424 lines
12 KiB
C++
424 lines
12 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// Robo Grunt
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//=========================================================
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#include "extdll.h"
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#include "plane.h"
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#include "util.h"
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#include "cmbase.h"
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#include "cmbasemonster.h"
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#include "monsters.h"
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#include "schedule.h"
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#include "animation.h"
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#include "weapons.h"
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#include "cmtalkmonster.h"
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#include "effects.h"
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#include "explode.h"
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#include "customentity.h"
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//=========================================================
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// monster-specific DEFINE's
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//=========================================================
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#define RGRUNT_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
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// Weapon flags
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#define RGRUNT_9MMAR (1 << 0)
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#define RGRUNT_HANDGRENADE (1 << 1)
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#define RGRUNT_GRENADELAUNCHER (1 << 2)
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#define RGRUNT_SHOTGUN (1 << 3)
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// Body groups
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#define GUN_GROUP 2
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// Gun values
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#define GUN_MP5 0
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#define GUN_SHOTGUN 1
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#define GUN_NONE 2
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// How many sparks to emit when low on health
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#define RGRUNT_MAX_SPARKS 5
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//=========================================================
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// These sounds are muted for Robo Grunts
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//=========================================================
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BOOL CMRGrunt::FOkToSpeak(void)
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{
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return FALSE;
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}
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void CMRGrunt::IdleSound(void)
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{
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}
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void CMRGrunt::PainSound(void)
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{
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}
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//=========================================================
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// DeathSound
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//=========================================================
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void CMRGrunt::DeathSound(void)
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{
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switch ( RANDOM_LONG(0,1) )
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{
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case 0:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "turret/tu_die.wav", 1, ATTN_IDLE );
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break;
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case 1:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "turret/tu_die2.wav", 1, ATTN_IDLE );
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break;
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}
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// Use this spot to activate the explosion
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int duration = RANDOM_LONG( 3, 9 );
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/* Smoke effect */
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// variable smoke balls
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// 1.7X normal size
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// 0 radial distribution
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// instant start
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SmokeCreate( pev->origin, duration * 7, 17, 0, 0 );
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// "Gib"
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pev->nextthink = gpGlobals->time + duration;
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SetThink( &CMRGrunt::StartGib );
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}
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CMRGrunt::Classify(void)
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{
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if ( m_iClassifyOverride == -1 ) // helper
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return CLASS_NONE;
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else if ( m_iClassifyOverride > 0 )
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return m_iClassifyOverride; // override
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return CLASS_HUMAN_MILITARY;
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}
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//=========================================================
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// Killed - Explode a few seconds after death
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//=========================================================
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void CMRGrunt::Killed(entvars_t *pevAttacker, int iGib)
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{
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// Turn off electricity
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if ( m_flActiveDischarge != 0 )
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{
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pev->renderfx = kRenderFxNone;
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m_flActiveDischarge = 0;
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}
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// Disallow this monster to fade away, need to keep it around for the explosion
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pev->owner = 0;
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pev->spawnflags &= ~SF_MONSTER_FADECORPSE;
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pev->solid = SOLID_NOT; // stop interacting with the world
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CMBaseMonster::Killed(pevAttacker, iGib);
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}
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void CMRGrunt::StartGib(void)
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{
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// derp
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GibMonster();
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}
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//=========================================================
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// GibMonster - Boom!
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//=========================================================
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void CMRGrunt::GibMonster()
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{
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// Don't call this more times than needed
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if ( pev->iuser1 != 0 )
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return;
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pev->iuser1 = 1;
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Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
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// Explosion
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ExplosionCreate( vecSpot, g_vecZero, ENT(pev), 128, 0, 0 );
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// Wreckage
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
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WRITE_BYTE( TE_BREAKMODEL );
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// position
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WRITE_COORD( vecSpot.x );
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WRITE_COORD( vecSpot.y );
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WRITE_COORD( vecSpot.z );
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// size
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WRITE_COORD( 96 );
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WRITE_COORD( 96 );
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WRITE_COORD( 16 );
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// velocity
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WRITE_COORD( 0 );
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WRITE_COORD( 0 );
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WRITE_COORD( 30 );
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// randomization
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WRITE_BYTE( 15 );
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// Model
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WRITE_SHORT( m_iBodyGibs ); //model id#
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// # of shards
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WRITE_BYTE( 35 );
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// duration
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WRITE_BYTE( 100 );// 5.0 seconds
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// flags
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WRITE_BYTE( BREAK_METAL );
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MESSAGE_END();
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SetThink( &CMBaseEntity::SUB_Remove );
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pev->nextthink = gpGlobals->time;
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}
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//=========================================================
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// RunAI - Robo Grunt emits sparks when its low on health.
