20;
|
||||
pev->renderamt = 20;
|
||||
pev->rendermode = kRenderTransTexture;
|
||||
|
||||
MonsterInit();
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Precache - precaches all resources this monster needs
|
||||
//=========================================================
|
||||
void CMHAssassin :: Precache()
|
||||
{
|
||||
PRECACHE_MODEL("models/hassassin.mdl");
|
||||
|
||||
PRECACHE_SOUND("weapons/pl_gun1.wav");
|
||||
PRECACHE_SOUND("weapons/pl_gun2.wav");
|
||||
|
||||
PRECACHE_SOUND("debris/beamstart1.wav");
|
||||
|
||||
m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
|
||||
}
|
||||
|
||||
|
||||
|
||||
//=========================================================
|
||||
// AI Schedules Specific to this monster
|
||||
//=========================================================
|
||||
|
||||
//=========================================================
|
||||
// Fail Schedule
|
||||
//=========================================================
|
||||
Task_t tlAssassinFail[] =
|
||||
{
|
||||
{ TASK_STOP_MOVING, 0 },
|
||||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||||
{ TASK_WAIT_FACE_ENEMY, (float)2 },
|
||||
// { TASK_WAIT_PVS, (float)0 },
|
||||
{ TASK_SET_SCHEDULE, (float)SCHED_CHASE_ENEMY },
|
||||
};
|
||||
|
||||
Schedule_t slAssassinFail[] =
|
||||
{
|
||||
{
|
||||
tlAssassinFail,
|
||||
ARRAYSIZE ( tlAssassinFail ),
|
||||
bits_COND_LIGHT_DAMAGE |
|
||||
bits_COND_HEAVY_DAMAGE |
|
||||
bits_COND_PROVOKED |
|
||||
bits_COND_CAN_RANGE_ATTACK1 |
|
||||
bits_COND_CAN_RANGE_ATTACK2 |
|
||||
bits_COND_CAN_MELEE_ATTACK1 |
|
||||
bits_COND_HEAR_SOUND,
|
||||
0,
|
||||
"AssassinFail"
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
//=========================================================
|
||||
// Enemy exposed Agrunt's cover
|
||||
//=========================================================
|
||||
Task_t tlAssassinExposed[] =
|
||||
{
|
||||
{ TASK_STOP_MOVING, (float)0 },
|
||||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||||
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_JUMP },
|
||||
{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY },
|
||||
};
|
||||
|
||||
Schedule_t slAssassinExposed[] =
|
||||
{
|
||||
{
|
||||
tlAssassinExposed,
|
||||
ARRAYSIZE ( tlAssassinExposed ),
|
||||
bits_COND_CAN_MELEE_ATTACK1,
|
||||
0,
|
||||
"AssassinExposed",
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
//=========================================================
|
||||
// Take cover from enemy! Tries lateral cover before node
|
||||
// cover!
|
||||
//=========================================================
|
||||
Task_t tlAssassinTakeCoverFromEnemy[] =
|
||||
{
|
||||
{ TASK_STOP_MOVING, (float)0 },
|
||||
{ TASK_WAIT, (float)0.2 },
|
||||
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },
|
||||
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
|
||||
{ TASK_RUN_PATH, (float)0 },
|
||||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||||
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
|
||||
{ TASK_FACE_ENEMY, (float)0 },
|
||||
};
|
||||
|
||||
Schedule_t slAssassinTakeCoverFromEnemy[] =
|
||||
{
|
||||
{
|
||||
tlAssassinTakeCoverFromEnemy,
|
||||
ARRAYSIZE ( tlAssassinTakeCoverFromEnemy ),
|
||||
bits_COND_NEW_ENEMY |
|
||||
bits_COND_CAN_MELEE_ATTACK1 |
|
||||
bits_COND_HEAR_SOUND,
|
||||
0,
|
||||
"AssassinTakeCoverFromEnemy"
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
//=========================================================
|
||||
// Take cover from enemy! Tries lateral cover before node
|
||||
// cover!
|
||||
//=========================================================
|
||||
Task_t tlAssassinTakeCoverFromEnemy2[] =
|
||||
{
|
||||
{ TASK_STOP_MOVING, (float)0 },
|
||||
{ TASK_WAIT, (float)0.2 },
|
||||
{ TASK_FACE_ENEMY, (float)0 },
|
||||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||||
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK2 },
|
||||
{ TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384 },
|
||||
{ TASK_RUN_PATH, (float)0 },
|
||||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||||
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
|
||||
{ TASK_FACE_ENEMY, (float)0 },
|
||||
};
|
||||
|
||||
Schedule_t slAssassinTakeCoverFromEnemy2[] =
|
||||
{
|
||||
{
|
||||
tlAssassinTakeCoverFromEnemy2,
|
||||
ARRAYSIZE ( tlAssassinTakeCoverFromEnemy2 ),
|
||||
bits_COND_NEW_ENEMY |
|
||||
bits_COND_CAN_MELEE_ATTACK2 |
|
||||
bits_COND_HEAR_SOUND,
|
||||
0,
|
||||
"AssassinTakeCoverFromEnemy2"
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
//=========================================================
|
||||
// hide from the loudest sound source
|
||||
//=========================================================
|
||||
Task_t tlAssassinTakeCoverFromBestSound[] =
|
||||
{
|
||||
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_MELEE_ATTACK1 },
|
||||
{ TASK_STOP_MOVING, (float)0 },
|
||||
{ TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 },
|
||||
{ TASK_RUN_PATH, (float)0 },
|
||||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||||
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
|
||||
{ TASK_TURN_LEFT, (float)179 },
|
||||
};
|
||||
|
||||
Schedule_t slAssassinTakeCoverFromBestSound[] =
|
||||
{
|
||||
{
|
||||
tlAssassinTakeCoverFromBestSound,
|
||||
ARRAYSIZE ( tlAssassinTakeCoverFromBestSound ),
|
||||
bits_COND_NEW_ENEMY,
|
||||
0,
|
||||
"AssassinTakeCoverFromBestSound"
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//=========================================================
|
||||
// AlertIdle Schedules
|
||||
//=========================================================
|
||||
Task_t tlAssassinHide[] =
|
||||
{
|
||||
{ TASK_STOP_MOVING, 0 },
|
||||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||||
{ TASK_WAIT, (float)2 },
|
||||
{ TASK_SET_SCHEDULE, (float)SCHED_CHASE_ENEMY },
|
||||
};
|
||||
|
||||
Schedule_t slAssassinHide[] =
|
||||
{
|
||||
{
|
||||
tlAssassinHide,
|
||||
ARRAYSIZE ( tlAssassinHide ),
|
||||
bits_COND_NEW_ENEMY |
|
||||
bits_COND_SEE_ENEMY |
|
||||
bits_COND_SEE_FEAR |
|
||||
bits_COND_LIGHT_DAMAGE |
|
||||
bits_COND_HEAVY_DAMAGE |
|
||||
bits_COND_PROVOKED |
|
||||
bits_COND_HEAR_SOUND,
|
||||
0,
|
||||
"AssassinHide"
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
|
||||
//=========================================================
|
||||
// HUNT Schedules
|
||||
//=========================================================
|
||||
Task_t tlAssassinHunt[] =
|
||||
{
|
||||
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
|
||||
{ TASK_RUN_PATH, (float)0 },
|
||||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||||
};
|
||||
|
||||
Schedule_t slAssassinHunt[] =
|
||||
{
|
||||
{
|
||||
tlAssassinHunt,
|
||||
ARRAYSIZE ( tlAssassinHunt ),
|
||||
bits_COND_NEW_ENEMY |
|
||||
// bits_COND_SEE_ENEMY |
|
||||
bits_COND_CAN_RANGE_ATTACK1 |
|
||||
bits_COND_HEAR_SOUND,
|
||||
0,
|
||||
"AssassinHunt"
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
//=========================================================
|
||||
// Jumping Schedules
|
||||
//=========================================================
|
||||
Task_t tlAssassinJump[] =
|
||||
{
|
||||
{ TASK_STOP_MOVING, (float)0 },
|
||||
{ TASK_PLAY_SEQUENCE, (float)ACT_HOP },
|
||||
{ TASK_SET_SCHEDULE, (float)SCHED_ASSASSIN_JUMP_ATTACK },
|
||||
};
|
||||
|
||||
Schedule_t slAssassinJump[] =
|
||||
{
|
||||
{
|
||||
tlAssassinJump,
|
||||
ARRAYSIZE ( tlAssassinJump ),
|
||||
0,
|
||||
0,
|
||||
"AssassinJump"
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
//=========================================================
|
||||
// repel
|
||||
//=========================================================
|
||||
Task_t tlAssassinJumpAttack[] =
|
||||
{
|
||||
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_JUMP_LAND },
|
||||
// { TASK_SET_ACTIVITY, (float)ACT_FLY },
|
||||
{ TASK_ASSASSIN_FALL_TO_GROUND, (float)0 },
|
||||
};
|
||||
|
||||
|
||||
Schedule_t slAssassinJumpAttack[] =
|
||||
{
|
||||
{
|
||||
tlAssassinJumpAttack,
|
||||
ARRAYSIZE ( tlAssassinJumpAttack ),
|
||||
0,
|
||||
0,
|
||||
"AssassinJumpAttack"
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
//=========================================================
|
||||
// repel
|
||||
//=========================================================
|
||||
Task_t tlAssassinJumpLand[] =
|
||||
{
|
||||
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_EXPOSED },
|
||||
// { TASK_SET_FAIL_SCHEDULE, (float)SCHED_MELEE_ATTACK1 },
|
||||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||||
{ TASK_REMEMBER, (float)bits_MEMORY_BADJUMP },
|
||||
{ TASK_FIND_NODE_COVER_FROM_ENEMY, (float)0 },
|
||||
{ TASK_RUN_PATH, (float)0 },
|
||||
{ TASK_FORGET, (float)bits_MEMORY_BADJUMP },
|
||||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||||
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
|
||||
{ TASK_FACE_ENEMY, (float)0 },
|
||||
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },
|
||||
};
|
||||
|
||||
Schedule_t slAssassinJumpLand[] =
|
||||
{
|
||||
{
|
||||
tlAssassinJumpLand,
|
||||
ARRAYSIZE ( tlAssassinJumpLand ),
|
||||
0,
|
||||
0,
|
||||
"AssassinJumpLand"
|
||||
},
|
||||
};
|
||||
|
||||
DEFINE_CUSTOM_SCHEDULES( CMHAssassin )
|
||||
{
|
||||
slAssassinFail,
|
||||
slAssassinExposed,
|
||||
slAssassinTakeCoverFromEnemy,
|
||||
slAssassinTakeCoverFromEnemy2,
|
||||
slAssassinTakeCoverFromBestSound,
|
||||
slAssassinHide,
|
||||
slAssassinHunt,
|
||||
slAssassinJump,
|
||||
slAssassinJumpAttack,
|
||||
slAssassinJumpLand,
|
||||
};
|
||||
|
||||
IMPLEMENT_CUSTOM_SCHEDULES( CMHAssassin, CMBaseMonster );
|
||||
|
||||
|
||||
//=========================================================
|
||||
// CheckMeleeAttack1 - jump like crazy if the enemy gets too close.
|
||||
//=========================================================
|
||||
BOOL CMHAssassin :: CheckMeleeAttack1 ( float flDot, float flDist )
|
||||
{
|
||||
if ( m_flNextJump < gpGlobals->time && (flDist <= 128 || HasMemory( bits_MEMORY_BADJUMP )) && m_hEnemy != NULL )
|
||||
{
|
||||
TraceResult tr;
|
||||
|
||||
Vector vecDest = pev->origin + Vector( RANDOM_FLOAT( -64, 64), RANDOM_FLOAT( -64, 64 ), 160 );
|
||||
|
||||
UTIL_TraceHull( pev->origin + Vector( 0, 0, 36 ), vecDest + Vector( 0, 0, 36 ), dont_ignore_monsters, human_hull, ENT(pev), &tr);
|
||||
|
||||
if ( tr.fStartSolid || tr.flFraction < 1.0)
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
float flGravity = g_psv_gravity->value;
|
||||
|
||||
float time = sqrt( 160 / (0.5 * flGravity));
|
||||
float speed = flGravity * time / 160;
|
||||
m_vecJumpVelocity = (vecDest - pev->origin) * speed;
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// CheckRangeAttack1 - drop a cap in their ass
|
||||
//
|
||||
//=========================================================
|
||||
BOOL CMHAssassin :: CheckRangeAttack1 ( float flDot, float flDist )
|
||||
{
|
||||
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist > 64 && flDist <= 2048 /* && flDot >= 0.5 */ /* && NoFriendlyFire() */ )
|
||||
{
|
||||
TraceResult tr;
|
||||
|
||||
Vector vecSrc = GetGunPosition();
|
||||
|
||||
// verify that a bullet fired from the gun will hit the enemy before the world.
|
||||
UTIL_TraceLine( vecSrc, UTIL_BodyTarget(m_hEnemy, vecSrc), dont_ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
if ( tr.flFraction == 1 || tr.pHit == m_hEnemy )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// CheckRangeAttack2 - toss grenade is enemy gets in the way and is too close.
|
||||
//=========================================================
|
||||
BOOL CMHAssassin :: CheckRangeAttack2 ( float flDot, float flDist )
|
||||
{
|
||||
m_fThrowGrenade = FALSE;
|
||||
if ( !FBitSet ( m_hEnemy->v.flags, FL_ONGROUND ) )
|
||||
{
|
||||
// don't throw grenades at anything that isn't on the ground!
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// don't get grenade happy unless the player starts to piss you off
|
||||
if ( m_iFrustration <= 2)
|
||||
return FALSE;
|
||||
|
||||
if ( m_flNextGrenadeCheck < gpGlobals->time && !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 512 /* && flDot >= 0.5 */ /* && NoFriendlyFire() */ )
|
||||
{
|
||||
Vector vecToss = VecCheckThrow( pev, GetGunPosition( ), UTIL_BodyTarget(m_hEnemy, g_vecZero), flDist, 0.5 ); // use dist as speed to get there in 1 second
|
||||
|
||||
if ( vecToss != g_vecZero )
|
||||
{
|
||||
m_vecTossVelocity = vecToss;
|
||||
|
||||
// throw a hand grenade
|
||||
m_fThrowGrenade = TRUE;
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// RunAI
|
||||
//=========================================================
|
||||
void CMHAssassin :: RunAI( void )
|
||||
{
|
||||
CMBaseMonster :: RunAI();
|
||||
|
||||
// always visible if moving
|
||||
// always visible is not on hard
|
||||
if (m_hEnemy == NULL || pev->deadflag != DEAD_NO || m_Activity == ACT_RUN || m_Activity == ACT_WALK || !(pev->flags & FL_ONGROUND))
|
||||
m_iTargetRanderamt = 255;
|
||||
|
||||
if (pev->renderamt > m_iTargetRanderamt)
|
||||
{
|
||||
if (pev->renderamt == 255)
|
||||
{
|
||||
EMIT_SOUND (ENT(pev), CHAN_BODY, "debris/beamstart1.wav", 0.2, ATTN_NORM );
|
||||
}
|
||||
|
||||
pev->renderamt = max( pev->renderamt - 50, m_iTargetRanderamt );
|
||||
pev->rendermode = kRenderTransTexture;
|
||||
}
|
||||
else if (pev->renderamt < m_iTargetRanderamt)
|
||||
{
|
||||
pev->renderamt = min( pev->renderamt + 50, m_iTargetRanderamt );
|
||||
if (pev->renderamt == 255)
|
||||
pev->rendermode = kRenderNormal;
|
||||
}
|
||||
|
||||
if (m_Activity == ACT_RUN || m_Activity == ACT_WALK)
|
||||
{
|
||||
static int iStep = 0;
|
||||
iStep = ! iStep;
|
||||
if (iStep)
|
||||
{
|
||||
switch( RANDOM_LONG( 0, 3 ) )
|
||||
{
|
||||
case 0: EMIT_SOUND( ENT(pev), CHAN_BODY, "player/pl_step1.wav", 0.5, ATTN_NORM); break;
|
||||
case 1: EMIT_SOUND( ENT(pev), CHAN_BODY, "player/pl_step3.wav", 0.5, ATTN_NORM); break;
|
||||
case 2: EMIT_SOUND( ENT(pev), CHAN_BODY, "player/pl_step2.wav", 0.5, ATTN_NORM); break;
|
||||
case 3: EMIT_SOUND( ENT(pev), CHAN_BODY, "player/pl_step4.wav", 0.5, ATTN_NORM); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// StartTask
|
||||
//=========================================================
|
||||
void CMHAssassin :: StartTask ( Task_t *pTask )
|
||||
{
|
||||
switch ( pTask->iTask )
|
||||
{
|
||||
case TASK_RANGE_ATTACK2:
|
||||
if (!m_fThrowGrenade)
|
||||
{
|
||||
TaskComplete( );
|
||||
}
|
||||
else
|
||||
{
|
||||
CMBaseMonster :: StartTask ( pTask );
|
||||
}
|
||||
break;
|
||||
case TASK_ASSASSIN_FALL_TO_GROUND:
|
||||
break;
|
||||
default:
|
||||
CMBaseMonster :: StartTask ( pTask );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// RunTask
|
||||
//=========================================================
|
||||
void CMHAssassin :: RunTask ( Task_t *pTask )
|
||||
{
|
||||
switch ( pTask->iTask )
|
||||
{
|
||||
case TASK_ASSASSIN_FALL_TO_GROUND:
|
||||
MakeIdealYaw( m_vecEnemyLKP );
|
||||
ChangeYaw( pev->yaw_speed );
|
||||
|
||||
if (m_fSequenceFinished)
|
||||
{
|
||||
if (pev->velocity.z > 0)
|
||||
{
|
||||
pev->sequence = LookupSequence( "fly_up" );
|
||||
}
|
||||
else if (HasConditions ( bits_COND_SEE_ENEMY ))
|
||||
{
|
||||
pev->sequence = LookupSequence( "fly_attack" );
|
||||
pev->frame = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
pev->sequence = LookupSequence( "fly_down" );
|
||||
pev->frame = 0;
|
||||
}
|
||||
|
||||
ResetSequenceInfo( );
|
||||
SetYawSpeed();
|
||||
}
|
||||
if (pev->flags & FL_ONGROUND)
|
||||
{
|
||||
// ALERT( at_console, "on ground\n");
|
||||
TaskComplete( );
|
||||
}
|
||||
break;
|
||||
default:
|
||||
CMBaseMonster :: RunTask ( pTask );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// GetSchedule - Decides which type of schedule best suits
|
||||
// the monster's current state and conditions. Then calls
|
||||
// monster's member function to get a pointer to a schedule
|
||||
// of the proper type.
|
||||
//=========================================================
|
||||
Schedule_t *CMHAssassin :: GetSchedule ( void )
|
||||
{
|
||||
switch ( m_MonsterState )
|
||||
{
|
||||
case MONSTERSTATE_IDLE:
|
||||
case MONSTERSTATE_ALERT:
|
||||
{
|
||||
}
|
||||
break;
|
||||
|
||||
case MONSTERSTATE_COMBAT:
|
||||
{
|
||||
// dead enemy
|
||||
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
|
||||
{
|
||||
// call base class, all code to handle dead enemies is centralized there.
|
||||
return CMBaseMonster :: GetSchedule();
|
||||
}
|
||||
|
||||
// flying?
|
||||
if ( pev->movetype == MOVETYPE_TOSS)
|
||||
{
|
||||
if (pev->flags & FL_ONGROUND)
|
||||
{
|
||||
// ALERT( at_console, "landed\n");
|
||||
// just landed
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
return GetScheduleOfType ( SCHED_ASSASSIN_JUMP_LAND );
|
||||
}
|
||||
else
|
||||
{
|
||||
// ALERT( at_console, "jump\n");
|
||||
// jump or jump/shoot
|
||||
if ( m_MonsterState == MONSTERSTATE_COMBAT )
|
||||
return GetScheduleOfType ( SCHED_ASSASSIN_JUMP );
|
||||
else
|
||||
return GetScheduleOfType ( SCHED_ASSASSIN_JUMP_ATTACK );
|
||||
}
|
||||
}
|
||||
|
||||
if ( HasConditions ( bits_COND_LIGHT_DAMAGE ) )
|
||||
{
|
||||
m_iFrustration++;
|
||||
}
|
||||
if ( HasConditions ( bits_COND_HEAVY_DAMAGE ) )
|
||||
{
|
||||
m_iFrustration++;
|
||||
}
|
||||
|
||||
// jump player!
|
||||
if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
|
||||
{
|
||||
// ALERT( at_console, "melee attack 1\n");
|
||||
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
|
||||
}
|
||||
|
||||
// throw grenade
|
||||
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) )
|
||||
{
|
||||
// ALERT( at_console, "range attack 2\n");
|
||||
return GetScheduleOfType ( SCHED_RANGE_ATTACK2 );
|
||||
}
|
||||
|
||||
// spotted
|
||||
if ( HasConditions ( bits_COND_SEE_ENEMY ) && HasConditions ( bits_COND_ENEMY_FACING_ME ) )
|
||||
{
|
||||
// ALERT( at_console, "exposed\n");
|
||||
m_iFrustration++;
|
||||
return GetScheduleOfType ( SCHED_ASSASSIN_EXPOSED );
|
||||
}
|
||||
|
||||
// can attack
|
||||
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||||
{
|
||||
// ALERT( at_console, "range attack 1\n");
|
||||
m_iFrustration = 0;
|
||||
return GetScheduleOfType ( SCHED_RANGE_ATTACK1 );
|
||||
}
|
||||
|
||||
if ( HasConditions ( bits_COND_SEE_ENEMY ) )
|
||||
{
|
||||
// ALERT( at_console, "face\n");
|
||||
return GetScheduleOfType ( SCHED_COMBAT_FACE );
|
||||
}
|
||||
|
||||
// new enemy
|
||||
if ( HasConditions ( bits_COND_NEW_ENEMY ) )
|
||||
{
|
||||
// ALERT( at_console, "take cover\n");
|
||||
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
|
||||
}
|
||||
|
||||
// ALERT( at_console, "stand\n");
|
||||
return GetScheduleOfType ( SCHED_ALERT_STAND );
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
return CMBaseMonster :: GetSchedule();
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
Schedule_t* CMHAssassin :: GetScheduleOfType ( int Type )
|
||||
{
|
||||
// ALERT( at_console, "%d\n", m_iFrustration );
|
||||
switch ( Type )
|
||||
{
|
||||
case SCHED_TAKE_COVER_FROM_ENEMY:
|
||||
if (pev->health > 30)
|
||||
return slAssassinTakeCoverFromEnemy;
|
||||
else
|
||||
return slAssassinTakeCoverFromEnemy2;
|
||||
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
|
||||
return slAssassinTakeCoverFromBestSound;
|
||||
case SCHED_ASSASSIN_EXPOSED:
|
||||
return slAssassinExposed;
|
||||
case SCHED_FAIL:
|
||||
if (m_MonsterState == MONSTERSTATE_COMBAT)
|
||||
return slAssassinFail;
|
||||
break;
|
||||
case SCHED_ALERT_STAND:
|
||||
if (m_MonsterState == MONSTERSTATE_COMBAT)
|
||||
return slAssassinHide;
|
||||
break;
|
||||
case SCHED_CHASE_ENEMY:
|
||||
return slAssassinHunt;
|
||||
case SCHED_MELEE_ATTACK1:
|
||||
if (pev->flags & FL_ONGROUND)
|
||||
{
|
||||
if (m_flNextJump > gpGlobals->time)
|
||||
{
|
||||
// can't jump yet, go ahead and fail
|
||||
return slAssassinFail;
|
||||
}
|
||||
else
|
||||
{
|
||||
return slAssassinJump;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return slAssassinJumpAttack;
|
||||
}
|
||||
case SCHED_ASSASSIN_JUMP:
|
||||
case SCHED_ASSASSIN_JUMP_ATTACK:
|
||||
return slAssassinJumpAttack;
|
||||
case SCHED_ASSASSIN_JUMP_LAND:
|
||||
return slAssassinJumpLand;
|
||||
}
|
||||
|
||||
return CMBaseMonster :: GetScheduleOfType( Type );
|
||||
}
|
||||
|
||||
#endif
|
||||
506
src/dlls/headcrab.cpp
Normal file
506
src/dlls/headcrab.cpp
Normal file
@@ -0,0 +1,506 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// headcrab.cpp - tiny, jumpy alien parasite
|
||||
//=========================================================
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cmbase.h"
|
||||
#include "cmbasemonster.h"
|
||||
#include "monsters.h"
|
||||
#include "schedule.h"
|
||||
|
||||
//=========================================================
|
||||
// Monster's Anim Events Go Here
|
||||
//=========================================================
|
||||
#define HC_AE_JUMPATTACK ( 2 )
|
||||
|
||||
Task_t tlHCRangeAttack1[] =
|
||||
{
|
||||
{ TASK_STOP_MOVING, (float)0 },
|
||||
{ TASK_FACE_IDEAL, (float)0 },
|
||||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||||
{ TASK_FACE_IDEAL, (float)0 },
|
||||
{ TASK_WAIT_RANDOM, (float)0.5 },
|
||||
};
|
||||
|
||||
Schedule_t slHCRangeAttack1[] =
|
||||
{
|
||||
{
|
||||
tlHCRangeAttack1,
|
||||
ARRAYSIZE ( tlHCRangeAttack1 ),
|
||||
bits_COND_ENEMY_OCCLUDED |
|
||||
bits_COND_NO_AMMO_LOADED,
|
||||
0,
|
||||
"HCRangeAttack1"
|
||||
},
|
||||
};
|
||||
|
||||
Task_t tlHCRangeAttack1Fast[] =
|
||||
{
|
||||
{ TASK_STOP_MOVING, (float)0 },
|
||||
{ TASK_FACE_IDEAL, (float)0 },
|
||||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||||
};
|
||||
|
||||
Schedule_t slHCRangeAttack1Fast[] =
|
||||
{
|
||||
{
|
||||
tlHCRangeAttack1Fast,
|
||||
ARRAYSIZE ( tlHCRangeAttack1Fast ),
|
||||
bits_COND_ENEMY_OCCLUDED |
|
||||
bits_COND_NO_AMMO_LOADED,
|
||||
0,
|
||||
"HCRAFast"
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
DEFINE_CUSTOM_SCHEDULES( CMHeadCrab )
|
||||
{
|
||||
slHCRangeAttack1,
|
||||
slHCRangeAttack1Fast,
|
||||
};
|
||||
|
||||
IMPLEMENT_CUSTOM_SCHEDULES( CMHeadCrab, CMBaseMonster );
|
||||
|
||||
const char *CMHeadCrab::pIdleSounds[] =
|
||||
{
|
||||
"headcrab/hc_idle1.wav",
|
||||
"headcrab/hc_idle2.wav",
|
||||
"headcrab/hc_idle3.wav",
|
||||
};
|
||||
const char *CMHeadCrab::pAlertSounds[] =
|
||||
{
|
||||
"headcrab/hc_alert1.wav",
|
||||
};
|
||||
const char *CMHeadCrab::pPainSounds[] =
|
||||
{
|
||||
"headcrab/hc_pain1.wav",
|
||||
"headcrab/hc_pain2.wav",
|
||||
"headcrab/hc_pain3.wav",
|
||||
};
|
||||
const char *CMHeadCrab::pAttackSounds[] =
|
||||
{
|
||||
"headcrab/hc_attack1.wav",
|
||||
"headcrab/hc_attack2.wav",
|
||||
"headcrab/hc_attack3.wav",
|
||||
};
|
||||
|
||||
const char *CMHeadCrab::pDeathSounds[] =
|
||||
{
|
||||
"headcrab/hc_die1.wav",
|
||||
"headcrab/hc_die2.wav",
|
||||
};
|
||||
|
||||
const char *CMHeadCrab::pBiteSounds[] =
|
||||
{
|
||||
"headcrab/hc_headbite.wav",
|
||||
};
|
||||
|
||||
//=========================================================
|
||||
// Classify - indicates this monster's place in the
|
||||
// relationship table.
|
||||
//=========================================================
|
||||
int CMHeadCrab :: Classify ( void )
|
||||
{
|
||||
return CLASS_ALIEN_PREY;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Center - returns the real center of the headcrab. The
|
||||
// bounding box is much larger than the actual creature so
|
||||
// this is needed for targeting
|
||||
//=========================================================
|
||||
Vector CMHeadCrab :: Center ( void )
|
||||
{
|
||||
return Vector( pev->origin.x, pev->origin.y, pev->origin.z + 6 );
|
||||
}
|
||||
|
||||
|
||||
Vector CMHeadCrab :: BodyTarget( const Vector &posSrc )
|
||||
{
|
||||
return Center( );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// SetYawSpeed - allows each sequence to have a different
|
||||
// turn rate associated with it.
|
||||
//=========================================================
|
||||
void CMHeadCrab :: SetYawSpeed ( void )
|
||||
{
|
||||
int ys;
|
||||
|
||||
switch ( m_Activity )
|
||||
{
|
||||
case ACT_IDLE:
|
||||
ys = 30;
|
||||
break;
|
||||
case ACT_RUN:
|
||||
case ACT_WALK:
|
||||
ys = 20;
|
||||
break;
|
||||
case ACT_TURN_LEFT:
|
||||
case ACT_TURN_RIGHT:
|
||||
ys = 60;
|
||||
break;
|
||||
case ACT_RANGE_ATTACK1:
|
||||
ys = 30;
|
||||
break;
|
||||
default:
|
||||
ys = 30;
|
||||
break;
|
||||
}
|
||||
|
||||
pev->yaw_speed = ys;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// HandleAnimEvent - catches the monster-specific messages
|
||||
// that occur when tagged animation frames are played.
|
||||
//=========================================================
|
||||
void CMHeadCrab :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
||||
{
|
||||
switch( pEvent->event )
|
||||
{
|
||||
case HC_AE_JUMPATTACK:
|
||||
{
|
||||
ClearBits( pev->flags, FL_ONGROUND );
|
||||
|
||||
UTIL_SetOrigin (pev, pev->origin + Vector ( 0 , 0 , 1) );// take him off ground so engine doesn't instantly reset onground
|
||||
UTIL_MakeVectors ( pev->angles );
|
||||
|
||||
Vector vecJumpDir;
|
||||
if (m_hEnemy != NULL)
|
||||
{
|
||||
float gravity = g_psv_gravity->value;
|
||||
if (gravity <= 1)
|
||||
gravity = 1;
|
||||
|
||||
// How fast does the headcrab need to travel to reach that height given gravity?
|
||||
float height = (m_hEnemy->v.origin.z + m_hEnemy->v.view_ofs.z - pev->origin.z);
|
||||
if (height < 16)
|
||||
height = 16;
|
||||
float speed = sqrt( 2 * gravity * height );
|
||||
float time = speed / gravity;
|
||||
|
||||
// Scale the sideways velocity to get there at the right time
|
||||
vecJumpDir = (m_hEnemy->v.origin + m_hEnemy->v.view_ofs - pev->origin);
|
||||
vecJumpDir = vecJumpDir * ( 1.0 / time );
|
||||
|
||||
// Speed to offset gravity at the desired height
|
||||
vecJumpDir.z = speed;
|
||||
|
||||
// Don't jump too far/fast
|
||||
float distance = vecJumpDir.Length();
|
||||
|
||||
if (distance > 650)
|
||||
{
|
||||
vecJumpDir = vecJumpDir * ( 650.0 / distance );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// jump hop, don't care where
|
||||
vecJumpDir = Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_up.z ) * 350;
|
||||
}
|
||||
|
||||
int iSound = RANDOM_LONG(0,2);
|
||||
if ( iSound != 0 )
|
||||
EMIT_SOUND_DYN( edict(), CHAN_VOICE, pAttackSounds[iSound], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
|
||||
|
||||
pev->velocity = vecJumpDir;
|
||||
m_flNextAttack = gpGlobals->time + 2;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
CMBaseMonster::HandleAnimEvent( pEvent );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Spawn
|
||||
//=========================================================
|
||||
void CMHeadCrab :: Spawn()
|
||||
{
|
||||
Precache( );
|
||||
|
||||
SET_MODEL(ENT(pev), "models/headcrab.mdl");
|
||||
UTIL_SetSize(pev, Vector(-12, -12, 0), Vector(12, 12, 24));
|
||||
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
m_bloodColor = BLOOD_COLOR_GREEN;
|
||||
pev->effects = 0;
|
||||
pev->health = gSkillData.headcrabHealth;
|
||||
pev->view_ofs = Vector ( 0, 0, 20 );// position of the eyes relative to monster's origin.
|
||||
pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim?
|
||||
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||||
m_MonsterState = MONSTERSTATE_NONE;
|
||||
|
||||
MonsterInit();
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Precache - precaches all resources this monster needs
|
||||
//=========================================================
|
||||
void CMHeadCrab :: Precache()
|
||||
{
|
||||
PRECACHE_SOUND_ARRAY(pIdleSounds);
|
||||
PRECACHE_SOUND_ARRAY(pAlertSounds);
|
||||
PRECACHE_SOUND_ARRAY(pPainSounds);
|
||||
PRECACHE_SOUND_ARRAY(pAttackSounds);
|
||||
PRECACHE_SOUND_ARRAY(pDeathSounds);
|
||||
PRECACHE_SOUND_ARRAY(pBiteSounds);
|
||||
|
||||
PRECACHE_MODEL("models/headcrab.mdl");
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// RunTask
|
||||
//=========================================================
|
||||
void CMHeadCrab :: RunTask ( Task_t *pTask )
|
||||
{
|
||||
switch ( pTask->iTask )
|
||||
{
|
||||
case TASK_RANGE_ATTACK1:
|
||||
case TASK_RANGE_ATTACK2:
|
||||
{
|
||||
if ( m_fSequenceFinished )
|
||||
{
|
||||
TaskComplete();
|
||||
SetTouch( NULL );
|
||||
m_IdealActivity = ACT_IDLE;
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
CMBaseMonster :: RunTask(pTask);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// LeapTouch - this is the headcrab's touch function when it
|
||||
// is in the air
|
||||
//=========================================================
|
||||
void CMHeadCrab :: LeapTouch ( edict_t *pOther )
|
||||
{
|
||||
if ( !pOther->v.takedamage )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Don't hit if back on ground
|
||||
if ( !FBitSet( pev->flags, FL_ONGROUND ) )
|
||||
{
|
||||
EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBiteSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
|
||||
|
||||
if (UTIL_IsPlayer(pOther))
|
||||
UTIL_TakeDamage( pOther, pev, pev, GetDamageAmount(), DMG_SLASH );
|
||||
else if (pOther->v.euser4 != NULL)
|
||||
{
|
||||
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(pOther));
|
||||
pMonster->TakeDamage( pev, pev, GetDamageAmount(), DMG_SLASH );
|
||||
}
|
||||
}
|
||||
|
||||
SetTouch( NULL );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// PrescheduleThink
|
||||
//=========================================================
|
||||
void CMHeadCrab :: PrescheduleThink ( void )
|
||||
{
|
||||
// make the crab coo a little bit in combat state
|
||||
if ( m_MonsterState == MONSTERSTATE_COMBAT && RANDOM_FLOAT( 0, 5 ) < 0.1 )
|
||||
{
|
||||
IdleSound();
|
||||
}
|
||||
}
|
||||
|
||||
void CMHeadCrab :: StartTask ( Task_t *pTask )
|
||||
{
|
||||
m_iTaskStatus = TASKSTATUS_RUNNING;
|
||||
|
||||
switch ( pTask->iTask )
|
||||
{
|
||||
case TASK_RANGE_ATTACK1:
|
||||
{
|
||||
EMIT_SOUND_DYN( edict(), CHAN_WEAPON, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
|
||||
m_IdealActivity = ACT_RANGE_ATTACK1;
|
||||
SetTouch ( LeapTouch );
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
CMBaseMonster :: StartTask( pTask );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// CheckRangeAttack1
|
||||
//=========================================================
|
||||
BOOL CMHeadCrab :: CheckRangeAttack1 ( float flDot, float flDist )
|
||||
{
|
||||
if ( FBitSet( pev->flags, FL_ONGROUND ) && flDist <= 256 && flDot >= 0.65 )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// CheckRangeAttack2
|
||||
//=========================================================
|
||||
BOOL CMHeadCrab :: CheckRangeAttack2 ( float flDot, float flDist )
|
||||
{
|
||||
return FALSE;
|
||||
// BUGBUG: Why is this code here? There is no ACT_RANGE_ATTACK2 animation. I've disabled it for now.
