reorder folders
This commit is contained in:
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