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//=========================================================
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void CMRGrunt::RunAI(void)
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{
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CMBaseMonster::RunAI();
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if ( pev->health <= ( pev->max_health / 10 ) ) // below 10% health
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{
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// Spark ON
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if ( gpGlobals->time > m_flNextSpark )
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{
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// Code looks familiar? It's CBaseButton::DoSpark
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for ( int spark_num = 0; spark_num < RGRUNT_MAX_SPARKS; spark_num++ )
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{
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Vector tmp = pev->origin + (pev->mins + pev->maxs) * 0.5; // grab center
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tmp.x += RANDOM_FLOAT( -( pev->size.x / 2 ), pev->size.x / 2); // then randomize
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tmp.y += RANDOM_FLOAT( -( pev->size.y / 2 ), pev->size.y / 2);
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tmp.z += RANDOM_FLOAT( -( pev->size.z / 2 ), pev->size.z / 2);
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UTIL_Sparks( tmp );
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}
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switch ( (int)(RANDOM_FLOAT(0,1) * 6) )
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{
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark1.wav", 0.6, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark2.wav", 0.6, ATTN_NORM); break;
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark3.wav", 0.6, ATTN_NORM); break;
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case 3: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark4.wav", 0.6, ATTN_NORM); break;
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case 4: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark5.wav", 0.6, ATTN_NORM); break;
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case 5: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark6.wav", 0.6, ATTN_NORM); break;
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}
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m_flNextSpark = gpGlobals->time + 0.5;
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}
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// Glow/Hurt ON
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if ( gpGlobals->time > m_flNextDischarge )
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{
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// Turn on the electric glow
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pev->renderfx = kRenderFxGlowShell;
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pev->rendercolor = Vector( 100, 150, 250 ); // r, g, b
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EMIT_SOUND(ENT(pev), CHAN_BODY, "debris/beamstart14.wav", 0.8, ATTN_NORM);
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// Sustain the electricity for this long
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m_flActiveDischarge = gpGlobals->time + RANDOM_FLOAT( 0.3, 0.6 );
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// Discharge again in...
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m_flNextDischarge = gpGlobals->time + RANDOM_FLOAT( 0.9, 2.7 );
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}
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// Glow/Hurt OFF
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if ( gpGlobals->time > m_flActiveDischarge )
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{
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// Turn off electricity
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pev->renderfx = kRenderFxNone;
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m_flActiveDischarge = 0;
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}
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}
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}
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//=========================================================
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// SparkTouch - Hurt players who come too close to it
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//=========================================================
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void CMRGrunt::SparkTouch( edict_t *pOther )
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{
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// No electricity, no harm
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if ( m_flActiveDischarge == 0 )
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return;
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// Only affect players
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if ( UTIL_IsPlayer( pOther ) )
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{
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// Because of Touch(), players are going to be hurt every server frame.
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// Don't be bullshit like Sven Co-op, set the damage REALLY LOW.
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UTIL_TakeDamage( pOther, pev, pev, 1, DMG_SHOCK );
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}
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}
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//=========================================================
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// TraceAttack - Override for robo grunt
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// Emit ricochet sparks if getting hurt from bullets
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//=========================================================
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void CMRGrunt::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
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{
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// Absorb damage and emit ricochet if bullets or melee attacks are used
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if ( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_CLUB ) )
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{
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if ( RANDOM_LONG( 0, 100 ) < 20 )
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{
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UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 0.5, 1.5 ) );
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// EMIT_SOUND_DYN( ENT(pev), CHAN_BODY, pRicSounds[ RANDOM_LONG(0,ARRAYSIZE(pRicSounds)-1) ], 1.0, ATTN_NORM, 0, PITCH_NORM );
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}
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flDamage *= (1.00f - gSkillData.rgruntArmor); // cut damage
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}
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// Lower protection against explosions
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else if ( bitsDamageType & DMG_BLAST )
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flDamage *= (1.00f - (gSkillData.rgruntArmor / 2.00f)); // 50% less protection
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// No protection at all against other types of damages
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CMBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
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}
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//=========================================================
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// TakeDamage - Robo Grunts should not take cover as soon
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// as they take damage.