|
||||
#if 0
|
||||
if ( FBitSet( pev->flags, FL_ONGROUND ) && flDist > 64 && flDist <= 256 && flDot >= 0.5 )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
#endif
|
||||
}
|
||||
|
||||
int CMHeadCrab :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
|
||||
{
|
||||
// Don't take any acid damage -- BigMomma's mortar is acid
|
||||
if ( bitsDamageType & DMG_ACID )
|
||||
flDamage = 0;
|
||||
|
||||
return CMBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// IdleSound
|
||||
//=========================================================
|
||||
#define CRAB_ATTN_IDLE (float)1.5
|
||||
void CMHeadCrab :: IdleSound ( void )
|
||||
{
|
||||
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// AlertSound
|
||||
//=========================================================
|
||||
void CMHeadCrab :: AlertSound ( void )
|
||||
{
|
||||
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// AlertSound
|
||||
//=========================================================
|
||||
void CMHeadCrab :: PainSound ( void )
|
||||
{
|
||||
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// DeathSound
|
||||
//=========================================================
|
||||
void CMHeadCrab :: DeathSound ( void )
|
||||
{
|
||||
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
|
||||
}
|
||||
|
||||
Schedule_t* CMHeadCrab :: GetScheduleOfType ( int Type )
|
||||
{
|
||||
switch ( Type )
|
||||
{
|
||||
case SCHED_RANGE_ATTACK1:
|
||||
{
|
||||
return &slHCRangeAttack1[ 0 ];
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
return CMBaseMonster::GetScheduleOfType( Type );
|
||||
}
|
||||
|
||||
|
||||
|
||||
void CMBabyCrab :: Spawn( void )
|
||||
{
|
||||
CMHeadCrab::Spawn();
|
||||
SET_MODEL(ENT(pev), "models/baby_headcrab.mdl");
|
||||
pev->rendermode = kRenderTransTexture;
|
||||
pev->renderamt = 192;
|
||||
UTIL_SetSize(pev, Vector(-12, -12, 0), Vector(12, 12, 24));
|
||||
|
||||
pev->health = gSkillData.headcrabHealth * 0.25; // less health than full grown
|
||||
}
|
||||
|
||||
void CMBabyCrab :: Precache( void )
|
||||
{
|
||||
PRECACHE_MODEL( "models/baby_headcrab.mdl" );
|
||||
CMHeadCrab::Precache();
|
||||
}
|
||||
|
||||
|
||||
void CMBabyCrab :: SetYawSpeed ( void )
|
||||
{
|
||||
pev->yaw_speed = 120;
|
||||
}
|
||||
|
||||
|
||||
BOOL CMBabyCrab :: CheckRangeAttack1( float flDot, float flDist )
|
||||
{
|
||||
if ( pev->flags & FL_ONGROUND )
|
||||
{
|
||||
if ( pev->groundentity && (pev->groundentity->v.flags & (FL_CLIENT|FL_MONSTER)) )
|
||||
return TRUE;
|
||||
|
||||
// A little less accurate, but jump from closer
|
||||
if ( flDist <= 180 && flDot >= 0.55 )
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
Schedule_t* CMBabyCrab :: GetScheduleOfType ( int Type )
|
||||
{
|
||||
switch( Type )
|
||||
{
|
||||
case SCHED_FAIL: // If you fail, try to jump!
|
||||
if ( m_hEnemy != NULL )
|
||||
return slHCRangeAttack1Fast;
|
||||
break;
|
||||
|
||||
case SCHED_RANGE_ATTACK1:
|
||||
{
|
||||
return slHCRangeAttack1Fast;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
return CMHeadCrab::GetScheduleOfType( Type );
|
||||
}
|
||||
2102
src/dlls/hgrunt.cpp
Normal file
2102
src/dlls/hgrunt.cpp
Normal file
File diff suppressed because it is too large
Load Diff
372
src/dlls/hornet.cpp
Normal file
372
src/dlls/hornet.cpp
Normal file
@@ -0,0 +1,372 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// Hornets
|
||||
//=========================================================
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cmbase.h"
|
||||
#include "cmbasemonster.h"
|
||||
#include "monsters.h"
|
||||
#include "weapons.h"
|
||||
#include "hornet.h"
|
||||
|
||||
|
||||
int iHornetTrail;
|
||||
int iHornetPuff;
|
||||
|
||||
//=========================================================
|
||||
// don't let hornets gib, ever.
|
||||
//=========================================================
|
||||
int CMHornet :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
|
||||
{
|
||||
// filter these bits a little.
|
||||
bitsDamageType &= ~ ( DMG_ALWAYSGIB );
|
||||
bitsDamageType |= DMG_NEVERGIB;
|
||||
|
||||
return CMBaseMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CMHornet :: Spawn( void )
|
||||
{
|
||||
Precache();
|
||||
|
||||
pev->movetype = MOVETYPE_FLY;
|
||||
pev->solid = SOLID_BBOX;
|
||||
pev->takedamage = DAMAGE_YES;
|
||||
pev->flags |= FL_MONSTER;
|
||||
pev->health = 1;// weak!
|
||||
|
||||
// hornets don't live as long in multiplayer
|
||||
m_flStopAttack = gpGlobals->time + 3.5;
|
||||
|
||||
m_flFieldOfView = 0.9; // +- 25 degrees
|
||||
|
||||
if ( RANDOM_LONG ( 1, 5 ) <= 2 )
|
||||
{
|
||||
m_iHornetType = HORNET_TYPE_RED;
|
||||
m_flFlySpeed = HORNET_RED_SPEED;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_iHornetType = HORNET_TYPE_ORANGE;
|
||||
m_flFlySpeed = HORNET_ORANGE_SPEED;
|
||||
}
|
||||
|
||||
SET_MODEL(ENT( pev ), "models/hornet.mdl");
|
||||
UTIL_SetSize( pev, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ) );
|
||||
|
||||
SetTouch( DieTouch );
|
||||
SetThink( StartTrack );
|
||||
|
||||
edict_t *pSoundEnt = pev->owner;
|
||||
if ( !pSoundEnt )
|
||||
pSoundEnt = edict();
|
||||
|
||||
// no real owner, or owner isn't a client.
|
||||
pev->dmg = gSkillData.monDmgHornet;
|
||||
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
ResetSequenceInfo( );
|
||||
}
|
||||
|
||||
|
||||
void CMHornet :: Precache()
|
||||
{
|
||||
PRECACHE_MODEL("models/hornet.mdl");
|
||||
|
||||
PRECACHE_SOUND( "agrunt/ag_fire1.wav" );
|
||||
PRECACHE_SOUND( "agrunt/ag_fire2.wav" );
|
||||
PRECACHE_SOUND( "agrunt/ag_fire3.wav" );
|
||||
|
||||
PRECACHE_SOUND( "hornet/ag_buzz1.wav" );
|
||||
PRECACHE_SOUND( "hornet/ag_buzz2.wav" );
|
||||
PRECACHE_SOUND( "hornet/ag_buzz3.wav" );
|
||||
|
||||
PRECACHE_SOUND( "hornet/ag_hornethit1.wav" );
|
||||
PRECACHE_SOUND( "hornet/ag_hornethit2.wav" );
|
||||
PRECACHE_SOUND( "hornet/ag_hornethit3.wav" );
|
||||
|
||||
iHornetPuff = PRECACHE_MODEL( "sprites/muz1.spr" );
|
||||
iHornetTrail = PRECACHE_MODEL("sprites/laserbeam.spr");
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// hornets will never get mad at each other, no matter who the owner is.
|
||||
//=========================================================
|
||||
int CMHornet::IRelationship ( CMBaseEntity *pTarget )
|
||||
{
|
||||
if ( pTarget->pev->modelindex == pev->modelindex )
|
||||
{
|
||||
return R_NO;
|
||||
}
|
||||
|
||||
return CMBaseMonster :: IRelationship( pTarget );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// ID's Hornet as their owner
|
||||
//=========================================================
|
||||
int CMHornet::Classify ( void )
|
||||
{
|
||||
|
||||
if ( pev->owner && pev->owner->v.flags & FL_CLIENT)
|
||||
{
|
||||
return CLASS_PLAYER_BIOWEAPON;
|
||||
}
|
||||
|
||||
return CLASS_ALIEN_BIOWEAPON;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// StartTrack - starts a hornet out tracking its target
|
||||
//=========================================================
|
||||
void CMHornet :: StartTrack ( void )
|
||||
{
|
||||
IgniteTrail();
|
||||
|
||||
SetTouch( TrackTouch );
|
||||
SetThink( TrackTarget );
|
||||
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// StartDart - starts a hornet out just flying straight.
|
||||
//=========================================================
|
||||
void CMHornet :: StartDart ( void )
|
||||
{
|
||||
IgniteTrail();
|
||||
|
||||
SetTouch( DartTouch );
|
||||
|
||||
SetThink( SUB_Remove );
|
||||
pev->nextthink = gpGlobals->time + 4;
|
||||
}
|
||||
|
||||
void CMHornet::IgniteTrail( void )
|
||||
{
|
||||
/*
|
||||
|
||||
ted's suggested trail colors:
|
||||
|
||||
r161
|
||||
g25
|
||||
b97
|
||||
|
||||
r173
|
||||
g39
|
||||
b14
|
||||
|
||||
old colors
|
||||
case HORNET_TYPE_RED:
|
||||
WRITE_BYTE( 255 ); // r, g, b
|
||||
WRITE_BYTE( 128 ); // r, g, b
|
||||
WRITE_BYTE( 0 ); // r, g, b
|
||||
break;
|
||||
case HORNET_TYPE_ORANGE:
|
||||
WRITE_BYTE( 0 ); // r, g, b
|
||||
WRITE_BYTE( 100 ); // r, g, b
|
||||
WRITE_BYTE( 255 ); // r, g, b
|
||||
break;
|
||||
|
||||
*/
|
||||
|
||||
// trail
|
||||
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
||||
WRITE_BYTE( TE_BEAMFOLLOW );
|
||||
WRITE_SHORT( entindex() ); // entity
|
||||
WRITE_SHORT( iHornetTrail ); // model
|
||||
WRITE_BYTE( 10 ); // life
|
||||
WRITE_BYTE( 2 ); // width
|
||||
|
||||
switch ( m_iHornetType )
|
||||
{
|
||||
case HORNET_TYPE_RED:
|
||||
WRITE_BYTE( 179 ); // r, g, b
|
||||
WRITE_BYTE( 39 ); // r, g, b
|
||||
WRITE_BYTE( 14 ); // r, g, b
|
||||
break;
|
||||
case HORNET_TYPE_ORANGE:
|
||||
WRITE_BYTE( 255 ); // r, g, b
|
||||
WRITE_BYTE( 128 ); // r, g, b
|
||||
WRITE_BYTE( 0 ); // r, g, b
|
||||
break;
|
||||
}
|
||||
|
||||
WRITE_BYTE( 128 ); // brightness
|
||||
|
||||
MESSAGE_END();
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Hornet is flying, gently tracking target
|
||||
//=========================================================
|
||||
void CMHornet :: TrackTarget ( void )
|
||||
{
|
||||
Vector vecFlightDir;
|
||||
Vector vecDirToEnemy;
|
||||
float flDelta;
|
||||
|
||||
StudioFrameAdvance( );
|
||||
|
||||
if (gpGlobals->time > m_flStopAttack)
|
||||
{
|
||||
SetTouch( NULL );
|
||||
SetThink( SUB_Remove );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
return;
|
||||
}
|
||||
|
||||
// UNDONE: The player pointer should come back after returning from another level
|
||||
if ( m_hEnemy == NULL )
|
||||
{// enemy is dead.
|
||||
Look( 512 );
|
||||
m_hEnemy = BestVisibleEnemy( );
|
||||
}
|
||||
|
||||
if ( m_hEnemy != NULL && UTIL_FVisible( m_hEnemy, ENT(pev) ))
|
||||
{
|
||||
m_vecEnemyLKP = UTIL_BodyTarget( m_hEnemy, pev->origin );
|
||||
}
|
||||
else
|
||||
{
|
||||
m_vecEnemyLKP = m_vecEnemyLKP + pev->velocity * m_flFlySpeed * 0.1;
|
||||
}
|
||||
|
||||
vecDirToEnemy = ( m_vecEnemyLKP - pev->origin ).Normalize();
|
||||
|
||||
if (pev->velocity.Length() < 0.1)
|
||||
vecFlightDir = vecDirToEnemy;
|
||||
else
|
||||
vecFlightDir = pev->velocity.Normalize();
|
||||
|
||||
// measure how far the turn is, the wider the turn, the slow we'll go this time.
|
||||
flDelta = DotProduct ( vecFlightDir, vecDirToEnemy );
|
||||
|
||||
if ( flDelta < 0.5 )
|
||||
{// hafta turn wide again. play sound
|
||||
switch (RANDOM_LONG(0,2))
|
||||
{
|
||||
case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
|
||||
case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
|
||||
case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
|
||||
}
|
||||
}
|
||||
|
||||
if ( flDelta <= 0 && m_iHornetType == HORNET_TYPE_RED )
|
||||
{// no flying backwards, but we don't want to invert this, cause we'd go fast when we have to turn REAL far.
|
||||
flDelta = 0.25;
|
||||
}
|
||||
|
||||
pev->velocity = ( vecFlightDir + vecDirToEnemy).Normalize();
|
||||
|
||||
if ( pev->owner && (pev->owner->v.flags & FL_MONSTER) )
|
||||
{
|
||||
// random pattern only applies to hornets fired by monsters, not players.
|
||||
|
||||
pev->velocity.x += RANDOM_FLOAT ( -0.10, 0.10 );// scramble the flight dir a bit.
|
||||
pev->velocity.y += RANDOM_FLOAT ( -0.10, 0.10 );
|
||||
pev->velocity.z += RANDOM_FLOAT ( -0.10, 0.10 );
|
||||
}
|
||||
|
||||
switch ( m_iHornetType )
|
||||
{
|
||||
case HORNET_TYPE_RED:
|
||||
pev->velocity = pev->velocity * ( m_flFlySpeed * flDelta );// scale the dir by the ( speed * width of turn )
|
||||
pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.3 );
|
||||
break;
|
||||
case HORNET_TYPE_ORANGE:
|
||||
pev->velocity = pev->velocity * m_flFlySpeed;// do not have to slow down to turn.
|
||||
pev->nextthink = gpGlobals->time + 0.1;// fixed think time
|
||||
break;
|
||||
}
|
||||
|
||||
pev->angles = UTIL_VecToAngles (pev->velocity);
|
||||
|
||||
pev->solid = SOLID_BBOX;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Tracking Hornet hit something
|
||||
//=========================================================
|
||||
void CMHornet :: TrackTouch ( edict_t *pOther )
|
||||
{
|
||||
if ( (pOther == pev->owner) || pOther->v.modelindex == pev->modelindex )
|
||||
{// bumped into the guy that shot it.
|
||||
pev->solid = SOLID_NOT;
|
||||
return;
|
||||
}
|
||||
|
||||
// is this NOT a player and IS a monster?
|
||||
if (!UTIL_IsPlayer(pOther) && (pOther->v.euser4 != NULL))
|
||||
{
|
||||
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(pOther));
|
||||
|
||||
if ( IRelationship( pMonster ) <= R_NO )
|
||||
{
|
||||
// hit something we don't want to hurt, so turn around.
|
||||
|
||||
pev->velocity = pev->velocity.Normalize();
|
||||
|
||||
pev->velocity.x *= -1;
|
||||
pev->velocity.y *= -1;
|
||||
|
||||
pev->origin = pev->origin + pev->velocity * 4; // bounce the hornet off a bit.
|
||||
pev->velocity = pev->velocity * m_flFlySpeed;
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
DieTouch( pOther );
|
||||
}
|
||||
|
||||
void CMHornet::DartTouch( edict_t *pOther )
|
||||
{
|
||||
DieTouch( pOther );
|
||||
}
|
||||
|
||||
void CMHornet::DieTouch ( edict_t *pOther )
|
||||
{
|
||||
if ( pOther && pOther->v.takedamage )
|
||||
{// do the damage
|
||||
|
||||
switch (RANDOM_LONG(0,2))
|
||||
{// buzz when you plug someone
|
||||
case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_hornethit1.wav", 1, ATTN_NORM); break;
|
||||
case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_hornethit2.wav", 1, ATTN_NORM); break;
|
||||
case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_hornethit3.wav", 1, ATTN_NORM); break;
|
||||
}
|
||||
|
||||
if (UTIL_IsPlayer(pOther))
|
||||
UTIL_TakeDamage( pOther, pev, VARS( pev->owner ), pev->dmg, DMG_BULLET );
|
||||
else if (pOther->v.euser4 != NULL)
|
||||
{
|
||||
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(pOther));
|
||||
pMonster->TakeDamage( pev, VARS( pev->owner ), pev->dmg, DMG_BULLET );
|
||||
}
|
||||
}
|
||||
|
||||
pev->modelindex = 0;// so will disappear for the 0.1 secs we wait until NEXTTHINK gets rid
|
||||
pev->solid = SOLID_NOT;
|
||||
|
||||
SetThink ( SUB_Remove );
|
||||
pev->nextthink = gpGlobals->time + 1;// stick around long enough for the sound to finish!
|
||||
}
|
||||
|
||||
55
src/dlls/hornet.h
Normal file
55
src/dlls/hornet.h
Normal file
@@ -0,0 +1,55 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// Hornets
|
||||
//=========================================================
|
||||
|
||||
//=========================================================
|
||||
// Hornet Defines
|
||||
//=========================================================
|
||||
#define HORNET_TYPE_RED 0
|
||||
#define HORNET_TYPE_ORANGE 1
|
||||
#define HORNET_RED_SPEED (float)600
|
||||
#define HORNET_ORANGE_SPEED (float)800
|
||||
#define HORNET_BUZZ_VOLUME (float)0.8
|
||||
|
||||
extern int iHornetPuff;
|
||||
|
||||
//=========================================================
|
||||
// Hornet - this is the projectile that the Alien Grunt fires.
|
||||
//=========================================================
|
||||
class CMHornet : public CMBaseMonster
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
int Classify ( void );
|
||||
int IRelationship ( CMBaseEntity *pTarget );
|
||||
|
||||
void IgniteTrail( void );
|
||||
void EXPORT StartTrack ( void );
|
||||
void EXPORT StartDart ( void );
|
||||
void EXPORT TrackTarget ( void );
|
||||
void EXPORT TrackTouch ( edict_t *pOther );
|
||||
void EXPORT DartTouch( edict_t *pOther );
|
||||
void EXPORT DieTouch ( edict_t *pOther );
|
||||
|
||||
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
|
||||
|
||||
float m_flStopAttack;
|
||||
int m_iHornetType;
|
||||
float m_flFlySpeed;
|
||||
};
|
||||
|
||||
1100
src/dlls/houndeye.cpp
Normal file
1100
src/dlls/houndeye.cpp
Normal file
File diff suppressed because it is too large
Load Diff
752
src/dlls/islave.cpp
Normal file
752
src/dlls/islave.cpp
Normal file
@@ -0,0 +1,752 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// Alien slave monster
|
||||
//=========================================================
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cmbase.h"
|
||||
#include "cmbasemonster.h"
|
||||
#include "monsters.h"
|
||||
#include "schedule.h"
|
||||
#include "effects.h"
|
||||
#include "weapons.h"
|
||||
|
||||
|
||||
//=========================================================
|
||||
// Monster's Anim Events Go Here
|
||||
//=========================================================
|
||||
#define ISLAVE_AE_CLAW ( 1 )
|
||||
#define ISLAVE_AE_CLAWRAKE ( 2 )
|
||||
#define ISLAVE_AE_ZAP_POWERUP ( 3 )
|
||||
#define ISLAVE_AE_ZAP_SHOOT ( 4 )
|
||||
#define ISLAVE_AE_ZAP_DONE ( 5 )
|
||||
|
||||
|
||||
const char *CMISlave::pAttackHitSounds[] =
|
||||
{
|
||||
"zombie/claw_strike1.wav",
|
||||
"zombie/claw_strike2.wav",
|
||||
"zombie/claw_strike3.wav",
|
||||
};
|
||||
|
||||
const char *CMISlave::pAttackMissSounds[] =
|
||||
{
|
||||
"zombie/claw_miss1.wav",
|
||||
"zombie/claw_miss2.wav",
|
||||
};
|
||||
|
||||
const char *CMISlave::pPainSounds[] =
|
||||
{
|
||||
"aslave/slv_pain1.wav",
|
||||
"aslave/slv_pain2.wav",
|
||||
};
|
||||
|
||||
const char *CMISlave::pDeathSounds[] =
|
||||
{
|
||||
"aslave/slv_die1.wav",
|
||||
"aslave/slv_die2.wav",
|
||||
};
|
||||
|
||||
//=========================================================
|
||||
// Classify - indicates this monster's place in the
|
||||
// relationship table.
|
||||
//=========================================================
|
||||
int CMISlave :: Classify ( void )
|
||||
{
|
||||
return CLASS_ALIEN_MILITARY;
|
||||
}
|
||||
|
||||
|
||||
int CMISlave::IRelationship( CMBaseEntity *pTarget )
|
||||
{
|
||||
if ( (pTarget->IsPlayer()) )
|
||||
if ( (pev->spawnflags & SF_MONSTER_WAIT_UNTIL_PROVOKED ) && ! (m_afMemory & bits_MEMORY_PROVOKED ))
|
||||
return R_NO;
|
||||
return CMBaseMonster::IRelationship( pTarget );
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// ALertSound - scream
|
||||
//=========================================================
|
||||
void CMISlave :: AlertSound( void )
|
||||
{
|
||||
if ( m_hEnemy != NULL )
|
||||
{
|
||||
SENTENCEG_PlayRndSz(ENT(pev), "SLV_ALERT", 0.85, ATTN_NORM, 0, m_voicePitch);
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// IdleSound
|
||||
//=========================================================
|
||||
void CMISlave :: IdleSound( void )
|
||||
{
|
||||
if (RANDOM_LONG( 0, 2 ) == 0)
|
||||
{
|
||||
SENTENCEG_PlayRndSz(ENT(pev), "SLV_IDLE", 0.85, ATTN_NORM, 0, m_voicePitch);
|
||||
}
|
||||
|
||||
#if 0
|
||||
int side = RANDOM_LONG( 0, 1 ) * 2 - 1;
|
||||
|
||||
ClearBeams( );
|
||||
ArmBeam( side );
|
||||
|
||||
UTIL_MakeAimVectors( pev->angles );
|
||||
Vector vecSrc = pev->origin + gpGlobals->v_right * 2 * side;
|
||||
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
|
||||
WRITE_BYTE(TE_DLIGHT);
|
||||
WRITE_COORD(vecSrc.x); // X
|
||||
WRITE_COORD(vecSrc.y); // Y
|
||||
WRITE_COORD(vecSrc.z); // Z
|
||||
WRITE_BYTE( 8 ); // radius * 0.1
|
||||
WRITE_BYTE( 255 ); // r
|
||||
WRITE_BYTE( 180 ); // g
|
||||
WRITE_BYTE( 96 ); // b
|
||||
WRITE_BYTE( 10 ); // time * 10
|
||||
WRITE_BYTE( 0 ); // decay * 0.1
|
||||
MESSAGE_END( );
|
||||
|
||||
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap1.wav", 1, ATTN_NORM, 0, 100 );
|
||||
#endif
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// PainSound
|
||||
//=========================================================
|
||||
void CMISlave :: PainSound( void )
|
||||
{
|
||||
if (RANDOM_LONG( 0, 2 ) == 0)
|
||||
{
|
||||
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// DieSound
|
||||
//=========================================================
|
||||
|
||||
void CMISlave :: DeathSound( void )
|
||||
{
|
||||
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pDeathSounds[ RANDOM_LONG(0,ARRAYSIZE(pDeathSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// ISoundMask - returns a bit mask indicating which types
|
||||
// of sounds this monster regards.
|
||||
//=========================================================
|
||||
int CMISlave :: ISoundMask ( void)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
void CMISlave::Killed( entvars_t *pevAttacker, int iGib )
|
||||
{
|
||||
ClearBeams( );
|
||||
CMBaseMonster::Killed( pevAttacker, iGib );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// SetYawSpeed - allows each sequence to have a different
|
||||
// turn rate associated with it.
|
||||
//=========================================================
|
||||
void CMISlave :: SetYawSpeed ( void )
|
||||
{
|
||||
int ys;
|
||||
|
||||
switch ( m_Activity )
|
||||
{
|
||||
case ACT_WALK:
|
||||
ys = 50;
|
||||
break;
|
||||
case ACT_RUN:
|
||||
ys = 70;
|
||||
break;
|
||||
case ACT_IDLE:
|
||||
ys = 50;
|
||||
break;
|
||||
default:
|
||||
ys = 90;
|
||||
break;
|
||||
}
|
||||
|
||||
pev->yaw_speed = ys;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// HandleAnimEvent - catches the monster-specific messages
|
||||
// that occur when tagged animation frames are played.
|
||||
//
|
||||
// Returns number of events handled, 0 if none.
|
||||
//=========================================================
|
||||
void CMISlave :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
||||
{
|
||||
// ALERT( at_console, "event %d : %f\n", pEvent->event, pev->frame );
|
||||
switch( pEvent->event )
|
||||
{
|
||||
case ISLAVE_AE_CLAW:
|
||||
{
|
||||
// SOUND HERE!
|
||||
edict_t *pHurt = CheckTraceHullAttack( 70, gSkillData.slaveDmgClaw, DMG_SLASH );
|
||||
if ( pHurt )
|
||||
{
|
||||
if ( pHurt->v.flags & (FL_MONSTER|FL_CLIENT) )
|
||||
{
|
||||
pHurt->v.punchangle.z = -18;
|
||||
pHurt->v.punchangle.x = 5;
|
||||
}
|
||||
// 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, m_voicePitch );
|
||||
}
|
||||
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, m_voicePitch );
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case ISLAVE_AE_CLAWRAKE:
|
||||
{
|
||||
edict_t *pHurt = CheckTraceHullAttack( 70, gSkillData.slaveDmgClawrake, DMG_SLASH );
|
||||
if ( pHurt )
|
||||
{
|
||||
if ( pHurt->v.flags & (FL_MONSTER|FL_CLIENT) )
|
||||
{
|
||||
pHurt->v.punchangle.z = -18;
|
||||
pHurt->v.punchangle.x = 5;
|
||||
}
|
||||
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
|
||||
}
|
||||
else
|
||||
{
|
||||
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case ISLAVE_AE_ZAP_POWERUP:
|
||||
{
|
||||
UTIL_MakeAimVectors( pev->angles );
|
||||
|
||||
if (m_iBeams == 0)
|
||||
{
|
||||
Vector vecSrc = pev->origin + gpGlobals->v_forward * 2;
|
||||
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
|
||||
WRITE_BYTE(TE_DLIGHT);
|
||||
WRITE_COORD(vecSrc.x); // X
|
||||
WRITE_COORD(vecSrc.y); // Y
|
||||
WRITE_COORD(vecSrc.z); // Z
|
||||
WRITE_BYTE( 12 ); // radius * 0.1
|
||||
WRITE_BYTE( 255 ); // r
|
||||
WRITE_BYTE( 180 ); // g
|
||||
WRITE_BYTE( 96 ); // b
|
||||
WRITE_BYTE( 20 / pev->framerate ); // time * 10
|
||||
WRITE_BYTE( 0 ); // decay * 0.1
|
||||
MESSAGE_END( );
|
||||
|
||||
}
|
||||
/*jlb
|
||||
if (m_hDead != NULL)
|
||||
{
|
||||
WackBeam( -1, m_hDead );
|
||||
WackBeam( 1, m_hDead );
|
||||
}
|
||||
else
|
||||
jlb*/
|
||||
{
|
||||
ArmBeam( -1 );
|
||||
ArmBeam( 1 );
|
||||
BeamGlow( );
|
||||
}
|
||||
|
||||
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 );
|
||||
pev->skin = m_iBeams / 2;
|
||||
}
|
||||
break;
|
||||
|
||||
case ISLAVE_AE_ZAP_SHOOT:
|
||||
{
|
||||
ClearBeams( );
|
||||
|
||||
/*jlb
|
||||
if (m_hDead != NULL)
|
||||
{
|
||||
Vector vecDest = m_hDead->v.origin + Vector( 0, 0, 38 );
|
||||
TraceResult trace;
|
||||
UTIL_TraceHull( vecDest, vecDest, dont_ignore_monsters, human_hull, m_hDead, &trace );
|
||||
|
||||
if ( !trace.fStartSolid )
|
||||
{
|
||||
CMBaseEntity *pNew = Create( "monster_alien_slave", m_hDead->pev->origin, m_hDead->pev->angles );
|
||||
CMBaseMonster *pNewMonster = pNew->MyMonsterPointer( );
|
||||
pNew->pev->spawnflags |= 1;
|
||||
WackBeam( -1, pNew );
|
||||
WackBeam( 1, pNew );
|
||||
UTIL_Remove( m_hDead );
|
||||
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) );
|
||||
break;
|
||||
}
|
||||
}
|
||||
jlb*/
|
||||
ClearMultiDamage();
|
||||
|
||||
UTIL_MakeAimVectors( pev->angles );
|
||||
|
||||
ZapBeam( -1 );
|
||||
ZapBeam( 1 );
|
||||
|
||||
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) );
|
||||
// STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" );
|
||||
|
||||
ApplyMultiDamage(pev, pev);
|
||||
|
||||
m_flNextAttack = gpGlobals->time + RANDOM_FLOAT( 0.5, 4.0 );
|
||||
}
|
||||
break;
|
||||
|
||||
case ISLAVE_AE_ZAP_DONE:
|
||||
{
|
||||
ClearBeams( );
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
CMBaseMonster::HandleAnimEvent( pEvent );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// CheckRangeAttack1 - normal beam attack
|
||||
//=========================================================
|
||||
BOOL CMISlave :: CheckRangeAttack1 ( float flDot, float flDist )
|
||||
{
|
||||
if (m_flNextAttack > gpGlobals->time)
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
return CMBaseMonster::CheckRangeAttack1( flDot, flDist );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// CheckRangeAttack2 - check bravery and try to resurect dead comrades
|
||||
//=========================================================
|
||||
BOOL CMISlave :: CheckRangeAttack2 ( float flDot, float flDist )
|
||||
{
|
||||
return FALSE;
|
||||
|
||||
if (m_flNextAttack > gpGlobals->time)
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//jlb m_hDead = NULL;
|
||||
m_iBravery = 0;
|
||||
|
||||
edict_t *pEntity = NULL;
|
||||
while ((pEntity = UTIL_FindEntityByClassname( pEntity, "monster_alien_slave" )) != NULL)
|
||||
{
|
||||
TraceResult tr;
|
||||
|
||||
UTIL_TraceLine( EyePosition( ), UTIL_EyePosition(pEntity), ignore_monsters, ENT(pev), &tr );
|
||||
if (tr.flFraction == 1.0 || tr.pHit == pEntity)
|
||||
{
|
||||
if (pEntity->v.deadflag == DEAD_DEAD)
|
||||
{
|
||||
float d = (pev->origin - pEntity->v.origin).Length();
|
||||
if (d < flDist)
|
||||
{
|
||||
//jlb m_hDead = pEntity;
|
||||
flDist = d;
|
||||
}
|
||||
m_iBravery--;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_iBravery++;
|
||||
}
|
||||
}
|
||||
}
|
||||
//jlb if (m_hDead != NULL)
|
||||
//jlb return TRUE;
|
||||
//jlb else
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// StartTask
|
||||
//=========================================================
|
||||
void CMISlave :: StartTask ( Task_t *pTask )
|
||||
{
|
||||
ClearBeams( );
|
||||
|
||||
CMBaseMonster :: StartTask ( pTask );
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// Spawn
|
||||
//=========================================================
|
||||
void CMISlave :: Spawn()
|
||||
{
|
||||
Precache( );
|
||||
|
||||
SET_MODEL(ENT(pev), "models/islave.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->effects = 0;
|
||||
pev->health = gSkillData.slaveHealth;
|
||||
pev->view_ofs = Vector ( 0, 0, 64 );// position of the eyes relative to monster's origin.
|
||||
m_flFieldOfView = 0.5;
|
||||
m_MonsterState = MONSTERSTATE_NONE;
|
||||
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_RANGE_ATTACK2 | bits_CAP_DOORS_GROUP;
|
||||
|
||||
m_voicePitch = RANDOM_LONG( 85, 110 );
|
||||
|
||||
for (int i = 0; i < ISLAVE_MAX_BEAMS; i++)
|
||||
m_pBeam[i] = NULL;
|
||||
|
||||
m_iBravery = 0;
|
||||
m_flNextAttack = 0.0f;
|
||||
|
||||
MonsterInit();
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Precache - precaches all resources this monster needs
|
||||
//=========================================================
|
||||
void CMISlave :: Precache()
|
||||
{
|
||||
int i;
|
||||
|
||||
PRECACHE_MODEL("models/islave.mdl");
|
||||
PRECACHE_MODEL("sprites/lgtning.spr");
|
||||
PRECACHE_SOUND("debris/zap1.wav");
|
||||
PRECACHE_SOUND("debris/zap4.wav");
|
||||
PRECACHE_SOUND("weapons/electro4.wav");
|
||||
PRECACHE_SOUND("hassault/hw_shoot1.wav");
|
||||
PRECACHE_SOUND("zombie/zo_pain2.wav");
|
||||
PRECACHE_SOUND("headcrab/hc_headbite.wav");
|
||||
PRECACHE_SOUND("weapons/cbar_miss1.wav");
|
||||
|
||||
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( pPainSounds ); i++ )
|
||||
PRECACHE_SOUND((char *)pPainSounds[i]);
|
||||
|
||||
for ( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ )
|
||||
PRECACHE_SOUND((char *)pDeathSounds[i]);
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// TakeDamage - get provoked when injured
|
||||
//=========================================================
|
||||
|
||||
int CMISlave :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
|
||||
{
|
||||
// don't slash one of your own
|
||||
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(pevAttacker));
|
||||
if (pMonster != NULL)
|
||||
{
|
||||
if ((bitsDamageType & DMG_SLASH) && pevAttacker && IRelationship( pMonster ) < R_DL)
|
||||
return 0;
|
||||
}
|
||||
|
||||
m_afMemory |= bits_MEMORY_PROVOKED;
|
||||
return CMBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
|
||||
}
|
||||
|
||||
|
||||
void CMISlave::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
||||
{
|
||||
if (bitsDamageType & DMG_SHOCK)
|
||||
return;
|
||||
|
||||
CMBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// AI Schedules Specific to this monster
|
||||
//=========================================================
|
||||
|
||||
|
||||
|
||||
// primary range attack
|
||||
Task_t tlSlaveAttack1[] =
|
||||
{
|
||||
{ TASK_STOP_MOVING, 0 },
|
||||
{ TASK_FACE_IDEAL, (float)0 },
|
||||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||||
};
|
||||
|
||||
Schedule_t slSlaveAttack1[] =
|
||||
{
|
||||
{
|
||||
tlSlaveAttack1,
|
||||
ARRAYSIZE ( tlSlaveAttack1 ),
|
||||
bits_COND_CAN_MELEE_ATTACK1 |
|
||||
bits_COND_HEAR_SOUND |
|
||||
bits_COND_HEAVY_DAMAGE,
|
||||
0,
|
||||
"Slave Range Attack1"
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
DEFINE_CUSTOM_SCHEDULES( CMISlave )
|
||||
{
|
||||
slSlaveAttack1,
|
||||
};
|
||||
|
||||
IMPLEMENT_CUSTOM_SCHEDULES( CMISlave, CMBaseMonster );
|
||||
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
Schedule_t *CMISlave :: GetSchedule( void )
|
||||
{
|
||||
ClearBeams( );
|
||||
|
||||
/*
|
||||
if (pev->spawnflags)
|
||||
{
|
||||
pev->spawnflags = 0;
|
||||
return GetScheduleOfType( SCHED_RELOAD );
|
||||
}
|
||||
*/
|
||||
|
||||
switch (m_MonsterState)
|
||||
{
|
||||
case MONSTERSTATE_COMBAT:
|
||||
// dead enemy
|
||||
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
|
||||
{
|
||||
// call base class, all code to handle dead enemies is centralized there.