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//=========================================================
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int CMRGrunt::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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return CMBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CMRGrunt::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/rgrunt.mdl");
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UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = DONT_BLEED;
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pev->effects = 0;
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pev->health = gSkillData.rgruntHealth;
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pev->max_health = pev->health; // to determine when sparks should be emitted
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_MonsterState = MONSTERSTATE_NONE;
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m_flNextGrenadeCheck = gpGlobals->time + 1;
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m_flNextPainTime = gpGlobals->time;
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m_flNextSpark = gpGlobals->time; // when to emit sparks again
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m_flNextDischarge = gpGlobals->time; // when electric shell should activate
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m_flActiveDischarge = 0; // how long to sustain the electricity
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m_iSentence = -1;
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//m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
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m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
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//m_fEnemyEluded = FALSE;
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m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
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m_HackedGunPos = Vector(0, 0, 55);
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if (pev->weapons == 0)
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{
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// weapons not specified, randomize
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switch(RANDOM_LONG(0, 2))
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{
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case 0:
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pev->weapons = RGRUNT_9MMAR | RGRUNT_HANDGRENADE;
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break;
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case 1:
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pev->weapons = RGRUNT_SHOTGUN;
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break;
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case 2:
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pev->weapons = RGRUNT_9MMAR | RGRUNT_GRENADELAUNCHER;
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break;
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}
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}
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if (FBitSet(pev->weapons, RGRUNT_SHOTGUN))
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{
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SetBodygroup(GUN_GROUP, GUN_SHOTGUN);
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m_cClipSize = 8;
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}
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else
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{
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m_cClipSize = RGRUNT_CLIP_SIZE;
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}
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m_cAmmoLoaded = m_cClipSize;
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CMTalkMonster::g_talkWaitTime = 0;
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MonsterInit();
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SetTouch( &CMRGrunt::SparkTouch );
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pev->classname = MAKE_STRING( "monster_robogrunt" );
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if ( strlen( STRING( m_szMonsterName ) ) == 0 )
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{
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// default name
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m_szMonsterName = MAKE_STRING( "Robo Grunt" );
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}
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CMRGrunt::Precache()
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{
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PRECACHE_MODEL("models/rgrunt.mdl");
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m_iBodyGibs = PRECACHE_MODEL( "models/metalplategibs_green.mdl" );
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PRECACHE_SOUND("hgrunt/gr_mgun1.wav");
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PRECACHE_SOUND("hgrunt/gr_mgun2.wav");
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PRECACHE_SOUND("turret/tu_die.wav");
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PRECACHE_SOUND("turret/tu_die2.wav");
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PRECACHE_SOUND("buttons/spark1.wav");
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PRECACHE_SOUND("buttons/spark2.wav");
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PRECACHE_SOUND("buttons/spark3.wav");
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PRECACHE_SOUND("buttons/spark4.wav");
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PRECACHE_SOUND("buttons/spark5.wav");
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PRECACHE_SOUND("buttons/spark6.wav");
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PRECACHE_SOUND("debris/beamstart14.wav");
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PRECACHE_SOUND("hgrunt/gr_reload1.wav");
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PRECACHE_SOUND("weapons/glauncher.wav");
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PRECACHE_SOUND("weapons/sbarrel1.wav");
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PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
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/*
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// get voice pitch
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if (RANDOM_LONG(0, 1))
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m_voicePitch = 109 + RANDOM_LONG(0, 7);
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else
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m_voicePitch = 100;
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*/
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m_iBrassShell = PRECACHE_MODEL("models/shell.mdl");// brass shell
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}
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