|
||||
return CMBaseMonster :: GetSchedule();
|
||||
}
|
||||
|
||||
if (pev->health < 20 || m_iBravery < 0)
|
||||
{
|
||||
if (!HasConditions( bits_COND_CAN_MELEE_ATTACK1 ))
|
||||
{
|
||||
m_failSchedule = SCHED_CHASE_ENEMY;
|
||||
if (HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
|
||||
{
|
||||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
||||
}
|
||||
if ( HasConditions ( bits_COND_SEE_ENEMY ) && HasConditions ( bits_COND_ENEMY_FACING_ME ) )
|
||||
{
|
||||
// ALERT( at_console, "exposed\n");
|
||||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
return CMBaseMonster::GetSchedule( );
|
||||
}
|
||||
|
||||
|
||||
Schedule_t *CMISlave :: GetScheduleOfType ( int Type )
|
||||
{
|
||||
switch ( Type )
|
||||
{
|
||||
case SCHED_FAIL:
|
||||
if (HasConditions( bits_COND_CAN_MELEE_ATTACK1 ))
|
||||
{
|
||||
return CMBaseMonster :: GetScheduleOfType( SCHED_MELEE_ATTACK1 ); ;
|
||||
}
|
||||
break;
|
||||
case SCHED_RANGE_ATTACK1:
|
||||
return slSlaveAttack1;
|
||||
case SCHED_RANGE_ATTACK2:
|
||||
return slSlaveAttack1;
|
||||
}
|
||||
return CMBaseMonster :: GetScheduleOfType( Type );
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// ArmBeam - small beam from arm to nearby geometry
|
||||
//=========================================================
|
||||
|
||||
void CMISlave :: ArmBeam( int side )
|
||||
{
|
||||
TraceResult tr;
|
||||
float flDist = 1.0;
|
||||
|
||||
if (m_iBeams >= ISLAVE_MAX_BEAMS)
|
||||
return;
|
||||
|
||||
UTIL_MakeAimVectors( pev->angles );
|
||||
Vector vecSrc = pev->origin + gpGlobals->v_up * 36 + gpGlobals->v_right * side * 16 + gpGlobals->v_forward * 32;
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
Vector vecAim = gpGlobals->v_right * side * RANDOM_FLOAT( 0, 1 ) + gpGlobals->v_up * RANDOM_FLOAT( -1, 1 );
|
||||
TraceResult tr1;
|
||||
UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 512, dont_ignore_monsters, ENT( pev ), &tr1);
|
||||
if (flDist > tr1.flFraction)
|
||||
{
|
||||
tr = tr1;
|
||||
flDist = tr.flFraction;
|
||||
}
|
||||
}
|
||||
|
||||
// Couldn't find anything close enough
|
||||
if ( flDist == 1.0 )
|
||||
return;
|
||||
|
||||
DecalGunshot( &tr, BULLET_PLAYER_CROWBAR );
|
||||
|
||||
m_pBeam[m_iBeams] = CMBeam::BeamCreate( "sprites/lgtning.spr", 30 );
|
||||
if (!m_pBeam[m_iBeams])
|
||||
return;
|
||||
|
||||
m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex( ) );
|
||||
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
|
||||
// m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
|
||||
m_pBeam[m_iBeams]->SetColor( 96, 128, 16 );
|
||||
m_pBeam[m_iBeams]->SetBrightness( 64 );
|
||||
m_pBeam[m_iBeams]->SetNoise( 80 );
|
||||
m_iBeams++;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// BeamGlow - brighten all beams
|
||||
//=========================================================
|
||||
void CMISlave :: BeamGlow( )
|
||||
{
|
||||
int b = m_iBeams * 32;
|
||||
if (b > 255)
|
||||
b = 255;
|
||||
|
||||
for (int i = 0; i < m_iBeams; i++)
|
||||
{
|
||||
if (m_pBeam[i]->GetBrightness() != 255)
|
||||
{
|
||||
m_pBeam[i]->SetBrightness( b );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// WackBeam - regenerate dead colleagues
|
||||
//=========================================================
|
||||
void CMISlave :: WackBeam( int side, edict_t *pEntity )
|
||||
{
|
||||
Vector vecDest;
|
||||
float flDist = 1.0;
|
||||
|
||||
if (m_iBeams >= ISLAVE_MAX_BEAMS)
|
||||
return;
|
||||
|
||||
if (pEntity == NULL)
|
||||
return;
|
||||
|
||||
m_pBeam[m_iBeams] = CMBeam::BeamCreate( "sprites/lgtning.spr", 30 );
|
||||
if (!m_pBeam[m_iBeams])
|
||||
return;
|
||||
|
||||
m_pBeam[m_iBeams]->PointEntInit( UTIL_Center(pEntity), entindex( ) );
|
||||
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
|
||||
m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
|
||||
m_pBeam[m_iBeams]->SetBrightness( 255 );
|
||||
m_pBeam[m_iBeams]->SetNoise( 80 );
|
||||
m_iBeams++;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// ZapBeam - heavy damage directly forward
|
||||
//=========================================================
|
||||
void CMISlave :: ZapBeam( int side )
|
||||
{
|
||||
Vector vecSrc, vecAim;
|
||||
TraceResult tr;
|
||||
edict_t *pEntity;
|
||||
|
||||
if (m_iBeams >= ISLAVE_MAX_BEAMS)
|
||||
return;
|
||||
|
||||
vecSrc = pev->origin + gpGlobals->v_up * 36;
|
||||
vecAim = ShootAtEnemy( vecSrc );
|
||||
float deflection = 0.01;
|
||||
vecAim = vecAim + side * gpGlobals->v_right * RANDOM_FLOAT( 0, deflection ) + gpGlobals->v_up * RANDOM_FLOAT( -deflection, deflection );
|
||||
UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 1024, dont_ignore_monsters, ENT( pev ), &tr);
|
||||
|
||||
m_pBeam[m_iBeams] = CMBeam::BeamCreate( "sprites/lgtning.spr", 50 );
|
||||
if (!m_pBeam[m_iBeams])
|
||||
return;
|
||||
|
||||
m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex( ) );
|
||||
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
|
||||
m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
|
||||
m_pBeam[m_iBeams]->SetBrightness( 255 );
|
||||
m_pBeam[m_iBeams]->SetNoise( 20 );
|
||||
m_iBeams++;
|
||||
|
||||
pEntity = tr.pHit;
|
||||
if (pEntity != NULL && pEntity->v.takedamage)
|
||||
{
|
||||
if (UTIL_IsPlayer(pEntity))
|
||||
UTIL_TraceAttack( pEntity, pev, gSkillData.slaveDmgZap, vecAim, &tr, DMG_SHOCK );
|
||||
else if (pEntity->v.euser4 != NULL)
|
||||
{
|
||||
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(pEntity));
|
||||
pMonster->TraceAttack( pev, gSkillData.slaveDmgZap, vecAim, &tr, DMG_SHOCK );
|
||||
}
|
||||
}
|
||||
|
||||
UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) );
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// ClearBeams - remove all beams
|
||||
//=========================================================
|
||||
void CMISlave :: ClearBeams( )
|
||||
{
|
||||
for (int i = 0; i < ISLAVE_MAX_BEAMS; i++)
|
||||
{
|
||||
if (m_pBeam[i])
|
||||
{
|
||||
UTIL_Remove( m_pBeam[i]->edict() );
|
||||
m_pBeam[i] = NULL;
|
||||
}
|
||||
}
|
||||
m_iBeams = 0;
|
||||
pev->skin = 0;
|
||||
|
||||
STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" );
|
||||
}
|
||||
146
src/dlls/monster_api.cpp
Normal file
146
src/dlls/monster_api.cpp
Normal file
@@ -0,0 +1,146 @@
|
||||
//
|
||||
// botman's monster - MetaMOD plugin
|
||||
//
|
||||
// monster_api.cpp
|
||||
//
|
||||
|
||||
/*
|
||||
* This is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this code; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "meta_api.h"
|
||||
#include "sdk_util.h" // UTIL_LogPrintf, etc
|
||||
|
||||
// Must provide at least one of these..
|
||||
static META_FUNCTIONS gMetaFunctionTable = {
|
||||
NULL, // pfnGetEntityAPI HL SDK; called before game DLL
|
||||
NULL, // pfnGetEntityAPI_Post META; called after game DLL
|
||||
GetEntityAPI2, // pfnGetEntityAPI2 HL SDK2; called before game DLL
|
||||
GetEntityAPI2_Post, // pfnGetEntityAPI2_Post META; called after game DLL
|
||||
NULL, // pfnGetNewDLLFunctions HL SDK2; called before game DLL
|
||||
NULL, // pfnGetNewDLLFunctions_Post META; called after game DLL
|
||||
NULL, // pfnGetEngineFunctions META; called before HL engine
|
||||
NULL, // pfnGetEngineFunctions_Post META; called after HL engine
|
||||
};
|
||||
|
||||
// Description of plugin
|
||||
plugin_info_t Plugin_info = {
|
||||
META_INTERFACE_VERSION, // interface version
|
||||
"Monster", // name
|
||||
"3.00.00", // version
|
||||
"06/30/2002", // date
|
||||
"botman <botman@planethalflife.com>", // author
|
||||
"http://planethalflife.com/botman/", // url
|
||||
"MONSTER", // logtag
|
||||
PT_CHANGELEVEL, // (when) loadable
|
||||
PT_CHANGELEVEL, // (when) unloadable
|
||||
};
|
||||
|
||||
char *VNAME=Plugin_info.name;
|
||||
char *VVERSION=Plugin_info.version;
|
||||
char *VDATE=Plugin_info.date;
|
||||
char *VAUTHOR=Plugin_info.author;
|
||||
char *VURL=Plugin_info.url;
|
||||
char *VLOGTAG=Plugin_info.logtag;
|
||||
char *COMPILE_TIME=__DATE__ ", " __TIME__;
|
||||
|
||||
// Global vars from metamod:
|
||||
meta_globals_t *gpMetaGlobals; // metamod globals
|
||||
gamedll_funcs_t *gpGamedllFuncs; // gameDLL function tables
|
||||
mutil_funcs_t *gpMetaUtilFuncs; // metamod utility functions
|
||||
|
||||
cvar_t init_dllapi_log = {"monster_log", "0", FCVAR_EXTDLL, 0, NULL};
|
||||
cvar_t *dllapi_log = NULL;
|
||||
cvar_t init_monster_spawn = {"monster_spawn", "1", FCVAR_EXTDLL, 0, NULL};
|
||||
cvar_t *monster_spawn = NULL;
|
||||
|
||||
|
||||
// Metamod requesting info about this plugin:
|
||||
// ifvers (given) interface_version metamod is using
|
||||
// pPlugInfo (requested) struct with info about plugin
|
||||
// pMetaUtilFuncs (given) table of utility functions provided by metamod
|
||||
C_DLLEXPORT int Meta_Query(char *ifvers, plugin_info_t **pPlugInfo,
|
||||
mutil_funcs_t *pMetaUtilFuncs)
|
||||
{
|
||||
if(ifvers); // to satisfy gcc -Wunused
|
||||
// Give metamod our plugin_info struct
|
||||
*pPlugInfo=&Plugin_info;
|
||||
// Get metamod utility function table.
|
||||
gpMetaUtilFuncs=pMetaUtilFuncs;
|
||||
return(TRUE);
|
||||
}
|
||||
|
||||
// Metamod attaching plugin to the server.
|
||||
// now (given) current phase, ie during map, during changelevel, or at startup
|
||||
// pFunctionTable (requested) table of function tables this plugin catches
|
||||
// pMGlobals (given) global vars from metamod
|
||||
// pGamedllFuncs (given) copy of function tables from game dll
|
||||
C_DLLEXPORT int Meta_Attach(PLUG_LOADTIME now, META_FUNCTIONS *pFunctionTable,
|
||||
meta_globals_t *pMGlobals, gamedll_funcs_t *pGamedllFuncs)
|
||||
{
|
||||
if(now); // to satisfy gcc -Wunused
|
||||
if(!pMGlobals) {
|
||||
LOG_ERROR(PLID, "Meta_Attach called with null pMGlobals");
|
||||
return(FALSE);
|
||||
}
|
||||
gpMetaGlobals=pMGlobals;
|
||||
if(!pFunctionTable) {
|
||||
LOG_ERROR(PLID, "Meta_Attach called with null pFunctionTable");
|
||||
return(FALSE);
|
||||
}
|
||||
memcpy(pFunctionTable, &gMetaFunctionTable, sizeof(META_FUNCTIONS));
|
||||
gpGamedllFuncs=pGamedllFuncs;
|
||||
|
||||
LOG_MESSAGE(PLID, "%s v%s, %s", VNAME, VVERSION, VDATE);
|
||||
LOG_MESSAGE(PLID, "by %s", VAUTHOR);
|
||||
LOG_MESSAGE(PLID, " %s", VURL);
|
||||
LOG_MESSAGE(PLID, "compiled: %s CDT", COMPILE_TIME);
|
||||
|
||||
LOG_CONSOLE(PLID, "[%s] %s v%s, %s", VLOGTAG, VNAME, VVERSION, VDATE);
|
||||
LOG_CONSOLE(PLID, "[%s] by %s", VLOGTAG, VAUTHOR);
|
||||
|
||||
CVAR_REGISTER(&init_dllapi_log);
|
||||
dllapi_log = CVAR_GET_POINTER("monster_log");
|
||||
|
||||
CVAR_REGISTER(&init_monster_spawn);
|
||||
monster_spawn = CVAR_GET_POINTER("monster_spawn");
|
||||
|
||||
return(TRUE);
|
||||
}
|
||||
|
||||
|
||||
extern void monster_unload(void);
|
||||
|
||||
// Metamod detaching plugin from the server.
|
||||
// now (given) current phase, ie during map, etc
|
||||
// reason (given) why detaching (refresh, console unload, forced unload, etc)
|
||||
C_DLLEXPORT int Meta_Detach(PLUG_LOADTIME now, PL_UNLOAD_REASON reason) {
|
||||
// remove all the monsters currently in the level...
|
||||
monster_unload();
|
||||
return(TRUE);
|
||||
}
|
||||
|
||||
418
src/dlls/monster_config.cpp
Normal file
418
src/dlls/monster_config.cpp
Normal file
@@ -0,0 +1,418 @@
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <ctype.h>
|
||||
|
||||
#ifndef __linux__
|
||||
#include <io.h>
|
||||
#else
|
||||
#include <unistd.h>
|
||||
#endif
|
||||
|
||||
#include "extdll.h"
|
||||
#include "dllapi.h"
|
||||
#include "meta_api.h"
|
||||
|
||||
#include "monster_plugin.h"
|
||||
|
||||
extern cvar_t *dllapi_log;
|
||||
|
||||
extern monster_type_t monster_types[];
|
||||
extern int monster_spawn_count;
|
||||
|
||||
|
||||
bool get_input(FILE *fp, char *input)
|
||||
{
|
||||
char line[1024];
|
||||
int len, pos;
|
||||
|
||||
while (!feof(fp))
|
||||
{
|
||||
if (fgets(line, 1023, fp) != NULL)
|
||||
{
|
||||
len = strlen(line);
|
||||
|
||||
if (len == 0)
|
||||
continue; // skip any null lines
|
||||
|
||||
// remove any trailing newline, carriage return or whitespace...
|
||||
while ((line[len-1] == '\n') || (line[len-1] == '\r') ||
|
||||
isspace(line[len-1]))
|
||||
{
|
||||
line[len-1] = 0;
|
||||
len--;
|
||||
if (len == 0)
|
||||
break;
|
||||
}
|
||||
|
||||
pos = 0;
|
||||
|
||||
while (isspace(line[pos]))
|
||||
pos++; // skip leading blanks
|
||||
|
||||
if ((line[pos] == '/') && (line[pos+1] == '/'))
|
||||
continue; // skip comment lines
|
||||
|
||||
if (line[pos] == 0)
|
||||
continue; // skip empty lines
|
||||
|
||||
strcpy(input, &line[pos]);
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE; // no input found
|
||||
}
|
||||
|
||||
|
||||
bool scan_monster_cfg(FILE *fp)
|
||||
{
|
||||
char input[1024];
|
||||
bool origin, angle, delay, angle_min, angle_max, monster;
|
||||
float x, y, z;
|
||||
|
||||
while (get_input(fp, input))
|
||||
{
|
||||
if (monster_spawn_count == MAX_MONSTERS)
|
||||
continue; // skip if max monster spawn count reached
|
||||
|
||||
if (input[0] == '{')
|
||||
{
|
||||
origin = angle = delay = angle_min = angle_max = monster = FALSE;
|
||||
|
||||
monster_spawnpoint[monster_spawn_count].monster_count = 0;
|
||||
|
||||
while (get_input(fp, input))
|
||||
{
|
||||
if (input[0] == '}')
|
||||
break;
|
||||
|
||||
if (strncmp(input, "origin/", 7) == 0)
|
||||
{
|
||||
if (origin)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: origin found twice: %s", input);
|
||||
LOG_MESSAGE(PLID, "ERROR: origin found twice: %s", input);
|
||||
return TRUE; // error
|
||||
}
|
||||
if (sscanf(&input[7], "%f %f %f", &x, &y, &z) != 3)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: invalid origin: %s", input);
|
||||
LOG_MESSAGE(PLID, "ERROR: invalid origin: %s", input);
|
||||
return TRUE; // error
|
||||
}
|
||||
origin = TRUE;
|
||||
monster_spawnpoint[monster_spawn_count].origin[0] = x;
|
||||
monster_spawnpoint[monster_spawn_count].origin[1] = y;
|
||||
monster_spawnpoint[monster_spawn_count].origin[2] = z;
|
||||
}
|
||||
else if (strncmp(input, "delay/", 6) == 0)
|
||||
{
|
||||
if (delay)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: delay found twice: %s", input);
|
||||
LOG_MESSAGE(PLID, "ERROR: delay found twice: %s", input);
|
||||
return TRUE; // error
|
||||
}
|
||||
if (sscanf(&input[6], "%f", &x) != 1)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: invalid delay: %s", input);
|
||||
LOG_MESSAGE(PLID, "ERROR: invalid delay: %s", input);
|
||||
return TRUE; // error
|
||||
}
|
||||
delay = TRUE;
|
||||
monster_spawnpoint[monster_spawn_count].delay = x;
|
||||
}
|
||||
else if (strncmp(input, "angle/", 6) == 0)
|
||||
{
|
||||
if (angle)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: angle found twice: %s", input);
|
||||
LOG_MESSAGE(PLID, "ERROR: angle found twice: %s", input);
|
||||
return TRUE; // error
|
||||
}
|
||||
if (angle_min || angle_max)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: you can't specify angle AND angle_min or angle_max: %s", input);
|
||||
LOG_MESSAGE(PLID, "ERROR: you can't specify angle AND angle_min or angle_max: %s", input);
|
||||
return TRUE; // error
|
||||
}
|
||||
if (sscanf(&input[6], "%f", &x) != 1)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: invalid angle: %s", input);
|
||||
LOG_MESSAGE(PLID, "ERROR: invalid angle: %s", input);
|
||||
return TRUE; // error
|
||||
}
|
||||
angle = TRUE;
|
||||
monster_spawnpoint[monster_spawn_count].angle_min = x;
|
||||
monster_spawnpoint[monster_spawn_count].angle_max = x;
|
||||
}
|
||||
else if (strncmp(input, "angle_min/", 10) == 0)
|
||||
{
|
||||
if (angle_min)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: angle_min found twice: %s", input);
|
||||
LOG_MESSAGE(PLID, "ERROR: angle_min found twice: %s", input);
|
||||
return TRUE; // error
|
||||
}
|
||||
if (angle)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: you can't specify angle AND angle_min or angle_max: %s", input);
|
||||
LOG_MESSAGE(PLID, "ERROR: you can't specify angle AND angle_min or angle_max: %s", input);
|
||||
return TRUE; // error
|
||||
}
|
||||
if (sscanf(&input[10], "%f", &x) != 1)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: invalid angle_min: %s", input);
|
||||
LOG_MESSAGE(PLID, "ERROR: invalid angle_min: %s", input);
|
||||
return TRUE; // error
|
||||
}
|
||||
angle_min = TRUE;
|
||||
monster_spawnpoint[monster_spawn_count].angle_min = x;
|
||||
}
|
||||
else if (strncmp(input, "angle_max/", 10) == 0)
|
||||
{
|
||||
if (angle_max)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: angle_max found twice: %s", input);
|
||||
LOG_MESSAGE(PLID, "ERROR: angle_max found twice: %s", input);
|
||||
return TRUE; // error
|
||||
}
|
||||
if (angle)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: you can't specify angle AND angle_min or angle_max: %s", input);
|
||||
LOG_MESSAGE(PLID, "ERROR: you can't specify angle AND angle_min or angle_max: %s", input);
|
||||
return TRUE; // error
|
||||
}
|
||||
if (sscanf(&input[10], "%f", &x) != 1)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: invalid angle_max: %s", input);
|
||||
LOG_MESSAGE(PLID, "ERROR: invalid angle_max: %s", input);
|
||||
return TRUE; // error
|
||||
}
|
||||
angle_max = TRUE;
|
||||
monster_spawnpoint[monster_spawn_count].angle_max = x;
|
||||
}
|
||||
else if (strncmp(input, "monster/", 8) == 0)
|
||||
{
|
||||
int index;
|
||||
int count = monster_spawnpoint[monster_spawn_count].monster_count;
|
||||
if (count < MAX_MONSTER_COUNT)
|
||||
{
|
||||
for (index=0; monster_types[index].name[0]; index++)
|
||||
{
|
||||
if (strcmp(&input[8], monster_types[index].name) == 0)
|
||||
{
|
||||
monster_spawnpoint[monster_spawn_count].monster[count] = index;
|
||||
monster_spawnpoint[monster_spawn_count].monster_count++;
|
||||
|
||||
monster_types[index].need_to_precache = TRUE;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (monster_types[index].name[0] == 0)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: invalid monster name: %s", input);
|
||||
LOG_MESSAGE(PLID, "ERROR: invalid monster name: %s", input);
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
monster = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: unknown command: %s", input);
|
||||
LOG_MESSAGE(PLID, "ERROR: unknown command: %s", input);
|
||||
return TRUE; // error occurred
|
||||
}
|
||||
}
|
||||
|
||||
// check for all necessary fields here...
|
||||
if (!origin)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: you didn't specify an origin!");
|
||||
LOG_MESSAGE(PLID, "ERROR: you didn't specify an origin!");
|
||||
return TRUE;
|
||||
}
|
||||
if (angle_min && !angle_max)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: you specified angle_min but didn't specify angle_max!");
|
||||
LOG_MESSAGE(PLID, "ERROR: you specified angle_min but didn't specify angle_max!");
|
||||
return TRUE;
|
||||
}
|
||||
if (angle_max && !angle_min)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: you specified angle_max but didn't specify angle_min!");
|
||||
LOG_MESSAGE(PLID, "ERROR: you specified angle_max but didn't specify angle_min!");
|
||||
return TRUE;
|
||||
}
|
||||
if (!monster)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: No monster key found!");
|
||||
LOG_MESSAGE(PLID, "ERROR: No monster key found!");
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
if (!delay)
|
||||
monster_spawnpoint[monster_spawn_count].delay = 30; // 30 second default delay
|
||||
|
||||
if (monster_spawnpoint[monster_spawn_count].delay < 1)
|
||||
monster_spawnpoint[monster_spawn_count].delay = 1; // no negative or zero delay
|
||||
|
||||
if (!angle && !angle_min && !angle_max) // no angle specified, use 0-359 as default
|
||||
{
|
||||
monster_spawnpoint[monster_spawn_count].angle_min = 0;
|
||||
monster_spawnpoint[monster_spawn_count].angle_max = 359;
|
||||
}
|
||||
|
||||
if (monster_spawnpoint[monster_spawn_count].angle_min < 0)
|
||||
monster_spawnpoint[monster_spawn_count].angle_min = 0; // no negative angles
|
||||
|
||||
if (monster_spawnpoint[monster_spawn_count].angle_max > 359)
|
||||
monster_spawnpoint[monster_spawn_count].angle_max = 359; // no angle > 359 degrees
|
||||
|
||||
monster_spawnpoint[monster_spawn_count].respawn_time = gpGlobals->time + RANDOM_FLOAT(10.0, 20.0);
|
||||
monster_spawnpoint[monster_spawn_count].need_to_respawn = TRUE;
|
||||
|
||||
if (dllapi_log->value)
|
||||
{
|
||||
char name_monsters[256];
|
||||
|
||||
LOG_MESSAGE(PLID, "Added monster spawn at: %7.2f %7.2f %7.2f",
|
||||
monster_spawnpoint[monster_spawn_count].origin.x,
|
||||
monster_spawnpoint[monster_spawn_count].origin.y,
|
||||
monster_spawnpoint[monster_spawn_count].origin.z);
|
||||
LOG_MESSAGE(PLID, " with delay = %7.2f, angle_min = %7.2f, angle_max = %7.2f",
|
||||
monster_spawnpoint[monster_spawn_count].delay,
|
||||
monster_spawnpoint[monster_spawn_count].angle_min,
|
||||
monster_spawnpoint[monster_spawn_count].angle_max);
|
||||
name_monsters[0] = 0;
|
||||
for (int i = 0; i < monster_spawnpoint[monster_spawn_count].monster_count; i++)
|
||||
{
|
||||
strcat(name_monsters, monster_types[monster_spawnpoint[monster_spawn_count].monster[i]].name);
|
||||
strcat(name_monsters, " ");
|
||||
}
|
||||
LOG_MESSAGE(PLID, " monsters = %s", name_monsters);
|
||||
}
|
||||
|
||||
monster_spawn_count++;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
bool process_monster_cfg(void)
|
||||
{
|
||||
char game_dir[256];
|
||||
char filename[256];
|
||||
FILE *fp = NULL;
|
||||
bool status = FALSE; // no error
|
||||
|
||||
monster_spawn_count = 0;
|
||||
|
||||
// find the directory name of the currently running MOD...
|
||||
(*g_engfuncs.pfnGetGameDir)(game_dir);
|
||||
|
||||
strcpy(filename, game_dir);
|
||||
#ifdef __linux__
|
||||
strcat(filename, "/maps/");
|
||||
#else
|
||||
strcat(filename, "\\maps\\");
|
||||
#endif
|
||||
strcat(filename, STRING(gpGlobals->mapname));
|
||||
strcat(filename, "_monster.cfg");
|
||||
|
||||
// check if the map specific filename exists...
|
||||
if (access(filename, 0) == 0)
|
||||
{
|
||||
if (dllapi_log->value)
|
||||
{
|
||||
META_CONS("[MONSTER] Processing config file=%s", filename);
|
||||
LOG_MESSAGE(PLID, "Processing config file=%s", filename);
|
||||
}
|
||||
|
||||
if ((fp = fopen(filename, "r")) == NULL)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: Could not open \"%s\"!", filename);
|
||||
LOG_MESSAGE(PLID, "ERROR: Could not open \"%s\" file!", filename);
|
||||
|
||||
return TRUE; // return bad status
|
||||
}
|
||||
|
||||
status = scan_monster_cfg(fp);
|
||||
|
||||
fclose(fp);
|
||||
}
|
||||
|
||||
return status;
|
||||
}
|
||||
|
||||
|
||||
bool scan_monster_precache_cfg(FILE *fp)
|
||||
{
|
||||
char input[1024];
|
||||
bool found;
|
||||
|
||||
while (get_input(fp, input))
|
||||
{
|
||||
found = FALSE;
|
||||
|
||||
for (int index=0; monster_types[index].name[0]; index++)
|
||||
{
|
||||
if (strcmp(input, monster_types[index].name) == 0)
|
||||
{
|
||||
monster_types[index].need_to_precache = TRUE;
|
||||
found = TRUE;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (found == FALSE)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: invalid precache monster name: %s", input);
|
||||
LOG_MESSAGE(PLID, "ERROR: invalid precache monster name: %s", input);
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
bool process_monster_precache_cfg(void)
|
||||
{
|
||||
char game_dir[256];
|
||||
char filename[256];
|
||||
FILE *fp = NULL;
|
||||
bool status = FALSE; // no error
|
||||
|
||||
// find the directory name of the currently running MOD...
|
||||
(*g_engfuncs.pfnGetGameDir)(game_dir);
|
||||
|
||||
strcpy(filename, game_dir);
|
||||
strcat(filename, "/monster_precache.cfg");
|
||||
|
||||
// check if the map specific filename exists...
|
||||
if (access(filename, 0) == 0)
|
||||
{
|
||||
if (dllapi_log->value)
|
||||
{
|
||||
META_CONS("[MONSTER] Processing config file=%s", filename);
|
||||
LOG_MESSAGE(PLID, "Processing config file=%s", filename);
|
||||
}
|
||||
|
||||
if ((fp = fopen(filename, "r")) == NULL)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: Could not open \"%s\"!", filename);
|
||||
LOG_MESSAGE(PLID, "ERROR: Could not open \"%s\" file!", filename);
|
||||
|
||||
return TRUE; // return bad status
|
||||
}
|
||||
|
||||
status = scan_monster_precache_cfg(fp);
|
||||
|
||||
fclose(fp);
|
||||
}
|
||||
|
||||
return status;
|
||||
}
|
||||
5
src/dlls/monster_mm.def
Normal file
5
src/dlls/monster_mm.def
Normal file
@@ -0,0 +1,5 @@
|
||||
LIBRARY monster_mm
|
||||
EXPORTS
|
||||
GiveFnptrsToDll @1
|
||||
SECTIONS
|
||||
.data READ WRITE
|
||||
378
src/dlls/monster_mm.dsp
Normal file
378
src/dlls/monster_mm.dsp
Normal file
@@ -0,0 +1,378 @@
|
||||
# Microsoft Developer Studio Project File - Name="monster_mm" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
|
||||
|
||||
CFG=monster_mm - Win32 Debug
|
||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
|
||||
!MESSAGE use the Export Makefile command and run
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "monster_mm.mak".
|
||||
!MESSAGE
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "monster_mm.mak" CFG="monster_mm - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "monster_mm - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
|
||||
!MESSAGE "monster_mm - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
|
||||
!MESSAGE
|
||||
|
||||
# Begin Project
|
||||
# PROP AllowPerConfigDependencies 0
|
||||
# PROP Scc_ProjName ""
|
||||
# PROP Scc_LocalPath ""
|
||||
CPP=cl.exe
|
||||
MTL=midl.exe
|
||||
RSC=rc.exe
|
||||
|
||||
!IF "$(CFG)" == "monster_mm - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir "Release"
|
||||
# PROP BASE Intermediate_Dir "Release"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
# PROP Output_Dir "Release"
|
||||
# PROP Intermediate_Dir "Release"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "monster_mm_EXPORTS" /YX /FD /c
|
||||
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\dlls" /I "..\common" /I "..\engine" /I "..\pm_shared" /I "..\..\metamod" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "monster_mm_EXPORTS" /D strcasecmp=stricmp /D strncasecmp=_strnicmp /FD /c
|
||||
# SUBTRACT CPP /YX
|
||||
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /machine:I386
|
||||
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /machine:I386 /def:".\monster_mm.def"
|
||||
# Begin Custom Build - Copying to DLL folder
|
||||
TargetPath=.\Release\monster_mm.dll
|
||||
TargetName=monster_mm
|
||||
InputPath=.\Release\monster_mm.dll
|
||||
SOURCE="$(InputPath)"
|
||||
|
||||
"$(TargetName)" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
||||
copy $(TargetPath) D:\Half-Life\valve\dlls
|
||||
copy $(TargetPath) D:\Half-Life\tfc\dlls
|
||||
copy $(TargetPath) D:\Half-Life\cstrike\dlls
|
||||
copy $(TargetPath) D:\Half-Life\dmc\dlls
|
||||
copy $(TargetPath) D:\Half-Life\dod\dlls
|
||||
copy $(TargetPath) D:\Half-Life\firearms\dlls
|
||||
copy $(TargetPath) D:\Half-Life\frontline\dlls
|
||||
|
||||
# End Custom Build
|
||||
|
||||
!ELSEIF "$(CFG)" == "monster_mm - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP BASE Output_Dir "Debug"
|
||||
# PROP BASE Intermediate_Dir "Debug"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 1
|
||||
# PROP Output_Dir "Debug"
|
||||
# PROP Intermediate_Dir "Debug"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "monster_mm_EXPORTS" /YX /FD /GZ /c
|
||||
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I "..\dlls" /I "..\common" /I "..\engine" /I "..\pm_shared" /I "..\..\metamod" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "monster_mm_EXPORTS" /D strcasecmp=stricmp /D strncasecmp=_strnicmp /FD /GZ /c
|
||||
# SUBTRACT CPP /YX
|
||||
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "_DEBUG"
|
||||
# ADD RSC /l 0x409 /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /pdbtype:sept
|
||||
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /def:".\monster_mm.def" /pdbtype:sept
|
||||
# Begin Custom Build - Copying to DLL folder
|
||||
TargetPath=.\Debug\monster_mm.dll
|
||||
TargetName=monster_mm
|
||||
InputPath=.\Debug\monster_mm.dll
|
||||
SOURCE="$(InputPath)"
|
||||
|
||||
"$(TargetName)" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
||||
copy $(TargetPath) D:\Half-Life\valve\dlls
|
||||
copy $(TargetPath) D:\Half-Life\tfc\dlls
|
||||
copy $(TargetPath) D:\Half-Life\cstrike\dlls
|
||||
copy $(TargetPath) D:\Half-Life\dmc\dlls
|
||||
copy $(TargetPath) D:\Half-Life\dod\dlls
|
||||
copy $(TargetPath) D:\Half-Life\firearms\dlls
|
||||
copy $(TargetPath) D:\Half-Life\frontline\dlls
|
||||
copy $(TargetPath) D:\Half-Life\gearbox\dlls
|
||||
|
||||
# End Custom Build
|
||||
|
||||
!ENDIF
|
||||
|
||||
# Begin Target
|
||||
|
||||
# Name "monster_mm - Win32 Release"
|
||||
# Name "monster_mm - Win32 Debug"
|
||||
# Begin Group "Source Files"
|
||||
|
||||
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\agrunt.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\AI_BaseNPC_Schedule.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\animating.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\animation.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\apache.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\barney.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\bigmomma.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\bullsquid.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\cmbase.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\combat.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\controller.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\defaultai.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\dllapi.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\effects.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\flyingmonster.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ggrenade.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\h_ai.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\h_export.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\hassassin.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\headcrab.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hgrunt.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hornet.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\houndeye.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\islave.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\monster_api.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\monster_config.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\monsters.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\monsterstate.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\nodes.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\scientist.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\skill.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\sound.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\squeakgrenade.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\subs.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\talkmonster.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\util.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\weapons.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\zombie.cpp
|
||||
# End Source File
|
||||
# End Group
|
||||
# Begin Group "Header Files"
|
||||
|
||||
# PROP Default_Filter "h;hpp;hxx;hm;inl"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\activity.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\animation.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\cdll_dll.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\cmbase.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\cmbasemonster.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\cmflyingmonster.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\cmtalkmonster.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\decals.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\doors.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\effects.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\enginecallback.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\explode.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\extdll.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\func_break.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\monster_plugin.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\monsters.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\nodes.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\schedule.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\skill.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\util.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vector.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\weapons.h
|
||||
# End Source File
|
||||
# End Group
|
||||
# Begin Group "Resource Files"
|
||||
|
||||
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
|
||||
# End Group
|
||||
# End Target
|
||||
# End Project
|
||||
57
src/dlls/monster_plugin.h
Normal file
57
src/dlls/monster_plugin.h
Normal file
@@ -0,0 +1,57 @@
|
||||
//
|
||||
// monster_plugin.h
|
||||
//
|
||||
|
||||
#ifndef MONSTER_PLUGIN_H
|
||||
#define MONSTER_PLUGIN_H
|
||||
|
||||
|
||||
typedef struct
|
||||
{
|
||||
char *name;
|
||||
bool need_to_precache;
|
||||
} monster_type_t;
|
||||
|
||||
|
||||
class CMBaseMonster;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int monster_index;
|
||||
edict_t *monster_pent;
|
||||
bool killed;
|
||||
int respawn_index;
|
||||
CMBaseMonster *pMonster;
|
||||
} monster_t;
|
||||
|
||||
#define MAX_MONSTER_ENTS 200
|
||||
|
||||
extern monster_t monsters[MAX_MONSTER_ENTS];
|
||||
|
||||
|
||||
#define MAX_MONSTER_COUNT 20
|
||||
|
||||
typedef struct {
|
||||
Vector origin;
|
||||
float angle_min, angle_max;
|
||||
float delay;
|
||||
unsigned char monster[MAX_MONSTER_COUNT];
|
||||
int monster_count;
|
||||
float respawn_time;
|
||||
bool need_to_respawn;
|
||||
} monster_spawnpoint_t;
|
||||
|
||||
#define MAX_MONSTERS 100
|
||||
extern monster_spawnpoint_t monster_spawnpoint[MAX_MONSTERS];
|
||||
|
||||
extern DLL_GLOBAL short g_sModelIndexFireball;// holds the index for the fireball
|
||||
extern DLL_GLOBAL short g_sModelIndexSmoke;// holds the index for the smoke cloud
|
||||
extern DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the underwater explosion
|
||||
extern DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model
|
||||
extern DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for the initial blood
|
||||
extern DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for splattered blood
|
||||
extern DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam
|
||||
extern DLL_GLOBAL const char *g_pModelNameLaser;
|
||||
extern DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser beam dot
|
||||
|
||||
#endif
|
||||
34
src/dlls/monsterevent.h
Normal file
34
src/dlls/monsterevent.h
Normal file
@@ -0,0 +1,34 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef MONSTEREVENT_H
|
||||
#define MONSTEREVENT_H
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int event;
|
||||
char *options;
|
||||
} MonsterEvent_t;
|
||||
|
||||
#define EVENT_SPECIFIC 0
|
||||
#define EVENT_SCRIPTED 1000
|
||||
#define EVENT_SHARED 2000
|
||||
#define EVENT_CLIENT 5000
|
||||
|
||||
#define MONSTER_EVENT_BODYDROP_LIGHT 2001
|
||||
#define MONSTER_EVENT_BODYDROP_HEAVY 2002
|
||||
|
||||
#define MONSTER_EVENT_SWISHSOUND 2010
|
||||
|
||||
#endif // MONSTEREVENT_H
|
||||
2915
src/dlls/monsters.cpp
Normal file
2915
src/dlls/monsters.cpp
Normal file
File diff suppressed because it is too large
Load Diff
180
src/dlls/monsters.h
Normal file
180
src/dlls/monsters.h
Normal file
@@ -0,0 +1,180 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#ifndef MONSTERS_H
|
||||
#define MONSTERS_H
|
||||
|
||||
/*
|
||||
|
||||
===== monsters.h ========================================================
|
||||
|
||||
Header file for monster-related utility code
|
||||
|
||||
*/
|
||||
|
||||
// CHECKLOCALMOVE result types
|
||||
#define LOCALMOVE_INVALID 0 // move is not possible
|
||||
#define LOCALMOVE_INVALID_DONT_TRIANGULATE 1 // move is not possible, don't try to triangulate
|
||||
#define LOCALMOVE_VALID 2 // move is possible
|
||||
|
||||
// Hit Group standards
|
||||
#define HITGROUP_GENERIC 0
|
||||
#define HITGROUP_HEAD 1
|
||||
#define HITGROUP_CHEST 2
|
||||
#define HITGROUP_STOMACH 3
|
||||
#define HITGROUP_LEFTARM 4
|
||||
#define HITGROUP_RIGHTARM 5
|
||||
#define HITGROUP_LEFTLEG 6
|
||||
#define HITGROUP_RIGHTLEG 7
|
||||
|
||||
|
||||
// Monster Spawnflags
|
||||
#define SF_MONSTER_WAIT_TILL_SEEN 1// spawnflag that makes monsters wait until player can see them before attacking.
|
||||
#define SF_MONSTER_GAG 2 // no idle noises from this monster
|
||||
#define SF_MONSTER_HITMONSTERCLIP 4
|
||||
// 8
|
||||
#define SF_MONSTER_PRISONER 16 // monster won't attack anyone, no one will attacke him.
|
||||
// 32
|
||||
// 64
|
||||
#define SF_MONSTER_WAIT_FOR_SCRIPT 128 //spawnflag that makes monsters wait to check for attacking until the script is done or they've been attacked
|
||||
#define SF_MONSTER_PREDISASTER 256 //this is a predisaster scientist or barney. Influences how they speak.
|
||||
#define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death
|
||||
#define SF_MONSTER_FALL_TO_GROUND 0x80000000
|
||||
|
||||
// specialty spawnflags
|
||||
#define SF_MONSTER_TURRET_AUTOACTIVATE 32
|
||||
#define SF_MONSTER_TURRET_STARTINACTIVE 64
|
||||
#define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // don't attack the player unless provoked
|
||||
|
||||
|
||||
|
||||
// MoveToOrigin stuff
|
||||
#define MOVE_START_TURN_DIST 64 // when this far away from moveGoal, start turning to face next goal
|
||||
#define MOVE_STUCK_DIST 32 // if a monster can't step this far, it is stuck.
|
||||
|
||||
|
||||
// MoveToOrigin stuff
|
||||
#define MOVE_NORMAL 0// normal move in the direction monster is facing
|
||||
#define MOVE_STRAFE 1// moves in direction specified, no matter which way monster is facing
|
||||
|
||||
// spawn flags 256 and above are already taken by the engine
|
||||
extern void UTIL_MoveToOrigin( edict_t* pent, const Vector &vecGoal, float flDist, int iMoveType );
|
||||
|
||||
Vector VecCheckToss ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj = 1.0 );
|
||||
Vector VecCheckThrow ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0 );
|
||||
extern DLL_GLOBAL Vector g_vecAttackDir;
|
||||
extern DLL_GLOBAL CONSTANT float g_flMeleeRange;
|
||||
extern DLL_GLOBAL CONSTANT float g_flMediumRange;
|
||||
extern DLL_GLOBAL CONSTANT float g_flLongRange;
|
||||
extern void EjectBrass (const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype );
|
||||
extern void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count );
|
||||
|
||||
BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget );
|
||||
BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize = 0.0 );
|
||||
|
||||
// monster to monster relationship types
|
||||
#define R_AL -2 // (ALLY) pals. Good alternative to R_NO when applicable.
|
||||
#define R_FR -1// (FEAR)will run
|
||||
#define R_NO 0// (NO RELATIONSHIP) disregard
|
||||
#define R_DL 1// (DISLIKE) will attack
|
||||
#define R_HT 2// (HATE)will attack this character instead of any visible DISLIKEd characters
|
||||
#define R_NM 3// (NEMESIS) A monster Will ALWAYS attack its nemsis, no matter what
|
||||
|
||||
|
||||
// these bits represent the monster's memory
|
||||
#define MEMORY_CLEAR 0
|
||||
#define bits_MEMORY_PROVOKED ( 1 << 0 )// right now only used for houndeyes.
|
||||
#define bits_MEMORY_INCOVER ( 1 << 1 )// monster knows it is in a covered position.
|
||||
#define bits_MEMORY_SUSPICIOUS ( 1 << 2 )// Ally is suspicious of the player, and will move to provoked more easily
|
||||
#define bits_MEMORY_PATH_FINISHED ( 1 << 3 )// Finished monster path (just used by big momma for now)
|
||||
#define bits_MEMORY_ON_PATH ( 1 << 4 )// Moving on a path
|
||||
#define bits_MEMORY_MOVE_FAILED ( 1 << 5 )// Movement has already failed
|
||||
#define bits_MEMORY_FLINCHED ( 1 << 6 )// Has already flinched
|
||||
#define bits_MEMORY_KILLED ( 1 << 7 )// HACKHACK -- remember that I've already called my Killed()
|
||||
#define bits_MEMORY_CUSTOM4 ( 1 << 28 ) // Monster-specific memory
|
||||
#define bits_MEMORY_CUSTOM3 ( 1 << 29 ) // Monster-specific memory
|
||||
#define bits_MEMORY_CUSTOM2 ( 1 << 30 ) // Monster-specific memory
|
||||
#define bits_MEMORY_CUSTOM1 ( 1 << 31 ) // Monster-specific memory
|
||||
|
||||
// trigger conditions for scripted AI
|
||||
// these MUST match the CHOICES interface in halflife.fgd for the base monster
|
||||
enum
|
||||
{
|
||||
AITRIGGER_NONE = 0,
|
||||
AITRIGGER_SEEPLAYER_ANGRY_AT_PLAYER,
|
||||
AITRIGGER_TAKEDAMAGE,
|
||||
AITRIGGER_HALFHEALTH,
|
||||
AITRIGGER_DEATH,
|
||||
AITRIGGER_SQUADMEMBERDIE,
|
||||
AITRIGGER_SQUADLEADERDIE,
|
||||
AITRIGGER_HEARWORLD,
|
||||
AITRIGGER_HEARPLAYER,
|
||||
AITRIGGER_HEARCOMBAT,
|
||||
AITRIGGER_SEEPLAYER_UNCONDITIONAL,
|
||||
AITRIGGER_SEEPLAYER_NOT_IN_COMBAT,
|
||||
};
|
||||
/*
|
||||
0 : "No Trigger"
|
||||
1 : "See Player"
|
||||
2 : "Take Damage"
|
||||
3 : "50% Health Remaining"
|
||||
4 : "Death"
|
||||
5 : "Squad Member Dead"
|
||||
6 : "Squad Leader Dead"
|
||||
7 : "Hear World"
|
||||
8 : "Hear Player"
|
||||
9 : "Hear Combat"
|
||||
*/
|
||||
|
||||
//
|
||||
// A gib is a chunk of a body, or a piece of wood/metal/rocks/etc.
|
||||
//
|
||||
class CMGib : public CMBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( const char *szGibModel );
|
||||
void EXPORT BounceGibTouch ( edict_t *pOther );
|
||||
void EXPORT StickyGibTouch ( edict_t *pOther );
|
||||
void EXPORT WaitTillLand( void );
|
||||
void LimitVelocity( void );
|
||||
|
||||
virtual int ObjectCaps( void ) { return (CMBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
|
||||
static void SpawnHeadGib( entvars_t *pevVictim );
|
||||
static void SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human );
|
||||
static void SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs );
|
||||
|
||||
int m_bloodColor;
|
||||
int m_cBloodDecals;
|
||||
int m_material;
|
||||
float m_lifeTime;
|
||||
};
|
||||
|
||||
|
||||
#define CUSTOM_SCHEDULES\
|
||||
virtual Schedule_t *ScheduleFromName( const char *pName );\
|
||||
static Schedule_t *m_scheduleList[];
|
||||
|
||||
#define DEFINE_CUSTOM_SCHEDULES(derivedClass)\
|
||||
Schedule_t *derivedClass::m_scheduleList[] =
|
||||
|
||||
#define IMPLEMENT_CUSTOM_SCHEDULES(derivedClass, baseClass)\
|
||||
Schedule_t *derivedClass::ScheduleFromName( const char *pName )\
|
||||
{\
|
||||
Schedule_t *pSchedule = ScheduleInList( pName, m_scheduleList, ARRAYSIZE(m_scheduleList) );\
|
||||
if ( !pSchedule )\
|
||||
return baseClass::ScheduleFromName(pName);\
|
||||
return pSchedule;\
|
||||
}
|
||||
|
||||
#endif //MONSTERS_H
|
||||
214
src/dlls/monsterstate.cpp
Normal file
214
src/dlls/monsterstate.cpp
Normal file
@@ -0,0 +1,214 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// monsterstate.cpp - base class monster functions for
|
||||
// controlling core AI.
|
||||
//=========================================================
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cmbase.h"
|
||||
#include "cmbasemonster.h"
|
||||
#include "nodes.h"
|
||||
#include "monsters.h"
|
||||
#include "animation.h"
|
||||
|
||||
//=========================================================
|
||||
// SetState
|
||||
//=========================================================
|
||||
void CMBaseMonster :: SetState ( MONSTERSTATE State )
|
||||
{
|
||||
/*
|
||||
if ( State != m_MonsterState )
|
||||
{
|
||||
ALERT ( at_aiconsole, "State Changed to %d\n", State );
|
||||
}
|
||||
*/
|
||||
|
||||
switch( State )
|
||||
{
|
||||
|
||||
// Drop enemy pointers when going to idle
|
||||
case MONSTERSTATE_IDLE:
|
||||
|
||||
if (( m_hEnemy != NULL ) &&
|
||||
( strcmp(STRING(pev->model), "models/scientist.mdl") != 0))
|
||||
{
|
||||
m_hEnemy = NULL;// not allowed to have an enemy anymore.
|
||||
ALERT ( at_aiconsole, "Stripped\n" );
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
m_MonsterState = State;
|
||||
m_IdealMonsterState = State;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// RunAI
|
||||
//=========================================================
|
||||
void CMBaseMonster :: RunAI ( void )
|
||||
{
|
||||
// to test model's eye height
|
||||
//UTIL_ParticleEffect ( pev->origin + pev->view_ofs, g_vecZero, 255, 10 );
|
||||
|
||||
// IDLE sound permitted in ALERT state is because monsters were silent in ALERT state. Only play IDLE sound in IDLE state
|
||||
// once we have sounds for that state.
|
||||
if ( ( m_MonsterState == MONSTERSTATE_IDLE || m_MonsterState == MONSTERSTATE_ALERT ) && RANDOM_LONG(0,99) == 0 && !(pev->flags & SF_MONSTER_GAG) )
|
||||
{
|
||||
IdleSound();
|
||||
}
|
||||
|
||||
if ( m_MonsterState != MONSTERSTATE_NONE &&
|
||||
m_MonsterState != MONSTERSTATE_PRONE &&
|
||||
m_MonsterState != MONSTERSTATE_DEAD )// don't bother with this crap if monster is prone.
|
||||
{
|
||||
// collect some sensory Condition information.
|
||||
// don't let monsters outside of the player's PVS act up, or most of the interesting
|
||||
// things will happen before the player gets there!
|
||||
// UPDATE: We now let COMBAT state monsters think and act fully outside of player PVS. This allows the player to leave
|
||||
// an area where monsters are fighting, and the fight will continue.
|
||||
if ( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) || ( m_MonsterState == MONSTERSTATE_COMBAT ) )
|
||||
{
|
||||
Look( m_flDistLook );
|
||||
//jlb Listen();// check for audible sounds.
|
||||
|
||||
// now filter conditions.
|
||||
ClearConditions( IgnoreConditions() );
|
||||
|
||||
GetEnemy();
|
||||
}
|
||||
|
||||
// do these calculations if monster has an enemy.
|
||||
if ( m_hEnemy != NULL )
|
||||
{
|
||||
CheckEnemy( m_hEnemy );
|
||||
}
|
||||
|
||||
CheckAmmo();
|
||||
}
|
||||
|
||||
FCheckAITrigger();
|
||||
|
||||
PrescheduleThink();
|
||||
|
||||
MaintainSchedule();
|
||||
|
||||
// if the monster didn't use these conditions during the above call to MaintainSchedule() or CheckAITrigger()
|
||||
// we throw them out cause we don't want them sitting around through the lifespan of a schedule
|
||||
// that doesn't use them.
|
||||
m_afConditions &= ~( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// GetIdealState - surveys the Conditions information available
|
||||
// and finds the best new state for a monster.
|
||||
//=========================================================
|
||||
MONSTERSTATE CMBaseMonster :: GetIdealState ( void )
|
||||
{
|
||||
int iConditions;
|
||||
|
||||
iConditions = IScheduleFlags();
|
||||
|
||||
// If no schedule conditions, the new ideal state is probably the reason we're in here.
|
||||
switch ( m_MonsterState )
|
||||
{
|
||||
case MONSTERSTATE_IDLE:
|
||||
|
||||
/*
|
||||
IDLE goes to ALERT upon hearing a sound
|
||||
-IDLE goes to ALERT upon being injured
|
||||
IDLE goes to ALERT upon seeing food
|
||||
-IDLE goes to COMBAT upon sighting an enemy
|
||||
IDLE goes to HUNT upon smelling food
|
||||
*/
|
||||
{
|
||||
if ( iConditions & bits_COND_NEW_ENEMY )
|
||||
{
|
||||
// new enemy! This means an idle monster has seen someone it dislikes, or
|
||||
// that a monster in combat has found a more suitable target to attack
|
||||
m_IdealMonsterState = MONSTERSTATE_COMBAT;
|
||||
}
|
||||
else if ( iConditions & bits_COND_LIGHT_DAMAGE )
|
||||
{
|
||||
MakeIdealYaw ( m_vecEnemyLKP );
|
||||
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
||||
}
|
||||
else if ( iConditions & bits_COND_HEAVY_DAMAGE )
|
||||
{
|
||||
MakeIdealYaw ( m_vecEnemyLKP );
|
||||
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
||||
}
|
||||
else if ( iConditions & bits_COND_HEAR_SOUND )
|
||||
{
|
||||
}
|
||||
else if ( iConditions & (bits_COND_SMELL | bits_COND_SMELL_FOOD) )
|
||||
{
|
||||
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
case MONSTERSTATE_ALERT:
|
||||
/*
|
||||
ALERT goes to IDLE upon becoming bored
|
||||
-ALERT goes to COMBAT upon sighting an enemy
|
||||
ALERT goes to HUNT upon hearing a noise
|
||||
*/
|
||||
{
|
||||
if ( iConditions & (bits_COND_NEW_ENEMY|bits_COND_SEE_ENEMY) )
|
||||
{
|
||||
// see an enemy we MUST attack
|
||||
m_IdealMonsterState = MONSTERSTATE_COMBAT;
|
||||
}
|
||||
else if ( iConditions & bits_COND_HEAR_SOUND )
|
||||
{
|
||||
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case MONSTERSTATE_COMBAT:
|
||||
/*
|
||||
COMBAT goes to HUNT upon losing sight of enemy
|
||||
COMBAT goes to ALERT upon death of enemy
|
||||
*/
|
||||
{
|
||||
if ( m_hEnemy == NULL )
|
||||
{
|
||||
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
||||
// pev->effects = EF_BRIGHTFIELD;
|
||||
ALERT ( at_aiconsole, "***Combat state with no enemy!\n" );
|
||||
}
|
||||
break;
|
||||
}
|
||||
case MONSTERSTATE_HUNT:
|
||||
/*
|
||||
HUNT goes to ALERT upon seeing food
|
||||
HUNT goes to ALERT upon being injured
|
||||
HUNT goes to IDLE if goal touched
|
||||
HUNT goes to COMBAT upon seeing enemy
|
||||
*/
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
case MONSTERSTATE_DEAD:
|
||||
m_IdealMonsterState = MONSTERSTATE_DEAD;
|
||||
break;
|
||||
}
|
||||
|
||||
return m_IdealMonsterState;
|
||||
}
|
||||
|
||||
3405
src/dlls/nodes.cpp
Normal file
3405
src/dlls/nodes.cpp
Normal file
File diff suppressed because it is too large
Load Diff
374
src/dlls/nodes.h
Normal file
374
src/dlls/nodes.h
Normal file
@@ -0,0 +1,374 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// nodes.h
|
||||
//=========================================================
|
||||
|
||||
//=========================================================
|
||||
// DEFINE
|
||||
//=========================================================
|
||||
#define MAX_STACK_NODES 100
|
||||
#define NO_NODE -1
|
||||
#define MAX_NODE_HULLS 4
|
||||
|
||||
#define bits_NODE_LAND ( 1 << 0 ) // Land node, so nudge if necessary.
|
||||
#define bits_NODE_AIR ( 1 << 1 ) // Air node, don't nudge.
|
||||
#define bits_NODE_WATER ( 1 << 2 ) // Water node, don't nudge.
|
||||
#define bits_NODE_GROUP_REALM (bits_NODE_LAND | bits_NODE_AIR | bits_NODE_WATER)
|
||||
|
||||
//=========================================================
|
||||
// Instance of a node.
|
||||
//=========================================================
|
||||
class CNode
|
||||
{
|
||||
public:
|
||||
Vector m_vecOrigin;// location of this node in space
|
||||
Vector m_vecOriginPeek; // location of this node (LAND nodes are NODE_HEIGHT higher).
|
||||
BYTE m_Region[3]; // Which of 256 regions do each of the coordinate belong?
|
||||
int m_afNodeInfo;// bits that tell us more about this location
|
||||
|
||||
int m_cNumLinks; // how many links this node has
|
||||
int m_iFirstLink;// index of this node's first link in the link pool.
|
||||
|
||||
// Where to start looking in the compressed routing table (offset into m_pRouteInfo).
|
||||
// (4 hull sizes -- smallest to largest + fly/swim), and secondly, door capability.
|
||||
//
|
||||
int m_pNextBestNode[MAX_NODE_HULLS][2];
|
||||
|
||||
// Used in finding the shortest path. m_fClosestSoFar is -1 if not visited.
|
||||
// Then it is the distance to the source. If another path uses this node
|
||||
// and has a closer distance, then m_iPreviousNode is also updated.
|
||||
//
|
||||
float m_flClosestSoFar; // Used in finding the shortest path.
|
||||
int m_iPreviousNode;
|
||||
|
||||
short m_sHintType;// there is something interesting in the world at this node's position
|
||||
short m_sHintActivity;// there is something interesting in the world at this node's position
|
||||
float m_flHintYaw;// monster on this node should face this yaw to face the hint.
|
||||
};
|
||||
|
||||
//=========================================================
|
||||
// CLink - A link between 2 nodes
|
||||
//=========================================================
|
||||
#define bits_LINK_SMALL_HULL ( 1 << 0 )// headcrab box can fit through this connection
|
||||
#define bits_LINK_HUMAN_HULL ( 1 << 1 )// player box can fit through this connection
|
||||
#define bits_LINK_LARGE_HULL ( 1 << 2 )// big box can fit through this connection
|
||||
#define bits_LINK_FLY_HULL ( 1 << 3 )// a flying big box can fit through this connection
|
||||
#define bits_LINK_DISABLED ( 1 << 4 )// link is not valid when the set
|
||||
|
||||
#define NODE_SMALL_HULL 0
|
||||
#define NODE_HUMAN_HULL 1
|
||||
#define NODE_LARGE_HULL 2
|
||||
#define NODE_FLY_HULL 3
|
||||
|
||||
class CLink
|
||||
{
|
||||
public:
|
||||
int m_iSrcNode;// the node that 'owns' this link ( keeps us from having to make reverse lookups )
|
||||
int m_iDestNode;// the node on the other end of the link.
|
||||
|
||||
entvars_t *m_pLinkEnt;// the entity that blocks this connection (doors, etc)
|
||||
|
||||
// m_szLinkEntModelname is not necessarily NULL terminated (so we can store it in a more alignment-friendly 4 bytes)
|
||||
char m_szLinkEntModelname[ 4 ];// the unique name of the brush model that blocks the connection (this is kept for save/restore)
|
||||
|
||||
int m_afLinkInfo;// information about this link
|
||||
float m_flWeight;// length of the link line segment
|
||||
};
|
||||
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int m_SortedBy[3];
|
||||
int m_CheckedEvent;
|
||||
} DIST_INFO;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Vector v;
|
||||
short n; // Nearest node or -1 if no node found.
|
||||
} CACHE_ENTRY;
|
||||
|
||||
//=========================================================
|
||||
// CGraph
|
||||
//=========================================================
|
||||
#define GRAPH_VERSION (int)16// !!!increment this whever graph/node/link classes change, to obsolesce older disk files.
|
||||
class CGraph
|
||||
{
|
||||
public:
|
||||
|
||||
// the graph has two flags, and should not be accessed unless both flags are TRUE!
|
||||
BOOL m_fGraphPresent;// is the graph in memory?
|
||||
BOOL m_fGraphPointersSet;// are the entity pointers for the graph all set?
|
||||
BOOL m_fRoutingComplete; // are the optimal routes computed, yet?
|
||||
|
||||
CNode *m_pNodes;// pointer to the memory block that contains all node info
|
||||
CLink *m_pLinkPool;// big list of all node connections
|
||||
char *m_pRouteInfo; // compressed routing information the nodes use.
|
||||
|
||||
int m_cNodes;// total number of nodes
|
||||
int m_cLinks;// total number of links
|
||||
int m_nRouteInfo; // size of m_pRouteInfo in bytes.
|
||||
|
||||
// Tables for making nearest node lookup faster. SortedBy provided nodes in a
|
||||
// order of a particular coordinate. Instead of doing a binary search, RangeStart
|
||||
// and RangeEnd let you get to the part of SortedBy that you are interested in.
|
||||
//
|
||||
// Once you have a point of interest, the only way you'll find a closer point is
|
||||
// if at least one of the coordinates is closer than the ones you have now. So we
|
||||
// search each range. After the search is exhausted, we know we have the closest
|
||||
// node.
|
||||
//
|
||||
#define CACHE_SIZE 128
|
||||
#define NUM_RANGES 256
|
||||
DIST_INFO *m_di; // This is m_cNodes long, but the entries don't correspond to CNode entries.
|
||||
int m_RangeStart[3][NUM_RANGES];
|
||||
int m_RangeEnd[3][NUM_RANGES];
|
||||
float m_flShortest;
|
||||
int m_iNearest;
|
||||
int m_minX, m_minY, m_minZ, m_maxX, m_maxY, m_maxZ;
|
||||
int m_minBoxX, m_minBoxY, m_minBoxZ, m_maxBoxX, m_maxBoxY, m_maxBoxZ;
|
||||
int m_CheckedCounter;
|
||||
float m_RegionMin[3], m_RegionMax[3]; // The range of nodes.
|
||||
CACHE_ENTRY m_Cache[CACHE_SIZE];
|
||||
|
||||
|
||||
int m_HashPrimes[16];
|
||||
short *m_pHashLinks;
|
||||
int m_nHashLinks;
|
||||
|
||||
|
||||
// kinda sleazy. In order to allow variety in active idles for monster groups in a room with more than one node,
|
||||
// we keep track of the last node we searched from and store it here. Subsequent searches by other monsters will pick
|
||||
// up where the last search stopped.
|
||||
int m_iLastActiveIdleSearch;
|
||||
|
||||
// another such system used to track the search for cover nodes, helps greatly with two monsters trying to get to the same node.
|
||||
int m_iLastCoverSearch;
|
||||
|
||||
// functions to create the graph
|
||||
int LinkVisibleNodes ( CLink *pLinkPool, FILE *file, int *piBadNode );
|
||||
int RejectInlineLinks ( CLink *pLinkPool, FILE *file );
|
||||
int FindShortestPath ( int *piPath, int iStart, int iDest, int iHull, int afCapMask);
|
||||
int FindNearestNode ( const Vector &vecOrigin, CMBaseEntity *pEntity );
|
||||
int FindNearestNode ( const Vector &vecOrigin, int afNodeTypes );
|
||||
//int FindNearestLink ( const Vector &vecTestPoint, int *piNearestLink, BOOL *pfAlongLine );
|
||||
float PathLength( int iStart, int iDest, int iHull, int afCapMask );
|
||||
int NextNodeInRoute( int iCurrentNode, int iDest, int iHull, int iCap );
|
||||
|
||||
enum NODEQUERY { NODEGRAPH_DYNAMIC, NODEGRAPH_STATIC };
|
||||
// A static query means we're asking about the possiblity of handling this entity at ANY time
|
||||
// A dynamic query means we're asking about it RIGHT NOW. So we should query the current state
|
||||
int HandleLinkEnt ( int iNode, entvars_t *pevLinkEnt, int afCapMask, NODEQUERY queryType );
|
||||
entvars_t* LinkEntForLink ( CLink *pLink, CNode *pNode );
|
||||
void ShowNodeConnections ( int iNode );
|
||||
void InitGraph( void );
|
||||
int AllocNodes ( void );
|
||||
|
||||
int CheckNODFile(char *szMapName);
|
||||
int FLoadGraph(char *szMapName);
|
||||
int FSaveGraph(char *szMapName);
|
||||
int FSetGraphPointers(void);
|
||||
void CheckNode(Vector vecOrigin, int iNode);
|
||||
|
||||
void BuildRegionTables(void);
|
||||
void ComputeStaticRoutingTables(void);
|
||||
void TestRoutingTables(void);
|
||||
|
||||
void HashInsert(int iSrcNode, int iDestNode, int iKey);
|
||||
void HashSearch(int iSrcNode, int iDestNode, int &iKey);
|
||||
void HashChoosePrimes(int TableSize);
|
||||
void BuildLinkLookups(void);
|
||||
|
||||
void SortNodes(void);
|
||||
|
||||
int HullIndex( const CMBaseEntity *pEntity ); // what hull the monster uses
|
||||
int NodeType( const CMBaseEntity *pEntity ); // what node type the monster uses
|
||||
inline int CapIndex( int afCapMask )
|
||||
{
|
||||
if (afCapMask & (bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE))
|
||||
return 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
inline CNode &Node( int i )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
if ( !m_pNodes || i < 0 || i > m_cNodes )
|
||||
ALERT( at_error, "Bad Node!\n" );
|
||||
#endif
|
||||
return m_pNodes[i];
|
||||
}
|
||||
|
||||
inline CLink &Link( int i )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
if ( !m_pLinkPool || i < 0 || i > m_cLinks )
|
||||
ALERT( at_error, "Bad link!\n" );
|
||||
#endif
|
||||
return m_pLinkPool[i];
|
||||
}
|
||||
|
||||
inline CLink &NodeLink( int iNode, int iLink )
|
||||
{
|
||||
return Link( Node( iNode ).m_iFirstLink + iLink );
|
||||
}
|
||||
|
||||
inline CLink &NodeLink( const CNode &node, int iLink )
|
||||
{
|
||||
return Link( node.m_iFirstLink + iLink );
|
||||
}
|
||||
|
||||
inline int INodeLink ( int iNode, int iLink )
|
||||
{
|
||||
return NodeLink( iNode, iLink ).m_iDestNode;
|
||||
}
|
||||
|
||||
#if 0
|
||||
inline CNode &SourceNode( int iNode, int iLink )
|
||||
{
|
||||
return Node( NodeLink( iNode, iLink ).m_iSrcNode );
|
||||
}
|
||||
|
||||
inline CNode &DestNode( int iNode, int iLink )
|
||||
{
|
||||
return Node( NodeLink( iNode, iLink ).m_iDestNode );
|
||||
}
|
||||
|
||||
inline CNode *PNodeLink ( int iNode, int iLink )
|
||||
{
|
||||
return &DestNode( iNode, iLink );
|
||||
}
|
||||
#endif
|
||||
};
|
||||
|
||||
//=========================================================
|
||||
// Nodes start out as ents in the level. The node graph
|
||||
// is built, then these ents are discarded.
|
||||
//=========================================================
|
||||
class CNodeEnt : public CMBaseEntity
|
||||
{
|
||||
void Spawn( void );
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
virtual int ObjectCaps( void ) { return CMBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
||||
|
||||
short m_sHintType;
|
||||
short m_sHintActivity;
|
||||
};
|
||||
|
||||
|
||||
//=========================================================
|
||||
// CStack - last in, first out.
|
||||
//=========================================================
|
||||
class CStack
|
||||
{
|
||||
public:
|
||||
CStack( void );
|
||||
void Push( int value );
|
||||
int Pop( void );
|
||||
int Top( void );
|
||||
int Empty( void ) { return m_level==0; }
|
||||
int Size( void ) { return m_level; }
|
||||
void CopyToArray ( int *piArray );
|
||||
|
||||
private:
|
||||
int m_stack[ MAX_STACK_NODES ];
|
||||
int m_level;
|
||||
};
|
||||
|
||||
|
||||
//=========================================================
|
||||
// CQueue - first in, first out.
|
||||
//=========================================================
|
||||
class CQueue
|
||||
{
|
||||
public:
|
||||
|
||||
CQueue( void );// constructor
|
||||
inline int Full ( void ) { return ( m_cSize == MAX_STACK_NODES ); }
|
||||
inline int Empty ( void ) { return ( m_cSize == 0 ); }
|
||||
//inline int Tail ( void ) { return ( m_queue[ m_tail ] ); }
|
||||
inline int Size ( void ) { return ( m_cSize ); }
|
||||
void Insert( int, float );
|
||||
int Remove( float & );
|
||||
|
||||
private:
|
||||
int m_cSize;
|
||||
struct tag_QUEUE_NODE
|
||||
{
|
||||
int Id;
|
||||
float Priority;
|
||||
} m_queue[ MAX_STACK_NODES ];
|
||||
int m_head;
|
||||
int m_tail;
|
||||
};
|
||||
|
||||
//=========================================================
|
||||
// CQueuePriority - Priority queue (smallest item out first).
|
||||
//
|
||||
//=========================================================
|
||||
class CQueuePriority
|
||||
{
|
||||
public:
|
||||
|
||||
CQueuePriority( void );// constructor
|
||||
inline int Full ( void ) { return ( m_cSize == MAX_STACK_NODES ); }
|
||||
inline int Empty ( void ) { return ( m_cSize == 0 ); }
|
||||
//inline int Tail ( float & ) { return ( m_queue[ m_tail ].Id ); }
|
||||
inline int Size ( void ) { return ( m_cSize ); }
|
||||
void Insert( int, float );
|
||||
int Remove( float &);
|
||||
|
||||
private:
|
||||
int m_cSize;
|
||||
struct tag_HEAP_NODE
|
||||
{
|
||||
int Id;
|
||||
float Priority;
|
||||
} m_heap[ MAX_STACK_NODES ];
|
||||
void Heap_SiftDown(int);
|
||||
void Heap_SiftUp(void);
|
||||
|
||||
};
|
||||
|
||||
//=========================================================
|
||||
// hints - these MUST coincide with the HINTS listed under
|
||||
// info_node in the FGD file!
|
||||
//=========================================================
|
||||
enum
|
||||
{
|
||||
HINT_NONE = 0,
|
||||
HINT_WORLD_DOOR,
|
||||
HINT_WORLD_WINDOW,
|
||||
HINT_WORLD_BUTTON,
|
||||
HINT_WORLD_MACHINERY,
|
||||
HINT_WORLD_LEDGE,
|
||||
HINT_WORLD_LIGHT_SOURCE,
|
||||
HINT_WORLD_HEAT_SOURCE,
|
||||
HINT_WORLD_BLINKING_LIGHT,
|
||||
HINT_WORLD_BRIGHT_COLORS,
|
||||
HINT_WORLD_HUMAN_BLOOD,
|
||||
HINT_WORLD_ALIEN_BLOOD,
|
||||
|
||||
HINT_TACTICAL_EXIT = 100,
|
||||
HINT_TACTICAL_VANTAGE,
|
||||
HINT_TACTICAL_AMBUSH,
|
||||
|
||||
HINT_STUKA_PERCH = 300,
|
||||
HINT_STUKA_LANDING,
|
||||
};
|
||||
|
||||
extern CGraph WorldGraph;
|
||||
43
src/dlls/plane.h
Normal file
43
src/dlls/plane.h
Normal file
@@ -0,0 +1,43 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef PLANE_H
|
||||
#define PLANE_H
|
||||
|
||||
//=========================================================
|
||||
// Plane
|
||||
//=========================================================
|
||||
class CPlane
|
||||
{
|
||||
public:
|
||||
CPlane ( void );
|
||||
|
||||
//=========================================================
|
||||
// InitializePlane - Takes a normal for the plane and a
|
||||
// point on the plane and
|
||||
//=========================================================
|
||||
void InitializePlane ( const Vector &vecNormal, const Vector &vecPoint );
|
||||
|
||||
//=========================================================
|
||||
// PointInFront - determines whether the given vector is
|
||||
// in front of the plane.
|
||||
//=========================================================
|
||||
BOOL PointInFront ( const Vector &vecPoint );
|
||||
|
||||
Vector m_vecNormal;
|
||||
float m_flDist;
|
||||
BOOL m_fInitialized;
|
||||
};
|
||||
|
||||
#endif // PLANE_H
|
||||
290
src/dlls/schedule.h
Normal file
290
src/dlls/schedule.h
Normal file
@@ -0,0 +1,290 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// Scheduling
|
||||
//=========================================================
|
||||
|
||||
#ifndef SCHEDULE_H
|
||||
#define SCHEDULE_H
|
||||
|
||||
#define TASKSTATUS_NEW 0 // Just started
|
||||
#define TASKSTATUS_RUNNING 1 // Running task & movement
|
||||
#define TASKSTATUS_RUNNING_MOVEMENT 2 // Just running movement
|
||||
#define TASKSTATUS_RUNNING_TASK 3 // Just running task
|
||||
#define TASKSTATUS_COMPLETE 4 // Completed, get next task
|
||||
|
||||
|
||||
//=========================================================
|
||||
// These are the schedule types
|
||||
//=========================================================
|
||||
typedef enum
|
||||
{
|
||||
SCHED_NONE = 0,
|
||||
SCHED_IDLE_STAND,
|
||||
SCHED_IDLE_WALK,
|
||||
SCHED_WAKE_ANGRY,
|
||||
SCHED_WAKE_CALLED,
|
||||
SCHED_ALERT_FACE,
|
||||
SCHED_ALERT_SMALL_FLINCH,
|
||||
SCHED_ALERT_BIG_FLINCH,
|
||||
SCHED_ALERT_STAND,
|
||||
SCHED_INVESTIGATE_SOUND,
|
||||
SCHED_COMBAT_FACE,
|
||||
SCHED_COMBAT_STAND,
|
||||
SCHED_CHASE_ENEMY,
|
||||
SCHED_CHASE_ENEMY_FAILED,
|
||||
SCHED_VICTORY_DANCE,
|
||||
SCHED_TARGET_FACE,
|
||||
SCHED_TARGET_CHASE,
|
||||
SCHED_SMALL_FLINCH,
|
||||
SCHED_TAKE_COVER_FROM_ENEMY,
|
||||
SCHED_TAKE_COVER_FROM_BEST_SOUND,
|
||||
SCHED_TAKE_COVER_FROM_ORIGIN,
|
||||
SCHED_COWER, // usually a last resort!
|
||||
SCHED_MELEE_ATTACK1,
|
||||
SCHED_MELEE_ATTACK2,
|
||||
SCHED_RANGE_ATTACK1,
|
||||
SCHED_RANGE_ATTACK2,
|
||||
SCHED_SPECIAL_ATTACK1,
|
||||
SCHED_SPECIAL_ATTACK2,
|
||||
SCHED_STANDOFF,
|
||||
SCHED_ARM_WEAPON,
|
||||
SCHED_RELOAD,
|
||||
SCHED_GUARD,
|
||||
SCHED_AMBUSH,
|
||||
SCHED_DIE,
|
||||
SCHED_WAIT_TRIGGER,
|
||||
SCHED_FOLLOW,
|
||||
SCHED_SLEEP,
|
||||
SCHED_WAKE,
|
||||
SCHED_BARNACLE_VICTIM_GRAB,
|
||||
SCHED_BARNACLE_VICTIM_CHOMP,
|
||||
SCHED_AISCRIPT,
|
||||
SCHED_FAIL,
|
||||
|
||||
LAST_COMMON_SCHEDULE // Leave this at the bottom
|
||||
} SCHEDULE_TYPE;
|
||||
|
||||
//=========================================================
|
||||
// These are the shared tasks
|
||||
//=========================================================
|
||||
typedef enum
|
||||
{
|
||||
TASK_INVALID = 0,
|
||||
TASK_WAIT,
|
||||
TASK_WAIT_FACE_ENEMY,
|
||||
TASK_WAIT_PVS,
|
||||
TASK_SUGGEST_STATE,
|
||||
TASK_WALK_TO_TARGET,
|
||||
TASK_RUN_TO_TARGET,
|
||||
TASK_MOVE_TO_TARGET_RANGE,
|
||||
TASK_GET_PATH_TO_ENEMY,
|
||||
TASK_GET_PATH_TO_ENEMY_LKP,
|
||||
TASK_GET_PATH_TO_ENEMY_CORPSE,
|
||||
TASK_GET_PATH_TO_LEADER,
|
||||
TASK_GET_PATH_TO_SPOT,
|
||||
TASK_GET_PATH_TO_TARGET,
|
||||
TASK_GET_PATH_TO_HINTNODE,
|
||||
TASK_GET_PATH_TO_LASTPOSITION,
|
||||
TASK_GET_PATH_TO_BESTSOUND,
|
||||
TASK_GET_PATH_TO_BESTSCENT,
|
||||
TASK_RUN_PATH,
|
||||
TASK_WALK_PATH,
|
||||
TASK_STRAFE_PATH,
|
||||
TASK_CLEAR_MOVE_WAIT,
|
||||
TASK_STORE_LASTPOSITION,
|
||||
TASK_CLEAR_LASTPOSITION,
|
||||
TASK_PLAY_ACTIVE_IDLE,
|
||||
TASK_FIND_HINTNODE,
|
||||
TASK_CLEAR_HINTNODE,
|
||||
TASK_SMALL_FLINCH,
|
||||
TASK_FACE_IDEAL,
|
||||
TASK_FACE_ROUTE,
|
||||
TASK_FACE_ENEMY,
|
||||
TASK_FACE_HINTNODE,
|
||||
TASK_FACE_TARGET,
|
||||
TASK_FACE_LASTPOSITION,
|
||||
TASK_RANGE_ATTACK1,
|
||||
TASK_RANGE_ATTACK2,
|
||||
TASK_MELEE_ATTACK1,
|
||||
TASK_MELEE_ATTACK2,
|
||||
TASK_RELOAD,
|
||||
TASK_RANGE_ATTACK1_NOTURN,
|
||||
TASK_RANGE_ATTACK2_NOTURN,
|
||||
TASK_MELEE_ATTACK1_NOTURN,
|
||||
TASK_MELEE_ATTACK2_NOTURN,
|
||||
TASK_RELOAD_NOTURN,
|
||||
TASK_SPECIAL_ATTACK1,
|
||||
TASK_SPECIAL_ATTACK2,
|
||||
TASK_CROUCH,
|
||||
TASK_STAND,
|
||||
TASK_GUARD,
|
||||
TASK_STEP_LEFT,
|
||||
TASK_STEP_RIGHT,
|
||||
TASK_STEP_FORWARD,
|
||||
TASK_STEP_BACK,
|
||||
TASK_DODGE_LEFT,
|
||||
TASK_DODGE_RIGHT,
|
||||
TASK_SOUND_ANGRY,
|
||||
TASK_SOUND_DEATH,
|
||||
TASK_SET_ACTIVITY,
|
||||
TASK_SET_SCHEDULE,
|
||||
TASK_SET_FAIL_SCHEDULE,
|
||||
TASK_CLEAR_FAIL_SCHEDULE,
|
||||
TASK_PLAY_SEQUENCE,
|
||||
TASK_PLAY_SEQUENCE_FACE_ENEMY,
|
||||
TASK_PLAY_SEQUENCE_FACE_TARGET,
|
||||
TASK_SOUND_IDLE,
|
||||
TASK_SOUND_WAKE,
|
||||
TASK_SOUND_PAIN,
|
||||
TASK_SOUND_DIE,
|
||||
TASK_FIND_COVER_FROM_BEST_SOUND,// tries lateral cover first, then node cover
|
||||
TASK_FIND_COVER_FROM_ENEMY,// tries lateral cover first, then node cover
|
||||
TASK_FIND_LATERAL_COVER_FROM_ENEMY,
|
||||
TASK_FIND_NODE_COVER_FROM_ENEMY,
|
||||
TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY,// data for this one is the MAXIMUM acceptable distance to the cover.
|
||||
TASK_FIND_FAR_NODE_COVER_FROM_ENEMY,// data for this one is there MINIMUM aceptable distance to the cover.
|
||||
TASK_FIND_COVER_FROM_ORIGIN,
|
||||
TASK_EAT,
|
||||
TASK_DIE,
|
||||
TASK_WAIT_FOR_SCRIPT,
|
||||
TASK_PLAY_SCRIPT,
|
||||
TASK_ENABLE_SCRIPT,
|
||||
TASK_PLANT_ON_SCRIPT,
|
||||
TASK_FACE_SCRIPT,
|
||||
TASK_WAIT_RANDOM,
|
||||
TASK_WAIT_INDEFINITE,
|
||||
TASK_STOP_MOVING,
|
||||
TASK_TURN_LEFT,
|
||||
TASK_TURN_RIGHT,
|
||||
TASK_REMEMBER,
|
||||
TASK_FORGET,
|
||||
TASK_WAIT_FOR_MOVEMENT, // wait until MovementIsComplete()
|
||||
LAST_COMMON_TASK, // LEAVE THIS AT THE BOTTOM!! (sjb)
|
||||
} SHARED_TASKS;
|
||||
|
||||
|
||||
// These go in the flData member of the TASK_WALK_TO_TARGET, TASK_RUN_TO_TARGET
|
||||
enum
|
||||
{
|
||||
TARGET_MOVE_NORMAL = 0,
|
||||
TARGET_MOVE_SCRIPTED = 1,
|
||||
};
|
||||
|
||||
|
||||
// A goal should be used for a task that requires several schedules to complete.
|
||||
// The goal index should indicate which schedule (ordinally) the monster is running.
|
||||
// That way, when tasks fail, the AI can make decisions based on the context of the
|
||||
// current goal and sequence rather than just the current schedule.
|
||||
enum
|
||||
{
|
||||
GOAL_ATTACK_ENEMY,
|
||||
GOAL_MOVE,
|
||||
GOAL_TAKE_COVER,
|
||||
GOAL_MOVE_TARGET,
|
||||
GOAL_EAT,
|
||||
};
|
||||
|
||||
// an array of tasks is a task list
|
||||
// an array of schedules is a schedule list
|
||||
struct Task_t
|
||||
{
|
||||
|
||||
int iTask;
|
||||
float flData;
|
||||
};
|
||||
|
||||
struct Schedule_t
|
||||
{
|
||||
|
||||
Task_t *pTasklist;
|
||||
int cTasks;
|
||||
int iInterruptMask;// a bit mask of conditions that can interrupt this schedule
|
||||
|
||||
// a more specific mask that indicates which TYPES of sounds will interrupt the schedule in the
|
||||
// event that the schedule is broken by COND_HEAR_SOUND
|
||||
int iSoundMask;
|
||||
const char *pName;
|
||||
};
|
||||
|
||||
// an array of waypoints makes up the monster's route.
|
||||
// !!!LATER- this declaration doesn't belong in this file.
|
||||
struct WayPoint_t
|
||||
{
|
||||
Vector vecLocation;
|
||||
int iType;
|
||||
};
|
||||
|
||||
// these MoveFlag values are assigned to a WayPoint's TYPE in order to demonstrate the
|
||||
// type of movement the monster should use to get there.
|
||||
#define bits_MF_TO_TARGETENT ( 1 << 0 ) // local move to targetent.
|
||||
#define bits_MF_TO_ENEMY ( 1 << 1 ) // local move to enemy
|
||||
#define bits_MF_TO_COVER ( 1 << 2 ) // local move to a hiding place
|
||||
#define bits_MF_TO_DETOUR ( 1 << 3 ) // local move to detour point.
|
||||
#define bits_MF_TO_PATHCORNER ( 1 << 4 ) // local move to a path corner
|
||||
#define bits_MF_TO_NODE ( 1 << 5 ) // local move to a node
|
||||
#define bits_MF_TO_LOCATION ( 1 << 6 ) // local move to an arbitrary point
|
||||
#define bits_MF_IS_GOAL ( 1 << 7 ) // this waypoint is the goal of the whole move.
|
||||
#define bits_MF_DONT_SIMPLIFY ( 1 << 8 ) // Don't let the route code simplify this waypoint
|
||||
|
||||
// If you define any flags that aren't _TO_ flags, add them here so we can mask
|
||||
// them off when doing compares.
|
||||
#define bits_MF_NOT_TO_MASK (bits_MF_IS_GOAL | bits_MF_DONT_SIMPLIFY)
|
||||
|
||||
#define MOVEGOAL_NONE (0)
|
||||
#define MOVEGOAL_TARGETENT (bits_MF_TO_TARGETENT)
|
||||
#define MOVEGOAL_ENEMY (bits_MF_TO_ENEMY)
|
||||
#define MOVEGOAL_PATHCORNER (bits_MF_TO_PATHCORNER)
|
||||
#define MOVEGOAL_LOCATION (bits_MF_TO_LOCATION)
|
||||
#define MOVEGOAL_NODE (bits_MF_TO_NODE)
|
||||
|
||||
// these bits represent conditions that may befall the monster, of which some are allowed
|
||||
// to interrupt certain schedules.
|
||||
#define bits_COND_NO_AMMO_LOADED ( 1 << 0 ) // weapon needs to be reloaded!
|
||||
#define bits_COND_SEE_HATE ( 1 << 1 ) // see something that you hate
|
||||
#define bits_COND_SEE_FEAR ( 1 << 2 ) // see something that you are afraid of
|
||||
#define bits_COND_SEE_DISLIKE ( 1 << 3 ) // see something that you dislike
|
||||
#define bits_COND_SEE_ENEMY ( 1 << 4 ) // target entity is in full view.
|
||||
#define bits_COND_ENEMY_OCCLUDED ( 1 << 5 ) // target entity occluded by the world
|
||||
#define bits_COND_SMELL_FOOD ( 1 << 6 )
|
||||
#define bits_COND_ENEMY_TOOFAR ( 1 << 7 )
|
||||
#define bits_COND_LIGHT_DAMAGE ( 1 << 8 ) // hurt a little
|
||||
#define bits_COND_HEAVY_DAMAGE ( 1 << 9 ) // hurt a lot
|
||||
#define bits_COND_CAN_RANGE_ATTACK1 ( 1 << 10)
|
||||
#define bits_COND_CAN_MELEE_ATTACK1 ( 1 << 11)
|
||||
#define bits_COND_CAN_RANGE_ATTACK2 ( 1 << 12)
|
||||
#define bits_COND_CAN_MELEE_ATTACK2 ( 1 << 13)
|
||||
// #define bits_COND_CAN_RANGE_ATTACK3 ( 1 << 14)
|
||||
#define bits_COND_PROVOKED ( 1 << 15)
|
||||
#define bits_COND_NEW_ENEMY ( 1 << 16)
|
||||
#define bits_COND_HEAR_SOUND ( 1 << 17) // there is an interesting sound
|
||||
#define bits_COND_SMELL ( 1 << 18) // there is an interesting scent
|
||||
#define bits_COND_ENEMY_FACING_ME ( 1 << 19) // enemy is facing me
|
||||
#define bits_COND_ENEMY_DEAD ( 1 << 20) // enemy was killed. If you get this in combat, try to find another enemy. If you get it in alert, victory dance.
|
||||
#define bits_COND_SEE_CLIENT ( 1 << 21) // see a client
|
||||
#define bits_COND_SEE_NEMESIS ( 1 << 22) // see my nemesis
|
||||
|
||||
#define bits_COND_SPECIAL1 ( 1 << 28) // Defined by individual monster
|
||||
#define bits_COND_SPECIAL2 ( 1 << 29) // Defined by individual monster
|
||||
|
||||
#define bits_COND_TASK_FAILED ( 1 << 30)
|
||||
#define bits_COND_SCHEDULE_DONE ( 1 << 31)
|
||||
|
||||
|
||||
#define bits_COND_ALL_SPECIAL (bits_COND_SPECIAL1 | bits_COND_SPECIAL2)
|
||||
|
||||
#define bits_COND_CAN_ATTACK (bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK2)
|
||||
|
||||
#endif // SCHEDULE_H
|
||||
1013
src/dlls/scientist.cpp
Normal file
1013
src/dlls/scientist.cpp
Normal file
File diff suppressed because it is too large
Load Diff
254
src/dlls/skill.cpp
Normal file
254
src/dlls/skill.cpp
Normal file
@@ -0,0 +1,254 @@
|
||||
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <ctype.h>
|
||||
|
||||
#ifndef __linux__
|
||||
#include <io.h>
|
||||
#else
|
||||
#include <unistd.h>
|
||||
#endif
|
||||
|
||||
#include "extdll.h"
|
||||
#include "dllapi.h"
|
||||
#include "meta_api.h"
|
||||
#include "skill.h"
|
||||
|
||||
extern cvar_t *dllapi_log;
|
||||
|
||||
skilldata_t gSkillData;
|
||||
|
||||
struct skill_cfg_t
|
||||
{
|
||||
char *name;
|
||||
float *value;
|
||||
};
|
||||
|
||||
skill_cfg_t skill_cfg[] = {
|
||||
{"sk_agrunt_health", &gSkillData.agruntHealth},
|
||||
{"sk_agrunt_dmg_punch", &gSkillData.agruntDmgPunch},
|
||||
{"sk_apache_health", &gSkillData.apacheHealth},
|
||||
{"sk_barney_health", &gSkillData.barneyHealth},
|
||||
{"sk_bigmomma_health_factor", &gSkillData.bigmommaHealthFactor},
|
||||
{"sk_bigmomma_dmg_slash", &gSkillData.bigmommaDmgSlash},
|
||||
{"sk_bigmomma_dmg_blast", &gSkillData.bigmommaDmgBlast},
|
||||
{"sk_bigmomma_radius_blast", &gSkillData.bigmommaRadiusBlast},
|
||||
{"sk_bullsquid_health", &gSkillData.bullsquidHealth},
|
||||
{"sk_bullsquid_dmg_bite", &gSkillData.bullsquidDmgBite},
|
||||
{"sk_bullsquid_dmg_whip", &gSkillData.bullsquidDmgWhip},
|
||||
{"sk_bullsquid_dmg_spit", &gSkillData.bullsquidDmgSpit},
|
||||
{"sk_gargantua_health", &gSkillData.gargantuaHealth},
|
||||
{"sk_gargantua_dmg_slash", &gSkillData.gargantuaDmgSlash},
|
||||
{"sk_gargantua_dmg_fire", &gSkillData.gargantuaDmgFire},
|
||||
{"sk_gargantua_dmg_stomp", &gSkillData.gargantuaDmgStomp},
|
||||
{"sk_hassassin_health", &gSkillData.hassassinHealth},
|
||||
{"sk_headcrab_health", &gSkillData.headcrabHealth},
|
||||
{"sk_headcrab_dmg_bite", &gSkillData.headcrabDmgBite},
|
||||
{"sk_hgrunt_health", &gSkillData.hgruntHealth},
|
||||
{"sk_hgrunt_kick", &gSkillData.hgruntDmgKick},
|
||||
{"sk_hgrunt_pellets", &gSkillData.hgruntShotgunPellets},
|
||||
{"sk_hgrunt_gspeed", &gSkillData.hgruntGrenadeSpeed},
|
||||
{"sk_houndeye_health", &gSkillData.houndeyeHealth},
|
||||
{"sk_houndeye_dmg_blast", &gSkillData.houndeyeDmgBlast},
|
||||
{"sk_islave_health", &gSkillData.slaveHealth},
|
||||
{"sk_islave_dmg_claw", &gSkillData.slaveDmgClaw},
|
||||
{"sk_islave_dmg_clawrake", &gSkillData.slaveDmgClawrake},
|
||||
{"sk_islave_dmg_zap", &gSkillData.slaveDmgZap},
|
||||
{"sk_ichthyosaur_health", &gSkillData.ichthyosaurHealth},
|
||||
{"sk_ichthyosaur_shake", &gSkillData.ichthyosaurDmgShake},
|
||||
{"sk_leech_health", &gSkillData.leechHealth},
|
||||
{"sk_leech_dmg_bite", &gSkillData.leechDmgBite},
|
||||
{"sk_controller_health", &gSkillData.controllerHealth},
|
||||
{"sk_controller_dmgzap", &gSkillData.controllerDmgZap},
|
||||
{"sk_controller_speedball", &gSkillData.controllerSpeedBall},
|
||||
{"sk_controller_dmgball", &gSkillData.controllerDmgBall},
|
||||
{"sk_nihilanth_health", &gSkillData.nihilanthHealth},
|
||||
{"sk_nihilanth_zap", &gSkillData.nihilanthZap},
|
||||
{"sk_scientist_health", &gSkillData.scientistHealth},
|
||||
{"sk_scientist_heal", &gSkillData.scientistHeal},
|
||||
{"sk_snark_health", &gSkillData.snarkHealth},
|
||||
{"sk_snark_dmg_bite", &gSkillData.snarkDmgBite},
|
||||
{"sk_snark_dmg_pop", &gSkillData.snarkDmgPop},
|
||||
{"sk_zombie_health", &gSkillData.zombieHealth},
|
||||
{"sk_zombie_dmg_one_slash", &gSkillData.zombieDmgOneSlash},
|
||||
{"sk_zombie_dmg_both_slash", &gSkillData.zombieDmgBothSlash},
|
||||
{"sk_12mm_bullet", &gSkillData.monDmg9MM},
|
||||
{"sk_9mmAR_bullet", &gSkillData.monDmgMP5},
|
||||
{"sk_9mm_bullet", &gSkillData.monDmg12MM},
|
||||
{"sk_9mmAR_grenade", &gSkillData.monDmgM203Grenade},
|
||||
{"sk_hornet_dmg", &gSkillData.monDmgHornet},
|
||||
{"", NULL}
|
||||
};
|
||||
|
||||
bool get_input(FILE *fp, char *input);
|
||||
|
||||
|
||||
void scan_monster_skill(FILE *fp)
|
||||
{
|
||||
char input[1024];
|
||||
int index, len, pos;
|
||||
bool found;
|
||||
|
||||
while (get_input(fp, input))
|
||||
{
|
||||
index = 0;
|
||||
found = FALSE;
|
||||
|
||||
while (skill_cfg[index].name[0])
|
||||
{
|
||||
len = strlen(skill_cfg[index].name);
|
||||
if (strncmp(input, skill_cfg[index].name, len) == 0)
|
||||
{
|
||||
found = TRUE;
|
||||
pos = len;
|
||||
sscanf(&input[pos], "%f", skill_cfg[index].value);
|
||||
|
||||
if (dllapi_log->value)
|
||||
LOG_MESSAGE(PLID, "skill setting %s set to %f",
|
||||
skill_cfg[index].name, *skill_cfg[index].value);
|
||||
|
||||
break;
|
||||
}
|
||||
index++;
|
||||
}
|
||||
|
||||
if (!found)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: unknown monster_skill.cfg item: %s", input);
|
||||
LOG_MESSAGE(PLID, "ERROR: unknown monster_skill.cfg item: %s", input);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void monster_skill_init(void)
|
||||
{
|
||||
char game_dir[256];
|
||||
char filename[256];
|
||||
FILE *fp = NULL;
|
||||
|
||||
// Alien Grunt (agrunt)
|
||||
gSkillData.agruntHealth = 90.0f;
|
||||
gSkillData.agruntDmgPunch = 20.0f;
|
||||
|
||||
// Apache (apache)
|
||||
gSkillData.apacheHealth = 250.0f;
|
||||
|
||||
// Barney (barney)
|
||||
gSkillData.barneyHealth = 35.0f;
|
||||
|
||||
// Big momma
|
||||
gSkillData.bigmommaHealthFactor = 1.5f;
|
||||
gSkillData.bigmommaDmgSlash = 60.0f;
|
||||
gSkillData.bigmommaDmgBlast = 120.0f;
|
||||
gSkillData.bigmommaRadiusBlast = 250.0f;
|
||||
|
||||
// Bullsquid (bullsquid)
|
||||
gSkillData.bullsquidHealth = 40.0f;
|
||||
gSkillData.bullsquidDmgBite = 25.0f;
|
||||
gSkillData.bullsquidDmgWhip = 35.0f;
|
||||
gSkillData.bullsquidDmgSpit = 10.0f;
|
||||
|
||||
// Gargantua
|
||||
gSkillData.gargantuaHealth = 800.0f;
|
||||
gSkillData.gargantuaDmgSlash = 30.0f;
|
||||
gSkillData.gargantuaDmgFire = 5.0f;
|
||||
gSkillData.gargantuaDmgStomp = 100.0f;
|
||||
|
||||
// Hassassin (hassassin)
|
||||
gSkillData.hassassinHealth = 50.0f;
|
||||
|
||||
// Headcrab (headcrab)
|
||||
gSkillData.headcrabHealth = 10.0f;
|
||||
gSkillData.headcrabDmgBite = 10.0f;
|
||||
|
||||
// Hgrunt (hgrunt)
|
||||
gSkillData.hgruntHealth = 50.0f;
|
||||
gSkillData.hgruntDmgKick = 10.0f;
|
||||
gSkillData.hgruntShotgunPellets = 5.0f;
|
||||
gSkillData.hgruntGrenadeSpeed = 600.0f;
|
||||
|
||||
// Houndeye (houndeye)
|
||||
gSkillData.houndeyeHealth = 20.0f;
|
||||
gSkillData.houndeyeDmgBlast = 15.0f;
|
||||
|
||||
// ISlave (islave)
|
||||
gSkillData.slaveHealth = 30.0f;
|
||||
gSkillData.slaveDmgClaw = 10.0f;
|
||||
gSkillData.slaveDmgClawrake = 25.0f;
|
||||
gSkillData.slaveDmgZap = 10.0f;
|
||||
|
||||
// Icthyosaur
|
||||
gSkillData.ichthyosaurHealth = 200.0f;
|
||||
gSkillData.ichthyosaurDmgShake = 35.0f;
|
||||
|
||||
// Leech
|
||||
gSkillData.leechHealth = 2.0f;
|
||||
gSkillData.leechDmgBite = 2.0f;
|
||||
|
||||
// Controller
|
||||
gSkillData.controllerHealth = 60.0f;
|
||||
gSkillData.controllerDmgZap = 25.0f;
|
||||
gSkillData.controllerSpeedBall = 800.0f;
|
||||
gSkillData.controllerDmgBall = 4.0f;
|
||||
|
||||
// Nihilanth
|
||||
gSkillData.nihilanthHealth = 800.0f;
|
||||
gSkillData.nihilanthZap = 30.0f;
|
||||
|
||||
// Scientist (scientist)
|
||||
gSkillData.scientistHealth = 20.0f;
|
||||
gSkillData.scientistHeal = 25.0f;
|
||||
|
||||
// Snark (snark)
|
||||
gSkillData.snarkHealth = 2.0f;
|
||||
gSkillData.snarkDmgBite = 10.0f;
|
||||
gSkillData.snarkDmgPop = 5.0f;
|
||||
|
||||
// Zombie (zombie)
|
||||
gSkillData.zombieHealth = 50.0f;
|
||||
gSkillData.zombieDmgOneSlash = 20.0f;
|
||||
gSkillData.zombieDmgBothSlash = 40.0f;
|
||||
|
||||
// MONSTER WEAPONS
|
||||
gSkillData.monDmg9MM = 5.0f;
|
||||
gSkillData.monDmgMP5 = 4.0f;
|
||||
gSkillData.monDmg12MM = 10.0f;
|
||||
gSkillData.monDmgM203Grenade = 100.0f;
|
||||
|
||||
// HORNET
|
||||
gSkillData.monDmgHornet = 5.0f;
|
||||
|
||||
|
||||
// find the directory name of the currently running MOD...
|
||||
(*g_engfuncs.pfnGetGameDir)(game_dir);
|
||||
|
||||
strcpy(filename, game_dir);
|
||||
strcat(filename, "/monster_skill.cfg");
|
||||
|
||||
// check if the map specific filename exists...
|
||||
if (access(filename, 0) == 0)
|
||||
{
|
||||
if (dllapi_log->value)
|
||||
{
|
||||
META_CONS("[MONSTER] Processing monster skill file=%s", filename);
|
||||
LOG_MESSAGE(PLID, "Processing monster skill file=%s", filename);
|
||||
}
|
||||
|
||||
if ((fp = fopen(filename, "r")) == NULL)
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: Could not open \"%s\"!", filename);
|
||||
LOG_MESSAGE(PLID, "ERROR: Could not open \"%s\"!", filename);
|
||||
}
|
||||
|
||||
scan_monster_skill(fp);
|
||||
|
||||
fclose(fp);
|
||||
}
|
||||
else
|
||||
{
|
||||
META_CONS("[MONSTER] ERROR: Could not find \"%s\" (default skill used)", filename);
|
||||
LOG_MESSAGE(PLID, "ERROR: Could not find \"%s\" (default skill used)", filename);
|
||||
}
|
||||
}
|
||||
|
||||
103
src/dlls/skill.h
Normal file
103
src/dlls/skill.h
Normal file
@@ -0,0 +1,103 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// skill.h - skill level concerns
|
||||
//=========================================================
|
||||
|
||||
#ifndef SKILL_H
|
||||
#define SKILL_H
|
||||
|
||||
struct skilldata_t
|
||||
{
|
||||
// Monster Health & Damage
|
||||
float agruntHealth;
|
||||
float agruntDmgPunch;
|
||||
|
||||
float apacheHealth;
|
||||
|
||||
float barneyHealth;
|
||||
|
||||
float bigmommaHealthFactor; // Multiply each node's health by this
|
||||
float bigmommaDmgSlash; // melee attack damage
|
||||
float bigmommaDmgBlast; // mortar attack damage
|
||||
float bigmommaRadiusBlast; // mortar attack radius
|
||||
|
||||
float bullsquidHealth;
|
||||
float bullsquidDmgBite;
|
||||
float bullsquidDmgWhip;
|
||||
float bullsquidDmgSpit;
|
||||
|
||||
float gargantuaHealth;
|
||||
float gargantuaDmgSlash;
|
||||
float gargantuaDmgFire;
|
||||
float gargantuaDmgStomp;
|
||||
|
||||
float hassassinHealth;
|
||||
|
||||
float headcrabHealth;
|
||||
float headcrabDmgBite;
|
||||
|
||||
float hgruntHealth;
|
||||
float hgruntDmgKick;
|
||||
float hgruntShotgunPellets;
|
||||
float hgruntGrenadeSpeed;
|
||||
|
||||
float houndeyeHealth;
|
||||
float houndeyeDmgBlast;
|
||||
|
||||
float slaveHealth;
|
||||
float slaveDmgClaw;
|
||||
float slaveDmgClawrake;
|
||||
float slaveDmgZap;
|
||||
|
||||
float ichthyosaurHealth;
|
||||
float ichthyosaurDmgShake;
|
||||
|
||||
float leechHealth;
|
||||
float leechDmgBite;
|
||||
|
||||
float controllerHealth;
|
||||
float controllerDmgZap;
|
||||
float controllerSpeedBall;
|
||||
float controllerDmgBall;
|
||||
|
||||
float nihilanthHealth;
|
||||
float nihilanthZap;
|
||||
|
||||
float scientistHealth;
|
||||
float scientistHeal;
|
||||
|
||||
float snarkHealth;
|
||||
float snarkDmgBite;
|
||||
float snarkDmgPop;
|
||||
|
||||
float zombieHealth;
|
||||
float zombieDmgOneSlash;
|
||||
float zombieDmgBothSlash;
|
||||
|
||||
// weapons shared by monsters
|
||||
float monDmg9MM;
|
||||
float monDmgMP5;
|
||||
float monDmg12MM;
|
||||
float monDmgM203Grenade;
|
||||
|
||||
float monDmgHornet;
|
||||
};
|
||||
|
||||
extern DLL_GLOBAL skilldata_t gSkillData;
|
||||
|
||||
void monster_skill_init(void);
|
||||
|
||||
#endif
|
||||
915
src/dlls/sound.cpp
Normal file
915
src/dlls/sound.cpp
Normal file
@@ -0,0 +1,915 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// sound.cpp
|
||||
//=========================================================
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cmbase.h"
|
||||
#include "cmbasemonster.h"
|
||||
#include "weapons.h"
|
||||
#include "cmtalkmonster.h"
|
||||
#include "pm_materials.h"
|
||||
|
||||
|
||||
static char *memfgets( byte *pMemFile, int fileSize, int &filePos, char *pBuffer, int bufferSize );
|
||||
|
||||
|
||||
// ==================== GENERIC AMBIENT SOUND ======================================
|
||||
|
||||
// runtime pitch shift and volume fadein/out structure
|
||||
|
||||
// NOTE: IF YOU CHANGE THIS STRUCT YOU MUST CHANGE THE SAVE/RESTORE VERSION NUMBER
|
||||
// SEE BELOW (in the typedescription for the class)
|
||||
typedef struct dynpitchvol
|
||||
{
|
||||
// NOTE: do not change the order of these parameters
|
||||
// NOTE: unless you also change order of rgdpvpreset array elements!
|
||||
int preset;
|
||||
|
||||
int pitchrun; // pitch shift % when sound is running 0 - 255
|
||||
int pitchstart; // pitch shift % when sound stops or starts 0 - 255
|
||||
int spinup; // spinup time 0 - 100
|
||||
int spindown; // spindown time 0 - 100
|
||||
|
||||
int volrun; // volume change % when sound is running 0 - 10
|
||||
int volstart; // volume change % when sound stops or starts 0 - 10
|
||||
int fadein; // volume fade in time 0 - 100
|
||||
int fadeout; // volume fade out time 0 - 100
|
||||
|
||||
// Low Frequency Oscillator
|
||||
int lfotype; // 0) off 1) square 2) triangle 3) random
|
||||
int lforate; // 0 - 1000, how fast lfo osciallates
|
||||
|
||||
int lfomodpitch; // 0-100 mod of current pitch. 0 is off.
|
||||
int lfomodvol; // 0-100 mod of current volume. 0 is off.
|
||||
|
||||
int cspinup; // each trigger hit increments counter and spinup pitch
|
||||
|
||||
|
||||
int cspincount;
|
||||
|
||||
int pitch;
|
||||
int spinupsav;
|
||||
int spindownsav;
|
||||
int pitchfrac;
|
||||
|
||||
int vol;
|
||||
int fadeinsav;
|
||||
int fadeoutsav;
|
||||
int volfrac;
|
||||
|
||||
int lfofrac;
|
||||
int lfomult;
|
||||
|
||||
|
||||
} dynpitchvol_t;
|
||||
|
||||
#define CDPVPRESETMAX 27
|
||||
|
||||
// presets for runtime pitch and vol modulation of ambient sounds
|
||||
|
||||
/*jlb
|
||||
dynpitchvol_t rgdpvpreset[CDPVPRESETMAX] =
|
||||
{
|
||||
// pitch pstart spinup spindwn volrun volstrt fadein fadeout lfotype lforate modptch modvol cspnup
|
||||
{1, 255, 75, 95, 95, 10, 1, 50, 95, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{2, 255, 85, 70, 88, 10, 1, 20, 88, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{3, 255, 100, 50, 75, 10, 1, 10, 75, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{4, 100, 100, 0, 0, 10, 1, 90, 90, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{5, 100, 100, 0, 0, 10, 1, 80, 80, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{6, 100, 100, 0, 0, 10, 1, 50, 70, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{7, 100, 100, 0, 0, 5, 1, 40, 50, 1, 50, 0, 10, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{8, 100, 100, 0, 0, 5, 1, 40, 50, 1, 150, 0, 10, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{9, 100, 100, 0, 0, 5, 1, 40, 50, 1, 750, 0, 10, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{10,128, 100, 50, 75, 10, 1, 30, 40, 2, 8, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{11,128, 100, 50, 75, 10, 1, 30, 40, 2, 25, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{12,128, 100, 50, 75, 10, 1, 30, 40, 2, 70, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{13,50, 50, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{14,70, 70, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{15,90, 90, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{16,120, 120, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{17,180, 180, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{18,255, 255, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{19,200, 75, 90, 90, 10, 1, 50, 90, 2, 100, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{20,255, 75, 97, 90, 10, 1, 50, 90, 1, 40, 50, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{21,100, 100, 0, 0, 10, 1, 30, 50, 3, 15, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{22,160, 160, 0, 0, 10, 1, 50, 50, 3, 500, 25, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{23,255, 75, 88, 0, 10, 1, 40, 0, 0, 0, 0, 0, 5, 0,0,0,0,0,0,0,0,0,0},
|
||||
{24,200, 20, 95, 70, 10, 1, 70, 70, 3, 20, 50, 0, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{25,180, 100, 50, 60, 10, 1, 40, 60, 2, 90, 100, 100, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{26,60, 60, 0, 0, 10, 1, 40, 70, 3, 80, 20, 50, 0, 0,0,0,0,0,0,0,0,0,0},
|
||||
{27,128, 90, 10, 10, 10, 1, 20, 40, 1, 5, 10, 20, 0, 0,0,0,0,0,0,0,0,0,0}
|
||||
};
|
||||
jlb*/
|
||||
|
||||
|
||||
// ==================== SENTENCE GROUPS, UTILITY FUNCTIONS ======================================
|
||||
|
||||
#define CSENTENCE_LRU_MAX 32 // max number of elements per sentence group
|
||||
|
||||
// group of related sentences
|
||||
|
||||
typedef struct sentenceg
|
||||
{
|
||||
char szgroupname[CBSENTENCENAME_MAX];
|
||||
int count;
|
||||
unsigned char rgblru[CSENTENCE_LRU_MAX];
|
||||
|
||||
} SENTENCEG;
|
||||
|
||||
#define CSENTENCEG_MAX 200 // max number of sentence groups
|
||||
// globals
|
||||
|
||||
SENTENCEG rgsentenceg[CSENTENCEG_MAX];
|
||||
int fSentencesInit = FALSE;
|
||||
|
||||
char gszallsentencenames[CVOXFILESENTENCEMAX][CBSENTENCENAME_MAX];
|
||||
int gcallsentences = 0;
|
||||
|
||||
// randomize list of sentence name indices
|
||||
|
||||
void USENTENCEG_InitLRU(unsigned char *plru, int count)
|
||||
{
|
||||
int i, j, k;
|
||||
unsigned char temp;
|
||||
|
||||
if (!fSentencesInit)
|
||||
return;
|
||||
|
||||
if (count > CSENTENCE_LRU_MAX)
|
||||
count = CSENTENCE_LRU_MAX;
|
||||
|
||||
for (i = 0; i < count; i++)
|
||||
plru[i] = (unsigned char) i;
|
||||
|
||||
// randomize array
|
||||
for (i = 0; i < (count * 4); i++)
|
||||
{
|
||||
j = RANDOM_LONG(0,count-1);
|
||||
k = RANDOM_LONG(0,count-1);
|
||||
temp = plru[j];
|
||||
plru[j] = plru[k];
|
||||
plru[k] = temp;
|
||||
}
|
||||
}
|
||||
|
||||
// ignore lru. pick next sentence from sentence group. Go in order until we hit the last sentence,
|
||||
// then repeat list if freset is true. If freset is false, then repeat last sentence.
|
||||
// ipick is passed in as the requested sentence ordinal.
|
||||
// ipick 'next' is returned.
|
||||
// return of -1 indicates an error.
|
||||
|
||||
int USENTENCEG_PickSequential(int isentenceg, char *szfound, int ipick, int freset)
|
||||
{
|
||||
char *szgroupname;
|
||||
unsigned char count;
|
||||
char sznum[8];
|
||||
|
||||
if (!fSentencesInit)
|
||||
return -1;
|
||||
|
||||
if (isentenceg < 0)
|
||||
return -1;
|
||||
|
||||
szgroupname = rgsentenceg[isentenceg].szgroupname;
|
||||
count = rgsentenceg[isentenceg].count;
|
||||
|
||||
if (count == 0)
|
||||
return -1;
|
||||
|
||||
if (ipick >= count)
|
||||
ipick = count-1;
|
||||
|
||||
strcpy(szfound, "!");
|
||||
strcat(szfound, szgroupname);
|
||||
sprintf(sznum, "%d", ipick);
|
||||
strcat(szfound, sznum);
|
||||
|
||||
if (ipick >= count)
|
||||
{
|
||||
if (freset)
|
||||
// reset at end of list
|
||||
return 0;
|
||||
else
|
||||
return count;
|
||||
}
|
||||
|
||||
return ipick + 1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// pick a random sentence from rootname0 to rootnameX.
|
||||
// picks from the rgsentenceg[isentenceg] least
|
||||
// recently used, modifies lru array. returns the sentencename.
|
||||
// note, lru must be seeded with 0-n randomized sentence numbers, with the
|
||||
// rest of the lru filled with -1. The first integer in the lru is
|
||||
// actually the size of the list. Returns ipick, the ordinal
|
||||
// of the picked sentence within the group.
|
||||
|
||||
int USENTENCEG_Pick(int isentenceg, char *szfound)
|
||||
{
|
||||
char *szgroupname;
|
||||
unsigned char *plru;
|
||||
unsigned char i;
|
||||
unsigned char count;
|
||||
char sznum[8];
|
||||
unsigned char ipick;
|
||||
int ffound = FALSE;
|
||||
|
||||
if (!fSentencesInit)
|
||||
return -1;
|
||||
|
||||
if (isentenceg < 0)
|
||||
return -1;
|
||||
|
||||
szgroupname = rgsentenceg[isentenceg].szgroupname;
|
||||
count = rgsentenceg[isentenceg].count;
|
||||
plru = rgsentenceg[isentenceg].rgblru;
|
||||
|
||||
while (!ffound)
|
||||
{
|
||||
for (i = 0; i < count; i++)
|
||||
if (plru[i] != 0xFF)
|
||||
{
|
||||
ipick = plru[i];
|
||||
plru[i] = 0xFF;
|
||||
ffound = TRUE;
|
||||
break;
|
||||
}
|
||||
|
||||
if (!ffound)
|
||||
USENTENCEG_InitLRU(plru, count);
|
||||
else
|
||||
{
|
||||
strcpy(szfound, "!");
|
||||
strcat(szfound, szgroupname);
|
||||
sprintf(sznum, "%d", ipick);
|
||||
strcat(szfound, sznum);
|
||||
return ipick;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
// ===================== SENTENCE GROUPS, MAIN ROUTINES ========================
|
||||
|
||||
// Given sentence group rootname (name without number suffix),
|
||||
// get sentence group index (isentenceg). Returns -1 if no such name.
|
||||
|
||||
int SENTENCEG_GetIndex(const char *szgroupname)
|
||||
{
|
||||
int i;
|
||||
|
||||
if (!fSentencesInit || !szgroupname)
|
||||
return -1;
|
||||
|
||||
// search rgsentenceg for match on szgroupname
|
||||
|
||||
i = 0;
|
||||
while (rgsentenceg[i].count)
|
||||
{
|
||||
if (!strcmp(szgroupname, rgsentenceg[i].szgroupname))
|
||||
return i;
|
||||
i++;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
// given sentence group index, play random sentence for given entity.
|
||||
// returns ipick - which sentence was picked to
|
||||
// play from the group. Ipick is only needed if you plan on stopping
|
||||
// the sound before playback is done (see SENTENCEG_Stop).
|
||||
|
||||
int SENTENCEG_PlayRndI(edict_t *entity, int isentenceg,
|
||||
float volume, float attenuation, int flags, int pitch)
|
||||
{
|
||||
char name[64];
|
||||
int ipick;
|
||||
|
||||
if (!fSentencesInit)
|
||||
return -1;
|
||||
|
||||
name[0] = 0;
|
||||
|
||||
ipick = USENTENCEG_Pick(isentenceg, name);
|
||||
if (ipick > 0 && name)
|
||||
EMIT_SOUND_DYN(entity, CHAN_VOICE, name, volume, attenuation, flags, pitch);
|
||||
return ipick;
|
||||
}
|
||||
|
||||
// same as above, but takes sentence group name instead of index
|
||||
|
||||
int SENTENCEG_PlayRndSz(edict_t *entity, const char *szgroupname,
|
||||
float volume, float attenuation, int flags, int pitch)
|
||||
{
|
||||
char name[64];
|
||||
int ipick;
|
||||
int isentenceg;
|
||||
|
||||
if (!fSentencesInit)
|
||||
return -1;
|
||||
|
||||
name[0] = 0;
|
||||
|
||||
isentenceg = SENTENCEG_GetIndex(szgroupname);
|
||||
if (isentenceg < 0)
|
||||
{
|
||||
ALERT( at_console, "No such sentence group %s\n", szgroupname );
|
||||
return -1;
|
||||
}
|
||||
|
||||
ipick = USENTENCEG_Pick(isentenceg, name);
|
||||
if (ipick >= 0 && name[0])
|
||||
EMIT_SOUND_DYN(entity, CHAN_VOICE, name, volume, attenuation, flags, pitch);
|
||||
|
||||
return ipick;
|
||||
}
|
||||
|
||||
// play sentences in sequential order from sentence group. Reset after last sentence.
|
||||
|
||||
int SENTENCEG_PlaySequentialSz(edict_t *entity, const char *szgroupname,
|
||||
float volume, float attenuation, int flags, int pitch, int ipick, int freset)
|
||||
{
|
||||
char name[64];
|
||||
int ipicknext;
|
||||
int isentenceg;
|
||||
|
||||
if (!fSentencesInit)
|
||||
return -1;
|
||||
|
||||
name[0] = 0;
|
||||
|
||||
isentenceg = SENTENCEG_GetIndex(szgroupname);
|
||||
if (isentenceg < 0)
|
||||
return -1;
|
||||
|
||||
ipicknext = USENTENCEG_PickSequential(isentenceg, name, ipick, freset);
|
||||
if (ipicknext >= 0 && name[0])
|
||||
EMIT_SOUND_DYN(entity, CHAN_VOICE, name, volume, attenuation, flags, pitch);
|
||||
return ipicknext;
|
||||
}
|
||||
|
||||
|
||||
// for this entity, for the given sentence within the sentence group, stop
|
||||
// the sentence.
|
||||
|
||||
void SENTENCEG_Stop(edict_t *entity, int isentenceg, int ipick)
|
||||
{
|
||||
char buffer[64];
|
||||
char sznum[8];
|
||||
|
||||
if (!fSentencesInit)
|
||||
return;
|
||||
|
||||
if (isentenceg < 0 || ipick < 0)
|
||||
return;
|
||||
|
||||
strcpy(buffer, "!");
|
||||
strcat(buffer, rgsentenceg[isentenceg].szgroupname);
|
||||
sprintf(sznum, "%d", ipick);
|
||||
strcat(buffer, sznum);
|
||||
|
||||
STOP_SOUND(entity, CHAN_VOICE, buffer);
|
||||
}
|
||||
|
||||
// open sentences.txt, scan for groups, build rgsentenceg
|
||||
// Should be called from world spawn, only works on the
|
||||
// first call and is ignored subsequently.
|
||||
|
||||
void SENTENCEG_Init()
|
||||
{
|
||||
char buffer[512];
|
||||
char szgroup[64];
|
||||
int i, j;
|
||||
int isentencegs;
|
||||
|
||||
if (fSentencesInit)
|
||||
return;
|
||||
|
||||
memset(gszallsentencenames, 0, CVOXFILESENTENCEMAX * CBSENTENCENAME_MAX);
|
||||
gcallsentences = 0;
|
||||
|
||||
memset(rgsentenceg, 0, CSENTENCEG_MAX * sizeof(SENTENCEG));
|
||||
memset(buffer, 0, 512);
|
||||
memset(szgroup, 0, 64);
|
||||
isentencegs = -1;
|
||||
|
||||
|
||||
int filePos = 0, fileSize;
|
||||
byte *pMemFile = g_engfuncs.pfnLoadFileForMe( "sound/sentences.txt", &fileSize );
|
||||
if ( !pMemFile )
|
||||
return;
|
||||
|
||||
// for each line in the file...
|
||||
while ( memfgets(pMemFile, fileSize, filePos, buffer, 511) != NULL )
|
||||
{
|
||||
// skip whitespace
|
||||
i = 0;
|
||||
while(buffer[i] && buffer[i] == ' ')
|
||||
i++;
|
||||
|
||||
if (!buffer[i])
|
||||
continue;
|
||||
|
||||
if (buffer[i] == '/' || !isalpha(buffer[i]))
|
||||
continue;
|
||||
|
||||
// get sentence name
|
||||
j = i;
|
||||
while (buffer[j] && buffer[j] != ' ')
|
||||
j++;
|
||||
|
||||
if (!buffer[j])
|
||||
continue;
|
||||
|
||||
if (gcallsentences > CVOXFILESENTENCEMAX)
|
||||
{
|
||||
ALERT (at_error, "Too many sentences in sentences.txt!\n");
|
||||
break;
|
||||
}
|
||||
|
||||
// null-terminate name and save in sentences array
|
||||
buffer[j] = 0;
|
||||
const char *pString = buffer + i;
|
||||
|
||||
if ( strlen( pString ) >= CBSENTENCENAME_MAX )
|
||||
ALERT( at_warning, "Sentence %s longer than %d letters\n", pString, CBSENTENCENAME_MAX-1 );
|
||||
|
||||
strcpy( gszallsentencenames[gcallsentences++], pString );
|
||||
|
||||
j--;
|
||||
if (j <= i)
|
||||
continue;
|
||||
if (!isdigit(buffer[j]))
|
||||
continue;
|
||||
|
||||
// cut out suffix numbers
|
||||
while (j > i && isdigit(buffer[j]))
|
||||
j--;
|
||||
|
||||
if (j <= i)
|
||||
continue;
|
||||
|
||||
buffer[j+1] = 0;
|
||||
|
||||
// if new name doesn't match previous group name,
|
||||
// make a new group.
|
||||
|
||||
if (strcmp(szgroup, &(buffer[i])))
|
||||
{
|
||||
// name doesn't match with prev name,
|
||||
// copy name into group, init count to 1
|
||||
isentencegs++;
|
||||
if (isentencegs >= CSENTENCEG_MAX)
|
||||
{
|
||||
ALERT (at_error, "Too many sentence groups in sentences.txt!\n");
|
||||
break;
|
||||
}
|
||||
|
||||
strcpy(rgsentenceg[isentencegs].szgroupname, &(buffer[i]));
|
||||
rgsentenceg[isentencegs].count = 1;
|
||||
|
||||
strcpy(szgroup, &(buffer[i]));
|
||||
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
//name matches with previous, increment group count
|
||||
if (isentencegs >= 0)
|
||||
rgsentenceg[isentencegs].count++;
|
||||
}
|
||||
}
|
||||
|
||||
g_engfuncs.pfnFreeFile( pMemFile );
|
||||
|
||||
fSentencesInit = TRUE;
|
||||
|
||||
// init lru lists
|
||||
|
||||
i = 0;
|
||||
|
||||
while (rgsentenceg[i].count && i < CSENTENCEG_MAX)
|
||||
{
|
||||
USENTENCEG_InitLRU(&(rgsentenceg[i].rgblru[0]), rgsentenceg[i].count);
|
||||
i++;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// convert sentence (sample) name to !sentencenum, return !sentencenum
|
||||
|
||||
int SENTENCEG_Lookup(const char *sample, char *sentencenum)
|
||||
{
|
||||
char sznum[8];
|
||||
|
||||
int i;
|
||||
// this is a sentence name; lookup sentence number
|
||||
// and give to engine as string.
|
||||
for (i = 0; i < gcallsentences; i++)
|
||||
if (!stricmp(gszallsentencenames[i], sample+1))
|
||||
{
|
||||
if (sentencenum)
|
||||
{
|
||||
strcpy(sentencenum, "!");
|
||||
sprintf(sznum, "%d", i);
|
||||
strcat(sentencenum, sznum);
|
||||
}
|
||||
return i;
|
||||
}
|
||||
// sentence name not found!
|
||||
return -1;
|
||||
}
|
||||
|
||||
void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation,
|
||||
int flags, int pitch)
|
||||
{
|
||||
if (sample && *sample == '!')
|
||||
{
|
||||
char name[32];
|
||||
if (SENTENCEG_Lookup(sample, name) >= 0)
|
||||
EMIT_SOUND_DYN2(entity, channel, name, volume, attenuation, flags, pitch);
|
||||
else
|
||||
ALERT( at_aiconsole, "Unable to find %s in sentences.txt\n", sample );
|
||||
}
|
||||
else
|
||||
EMIT_SOUND_DYN2(entity, channel, sample, volume, attenuation, flags, pitch);
|
||||
}
|
||||
|
||||
// play a specific sentence over the HEV suit speaker - just pass player entity, and !sentencename
|
||||
|
||||
void EMIT_SOUND_SUIT(edict_t *entity, const char *sample)
|
||||
{
|
||||
float fvol;
|
||||
int pitch = PITCH_NORM;
|
||||
|
||||
fvol = CVAR_GET_FLOAT("suitvolume");
|
||||
if (RANDOM_LONG(0,1))
|
||||
pitch = RANDOM_LONG(0,6) + 98;
|
||||
|
||||
if (fvol > 0.05)
|
||||
EMIT_SOUND_DYN(entity, CHAN_STATIC, sample, fvol, ATTN_NORM, 0, pitch);
|
||||
}
|
||||
|
||||
// play a sentence, randomly selected from the passed in group id, over the HEV suit speaker
|
||||
|
||||
void EMIT_GROUPID_SUIT(edict_t *entity, int isentenceg)
|
||||
{
|
||||
float fvol;
|
||||
int pitch = PITCH_NORM;
|
||||
|
||||
fvol = CVAR_GET_FLOAT("suitvolume");
|
||||
if (RANDOM_LONG(0,1))
|
||||
pitch = RANDOM_LONG(0,6) + 98;
|
||||
|
||||
if (fvol > 0.05)
|
||||
SENTENCEG_PlayRndI(entity, isentenceg, fvol, ATTN_NORM, 0, pitch);
|
||||
}
|
||||
|
||||
// play a sentence, randomly selected from the passed in groupname
|
||||
|
||||
void EMIT_GROUPNAME_SUIT(edict_t *entity, const char *groupname)
|
||||
{
|
||||
float fvol;
|
||||
int pitch = PITCH_NORM;
|
||||
|
||||
fvol = CVAR_GET_FLOAT("suitvolume");
|
||||
if (RANDOM_LONG(0,1))
|
||||
pitch = RANDOM_LONG(0,6) + 98;
|
||||
|
||||
if (fvol > 0.05)
|
||||
SENTENCEG_PlayRndSz(entity, groupname, fvol, ATTN_NORM, 0, pitch);
|
||||
}
|
||||
|
||||
// ===================== MATERIAL TYPE DETECTION, MAIN ROUTINES ========================
|
||||
//
|
||||
// Used to detect the texture the player is standing on, map the
|
||||
// texture name to a material type. Play footstep sound based
|
||||
// on material type.
|
||||
|
||||
int fTextureTypeInit = FALSE;
|
||||
|
||||
#define CTEXTURESMAX 512 // max number of textures loaded
|
||||
|
||||
//jlbint gcTextures = 0;
|
||||
//jlbchar grgszTextureName[CTEXTURESMAX][CBTEXTURENAMEMAX]; // texture names
|
||||
//jlbchar grgchTextureType[CTEXTURESMAX]; // parallel array of texture types
|
||||
|
||||
// open materials.txt, get size, alloc space,
|
||||
// save in array. Only works first time called,
|
||||
// ignored on subsequent calls.
|
||||
|
||||
static char *memfgets( byte *pMemFile, int fileSize, int &filePos, char *pBuffer, int bufferSize )
|
||||
{
|
||||
// Bullet-proofing
|
||||
if ( !pMemFile || !pBuffer )
|
||||
return NULL;
|
||||
|
||||
if ( filePos >= fileSize )
|
||||
return NULL;
|
||||
|
||||
int i = filePos;
|
||||
int last = fileSize;
|
||||
|
||||
// fgets always NULL terminates, so only read bufferSize-1 characters
|
||||
if ( last - filePos > (bufferSize-1) )
|
||||
last = filePos + (bufferSize-1);
|
||||
|
||||
int stop = 0;
|
||||
|
||||
// Stop at the next newline (inclusive) or end of buffer
|
||||
while ( i < last && !stop )
|
||||
{
|
||||
if ( pMemFile[i] == '\n' )
|
||||
stop = 1;
|
||||
i++;
|
||||
}
|
||||
|
||||
|
||||
// If we actually advanced the pointer, copy it over
|
||||
if ( i != filePos )
|
||||
{
|
||||
// We read in size bytes
|
||||
int size = i - filePos;
|
||||
// copy it out
|
||||
memcpy( pBuffer, pMemFile + filePos, sizeof(byte)*size );
|
||||
|
||||
// If the buffer isn't full, terminate (this is always true)
|
||||
if ( size < bufferSize )
|
||||
pBuffer[size] = 0;
|
||||
|
||||
// Update file pointer
|
||||
filePos = i;
|
||||
return pBuffer;
|
||||
}
|
||||
|
||||
// No data read, bail
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
void TEXTURETYPE_Init()
|
||||
{
|
||||
/*jlb
|
||||
char buffer[512];
|
||||
int i, j;
|
||||
byte *pMemFile;
|
||||
int fileSize, filePos;
|
||||
|
||||
if (fTextureTypeInit)
|
||||
return;
|
||||
|
||||
memset(&(grgszTextureName[0][0]), 0, CTEXTURESMAX * CBTEXTURENAMEMAX);
|
||||
memset(grgchTextureType, 0, CTEXTURESMAX);
|
||||
|
||||
gcTextures = 0;
|
||||
memset(buffer, 0, 512);
|
||||
|
||||
pMemFile = g_engfuncs.pfnLoadFileForMe( "sound/materials.txt", &fileSize );
|
||||
if ( !pMemFile )
|
||||
return;
|
||||
|
||||
// for each line in the file...
|
||||
while (memfgets(pMemFile, fileSize, filePos, buffer, 511) != NULL && (gcTextures < CTEXTURESMAX))
|
||||
{
|
||||
// skip whitespace
|
||||
i = 0;
|
||||
while(buffer[i] && isspace(buffer[i]))
|
||||
i++;
|
||||
|
||||
if (!buffer[i])
|
||||
continue;
|
||||
|
||||
// skip comment lines
|
||||
if (buffer[i] == '/' || !isalpha(buffer[i]))
|
||||
continue;
|
||||
|
||||
// get texture type
|
||||
grgchTextureType[gcTextures] = toupper(buffer[i++]);
|
||||
|
||||
// skip whitespace
|
||||
while(buffer[i] && isspace(buffer[i]))
|
||||
i++;
|
||||
|
||||
if (!buffer[i])
|
||||
continue;
|
||||
|
||||
// get sentence name
|
||||
j = i;
|
||||
while (buffer[j] && !isspace(buffer[j]))
|
||||
j++;
|
||||
|
||||
if (!buffer[j])
|
||||
continue;
|
||||
|
||||
// null-terminate name and save in sentences array
|
||||
j = min (j, CBTEXTURENAMEMAX-1+i);
|
||||
buffer[j] = 0;
|
||||
strcpy(&(grgszTextureName[gcTextures++][0]), &(buffer[i]));
|
||||
}
|
||||
|
||||
g_engfuncs.pfnFreeFile( pMemFile );
|
||||
|
||||
fTextureTypeInit = TRUE;
|
||||
jlb*/
|
||||
}
|
||||
|
||||
// given texture name, find texture type
|
||||
// if not found, return type 'concrete'
|
||||
|
||||
// NOTE: this routine should ONLY be called if the
|
||||
// current texture under the player changes!
|
||||
|
||||
char TEXTURETYPE_Find(char *name)
|
||||
{
|
||||
// CONSIDER: pre-sort texture names and perform faster binary search here
|
||||
/*jlb
|
||||
for (int i = 0; i < gcTextures; i++)
|
||||
{
|
||||
if (!strnicmp(name, &(grgszTextureName[i][0]), CBTEXTURENAMEMAX-1))
|
||||
return (grgchTextureType[i]);
|
||||
}
|
||||
jlb*/
|
||||
return CHAR_TEX_CONCRETE;
|
||||
}
|
||||
|
||||
// play a strike sound based on the texture that was hit by the attack traceline. VecSrc/VecEnd are the
|
||||
// original traceline endpoints used by the attacker, iBulletType is the type of bullet that hit the texture.
|
||||
// returns volume of strike instrument (crowbar) to play
|
||||
|
||||
float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int iBulletType)
|
||||
{
|
||||
// hit the world, try to play sound based on texture material type
|
||||
|
||||
char chTextureType;
|
||||
float fvol;
|
||||
float fvolbar;
|
||||
char szbuffer[64];
|
||||
const char *pTextureName;
|
||||
float rgfl1[3];
|
||||
float rgfl2[3];
|
||||
char *rgsz[4];
|
||||
int cnt;
|
||||
float fattn = ATTN_NORM;
|
||||
|
||||
CMBaseEntity *pEntity = CMBaseEntity::Instance(ptr->pHit);
|
||||
|
||||
chTextureType = 0;
|
||||
|
||||
if (pEntity && pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE)
|
||||
// hit body
|
||||
chTextureType = CHAR_TEX_FLESH;
|
||||
else
|
||||
{
|
||||
// hit world
|
||||
|
||||
// find texture under strike, get material type
|
||||
|
||||
// copy trace vector into array for trace_texture
|
||||
|
||||
vecSrc.CopyToArray(rgfl1);
|
||||
vecEnd.CopyToArray(rgfl2);
|
||||
|
||||
// get texture from entity or world (world is ent(0))
|
||||
if (pEntity)
|
||||
pTextureName = TRACE_TEXTURE( ENT(pEntity->pev), rgfl1, rgfl2 );
|
||||
else
|
||||
pTextureName = TRACE_TEXTURE( ENT(0), rgfl1, rgfl2 );
|
||||
|
||||
if ( pTextureName )
|
||||
{
|
||||
// strip leading '-0' or '+0~' or '{' or '!'
|
||||
if (*pTextureName == '-' || *pTextureName == '+')
|
||||
pTextureName += 2;
|
||||
|
||||
if (*pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ')
|
||||
pTextureName++;
|
||||
// '}}'
|
||||
strcpy(szbuffer, pTextureName);
|
||||
szbuffer[CBTEXTURENAMEMAX - 1] = 0;
|
||||
|
||||
// ALERT ( at_console, "texture hit: %s\n", szbuffer);
|
||||
|
||||
// get texture type
|
||||
chTextureType = TEXTURETYPE_Find(szbuffer);
|
||||
}
|
||||
}
|
||||
|
||||
switch (chTextureType)
|
||||
{
|
||||
default:
|
||||
case CHAR_TEX_CONCRETE: fvol = 0.9; fvolbar = 0.6;
|
||||
rgsz[0] = "player/pl_step1.wav";
|
||||
rgsz[1] = "player/pl_step2.wav";
|
||||
cnt = 2;
|
||||
break;
|
||||
case CHAR_TEX_METAL: fvol = 0.9; fvolbar = 0.3;
|
||||
rgsz[0] = "player/pl_metal1.wav";
|
||||
rgsz[1] = "player/pl_metal2.wav";
|
||||
cnt = 2;
|
||||
break;
|
||||
case CHAR_TEX_DIRT: fvol = 0.9; fvolbar = 0.1;
|
||||
rgsz[0] = "player/pl_dirt1.wav";
|
||||
rgsz[1] = "player/pl_dirt2.wav";
|
||||
rgsz[2] = "player/pl_dirt3.wav";
|
||||
cnt = 3;
|
||||
break;
|
||||
case CHAR_TEX_VENT: fvol = 0.5; fvolbar = 0.3;
|
||||
rgsz[0] = "player/pl_duct1.wav";
|
||||
rgsz[1] = "player/pl_duct1.wav";
|
||||
cnt = 2;
|
||||
break;
|
||||
case CHAR_TEX_GRATE: fvol = 0.9; fvolbar = 0.5;
|
||||
rgsz[0] = "player/pl_grate1.wav";
|
||||
rgsz[1] = "player/pl_grate4.wav";
|
||||
cnt = 2;
|
||||
break;
|
||||
case CHAR_TEX_TILE: fvol = 0.8; fvolbar = 0.2;
|
||||
rgsz[0] = "player/pl_tile1.wav";
|
||||
rgsz[1] = "player/pl_tile3.wav";
|
||||
rgsz[2] = "player/pl_tile2.wav";
|
||||
rgsz[3] = "player/pl_tile4.wav";
|
||||
cnt = 4;
|
||||
break;
|
||||
case CHAR_TEX_SLOSH: fvol = 0.9; fvolbar = 0.0;
|
||||
rgsz[0] = "player/pl_slosh1.wav";
|
||||
rgsz[1] = "player/pl_slosh3.wav";
|
||||
rgsz[2] = "player/pl_slosh2.wav";
|
||||
rgsz[3] = "player/pl_slosh4.wav";
|
||||
cnt = 4;
|
||||
break;
|
||||
case CHAR_TEX_WOOD: fvol = 0.9; fvolbar = 0.2;
|
||||
rgsz[0] = "debris/wood1.wav";
|
||||
rgsz[1] = "debris/wood2.wav";
|
||||
rgsz[2] = "debris/wood3.wav";
|
||||
cnt = 3;
|
||||
break;
|
||||
case CHAR_TEX_GLASS:
|
||||
case CHAR_TEX_COMPUTER:
|
||||
fvol = 0.8; fvolbar = 0.2;
|
||||
rgsz[0] = "debris/glass1.wav";
|
||||
rgsz[1] = "debris/glass2.wav";
|
||||
rgsz[2] = "debris/glass3.wav";
|
||||
cnt = 3;
|
||||
break;
|
||||
case CHAR_TEX_FLESH:
|
||||
if (iBulletType == BULLET_PLAYER_CROWBAR)
|
||||
return 0.0; // crowbar already makes this sound
|
||||
fvol = 1.0; fvolbar = 0.2;
|
||||
rgsz[0] = "weapons/bullet_hit1.wav";
|
||||
rgsz[1] = "weapons/bullet_hit2.wav";
|
||||
fattn = 1.0;
|
||||
cnt = 2;
|
||||
break;
|
||||
}
|
||||
|
||||
// did we hit a breakable?
|
||||
|
||||
if (pEntity && FClassnameIs(pEntity->pev, "func_breakable"))
|
||||
{
|
||||
// drop volumes, the object will already play a damaged sound
|
||||
fvol /= 1.5;
|
||||
fvolbar /= 2.0;
|
||||
}
|
||||
else if (chTextureType == CHAR_TEX_COMPUTER)
|
||||
{
|
||||
// play random spark if computer
|
||||
|
||||
if ( ptr->flFraction != 1.0 && RANDOM_LONG(0,1))
|
||||
{
|
||||
UTIL_Sparks( ptr->vecEndPos );
|
||||
|
||||
float flVolume = RANDOM_FLOAT ( 0.7 , 1.0 );//random volume range
|
||||
switch ( RANDOM_LONG(0,1) )
|
||||
{
|
||||
case 0: UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, "buttons/spark5.wav", flVolume, ATTN_NORM, 0, 100); break;
|
||||
case 1: UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, "buttons/spark6.wav", flVolume, ATTN_NORM, 0, 100); break;
|
||||
// case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM); break;
|
||||
// case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// play material hit sound
|
||||
UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, rgsz[RANDOM_LONG(0,cnt-1)], fvol, fattn, 0, 96 + RANDOM_LONG(0,0xf));
|
||||
//EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_WEAPON, rgsz[RANDOM_LONG(0,cnt-1)], fvol, ATTN_NORM, 0, 96 + RANDOM_LONG(0,0xf));
|
||||
|
||||
return fvolbar;
|
||||
}
|
||||
|
||||
337
src/dlls/squeakgrenade.cpp
Normal file
337
src/dlls/squeakgrenade.cpp
Normal file
@@ -0,0 +1,337 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cmbase.h"
|
||||
#include "cmbasemonster.h"
|
||||
#include "monsters.h"
|
||||
#include "weapons.h"
|
||||
#include "nodes.h"
|
||||
|
||||
enum w_squeak_e {
|
||||
WSQUEAK_IDLE1 = 0,
|
||||
WSQUEAK_FIDGET,
|
||||
WSQUEAK_JUMP,
|
||||
WSQUEAK_RUN,
|
||||
};
|
||||
|
||||
enum squeak_e {
|
||||
SQUEAK_IDLE1 = 0,
|
||||
SQUEAK_FIDGETFIT,
|
||||
SQUEAK_FIDGETNIP,
|
||||
SQUEAK_DOWN,
|
||||
SQUEAK_UP,
|
||||
SQUEAK_THROW
|
||||
};
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
|
||||
|
||||
float CMSqueakGrenade::m_flNextBounceSoundTime = 0;
|
||||
|
||||
#define SQUEEK_DETONATE_DELAY 15.0
|
||||
|
||||
int CMSqueakGrenade :: Classify ( void )
|
||||
{
|
||||
return CLASS_ALIEN_MONSTER;
|
||||
}
|
||||
|
||||
void CMSqueakGrenade :: Spawn( void )
|
||||
{
|
||||
Precache( );
|
||||
// motor
|
||||
pev->movetype = MOVETYPE_BOUNCE;
|
||||
pev->solid = SOLID_BBOX;
|
||||
|
||||
SET_MODEL(ENT(pev), "models/w_squeak.mdl");
|
||||
UTIL_SetSize(pev, Vector( -4, -4, 0), Vector(4, 4, 8));
|
||||
UTIL_SetOrigin( pev, pev->origin );
|
||||
|
||||
SetTouch( SuperBounceTouch );
|
||||
SetThink( HuntThink );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
m_flNextHunt = gpGlobals->time + 1E6;
|
||||
|
||||
pev->flags |= FL_MONSTER;
|
||||
pev->takedamage = DAMAGE_AIM;
|
||||
pev->health = gSkillData.snarkHealth;
|
||||
pev->gravity = 0.5;
|
||||
pev->friction = 0.5;
|
||||
|
||||
pev->dmg = gSkillData.snarkDmgPop;
|
||||
|
||||
m_flDie = gpGlobals->time + SQUEEK_DETONATE_DELAY;
|
||||
|
||||
m_flFieldOfView = 0; // 180 degrees
|
||||
|
||||
m_flNextBounceSoundTime = gpGlobals->time;// reset each time a snark is spawned.
|
||||
|
||||
pev->sequence = WSQUEAK_RUN;
|
||||
ResetSequenceInfo( );
|
||||
|
||||
m_hEnemy = NULL;
|
||||
}
|
||||
|
||||
void CMSqueakGrenade::Precache( void )
|
||||
{
|
||||
PRECACHE_MODEL("models/w_squeak.mdl");
|
||||
PRECACHE_SOUND("squeek/sqk_blast1.wav");
|
||||
PRECACHE_SOUND("common/bodysplat.wav");
|
||||
PRECACHE_SOUND("squeek/sqk_die1.wav");
|
||||
PRECACHE_SOUND("squeek/sqk_hunt1.wav");
|
||||
PRECACHE_SOUND("squeek/sqk_hunt2.wav");
|
||||
PRECACHE_SOUND("squeek/sqk_hunt3.wav");
|
||||
PRECACHE_SOUND("squeek/sqk_deploy1.wav");
|
||||
}
|
||||
|
||||
|
||||
void CMSqueakGrenade :: Killed( entvars_t *pevAttacker, int iGib )
|
||||
{
|
||||
pev->model = iStringNull;// make invisible
|
||||
SetThink( SUB_Remove );
|
||||
SetTouch( NULL );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
|
||||
// since squeak grenades never leave a body behind, clear out their takedamage now.
|
||||
// Squeaks do a bit of radius damage when they pop, and that radius damage will
|
||||
// continue to call this function unless we acknowledge the Squeak's death now. (sjb)
|
||||
pev->takedamage = DAMAGE_NO;
|
||||
|
||||
// play squeek blast
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, "squeek/sqk_blast1.wav", 1, 0.5, 0, PITCH_NORM);
|
||||
|
||||
UTIL_BloodDrips( pev->origin, g_vecZero, BloodColor(), 80 );
|
||||
|
||||
RadiusDamage ( pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST );
|
||||
|
||||
CMBaseMonster :: Killed( pevAttacker, GIB_ALWAYS );
|
||||
}
|
||||
|
||||
void CMSqueakGrenade :: GibMonster( void )
|
||||
{
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void CMSqueakGrenade::HuntThink( void )
|
||||
{
|
||||
// ALERT( at_console, "think\n" );
|
||||
|
||||
if (!IsInWorld())
|
||||
{
|
||||
SetTouch( NULL );
|
||||
UTIL_Remove( this->edict() );
|
||||
return;
|
||||
}
|
||||
|
||||
StudioFrameAdvance( );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
|
||||
// explode when ready
|
||||
if (gpGlobals->time >= m_flDie)
|
||||
{
|
||||
g_vecAttackDir = pev->velocity.Normalize( );
|
||||
pev->health = -1;
|
||||
Killed( pev, 0 );
|
||||
return;
|
||||
}
|
||||
|
||||
// float
|
||||
if (pev->waterlevel != 0)
|
||||
{
|
||||
if (pev->movetype == MOVETYPE_BOUNCE)
|
||||
{
|
||||
pev->movetype = MOVETYPE_FLY;
|
||||
}
|
||||
pev->velocity = pev->velocity * 0.9;
|
||||
pev->velocity.z += 8.0;
|
||||
}
|
||||
else if (pev->movetype = MOVETYPE_FLY)
|
||||
{
|
||||
pev->movetype = MOVETYPE_BOUNCE;
|
||||
}
|
||||
|
||||
// return if not time to hunt
|
||||
if (m_flNextHunt > gpGlobals->time)
|
||||
return;
|
||||
|
||||
m_flNextHunt = gpGlobals->time + 2.0;
|
||||
|
||||
Vector vecDir;
|
||||
TraceResult tr;
|
||||
|
||||
Vector vecFlat = pev->velocity;
|
||||
vecFlat.z = 0;
|
||||
vecFlat = vecFlat.Normalize( );
|
||||
|
||||
UTIL_MakeVectors( pev->angles );
|
||||
|
||||
if (m_hEnemy == NULL || !UTIL_IsAlive(m_hEnemy))
|
||||
{
|
||||
// find target, bounce a bit towards it.
|
||||
Look( 512 );
|
||||
m_hEnemy = BestVisibleEnemy( );
|
||||
}
|
||||
|
||||
// squeek if it's about time blow up
|
||||
if ((m_flDie - gpGlobals->time <= 0.5) && (m_flDie - gpGlobals->time >= 0.3))
|
||||
{
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG(0,0x3F));
|
||||
}
|
||||
|
||||
// higher pitch as squeeker gets closer to detonation time
|
||||
float flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / SQUEEK_DETONATE_DELAY);
|
||||
if (flpitch < 80)
|
||||
flpitch = 80;
|
||||
|
||||
if (m_hEnemy != NULL)
|
||||
{
|
||||
if (UTIL_FVisible( m_hEnemy, ENT(pev) ))
|
||||
{
|
||||
vecDir = (m_hEnemy->v.origin + m_hEnemy->v.view_ofs) - pev->origin;
|
||||
m_vecTarget = vecDir.Normalize( );
|
||||
}
|
||||
|
||||
float flVel = pev->velocity.Length();
|
||||
float flAdj = 50.0 / (flVel + 10.0);
|
||||
|
||||
if (flAdj > 1.2)
|
||||
flAdj = 1.2;
|
||||
|
||||
// ALERT( at_console, "think : enemy\n");
|
||||
|
||||
// ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z );
|
||||
|
||||
pev->velocity = pev->velocity * flAdj + m_vecTarget * 300;
|
||||
}
|
||||
|
||||
if (pev->flags & FL_ONGROUND)
|
||||
{
|
||||
pev->avelocity = Vector( 0, 0, 0 );
|
||||
}
|
||||
else
|
||||
{
|
||||
if (pev->avelocity == Vector( 0, 0, 0))
|
||||
{
|
||||
pev->avelocity.x = RANDOM_FLOAT( -100, 100 );
|
||||
pev->avelocity.z = RANDOM_FLOAT( -100, 100 );
|
||||
}
|
||||
}
|
||||
|
||||
if ((pev->origin - m_posPrev).Length() < 1.0)
|
||||
{
|
||||
pev->velocity.x = RANDOM_FLOAT( -100, 100 );
|
||||
pev->velocity.y = RANDOM_FLOAT( -100, 100 );
|
||||
}
|
||||
m_posPrev = pev->origin;
|
||||
|
||||
pev->angles = UTIL_VecToAngles( pev->velocity );
|
||||
pev->angles.z = 0;
|
||||
pev->angles.x = 0;
|
||||
}
|
||||
|
||||
|
||||
void CMSqueakGrenade::SuperBounceTouch( edict_t *pOther )
|
||||
{
|
||||
float flpitch;
|
||||
|
||||
TraceResult tr = UTIL_GetGlobalTrace( );
|
||||
|
||||
// don't hit the guy that launched this grenade
|
||||
if ( pev->owner && (pOther == pev->owner) )
|
||||
return;
|
||||
|
||||
// at least until we've bounced once
|
||||
pev->owner = NULL;
|
||||
|
||||
pev->angles.x = 0;
|
||||
pev->angles.z = 0;
|
||||
|
||||
// avoid bouncing too much
|
||||
if (m_flNextHit > gpGlobals->time)
|
||||
return;
|
||||
|
||||
// higher pitch as squeeker gets closer to detonation time
|
||||
flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / SQUEEK_DETONATE_DELAY);
|
||||
|
||||
if ( pOther->v.takedamage && m_flNextAttack < gpGlobals->time )
|
||||
{
|
||||
// attack!
|
||||
|
||||
// make sure it's me who has touched them
|
||||
if (tr.pHit == pOther)
|
||||
{
|
||||
// and it's not another squeakgrenade
|
||||
if (tr.pHit->v.modelindex != pev->modelindex)
|
||||
{
|
||||
// ALERT( at_console, "hit enemy\n");
|
||||
ClearMultiDamage( );
|
||||
|
||||
if (UTIL_IsPlayer(pOther))
|
||||
UTIL_TraceAttack(pOther, pev, gSkillData.snarkDmgBite, gpGlobals->v_forward, &tr, DMG_SLASH );
|
||||
else if (pOther->v.euser4 != NULL)
|
||||
{
|
||||
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(pOther));
|
||||
pMonster->TraceAttack(pev, gSkillData.snarkDmgBite, gpGlobals->v_forward, &tr, DMG_SLASH );
|
||||
}
|
||||
|
||||
ApplyMultiDamage( pev, pev );
|
||||
|
||||
pev->dmg += gSkillData.snarkDmgPop; // add more explosion damage
|
||||
// m_flDie += 2.0; // add more life
|
||||
|
||||
// make bite sound
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "squeek/sqk_deploy1.wav", 1.0, ATTN_NORM, 0, (int)flpitch);
|
||||
m_flNextAttack = gpGlobals->time + 0.5;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// ALERT( at_console, "been hit\n");
|
||||
}
|
||||
}
|
||||
|
||||
m_flNextHit = gpGlobals->time + 0.1;
|
||||
m_flNextHunt = gpGlobals->time;
|
||||
|
||||
// in multiplayer, we limit how often snarks can make their bounce sounds to prevent overflows.
|
||||
if ( gpGlobals->time < m_flNextBounceSoundTime )
|
||||
{
|
||||
// too soon!
|
||||
return;
|
||||
}
|
||||
|
||||
if (!(pev->flags & FL_ONGROUND))
|
||||
{
|
||||
// play bounce sound
|
||||
float flRndSound = RANDOM_FLOAT ( 0 , 1 );
|
||||
|
||||
if ( flRndSound <= 0.33 )
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt1.wav", 1, ATTN_NORM, 0, (int)flpitch);
|
||||
else if (flRndSound <= 0.66)
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, (int)flpitch);
|
||||
else
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, (int)flpitch);
|
||||
}
|
||||
|
||||
m_flNextBounceSoundTime = gpGlobals->time + 0.5;// half second.
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
470
src/dlls/subs.cpp
Normal file
470
src/dlls/subs.cpp
Normal file
@@ -0,0 +1,470 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== subs.cpp ========================================================
|
||||
|
||||
frequently used global functions
|
||||
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cmbase.h"
|
||||
#include "nodes.h"
|
||||
#include "doors.h"
|
||||
|
||||
extern CGraph WorldGraph;
|
||||
|
||||
extern BOOL FEntIsVisible(entvars_t* pev, entvars_t* pevTarget);
|
||||
|
||||
void Remove_Entity(edict_t *pEdict);
|
||||
|
||||
|
||||
// Landmark class
|
||||
void CMPointEntity :: Spawn( void )
|
||||
{
|
||||
pev->solid = SOLID_NOT;
|
||||
// UTIL_SetSize(pev, g_vecZero, g_vecZero);
|
||||
}
|
||||
|
||||
|
||||
// This updates global tables that need to know about entities being removed
|
||||
void CMBaseEntity::UpdateOnRemove( void )
|
||||
{
|
||||
int i;
|
||||
|
||||
if ( FBitSet( pev->flags, FL_GRAPHED ) )
|
||||
{
|
||||
// this entity was a LinkEnt in the world node graph, so we must remove it from
|
||||
// the graph since we are removing it from the world.
|
||||
for ( i = 0 ; i < WorldGraph.m_cLinks ; i++ )
|
||||
{
|
||||
if ( WorldGraph.m_pLinkPool [ i ].m_pLinkEnt == pev )
|
||||
{
|
||||
// if this link has a link ent which is the same ent that is removing itself, remove it!
|
||||
WorldGraph.m_pLinkPool [ i ].m_pLinkEnt = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
//jlb if ( pev->globalname )
|
||||
//jlb gGlobalState.EntitySetState( pev->globalname, GLOBAL_DEAD );
|
||||
}
|
||||
|
||||
// Convenient way to delay removing oneself
|
||||
void CMBaseEntity :: SUB_Remove( void )
|
||||
{
|
||||
UpdateOnRemove();
|
||||
if (pev->health > 0)
|
||||
{
|
||||
// this situation can screw up monsters who can't tell their entity pointers are invalid.
|
||||
pev->health = 0;
|
||||
ALERT( at_aiconsole, "SUB_Remove called on entity with health > 0\n");
|
||||
}
|
||||
|
||||
// REMOVE_ENTITY(ENT(pev));
|
||||
Remove_Entity(ENT(pev));
|
||||
}
|
||||
|
||||
|
||||
// Convenient way to explicitly do nothing (passed to functions that require a method)
|
||||
void CMBaseEntity :: SUB_DoNothing( void )
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void CMBaseDelay :: KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "delay"))
|
||||
{
|
||||
m_flDelay = atof( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "killtarget"))
|
||||
{
|
||||
m_iszKillTarget = ALLOC_STRING(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
CMBaseEntity::KeyValue( pkvd );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
==============================
|
||||
SUB_UseTargets
|
||||
|
||||
If self.delay is set, a DelayedUse entity will be created that will actually
|
||||
do the SUB_UseTargets after that many seconds have passed.
|
||||
|
||||
Removes all entities with a targetname that match self.killtarget,
|
||||
and removes them, so some events can remove other triggers.
|
||||
|
||||
Search for (string)targetname in all entities that
|
||||
match (string)self.target and call their .use function (if they have one)
|
||||
|
||||
==============================
|
||||
*/
|
||||
void CMBaseEntity :: SUB_UseTargets( edict_t *pActivator, USE_TYPE useType, float value )
|
||||
{
|
||||
//
|
||||
// fire targets
|
||||
//
|
||||
if (!FStringNull(pev->target))
|
||||
{
|
||||
FireTargets( STRING(pev->target), pActivator, this->edict(), useType, value );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void FireTargets( const char *targetName, edict_t *pActivator, edict_t *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
edict_t *pentTarget = NULL;
|
||||
if ( !targetName )
|
||||
return;
|
||||
|
||||
ALERT( at_aiconsole, "Firing: (%s)\n", targetName );
|
||||
|
||||
for (;;)
|
||||
{
|
||||
pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, targetName);
|
||||
if (FNullEnt(pentTarget))
|
||||
break;
|
||||
|
||||
CMBaseEntity *pTarget = CMBaseEntity::Instance( pentTarget );
|
||||
if ( pTarget && !(pTarget->pev->flags & FL_KILLME) ) // Don't use dying ents
|
||||
{
|
||||
ALERT( at_aiconsole, "Found: %s, firing (%s)\n", STRING(pTarget->pev->classname), targetName );
|
||||
pTarget->Use( pActivator, pCaller, useType, value );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CMBaseDelay :: SUB_UseTargets( edict_t *pActivator, USE_TYPE useType, float value )
|
||||
{
|
||||
//
|
||||
// exit immediatly if we don't have a target or kill target
|
||||
//
|
||||
if (FStringNull(pev->target) && !m_iszKillTarget)
|
||||
return;
|
||||
|
||||
//
|
||||
// check for a delay
|
||||
//
|
||||
if (m_flDelay != 0)
|
||||
{
|
||||
// create a temp object to fire at a later time
|
||||
CMBaseDelay *pTemp = CreateClassPtr( (CMBaseDelay *)NULL);
|
||||
|
||||
if (pTemp == NULL)
|
||||
return;
|
||||
|
||||
pTemp->pev->classname = MAKE_STRING("DelayedUse");
|
||||
|
||||
pTemp->pev->nextthink = gpGlobals->time + m_flDelay;
|
||||
|
||||
pTemp->SetThink( DelayThink );
|
||||
|
||||
// Save the useType
|
||||
pTemp->pev->button = (int)useType;
|
||||
pTemp->m_iszKillTarget = m_iszKillTarget;
|
||||
pTemp->m_flDelay = 0; // prevent "recursion"
|
||||
pTemp->pev->target = pev->target;
|
||||
|
||||
// HACKHACK
|
||||
// This wasn't in the release build of Half-Life. We should have moved m_hActivator into this class
|
||||
// but changing member variable hierarchy would break save/restore without some ugly code.
|
||||
// This code is not as ugly as that code
|
||||
if ( pActivator && UTIL_IsPlayer(pActivator) ) // If a player activates, then save it
|
||||
{
|
||||
pTemp->pev->owner = pActivator;
|
||||
}
|
||||
else
|
||||
{
|
||||
pTemp->pev->owner = NULL;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// kill the killtargets
|
||||
//
|
||||
|
||||
if ( m_iszKillTarget )
|
||||
{
|
||||
edict_t *pentKillTarget = NULL;
|
||||
|
||||
ALERT( at_aiconsole, "KillTarget: %s\n", STRING(m_iszKillTarget) );
|
||||
pentKillTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(m_iszKillTarget) );
|
||||
while ( !FNullEnt(pentKillTarget) )
|
||||
{
|
||||
UTIL_Remove( CMBaseEntity::Instance(pentKillTarget)->edict() );
|
||||
|
||||
ALERT( at_aiconsole, "killing %s\n", STRING( pentKillTarget->v.classname ) );
|
||||
pentKillTarget = FIND_ENTITY_BY_TARGETNAME( pentKillTarget, STRING(m_iszKillTarget) );
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// fire targets
|
||||
//
|
||||
if (!FStringNull(pev->target))
|
||||
{
|
||||
FireTargets( STRING(pev->target), pActivator, this->edict(), useType, value );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
QuakeEd only writes a single float for angles (bad idea), so up and down are
|
||||
just constant angles.
|
||||
*/
|
||||
void SetMovedir( entvars_t *pev )
|
||||
{
|
||||
if (pev->angles == Vector(0, -1, 0))
|
||||
{
|
||||
pev->movedir = Vector(0, 0, 1);
|
||||
}
|
||||
else if (pev->angles == Vector(0, -2, 0))
|
||||
{
|
||||
pev->movedir = Vector(0, 0, -1);
|
||||
}
|
||||
else
|
||||
{
|
||||
UTIL_MakeVectors(pev->angles);
|
||||
pev->movedir = gpGlobals->v_forward;
|
||||
}
|
||||
|
||||
pev->angles = g_vecZero;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void CMBaseDelay::DelayThink( void )
|
||||
{
|
||||
edict_t *pActivator = NULL;
|
||||
|
||||
if ( pev->owner != NULL ) // A player activated this on delay
|
||||
{
|
||||
pActivator = ENT(pev->owner);
|
||||
}
|
||||
// The use type is cached (and stashed) in pev->button
|
||||
SUB_UseTargets( pActivator, (USE_TYPE)pev->button, 0 );
|
||||
// REMOVE_ENTITY(ENT(pev));
|
||||
Remove_Entity(ENT(pev));
|
||||
}
|
||||
|
||||
|
||||
void CMBaseToggle::KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "lip"))
|
||||
{
|
||||
m_flLip = atof(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "wait"))
|
||||
{
|
||||
m_flWait = atof(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "master"))
|
||||
{
|
||||
m_sMaster = ALLOC_STRING(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "distance"))
|
||||
{
|
||||
m_flMoveDistance = atof(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
CMBaseDelay::KeyValue( pkvd );
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
LinearMove
|
||||
|
||||
calculate pev->velocity and pev->nextthink to reach vecDest from
|
||||
pev->origin traveling at flSpeed
|
||||
===============
|
||||
*/
|
||||
void CMBaseToggle :: LinearMove( Vector vecDest, float flSpeed )
|
||||
{
|
||||
ASSERTSZ(flSpeed != 0, "LinearMove: no speed is defined!");
|
||||
// ASSERTSZ(m_pfnCallWhenMoveDone != NULL, "LinearMove: no post-move function defined");
|
||||
|
||||
m_vecFinalDest = vecDest;
|
||||
|
||||
// Already there?
|
||||
if (vecDest == pev->origin)
|
||||
{
|
||||
LinearMoveDone();
|
||||
return;
|
||||
}
|
||||
|
||||
// set destdelta to the vector needed to move
|
||||
Vector vecDestDelta = vecDest - pev->origin;
|
||||
|
||||
// divide vector length by speed to get time to reach dest
|
||||
float flTravelTime = vecDestDelta.Length() / flSpeed;
|
||||
|
||||
// set nextthink to trigger a call to LinearMoveDone when dest is reached
|
||||
pev->nextthink = pev->ltime + flTravelTime;
|
||||
SetThink( LinearMoveDone );
|
||||
|
||||
// scale the destdelta vector by the time spent traveling to get velocity
|
||||
pev->velocity = vecDestDelta / flTravelTime;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
============
|
||||
After moving, set origin to exact final destination, call "move done" function
|
||||
============
|
||||
*/
|
||||
void CMBaseToggle :: LinearMoveDone( void )
|
||||
{
|
||||
UTIL_SetOrigin(pev, m_vecFinalDest);
|
||||
pev->velocity = g_vecZero;
|
||||
pev->nextthink = -1;
|
||||
if ( m_pfnCallWhenMoveDone )
|
||||
(this->*m_pfnCallWhenMoveDone)();
|
||||
}
|
||||
|
||||
BOOL CMBaseToggle :: IsLockedByMaster( void )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
AngularMove
|
||||
|
||||
calculate pev->velocity and pev->nextthink to reach vecDest from
|
||||
pev->origin traveling at flSpeed
|
||||
Just like LinearMove, but rotational.
|
||||
===============
|
||||
*/
|
||||
void CMBaseToggle :: AngularMove( Vector vecDestAngle, float flSpeed )
|
||||
{
|
||||
ASSERTSZ(flSpeed != 0, "AngularMove: no speed is defined!");
|
||||
// ASSERTSZ(m_pfnCallWhenMoveDone != NULL, "AngularMove: no post-move function defined");
|
||||
|
||||
m_vecFinalAngle = vecDestAngle;
|
||||
|
||||
// Already there?
|
||||
if (vecDestAngle == pev->angles)
|
||||
{
|
||||
AngularMoveDone();
|
||||
return;
|
||||
}
|
||||
|
||||
// set destdelta to the vector needed to move
|
||||
Vector vecDestDelta = vecDestAngle - pev->angles;
|
||||
|
||||
// divide by speed to get time to reach dest
|
||||
float flTravelTime = vecDestDelta.Length() / flSpeed;
|
||||
|
||||
// set nextthink to trigger a call to AngularMoveDone when dest is reached
|
||||
pev->nextthink = pev->ltime + flTravelTime;
|
||||
SetThink( AngularMoveDone );
|
||||
|
||||
// scale the destdelta vector by the time spent traveling to get velocity
|
||||
pev->avelocity = vecDestDelta / flTravelTime;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
============
|
||||
After rotating, set angle to exact final angle, call "move done" function
|
||||
============
|
||||
*/
|
||||
void CMBaseToggle :: AngularMoveDone( void )
|
||||
{
|
||||
pev->angles = m_vecFinalAngle;
|
||||
pev->avelocity = g_vecZero;
|
||||
pev->nextthink = -1;
|
||||
if ( m_pfnCallWhenMoveDone )
|
||||
(this->*m_pfnCallWhenMoveDone)();
|
||||
}
|
||||
|
||||
|
||||
float CMBaseToggle :: AxisValue( int flags, const Vector &angles )
|
||||
{
|
||||
if ( FBitSet(flags, SF_DOOR_ROTATE_Z) )
|
||||
return angles.z;
|
||||
if ( FBitSet(flags, SF_DOOR_ROTATE_X) )
|
||||
return angles.x;
|
||||
|
||||
return angles.y;
|
||||
}
|
||||
|
||||
|
||||
void CMBaseToggle :: AxisDir( entvars_t *pev )
|
||||
{
|
||||
if ( FBitSet(pev->spawnflags, SF_DOOR_ROTATE_Z) )
|
||||
pev->movedir = Vector ( 0, 0, 1 ); // around z-axis
|
||||
else if ( FBitSet(pev->spawnflags, SF_DOOR_ROTATE_X) )
|
||||
pev->movedir = Vector ( 1, 0, 0 ); // around x-axis
|
||||
else
|
||||
pev->movedir = Vector ( 0, 1, 0 ); // around y-axis
|
||||
}
|
||||
|
||||
|
||||
float CMBaseToggle :: AxisDelta( int flags, const Vector &angle1, const Vector &angle2 )
|
||||
{
|
||||
if ( FBitSet (flags, SF_DOOR_ROTATE_Z) )
|
||||
return angle1.z - angle2.z;
|
||||
|
||||
if ( FBitSet (flags, SF_DOOR_ROTATE_X) )
|
||||
return angle1.x - angle2.x;
|
||||
|
||||
return angle1.y - angle2.y;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
FEntIsVisible
|
||||
|
||||
returns TRUE if the passed entity is visible to caller, even if not infront ()
|
||||
=============
|
||||
*/
|
||||
BOOL
|
||||
FEntIsVisible(
|
||||
entvars_t* pev,
|
||||
entvars_t* pevTarget)
|
||||
{
|
||||
Vector vecSpot1 = pev->origin + pev->view_ofs;
|
||||
Vector vecSpot2 = pevTarget->origin + pevTarget->view_ofs;
|
||||
TraceResult tr;
|
||||
|
||||
UTIL_TraceLine(vecSpot1, vecSpot2, ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
if (tr.fInOpen && tr.fInWater)
|
||||
return FALSE; // sight line crossed contents
|
||||
|
||||
if (tr.flFraction == 1)
|
||||
return TRUE;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
1419
src/dlls/talkmonster.cpp
Normal file
1419
src/dlls/talkmonster.cpp
Normal file
File diff suppressed because it is too large
Load Diff
1963
src/dlls/util.cpp
Normal file
1963
src/dlls/util.cpp
Normal file
File diff suppressed because it is too large
Load Diff
539
src/dlls/util.h
Normal file
539
src/dlls/util.h
Normal file
@@ -0,0 +1,539 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// Misc utility code
|
||||
//
|
||||
#ifndef ACTIVITY_H
|
||||
#include "activity.h"
|
||||
#endif
|
||||
|
||||
#ifndef ENGINECALLBACK_H
|
||||
#include "enginecallback.h"
|
||||
#endif
|
||||
inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent ); // implementation later in this file
|
||||
|
||||
extern globalvars_t *gpGlobals;
|
||||
extern cvar_t *g_psv_gravity;
|
||||
|
||||
// Use this instead of ALLOC_STRING on constant strings
|
||||
#define STRING(offset) (const char *)(gpGlobals->pStringBase + (int)offset)
|
||||
#define MAKE_STRING(str) ((int)str - (int)STRING(0))
|
||||
|
||||
inline edict_t *FIND_ENTITY_BY_CLASSNAME(edict_t *entStart, const char *pszName)
|
||||
{
|
||||
return FIND_ENTITY_BY_STRING(entStart, "classname", pszName);
|
||||
}
|
||||
|
||||
inline edict_t *FIND_ENTITY_BY_TARGETNAME(edict_t *entStart, const char *pszName)
|
||||
{
|
||||
return FIND_ENTITY_BY_STRING(entStart, "targetname", pszName);
|
||||
}
|
||||
|
||||
// for doing a reverse lookup. Say you have a door, and want to find its button.
|
||||
inline edict_t *FIND_ENTITY_BY_TARGET(edict_t *entStart, const char *pszName)
|
||||
{
|
||||
return FIND_ENTITY_BY_STRING(entStart, "target", pszName);
|
||||
}
|
||||
|
||||
// Keeps clutter down a bit, when writing key-value pairs
|
||||
#define WRITEKEY_INT(pf, szKeyName, iKeyValue) ENGINE_FPRINTF(pf, "\"%s\" \"%d\"\n", szKeyName, iKeyValue)
|
||||
#define WRITEKEY_FLOAT(pf, szKeyName, flKeyValue) \
|
||||
ENGINE_FPRINTF(pf, "\"%s\" \"%f\"\n", szKeyName, flKeyValue)
|
||||
#define WRITEKEY_STRING(pf, szKeyName, szKeyValue) \
|
||||
ENGINE_FPRINTF(pf, "\"%s\" \"%s\"\n", szKeyName, szKeyValue)
|
||||
#define WRITEKEY_VECTOR(pf, szKeyName, flX, flY, flZ) \
|
||||
ENGINE_FPRINTF(pf, "\"%s\" \"%f %f %f\"\n", szKeyName, flX, flY, flZ)
|
||||
|
||||
// Keeps clutter down a bit, when using a float as a bit-vector
|
||||
#define SetBits(flBitVector, bits) ((flBitVector) = (int)(flBitVector) | (bits))
|
||||
#define ClearBits(flBitVector, bits) ((flBitVector) = (int)(flBitVector) & ~(bits))
|
||||
#define FBitSet(flBitVector, bit) ((int)(flBitVector) & (bit))
|
||||
|
||||
// Makes these more explicit, and easier to find
|
||||
#define FILE_GLOBAL static
|
||||
#define DLL_GLOBAL
|
||||
|
||||
// Until we figure out why "const" gives the compiler problems, we'll just have to use
|
||||
// this bogus "empty" define to mark things as constant.
|
||||
#define CONSTANT
|
||||
|
||||
// More explicit than "int"
|
||||
typedef int EOFFSET;
|
||||
|
||||
// In case it's not alread defined
|
||||
typedef int BOOL;
|
||||
|
||||
// In case this ever changes
|
||||
#define M_PI 3.14159265358979323846
|
||||
|
||||
// Keeps clutter down a bit, when declaring external entity/global method prototypes
|
||||
#define DECLARE_GLOBAL_METHOD(MethodName) extern void DLLEXPORT MethodName( void )
|
||||
#define GLOBAL_METHOD(funcname) void DLLEXPORT funcname(void)
|
||||
|
||||
//
|
||||
// Conversion among the three types of "entity", including identity-conversions.
|
||||
//
|
||||
#ifdef DEBUG
|
||||
extern edict_t *DBG_EntOfVars(const entvars_t *pev);
|
||||
inline edict_t *ENT(const entvars_t *pev) { return DBG_EntOfVars(pev); }
|
||||
#else
|
||||
inline edict_t *ENT(const entvars_t *pev) { return pev->pContainingEntity; }
|
||||
#endif
|
||||
inline edict_t *ENT(edict_t *pent) { return pent; }
|
||||
inline edict_t *ENT(EOFFSET eoffset) { return (*g_engfuncs.pfnPEntityOfEntOffset)(eoffset); }
|
||||
inline EOFFSET OFFSET(EOFFSET eoffset) { return eoffset; }
|
||||
inline EOFFSET OFFSET(const edict_t *pent)
|
||||
{
|
||||
#if _DEBUG
|
||||
if ( !pent )
|
||||
ALERT( at_error, "Bad ent in OFFSET()\n" );
|
||||
#endif
|
||||
return (*g_engfuncs.pfnEntOffsetOfPEntity)(pent);
|
||||
}
|
||||
inline EOFFSET OFFSET(entvars_t *pev)
|
||||
{
|
||||
#if _DEBUG
|
||||
if ( !pev )
|
||||
ALERT( at_error, "Bad pev in OFFSET()\n" );
|
||||
#endif
|
||||
return OFFSET(ENT(pev));
|
||||
}
|
||||
inline entvars_t *VARS(entvars_t *pev) { return pev; }
|
||||
|
||||
inline entvars_t *VARS(edict_t *pent)
|
||||
{
|
||||
if ( !pent )
|
||||
return NULL;
|
||||
|
||||
return &pent->v;
|
||||
}
|
||||
|
||||
inline entvars_t* VARS(EOFFSET eoffset) { return VARS(ENT(eoffset)); }
|
||||
inline int ENTINDEX(edict_t *pEdict) { return (*g_engfuncs.pfnIndexOfEdict)(pEdict); }
|
||||
inline edict_t* INDEXENT( int iEdictNum ) { return (*g_engfuncs.pfnPEntityOfEntIndex)(iEdictNum); }
|
||||
inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent ) {
|
||||
(*g_engfuncs.pfnMessageBegin)(msg_dest, msg_type, pOrigin, ENT(ent));
|
||||
}
|
||||
|
||||
// Testing the three types of "entity" for nullity
|
||||
#define eoNullEntity 0
|
||||
inline BOOL FNullEnt(EOFFSET eoffset) { return eoffset == 0; }
|
||||
inline BOOL FNullEnt(const edict_t* pent) { return pent == NULL || FNullEnt(OFFSET(pent)); }
|
||||
inline BOOL FNullEnt(entvars_t* pev) { return pev == NULL || FNullEnt(OFFSET(pev)); }
|
||||
|
||||
// Testing strings for nullity
|
||||
#define iStringNull 0
|
||||
inline BOOL FStringNull(int iString) { return iString == iStringNull; }
|
||||
|
||||
#define cchMapNameMost 32
|
||||
|
||||
// Dot products for view cone checking
|
||||
#define VIEW_FIELD_FULL (float)-1.0 // +-180 degrees
|
||||
#define VIEW_FIELD_WIDE (float)-0.7 // +-135 degrees 0.1 // +-85 degrees, used for full FOV checks
|
||||
#define VIEW_FIELD_NARROW (float)0.7 // +-45 degrees, more narrow check used to set up ranged attacks
|
||||
#define VIEW_FIELD_ULTRA_NARROW (float)0.9 // +-25 degrees, more narrow check used to set up ranged attacks
|
||||
|
||||
// All monsters need this data
|
||||
#define DONT_BLEED -1
|
||||
#define BLOOD_COLOR_RED (BYTE)247
|
||||
#define BLOOD_COLOR_YELLOW (BYTE)195
|
||||
#define BLOOD_COLOR_GREEN BLOOD_COLOR_YELLOW
|
||||
|
||||
typedef enum
|
||||
{
|
||||
|
||||
MONSTERSTATE_NONE = 0,
|
||||
MONSTERSTATE_IDLE,
|
||||
MONSTERSTATE_COMBAT,
|
||||
MONSTERSTATE_ALERT,
|
||||
MONSTERSTATE_HUNT,
|
||||
MONSTERSTATE_PRONE,
|
||||
MONSTERSTATE_SCRIPT,
|
||||
MONSTERSTATE_PLAYDEAD,
|
||||
MONSTERSTATE_DEAD
|
||||
|
||||
} MONSTERSTATE;
|
||||
|
||||
|
||||
|
||||
// Things that toggle (buttons/triggers/doors) need this
|
||||
typedef enum
|
||||
{
|
||||
TS_AT_TOP,
|
||||
TS_AT_BOTTOM,
|
||||
TS_GOING_UP,
|
||||
TS_GOING_DOWN
|
||||
} TOGGLE_STATE;
|
||||
|
||||
// Misc useful
|
||||
inline BOOL FStrEq(const char*sz1, const char*sz2)
|
||||
{ return (strcmp(sz1, sz2) == 0); }
|
||||
inline BOOL FClassnameIs(edict_t* pent, const char* szClassname)
|
||||
{ return FStrEq(STRING(VARS(pent)->classname), szClassname); }
|
||||
inline BOOL FClassnameIs(entvars_t* pev, const char* szClassname)
|
||||
{ return FStrEq(STRING(pev->classname), szClassname); }
|
||||
|
||||
// Misc. Prototypes
|
||||
extern void UTIL_SetSize (entvars_t* pev, const Vector &vecMin, const Vector &vecMax);
|
||||
extern float UTIL_VecToYaw (const Vector &vec);
|
||||
extern Vector UTIL_VecToAngles (const Vector &vec);
|
||||
extern float UTIL_AngleMod (float a);
|
||||
extern float UTIL_AngleDiff ( float destAngle, float srcAngle );
|
||||
|
||||
extern edict_t *UTIL_FindEntityInSphere(edict_t *pStartEntity, const Vector &vecCenter, float flRadius);
|
||||
extern edict_t *UTIL_FindEntityByString(edict_t *pStartEntity, const char *szKeyword, const char *szValue );
|
||||
extern edict_t *UTIL_FindEntityByClassname(edict_t *pStartEntity, const char *szName );
|
||||
extern edict_t *UTIL_FindEntityByTargetname(edict_t *pStartEntity, const char *szName );
|
||||
extern edict_t *UTIL_FindEntityGeneric(const char *szName, Vector &vecSrc, float flRadius );
|
||||
|
||||
// returns a edict_t pointer to a player by index. Only returns if the player is spawned and connected
|
||||
// otherwise returns NULL
|
||||
// Index is 1 based
|
||||
extern edict_t *UTIL_PlayerByIndex( int playerIndex );
|
||||
|
||||
#define UTIL_EntitiesInPVS(pent) (*g_engfuncs.pfnEntitiesInPVS)(pent)
|
||||
extern void UTIL_MakeVectors (const Vector &vecAngles);
|
||||
|
||||
// Pass in an array of pointers and an array size, it fills the array and returns the number inserted
|
||||
extern int UTIL_MonstersInSphere( edict_t **pList, int listMax, const Vector ¢er, float radius );
|
||||
extern int UTIL_EntitiesInBox( edict_t **pList, int listMax, const Vector &mins, const Vector &maxs, int flagMask );
|
||||
|
||||
inline void UTIL_MakeVectorsPrivate( const Vector &vecAngles, float *p_vForward, float *p_vRight, float *p_vUp )
|
||||
{
|
||||
g_engfuncs.pfnAngleVectors( vecAngles, p_vForward, p_vRight, p_vUp );
|
||||
}
|
||||
|
||||
extern void UTIL_MakeAimVectors ( const Vector &vecAngles ); // like MakeVectors, but assumes pitch isn't inverted
|
||||
extern void UTIL_MakeInvVectors ( const Vector &vec, globalvars_t *pgv );
|
||||
|
||||
extern void UTIL_SetOrigin ( entvars_t* pev, const Vector &vecOrigin );
|
||||
extern void UTIL_EmitAmbientSound ( edict_t *entity, const Vector &vecOrigin, const char *samp, float vol, float attenuation, int fFlags, int pitch );
|
||||
extern void UTIL_ParticleEffect ( const Vector &vecOrigin, const Vector &vecDirection, ULONG ulColor, ULONG ulCount );
|
||||
extern void UTIL_ScreenShake ( const Vector ¢er, float amplitude, float frequency, float duration, float radius );
|
||||
extern void UTIL_ScreenShakeAll ( const Vector ¢er, float amplitude, float frequency, float duration );
|
||||
extern void UTIL_ShowMessage ( const char *pString, edict_t *pPlayer );
|
||||
extern void UTIL_ShowMessageAll ( const char *pString );
|
||||
extern void UTIL_ScreenFadeAll ( const Vector &color, float fadeTime, float holdTime, int alpha, int flags );
|
||||
extern void UTIL_ScreenFade ( edict_t *pEntity, const Vector &color, float fadeTime, float fadeHold, int alpha, int flags );
|
||||
|
||||
typedef enum { ignore_monsters=1, dont_ignore_monsters=0, missile=2 } IGNORE_MONSTERS;
|
||||
typedef enum { ignore_glass=1, dont_ignore_glass=0 } IGNORE_GLASS;
|
||||
extern void UTIL_TraceLine (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr);
|
||||
extern void UTIL_TraceLine (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, IGNORE_GLASS ignoreGlass, edict_t *pentIgnore, TraceResult *ptr);
|
||||
typedef enum { point_hull=0, human_hull=1, large_hull=2, head_hull=3 };
|
||||
extern void UTIL_TraceHull (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, int hullNumber, edict_t *pentIgnore, TraceResult *ptr);
|
||||
extern TraceResult UTIL_GetGlobalTrace (void);
|
||||
extern void UTIL_TraceModel (const Vector &vecStart, const Vector &vecEnd, int hullNumber, edict_t *pentModel, TraceResult *ptr);
|
||||
extern Vector UTIL_GetAimVector (edict_t* pent, float flSpeed);
|
||||
extern int UTIL_PointContents (const Vector &vec);
|
||||
|
||||
extern void UTIL_BloodStream( const Vector &origin, const Vector &direction, int color, int amount );
|
||||
extern void UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color, int amount );
|
||||
extern Vector UTIL_RandomBloodVector( void );
|
||||
extern BOOL UTIL_ShouldShowBlood( int bloodColor );
|
||||
extern void UTIL_BloodDecalTrace( TraceResult *pTrace, int bloodColor );
|
||||
extern void UTIL_DecalTrace( TraceResult *pTrace, int decalNumber );
|
||||
extern void UTIL_PlayerDecalTrace( TraceResult *pTrace, int playernum, int decalNumber, BOOL bIsCustom );
|
||||
extern void UTIL_GunshotDecalTrace( TraceResult *pTrace, int decalNumber );
|
||||
extern void UTIL_Sparks( const Vector &position );
|
||||
extern void UTIL_Ricochet( const Vector &position, float scale );
|
||||
extern void UTIL_StringToVector( float *pVector, const char *pString );
|
||||
extern void UTIL_StringToIntArray( int *pVector, int count, const char *pString );
|
||||
extern Vector UTIL_ClampVectorToBox( const Vector &input, const Vector &clampSize );
|
||||
extern float UTIL_Approach( float target, float value, float speed );
|
||||
extern float UTIL_ApproachAngle( float target, float value, float speed );
|
||||
extern float UTIL_AngleDistance( float next, float cur );
|
||||
|
||||
extern char *UTIL_VarArgs( char *format, ... );
|
||||
extern void UTIL_Remove( edict_t *pEntity );
|
||||
extern BOOL UTIL_IsValidEntity( edict_t *pent );
|
||||
|
||||
// Use for ease-in, ease-out style interpolation (accel/decel)
|
||||
extern float UTIL_SplineFraction( float value, float scale );
|
||||
|
||||
// Search for water transition along a vertical line
|
||||
extern float UTIL_WaterLevel( const Vector &position, float minz, float maxz );
|
||||
extern void UTIL_Bubbles( Vector mins, Vector maxs, int count );
|
||||
extern void UTIL_BubbleTrail( Vector from, Vector to, int count );
|
||||
|
||||
// prints a message to each client
|
||||
extern void UTIL_ClientPrintAll( int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL );
|
||||
inline void UTIL_CenterPrintAll( const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL )
|
||||
{
|
||||
UTIL_ClientPrintAll( HUD_PRINTCENTER, msg_name, param1, param2, param3, param4 );
|
||||
}
|
||||
|
||||
// prints messages through the HUD
|
||||
extern void ClientPrint( entvars_t *client, int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL );
|
||||
|
||||
// prints a message to the HUD say (chat)
|
||||
extern void UTIL_SayText( const char *pText, edict_t *pEntity );
|
||||
extern void UTIL_SayTextAll( const char *pText, edict_t *pEntity );
|
||||
|
||||
|
||||
typedef struct hudtextparms_s
|
||||
{
|
||||
float x;
|
||||
float y;
|
||||
int effect;
|
||||
byte r1, g1, b1, a1;
|
||||
byte r2, g2, b2, a2;
|
||||
float fadeinTime;
|
||||
float fadeoutTime;
|
||||
float holdTime;
|
||||
float fxTime;
|
||||
int channel;
|
||||
} hudtextparms_t;
|
||||
|
||||
// prints as transparent 'title' to the HUD
|
||||
extern void UTIL_HudMessageAll( const hudtextparms_t &textparms, const char *pMessage );
|
||||
extern void UTIL_HudMessage( edict_t *pEntity, const hudtextparms_t &textparms, const char *pMessage );
|
||||
|
||||
// for handy use with ClientPrint params
|
||||
extern char *UTIL_dtos1( int d );
|
||||
extern char *UTIL_dtos2( int d );
|
||||
extern char *UTIL_dtos3( int d );
|
||||
extern char *UTIL_dtos4( int d );
|
||||
|
||||
// Writes message to console with timestamp and FragLog header.
|
||||
extern void UTIL_LogPrintf( char *fmt, ... );
|
||||
|
||||
// Sorta like FInViewCone, but for nonmonsters.
|
||||
extern float UTIL_DotPoints ( const Vector &vecSrc, const Vector &vecCheck, const Vector &vecDir );
|
||||
|
||||
extern void UTIL_StripToken( const char *pKey, char *pDest );// for redundant keynames
|
||||
|
||||
// Misc functions
|
||||
extern void SetMovedir(entvars_t* pev);
|
||||
extern int BuildChangeList( LEVELLIST *pLevelList, int maxList );
|
||||
|
||||
//
|
||||
// How did I ever live without ASSERT?
|
||||
//
|
||||
#ifdef DEBUG
|
||||
void DBG_AssertFunction(BOOL fExpr, const char* szExpr, const char* szFile, int szLine, const char* szMessage);
|
||||
#define ASSERT(f) DBG_AssertFunction(f, #f, __FILE__, __LINE__, NULL)
|
||||
#define ASSERTSZ(f, sz) DBG_AssertFunction(f, #f, __FILE__, __LINE__, sz)
|
||||
#else // !DEBUG
|
||||
#define ASSERT(f)
|
||||
#define ASSERTSZ(f, sz)
|
||||
#endif // !DEBUG
|
||||
|
||||
|
||||
extern DLL_GLOBAL const Vector g_vecZero;
|
||||
|
||||
//
|
||||
// Constants that were used only by QC (maybe not used at all now)
|
||||
//
|
||||
// Un-comment only as needed
|
||||
//
|
||||
#define LANGUAGE_ENGLISH 0
|
||||
#define LANGUAGE_GERMAN 1
|
||||
#define LANGUAGE_FRENCH 2
|
||||
#define LANGUAGE_BRITISH 3
|
||||
|
||||
#define AMBIENT_SOUND_STATIC 0 // medium radius attenuation
|
||||
#define AMBIENT_SOUND_EVERYWHERE 1
|
||||
#define AMBIENT_SOUND_SMALLRADIUS 2
|
||||
#define AMBIENT_SOUND_MEDIUMRADIUS 4
|
||||
#define AMBIENT_SOUND_LARGERADIUS 8
|
||||
#define AMBIENT_SOUND_START_SILENT 16
|
||||
#define AMBIENT_SOUND_NOT_LOOPING 32
|
||||
|
||||
#define SPEAKER_START_SILENT 1 // wait for trigger 'on' to start announcements
|
||||
|
||||
#define SND_SPAWNING (1<<8) // duplicated in protocol.h we're spawing, used in some cases for ambients
|
||||
#define SND_STOP (1<<5) // duplicated in protocol.h stop sound
|
||||
#define SND_CHANGE_VOL (1<<6) // duplicated in protocol.h change sound vol
|
||||
#define SND_CHANGE_PITCH (1<<7) // duplicated in protocol.h change sound pitch
|
||||
|
||||
#define LFO_SQUARE 1
|
||||
#define LFO_TRIANGLE 2
|
||||
#define LFO_RANDOM 3
|
||||
|
||||
// func_rotating
|
||||
#define SF_BRUSH_ROTATE_Y_AXIS 0
|
||||
#define SF_BRUSH_ROTATE_INSTANT 1
|
||||
#define SF_BRUSH_ROTATE_BACKWARDS 2
|
||||
#define SF_BRUSH_ROTATE_Z_AXIS 4
|
||||
#define SF_BRUSH_ROTATE_X_AXIS 8
|
||||
#define SF_PENDULUM_AUTO_RETURN 16
|
||||
#define SF_PENDULUM_PASSABLE 32
|
||||
|
||||
|
||||
#define SF_BRUSH_ROTATE_SMALLRADIUS 128
|
||||
#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
|
||||
#define SF_BRUSH_ROTATE_LARGERADIUS 512
|
||||
|
||||
#define PUSH_BLOCK_ONLY_X 1
|
||||
#define PUSH_BLOCK_ONLY_Y 2
|
||||
|
||||
#define VEC_HULL_MIN Vector(-16, -16, -36)
|
||||
#define VEC_HULL_MAX Vector( 16, 16, 36)
|
||||
#define VEC_HUMAN_HULL_MIN Vector( -16, -16, 0 )
|
||||
#define VEC_HUMAN_HULL_MAX Vector( 16, 16, 72 )
|
||||
#define VEC_HUMAN_HULL_DUCK Vector( 16, 16, 36 )
|
||||
|
||||
#define VEC_VIEW Vector( 0, 0, 28 )
|
||||
|
||||
#define VEC_DUCK_HULL_MIN Vector(-16, -16, -18 )
|
||||
#define VEC_DUCK_HULL_MAX Vector( 16, 16, 18)
|
||||
#define VEC_DUCK_VIEW Vector( 0, 0, 12 )
|
||||
|
||||
#define SVC_TEMPENTITY 23
|
||||
#define SVC_INTERMISSION 30
|
||||
#define SVC_CDTRACK 32
|
||||
#define SVC_WEAPONANIM 35
|
||||
#define SVC_ROOMTYPE 37
|
||||
#define SVC_HLTV 50
|
||||
|
||||
// prxoy director stuff
|
||||
#define DRC_EVENT 3 // informs the dircetor about ann important game event
|
||||
|
||||
#define DRC_FLAG_PRIO_MASK 0x0F // priorities between 0 and 15 (15 most important)
|
||||
#define DRC_FLAG_DRAMATIC (1<<5)
|
||||
|
||||
// triggers
|
||||
#define SF_TRIGGER_ALLOWMONSTERS 1// monsters allowed to fire this trigger
|
||||
#define SF_TRIGGER_NOCLIENTS 2// players not allowed to fire this trigger
|
||||
#define SF_TRIGGER_PUSHABLES 4// only pushables can fire this trigger
|
||||
|
||||
// func breakable
|
||||
#define SF_BREAK_TRIGGER_ONLY 1// may only be broken by trigger
|
||||
#define SF_BREAK_TOUCH 2// can be 'crashed through' by running player (plate glass)
|
||||
#define SF_BREAK_PRESSURE 4// can be broken by a player standing on it
|
||||
#define SF_BREAK_CROWBAR 256// instant break if hit with crowbar
|
||||
|
||||
// func_pushable (it's also func_breakable, so don't collide with those flags)
|
||||
#define SF_PUSH_BREAKABLE 128
|
||||
|
||||
#define SF_LIGHT_START_OFF 1
|
||||
|
||||
#define SPAWNFLAG_NOMESSAGE 1
|
||||
#define SPAWNFLAG_NOTOUCH 1
|
||||
#define SPAWNFLAG_DROIDONLY 4
|
||||
|
||||
#define SPAWNFLAG_USEONLY 1 // can't be touched, must be used (buttons)
|
||||
|
||||
#define TELE_PLAYER_ONLY 1
|
||||
#define TELE_SILENT 2
|
||||
|
||||
#define SF_TRIG_PUSH_ONCE 1
|
||||
|
||||
|
||||
// Sound Utilities
|
||||
|
||||
// sentence groups
|
||||
#define CBSENTENCENAME_MAX 16
|
||||
#define CVOXFILESENTENCEMAX 1536 // max number of sentences in game. NOTE: this must match
|
||||
// CVOXFILESENTENCEMAX in engine\sound.h!!!
|
||||
|
||||
extern char gszallsentencenames[CVOXFILESENTENCEMAX][CBSENTENCENAME_MAX];
|
||||
extern int gcallsentences;
|
||||
|
||||
int USENTENCEG_Pick(int isentenceg, char *szfound);
|
||||
int USENTENCEG_PickSequential(int isentenceg, char *szfound, int ipick, int freset);
|
||||
void USENTENCEG_InitLRU(unsigned char *plru, int count);
|
||||
|
||||
void SENTENCEG_Init();
|
||||
void SENTENCEG_Stop(edict_t *entity, int isentenceg, int ipick);
|
||||
int SENTENCEG_PlayRndI(edict_t *entity, int isentenceg, float volume, float attenuation, int flags, int pitch);
|
||||
int SENTENCEG_PlayRndSz(edict_t *entity, const char *szrootname, float volume, float attenuation, int flags, int pitch);
|
||||
int SENTENCEG_PlaySequentialSz(edict_t *entity, const char *szrootname, float volume, float attenuation, int flags, int pitch, int ipick, int freset);
|
||||
int SENTENCEG_GetIndex(const char *szrootname);
|
||||
int SENTENCEG_Lookup(const char *sample, char *sentencenum);
|
||||
|
||||
void TEXTURETYPE_Init();
|
||||
char TEXTURETYPE_Find(char *name);
|
||||
float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int iBulletType);
|
||||
|
||||
// NOTE: use EMIT_SOUND_DYN to set the pitch of a sound. Pitch of 100
|
||||
// is no pitch shift. Pitch > 100 up to 255 is a higher pitch, pitch < 100
|
||||
// down to 1 is a lower pitch. 150 to 70 is the realistic range.
|
||||
// EMIT_SOUND_DYN with pitch != 100 should be used sparingly, as it's not quite as
|
||||
// fast as EMIT_SOUND (the pitchshift mixer is not native coded).
|
||||
|
||||
void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation,
|
||||
int flags, int pitch);
|
||||
|
||||
|
||||
inline void EMIT_SOUND(edict_t *entity, int channel, const char *sample, float volume, float attenuation)
|
||||
{
|
||||
EMIT_SOUND_DYN(entity, channel, sample, volume, attenuation, 0, PITCH_NORM);
|
||||
}
|
||||
|
||||
inline void STOP_SOUND(edict_t *entity, int channel, const char *sample)
|
||||
{
|
||||
EMIT_SOUND_DYN(entity, channel, sample, 0, 0, SND_STOP, PITCH_NORM);
|
||||
}
|
||||
|
||||
void EMIT_SOUND_SUIT(edict_t *entity, const char *sample);
|
||||
void EMIT_GROUPID_SUIT(edict_t *entity, int isentenceg);
|
||||
void EMIT_GROUPNAME_SUIT(edict_t *entity, const char *groupname);
|
||||
|
||||
#define PRECACHE_SOUND_ARRAY( a ) \
|
||||
{ for (int i = 0; i < ARRAYSIZE( a ); i++ ) PRECACHE_SOUND((char *) a [i]); }
|
||||
|
||||
#define EMIT_SOUND_ARRAY_DYN( chan, array ) \
|
||||
EMIT_SOUND_DYN ( ENT(pev), chan , array [ RANDOM_LONG(0,ARRAYSIZE( array )-1) ], 1.0, ATTN_NORM, 0, RANDOM_LONG(95,105) );
|
||||
|
||||
#define RANDOM_SOUND_ARRAY( array ) (array) [ RANDOM_LONG(0,ARRAYSIZE( (array) )-1) ]
|
||||
|
||||
#define PLAYBACK_EVENT( flags, who, index ) PLAYBACK_EVENT_FULL( flags, who, index, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );
|
||||
#define PLAYBACK_EVENT_DELAY( flags, who, index, delay ) PLAYBACK_EVENT_FULL( flags, who, index, delay, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );
|
||||
|
||||
#define GROUP_OP_AND 0
|
||||
#define GROUP_OP_NAND 1
|
||||
|
||||
extern int g_groupmask;
|
||||
extern int g_groupop;
|
||||
|
||||
class UTIL_GroupTrace
|
||||
{
|
||||
public:
|
||||
UTIL_GroupTrace( int groupmask, int op );
|
||||
~UTIL_GroupTrace( void );
|
||||
|
||||
private:
|
||||
int m_oldgroupmask, m_oldgroupop;
|
||||
};
|
||||
|
||||
void UTIL_SetGroupTrace( int groupmask, int op );
|
||||
void UTIL_UnsetGroupTrace( void );
|
||||
|
||||
int UTIL_SharedRandomLong( unsigned int seed, int low, int high );
|
||||
float UTIL_SharedRandomFloat( unsigned int seed, float low, float high );
|
||||
|
||||
float UTIL_WeaponTimeBase( void );
|
||||
|
||||
Vector VecBModelOrigin( entvars_t* pevBModel );
|
||||
bool UTIL_IsAlive(entvars_t *pev);
|
||||
bool UTIL_IsAlive(edict_t *pEdict);
|
||||
bool UTIL_IsPlayer(edict_t *pEdict);
|
||||
Vector UTIL_BodyTarget(edict_t *pEdict, Vector posSrc);
|
||||
bool UTIL_FVisible(edict_t *pEdict, edict_t *pLooker);
|
||||
bool UTIL_FVisible ( const Vector &vecOrigin, edict_t *pLooker );
|
||||
bool UTIL_FInViewCone ( edict_t *pEntity, edict_t *pLooker, float fov );
|
||||
bool UTIL_FInViewCone ( Vector *pOrigin, edict_t *pLooker, float fov );
|
||||
int UTIL_TakeDamage( edict_t *pEdict, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
|
||||
int UTIL_TakeHealth (edict_t *pEdict, float flHealth, int bitsDamageType);
|
||||
void UTIL_TraceBleed( edict_t *pEdict, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
|
||||
void UTIL_TraceAttack( edict_t *pEdict, entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
|
||||
int UTIL_IsMoving(edict_t *pEdict);
|
||||
Vector UTIL_EyePosition(edict_t *pEdict);
|
||||
Vector UTIL_Center(edict_t *pEdict);
|
||||
edict_t *UTIL_GetNextTarget( edict_t *pEntity );
|
||||
edict_t *UTIL_FindNearestPlayer(edict_t *pEdict, float m_flFieldOfView);
|
||||
bool UTIL_IsBSPModel( edict_t *pent );
|
||||
112
src/dlls/vector.h
Normal file
112
src/dlls/vector.h
Normal file
@@ -0,0 +1,112 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef VECTOR_H
|
||||
#define VECTOR_H
|
||||
|
||||
//=========================================================
|
||||
// 2DVector - used for many pathfinding and many other
|
||||
// operations that are treated as planar rather than 3d.
|
||||
//=========================================================
|
||||
class Vector2D
|
||||
{
|
||||
public:
|
||||
inline Vector2D(void) { }
|
||||
inline Vector2D(float X, float Y) { x = X; y = Y; }
|
||||
inline Vector2D operator+(const Vector2D& v) const { return Vector2D(x+v.x, y+v.y); }
|
||||
inline Vector2D operator-(const Vector2D& v) const { return Vector2D(x-v.x, y-v.y); }
|
||||
inline Vector2D operator*(float fl) const { return Vector2D(x*fl, y*fl); }
|
||||
inline Vector2D operator/(float fl) const { return Vector2D(x/fl, y/fl); }
|
||||
|
||||
inline float Length(void) const { return sqrt(x*x + y*y ); }
|
||||
|
||||
inline Vector2D Normalize ( void ) const
|
||||
{
|
||||
Vector2D vec2;
|
||||
|
||||
float flLen = Length();
|
||||
if ( flLen == 0 )
|
||||
{
|
||||
return Vector2D( 0, 0 );
|
||||
}
|
||||
else
|
||||
{
|
||||
flLen = 1 / flLen;
|
||||
return Vector2D( x * flLen, y * flLen );
|
||||
}
|
||||
}
|
||||
|
||||
vec_t x, y;
|
||||
};
|
||||
|
||||
inline float DotProduct(const Vector2D& a, const Vector2D& b) { return( a.x*b.x + a.y*b.y ); }
|
||||
inline Vector2D operator*(float fl, const Vector2D& v) { return v * fl; }
|
||||
|
||||
//=========================================================
|
||||
// 3D Vector
|
||||
//=========================================================
|
||||
class Vector // same data-layout as engine's vec3_t,
|
||||
{ // which is a vec_t[3]
|
||||
public:
|
||||
// Construction/destruction
|
||||
inline Vector(void) { }
|
||||
inline Vector(float X, float Y, float Z) { x = X; y = Y; z = Z; }
|
||||
//inline Vector(double X, double Y, double Z) { x = (float)X; y = (float)Y; z = (float)Z; }
|
||||
//inline Vector(int X, int Y, int Z) { x = (float)X; y = (float)Y; z = (float)Z; }
|
||||
inline Vector(const Vector& v) { x = v.x; y = v.y; z = v.z; }
|
||||
inline Vector(float rgfl[3]) { x = rgfl[0]; y = rgfl[1]; z = rgfl[2]; }
|
||||
|
||||
// Operators
|
||||
inline Vector operator-(void) const { return Vector(-x,-y,-z); }
|
||||
inline int operator==(const Vector& v) const { return x==v.x && y==v.y && z==v.z; }
|
||||
inline int operator!=(const Vector& v) const { return !(*this==v); }
|
||||
inline Vector operator+(const Vector& v) const { return Vector(x+v.x, y+v.y, z+v.z); }
|
||||
inline Vector operator-(const Vector& v) const { return Vector(x-v.x, y-v.y, z-v.z); }
|
||||
inline Vector operator*(float fl) const { return Vector(x*fl, y*fl, z*fl); }
|
||||
inline Vector operator/(float fl) const { return Vector(x/fl, y/fl, z/fl); }
|
||||
|
||||
// Methods
|
||||
inline void CopyToArray(float* rgfl) const { rgfl[0] = x, rgfl[1] = y, rgfl[2] = z; }
|
||||
inline float Length(void) const { return sqrt(x*x + y*y + z*z); }
|
||||
operator float *() { return &x; } // Vectors will now automatically convert to float * when needed
|
||||
operator const float *() const { return &x; } // Vectors will now automatically convert to float * when needed
|
||||
inline Vector Normalize(void) const
|
||||
{
|
||||
float flLen = Length();
|
||||
if (flLen == 0) return Vector(0,0,1); // ????
|
||||
flLen = 1 / flLen;
|
||||
return Vector(x * flLen, y * flLen, z * flLen);
|
||||
}
|
||||
|
||||
inline Vector2D Make2D ( void ) const
|
||||
{
|
||||
Vector2D Vec2;
|
||||
|
||||
Vec2.x = x;
|
||||
Vec2.y = y;
|
||||
|
||||
return Vec2;
|
||||
}
|
||||
inline float Length2D(void) const { return sqrt(x*x + y*y); }
|
||||
|
||||
// Members
|
||||
vec_t x, y, z;
|
||||
};
|
||||
inline Vector operator*(float fl, const Vector& v) { return v * fl; }
|
||||
inline float DotProduct(const Vector& a, const Vector& b) { return(a.x*b.x+a.y*b.y+a.z*b.z); }
|
||||
inline Vector CrossProduct(const Vector& a, const Vector& b) { return Vector( a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x ); }
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
218
src/dlls/weapons.cpp
Normal file
218
src/dlls/weapons.cpp
Normal file
@@ -0,0 +1,218 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== weapons.cpp ========================================================
|
||||
|
||||
functions governing the selection/use of weapons for players
|
||||
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cmbase.h"
|
||||
#include "cmbasemonster.h"
|
||||
#include "monsters.h"
|
||||
#include "weapons.h"
|
||||
#include "nodes.h"
|
||||
#include "decals.h"
|
||||
|
||||
extern CGraph WorldGraph;
|
||||
|
||||
MULTIDAMAGE gMultiDamage;
|
||||
|
||||
#define TRACER_FREQ 4 // Tracers fire every fourth bullet
|
||||
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
MULTI-DAMAGE
|
||||
|
||||
Collects multiple small damages into a single damage
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
//
|
||||
// ClearMultiDamage - resets the global multi damage accumulator
|
||||
//
|
||||
void ClearMultiDamage(void)
|
||||
{
|
||||
gMultiDamage.pEntity = NULL;
|
||||
gMultiDamage.amount = 0;
|
||||
gMultiDamage.type = 0;
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// ApplyMultiDamage - inflicts contents of global multi damage register on gMultiDamage.pEntity
|
||||
//
|
||||
// GLOBALS USED:
|
||||
// gMultiDamage
|
||||
|
||||
void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker )
|
||||
{
|
||||
Vector vecSpot1;//where blood comes from
|
||||
Vector vecDir;//direction blood should go
|
||||
TraceResult tr;
|
||||
|
||||
if ( !gMultiDamage.pEntity )
|
||||
return;
|
||||
|
||||
if (UTIL_IsPlayer(gMultiDamage.pEntity))
|
||||
UTIL_TakeDamage(gMultiDamage.pEntity, pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type );
|
||||
else if (gMultiDamage.pEntity->v.euser4 != NULL)
|
||||
{
|
||||
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(gMultiDamage.pEntity));
|
||||
pMonster->TakeDamage(pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// GLOBALS USED:
|
||||
// gMultiDamage
|
||||
|
||||
void AddMultiDamage( entvars_t *pevInflictor, edict_t *pEntity, float flDamage, int bitsDamageType)
|
||||
{
|
||||
if ( !pEntity )
|
||||
return;
|
||||
|
||||
gMultiDamage.type |= bitsDamageType;
|
||||
|
||||
if ( pEntity != gMultiDamage.pEntity )
|
||||
{
|
||||
ApplyMultiDamage(pevInflictor,pevInflictor); // UNDONE: wrong attacker!
|
||||
gMultiDamage.pEntity = pEntity;
|
||||
gMultiDamage.amount = 0;
|
||||
}
|
||||
|
||||
gMultiDamage.amount += flDamage;
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
SpawnBlood
|
||||
================
|
||||
*/
|
||||
void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage)
|
||||
{
|
||||
UTIL_BloodDrips( vecSpot, g_vecAttackDir, bloodColor, (int)flDamage );
|
||||
}
|
||||
|
||||
|
||||
int DamageDecal( CMBaseEntity *pEntity, int bitsDamageType )
|
||||
{
|
||||
if ( !pEntity )
|
||||
return (DECAL_GUNSHOT1 + RANDOM_LONG(0,4));
|
||||
|
||||
return pEntity->DamageDecal( bitsDamageType );
|
||||
}
|
||||
|
||||
void DecalGunshot( TraceResult *pTrace, int iBulletType )
|
||||
{
|
||||
// Is the entity valid
|
||||
if ( !UTIL_IsValidEntity( pTrace->pHit ) )
|
||||
return;
|
||||
|
||||
if ( VARS(pTrace->pHit)->solid == SOLID_BSP || VARS(pTrace->pHit)->movetype == MOVETYPE_PUSHSTEP )
|
||||
{
|
||||
CMBaseEntity *pEntity = NULL;
|
||||
// Decal the wall with a gunshot
|
||||
if ( !FNullEnt(pTrace->pHit) )
|
||||
pEntity = CMBaseEntity::Instance(pTrace->pHit);
|
||||
|
||||
switch( iBulletType )
|
||||
{
|
||||
case BULLET_PLAYER_9MM:
|
||||
case BULLET_MONSTER_9MM:
|
||||
case BULLET_PLAYER_MP5:
|
||||
case BULLET_MONSTER_MP5:
|
||||
case BULLET_PLAYER_BUCKSHOT:
|
||||
case BULLET_PLAYER_357:
|
||||
default:
|
||||
// smoke and decal
|
||||
UTIL_GunshotDecalTrace( pTrace, DamageDecal( pEntity, DMG_BULLET ) );
|
||||
break;
|
||||
case BULLET_MONSTER_12MM:
|
||||
// smoke and decal
|
||||
UTIL_GunshotDecalTrace( pTrace, DamageDecal( pEntity, DMG_BULLET ) );
|
||||
break;
|
||||
case BULLET_PLAYER_CROWBAR:
|
||||
// wall decal
|
||||
UTIL_DecalTrace( pTrace, DamageDecal( pEntity, DMG_CLUB ) );
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
// EjectBrass - tosses a brass shell from passed origin at passed velocity
|
||||
//
|
||||
void EjectBrass ( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype )
|
||||
{
|
||||
// FIX: when the player shoots, their gun isn't in the same position as it is on the model other players see.
|
||||
|
||||
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin );
|
||||
WRITE_BYTE( TE_MODEL);
|
||||
WRITE_COORD( vecOrigin.x);
|
||||
WRITE_COORD( vecOrigin.y);
|
||||
WRITE_COORD( vecOrigin.z);
|
||||
WRITE_COORD( vecVelocity.x);
|
||||
WRITE_COORD( vecVelocity.y);
|
||||
WRITE_COORD( vecVelocity.z);
|
||||
WRITE_ANGLE( rotation );
|
||||
WRITE_SHORT( model );
|
||||
WRITE_BYTE ( soundtype);
|
||||
WRITE_BYTE ( 25 );// 2.5 seconds
|
||||
MESSAGE_END();
|
||||
}
|
||||
|
||||
|
||||
#if 0
|
||||
// UNDONE: This is no longer used?
|
||||
void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count )
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin );
|
||||
WRITE_BYTE ( TE_EXPLODEMODEL );
|
||||
WRITE_COORD( vecOrigin.x );
|
||||
WRITE_COORD( vecOrigin.y );
|
||||
WRITE_COORD( vecOrigin.z );
|
||||
WRITE_COORD( speed );
|
||||
WRITE_SHORT( model );
|
||||
WRITE_SHORT( count );
|
||||
WRITE_BYTE ( 15 );// 1.5 seconds
|
||||
MESSAGE_END();
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
BOOL CanAttack( float attack_time, float curtime, BOOL isPredicted )
|
||||
{
|
||||
#if defined( CLIENT_WEAPONS )
|
||||
if ( !isPredicted )
|
||||
#else
|
||||
if ( 1 )
|
||||
#endif
|
||||
{
|
||||
return ( attack_time <= curtime ) ? TRUE : FALSE;
|
||||
}
|
||||
else
|
||||
{
|
||||
return ( attack_time <= 0.0 ) ? TRUE : FALSE;
|
||||
}
|
||||
}
|
||||
258
src/dlls/weapons.h
Normal file
258
src/dlls/weapons.h
Normal file
@@ -0,0 +1,258 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef WEAPONS_H
|
||||
#define WEAPONS_H
|
||||
|
||||
#include "effects.h"
|
||||
|
||||
// Contact Grenade / Timed grenade / Satchel Charge
|
||||
class CMGrenade : public CMBaseMonster
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
|
||||
typedef enum { SATCHEL_DETONATE = 0, SATCHEL_RELEASE } SATCHELCODE;
|
||||
|
||||
static CMGrenade *ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time );
|
||||
static CMGrenade *ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity );
|
||||
static CMGrenade *ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity );
|
||||
|
||||
void Explode( Vector vecSrc, Vector vecAim );
|
||||
void Explode( TraceResult *pTrace, int bitsDamageType );
|
||||
void EXPORT Smoke( void );
|
||||
|
||||
void EXPORT BounceTouch( edict_t *pOther );
|
||||
void EXPORT SlideTouch( edict_t *pOther );
|
||||
void EXPORT ExplodeTouch( edict_t *pOther );
|
||||
void EXPORT DangerSoundThink( void );
|
||||
void EXPORT PreDetonate( void );
|
||||
void EXPORT Detonate( void );
|
||||
void EXPORT DetonateUse( edict_t *pActivator, edict_t *pCaller, USE_TYPE useType, float value );
|
||||
void EXPORT TumbleThink( void );
|
||||
|
||||
virtual void BounceSound( void );
|
||||
virtual int BloodColor( void ) { return DONT_BLEED; }
|
||||
virtual void Killed( entvars_t *pevAttacker, int iGib );
|
||||
|
||||
BOOL m_fRegisteredSound;// whether or not this grenade has issued its DANGER sound to the world sound list yet.
|
||||
};
|
||||
|
||||
|
||||
// constant items
|
||||
#define ITEM_HEALTHKIT 1
|
||||
#define ITEM_ANTIDOTE 2
|
||||
#define ITEM_SECURITY 3
|
||||
#define ITEM_BATTERY 4
|
||||
|
||||
#define WEAPON_NONE 0
|
||||
#define WEAPON_CROWBAR 1
|
||||
#define WEAPON_GLOCK 2
|
||||
#define WEAPON_PYTHON 3
|
||||
#define WEAPON_MP5 4
|
||||
#define WEAPON_CHAINGUN 5
|
||||
#define WEAPON_CROSSBOW 6
|
||||
#define WEAPON_SHOTGUN 7
|
||||
#define WEAPON_RPG 8
|
||||
#define WEAPON_GAUSS 9
|
||||
#define WEAPON_EGON 10
|
||||
#define WEAPON_HORNETGUN 11
|
||||
#define WEAPON_HANDGRENADE 12
|
||||
#define WEAPON_TRIPMINE 13
|
||||
#define WEAPON_SATCHEL 14
|
||||
#define WEAPON_SNARK 15
|
||||
|
||||
#define WEAPON_ALLWEAPONS (~(1<<WEAPON_SUIT))
|
||||
|
||||
#define WEAPON_SUIT 31 // ?????
|
||||
|
||||
#define MAX_WEAPONS 32
|
||||
|
||||
|
||||
#define MAX_NORMAL_BATTERY 100
|
||||
|
||||
|
||||
// weapon weight factors (for auto-switching) (-1 = noswitch)
|
||||
#define CROWBAR_WEIGHT 0
|
||||
#define GLOCK_WEIGHT 10
|
||||
#define PYTHON_WEIGHT 15
|
||||
#define MP5_WEIGHT 15
|
||||
#define SHOTGUN_WEIGHT 15
|
||||
#define CROSSBOW_WEIGHT 10
|
||||
#define RPG_WEIGHT 20
|
||||
#define GAUSS_WEIGHT 20
|
||||
#define EGON_WEIGHT 20
|
||||
#define HORNETGUN_WEIGHT 10
|
||||
#define HANDGRENADE_WEIGHT 5
|
||||
#define SNARK_WEIGHT 5
|
||||
#define SATCHEL_WEIGHT -10
|
||||
#define TRIPMINE_WEIGHT -10
|
||||
|
||||
|
||||
// weapon clip/carry ammo capacities
|
||||
#define URANIUM_MAX_CARRY 100
|
||||
#define _9MM_MAX_CARRY 250
|
||||
#define _357_MAX_CARRY 36
|
||||
#define BUCKSHOT_MAX_CARRY 125
|
||||
#define BOLT_MAX_CARRY 50
|
||||
#define ROCKET_MAX_CARRY 5
|
||||
#define HANDGRENADE_MAX_CARRY 10
|
||||
#define SATCHEL_MAX_CARRY 5
|
||||
#define TRIPMINE_MAX_CARRY 5
|
||||
#define SNARK_MAX_CARRY 15
|
||||
#define HORNET_MAX_CARRY 8
|
||||
#define M203_GRENADE_MAX_CARRY 10
|
||||
|
||||
// the maximum amount of ammo each weapon's clip can hold
|
||||
#define WEAPON_NOCLIP -1
|
||||
|
||||
//#define CROWBAR_MAX_CLIP WEAPON_NOCLIP
|
||||
#define GLOCK_MAX_CLIP 17
|
||||
#define PYTHON_MAX_CLIP 6
|
||||
#define MP5_MAX_CLIP 50
|
||||
#define MP5_DEFAULT_AMMO 25
|
||||
#define SHOTGUN_MAX_CLIP 8
|
||||
#define CROSSBOW_MAX_CLIP 5
|
||||
#define RPG_MAX_CLIP 1
|
||||
#define GAUSS_MAX_CLIP WEAPON_NOCLIP
|
||||
#define EGON_MAX_CLIP WEAPON_NOCLIP
|
||||
#define HORNETGUN_MAX_CLIP WEAPON_NOCLIP
|
||||
#define HANDGRENADE_MAX_CLIP WEAPON_NOCLIP
|
||||
#define SATCHEL_MAX_CLIP WEAPON_NOCLIP
|
||||
#define TRIPMINE_MAX_CLIP WEAPON_NOCLIP
|
||||
#define SNARK_MAX_CLIP WEAPON_NOCLIP
|
||||
|
||||
|
||||
// the default amount of ammo that comes with each gun when it spawns
|
||||
#define GLOCK_DEFAULT_GIVE 17
|
||||
#define PYTHON_DEFAULT_GIVE 6
|
||||
#define MP5_DEFAULT_GIVE 25
|
||||
#define MP5_DEFAULT_AMMO 25
|
||||
#define MP5_M203_DEFAULT_GIVE 0
|
||||
#define SHOTGUN_DEFAULT_GIVE 12
|
||||
#define CROSSBOW_DEFAULT_GIVE 5
|
||||
#define RPG_DEFAULT_GIVE 1
|
||||
#define GAUSS_DEFAULT_GIVE 20
|
||||
#define EGON_DEFAULT_GIVE 20
|
||||
#define HANDGRENADE_DEFAULT_GIVE 5
|
||||
#define SATCHEL_DEFAULT_GIVE 1
|
||||
#define TRIPMINE_DEFAULT_GIVE 1
|
||||
#define SNARK_DEFAULT_GIVE 5
|
||||
#define HIVEHAND_DEFAULT_GIVE 8
|
||||
|
||||
// The amount of ammo given to a player by an ammo item.
|
||||
#define AMMO_URANIUMBOX_GIVE 20
|
||||
#define AMMO_GLOCKCLIP_GIVE GLOCK_MAX_CLIP
|
||||
#define AMMO_357BOX_GIVE PYTHON_MAX_CLIP
|
||||
#define AMMO_MP5CLIP_GIVE MP5_MAX_CLIP
|
||||
#define AMMO_CHAINBOX_GIVE 200
|
||||
#define AMMO_M203BOX_GIVE 2
|
||||
#define AMMO_BUCKSHOTBOX_GIVE 12
|
||||
#define AMMO_CROSSBOWCLIP_GIVE CROSSBOW_MAX_CLIP
|
||||
#define AMMO_RPGCLIP_GIVE RPG_MAX_CLIP
|
||||
#define AMMO_URANIUMBOX_GIVE 20
|
||||
#define AMMO_SNARKBOX_GIVE 5
|
||||
|
||||
// bullet types
|
||||
typedef enum
|
||||
{
|
||||
BULLET_NONE = 0,
|
||||
BULLET_PLAYER_9MM, // glock
|
||||
BULLET_PLAYER_MP5, // mp5
|
||||
BULLET_PLAYER_357, // python
|
||||
BULLET_PLAYER_BUCKSHOT, // shotgun
|
||||
BULLET_PLAYER_CROWBAR, // crowbar swipe
|
||||
|
||||
BULLET_MONSTER_9MM,
|
||||
BULLET_MONSTER_MP5,
|
||||
BULLET_MONSTER_12MM,
|
||||
} Bullet;
|
||||
|
||||
|
||||
#define ITEM_FLAG_SELECTONEMPTY 1
|
||||
#define ITEM_FLAG_NOAUTORELOAD 2
|
||||
#define ITEM_FLAG_NOAUTOSWITCHEMPTY 4
|
||||
#define ITEM_FLAG_LIMITINWORLD 8
|
||||
#define ITEM_FLAG_EXHAUSTIBLE 16 // A player can totally exhaust their ammo supply and lose this weapon
|
||||
|
||||
#define WEAPON_IS_ONTARGET 0x40
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int iSlot;
|
||||
int iPosition;
|
||||
const char *pszAmmo1; // ammo 1 type
|
||||
int iMaxAmmo1; // max ammo 1
|
||||
const char *pszAmmo2; // ammo 2 type
|
||||
int iMaxAmmo2; // max ammo 2
|
||||
const char *pszName;
|
||||
int iMaxClip;
|
||||
int iId;
|
||||
int iFlags;
|
||||
int iWeight;// this value used to determine this weapon's importance in autoselection.
|
||||
} ItemInfo;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
const char *pszName;
|
||||
int iId;
|
||||
} AmmoInfo;
|
||||
|
||||
extern void ClearMultiDamage(void);
|
||||
extern void ApplyMultiDamage(entvars_t* pevInflictor, entvars_t* pevAttacker );
|
||||
extern void AddMultiDamage( entvars_t *pevInflictor, edict_t *pEntity, float flDamage, int bitsDamageType);
|
||||
|
||||
extern void DecalGunshot( TraceResult *pTrace, int iBulletType );
|
||||
extern void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage);
|
||||
extern int DamageDecal( CMBaseEntity *pEntity, int bitsDamageType );
|
||||
extern void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType );
|
||||
|
||||
typedef struct
|
||||
{
|
||||
edict_t *pEntity;
|
||||
float amount;
|
||||
int type;
|
||||
} MULTIDAMAGE;
|
||||
|
||||
extern MULTIDAMAGE gMultiDamage;
|
||||
|
||||
|
||||
#define LOUD_GUN_VOLUME 1000
|
||||
#define NORMAL_GUN_VOLUME 600
|
||||
#define QUIET_GUN_VOLUME 200
|
||||
|
||||
#define BRIGHT_GUN_FLASH 512
|
||||
#define NORMAL_GUN_FLASH 256
|
||||
#define DIM_GUN_FLASH 128
|
||||
|
||||
#define BIG_EXPLOSION_VOLUME 2048
|
||||
#define NORMAL_EXPLOSION_VOLUME 1024
|
||||
#define SMALL_EXPLOSION_VOLUME 512
|
||||
|
||||
#define WEAPON_ACTIVITY_VOLUME 64
|
||||
|
||||
#define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 )
|
||||
#define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 )
|
||||
#define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 )
|
||||
#define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 )
|
||||
#define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 )
|
||||
#define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 )
|
||||
#define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 )
|
||||
#define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 )
|
||||
#define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 )
|
||||
#define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 )
|
||||
#define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 )
|
||||
#define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 )
|
||||
|
||||
#endif // WEAPONS_H
|
||||
316
src/dlls/zombie.cpp
Normal file
316
src/dlls/zombie.cpp
Normal file
@@ -0,0 +1,316 @@
|
||||
/***
|
||||
*
|
||||
* 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
|
||||
//=========================================================
|
||||
|
||||
// UNDONE: Don't flinch every time you get hit
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cmbase.h"
|
||||
#include "cmbasemonster.h"
|
||||
#include "monsters.h"
|
||||
#include "schedule.h"
|
||||
|
||||
|
||||
//=========================================================
|
||||
// Monster's Anim Events Go Here
|
||||
//=========================================================
|
||||
#define ZOMBIE_AE_ATTACK_RIGHT 0x01
|
||||
#define ZOMBIE_AE_ATTACK_LEFT 0x02
|
||||
#define ZOMBIE_AE_ATTACK_BOTH 0x03
|
||||
|
||||
#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
|
||||
|
||||
|
||||
const char *CMZombie::pAttackHitSounds[] =
|
||||
{
|
||||
"zombie/claw_strike1.wav",
|
||||
"zombie/claw_strike2.wav",
|
||||
"zombie/claw_strike3.wav",
|
||||
};
|
||||
|
||||
const char *CMZombie::pAttackMissSounds[] =
|
||||
{
|
||||
"zombie/claw_miss1.wav",
|
||||
"zombie/claw_miss2.wav",
|
||||
};
|
||||
|
||||
const char *CMZombie::pAttackSounds[] =
|
||||
{
|
||||
"zombie/zo_attack1.wav",
|
||||
"zombie/zo_attack2.wav",
|
||||
};
|
||||
|
||||
const char *CMZombie::pIdleSounds[] =
|
||||
{
|
||||
"zombie/zo_idle1.wav",
|
||||
"zombie/zo_idle2.wav",
|
||||
"zombie/zo_idle3.wav",
|
||||
"zombie/zo_idle4.wav",
|
||||
};
|
||||
|
||||
const char *CMZombie::pAlertSounds[] =
|
||||
{
|
||||
"zombie/zo_alert10.wav",
|
||||
"zombie/zo_alert20.wav",
|
||||
"zombie/zo_alert30.wav",
|
||||
};
|
||||
|
||||
const char *CMZombie::pPainSounds[] =
|
||||
{
|
||||
"zombie/zo_pain1.wav",
|
||||
"zombie/zo_pain2.wav",
|
||||
};
|
||||
|
||||
//=========================================================
|
||||
// Classify - indicates this monster's place in the
|
||||
// relationship table.
|
||||
//=========================================================
|
||||
int CMZombie :: Classify ( void )
|
||||
{
|
||||
return CLASS_ALIEN_MONSTER;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// SetYawSpeed - allows each sequence to have a different
|
||||
// turn rate associated with it.
|
||||
//=========================================================
|
||||
void CMZombie :: SetYawSpeed ( void )
|
||||
{
|
||||
int ys;
|
||||
|
||||
ys = 120;
|
||||
|
||||
#if 0
|
||||
switch ( m_Activity )
|
||||
{
|
||||
}
|
||||
#endif
|
||||
|
||||
pev->yaw_speed = ys;
|
||||
}
|
||||
|
||||
int CMZombie :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
|
||||
{
|
||||
// Take 30% damage from bullets
|
||||
if ( bitsDamageType == DMG_BULLET )
|
||||
{
|
||||
Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
|
||||
vecDir = vecDir.Normalize();
|
||||
float flForce = DamageForce( flDamage );
|
||||
pev->velocity = pev->velocity + vecDir * flForce;
|
||||
flDamage *= 0.3;
|
||||
}
|
||||
|
||||
// HACK HACK -- until we fix this.
|
||||
if ( IsAlive() )
|
||||
PainSound();
|
||||
return CMBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
|
||||
}
|
||||
|
||||
void CMZombie :: PainSound( void )
|
||||
{
|
||||
int pitch = 95 + RANDOM_LONG(0,9);
|
||||
|
||||
if (RANDOM_LONG(0,5) < 2)
|
||||
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, pitch );
|
||||
}
|
||||
|
||||
void CMZombie :: AlertSound( void )
|
||||
{
|
||||
int pitch = 95 + RANDOM_LONG(0,9);
|
||||
|
||||
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, pitch );
|
||||
}
|
||||
|
||||
void CMZombie :: IdleSound( void )
|
||||
{
|
||||
int pitch = 95 + RANDOM_LONG(0,9);
|
||||
|
||||
// Play a random idle sound
|
||||
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pIdleSounds[ RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
|
||||
}
|
||||
|
||||
void CMZombie :: AttackSound( void )
|
||||
{
|
||||
// Play a random attack sound
|
||||
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// HandleAnimEvent - catches the monster-specific messages
|
||||
// that occur when tagged animation frames are played.
|
||||
//=========================================================
|
||||
void CMZombie :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
||||
{
|
||||
switch( pEvent->event )
|
||||
{
|
||||
case ZOMBIE_AE_ATTACK_RIGHT:
|
||||
{
|
||||
// do stuff for this event.
|
||||
// ALERT( at_console, "Slash right!\n" );
|
||||
edict_t *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH );
|
||||
if ( pHurt )
|
||||
{
|
||||
if ( pHurt->v.flags & (FL_MONSTER|FL_CLIENT) )
|
||||
{
|
||||
pHurt->v.punchangle.z = -18;
|
||||
pHurt->v.punchangle.x = 5;
|
||||
pHurt->v.velocity = pHurt->v.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 ZOMBIE_AE_ATTACK_LEFT:
|
||||
{
|
||||
// do stuff for this event.
|
||||
// ALERT( at_console, "Slash left!\n" );
|
||||
edict_t *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH );
|
||||
if ( pHurt )
|
||||
{
|
||||
if ( pHurt->v.flags & (FL_MONSTER|FL_CLIENT) )
|
||||
{
|
||||
pHurt->v.punchangle.z = 18;
|
||||
pHurt->v.punchangle.x = 5;
|
||||
pHurt->v.velocity = pHurt->v.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 ZOMBIE_AE_ATTACK_BOTH:
|
||||
{
|
||||
// do stuff for this event.
|
||||
edict_t *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH );
|
||||
if ( pHurt )
|
||||
{
|
||||
if ( pHurt->v.flags & (FL_MONSTER|FL_CLIENT) )
|
||||
{
|
||||
pHurt->v.punchangle.x = 5;
|
||||
pHurt->v.velocity = pHurt->v.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:
|
||||
CMBaseMonster::HandleAnimEvent( pEvent );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Spawn
|
||||
//=========================================================
|
||||
void CMZombie :: Spawn()
|
||||
{
|
||||
Precache( );
|
||||
|
||||
SET_MODEL(ENT(pev), "models/zombie.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.zombieHealth;
|
||||
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 CMZombie :: Precache()
|
||||
{
|
||||
int i;
|
||||
|
||||
PRECACHE_MODEL("models/zombie.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]);
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// AI Schedules Specific to this monster
|
||||
//=========================================================
|
||||
|
||||
|
||||
|
||||
int CMZombie::IgnoreConditions ( void )
|
||||
{
|
||||
int iIgnore = CMBaseMonster::IgnoreConditions();
|
||||
|
||||
if ((m_Activity == ACT_MELEE_ATTACK1) || (m_Activity == ACT_MELEE_ATTACK1))
|
||||
{
|
||||
#if 0
|
||||
if (pev->health < 20)
|
||||
iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE);
|
||||
else
|
||||
#endif
|
||||
if (m_flNextFlinch >= gpGlobals->time)
|
||||
iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE);
|
||||
}
|
||||
|
||||
if ((m_Activity == ACT_SMALL_FLINCH) || (m_Activity == ACT_BIG_FLINCH))
|
||||
{
|
||||
if (m_flNextFlinch < gpGlobals->time)
|
||||
m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY;
|
||||
}
|
||||
|
||||
return iIgnore;
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user