mirror of
https://github.com/shawns-valve/halflife.git
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555 lines
14 KiB
C++
555 lines
14 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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// headcrab.cpp - tiny, jumpy alien parasite
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//=========================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "schedule.h"
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#include "game.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define HC_AE_JUMPATTACK ( 2 )
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Task_t tlHCRangeAttack1[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_FACE_IDEAL, (float)0 },
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{ TASK_RANGE_ATTACK1, (float)0 },
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
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{ TASK_FACE_IDEAL, (float)0 },
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{ TASK_WAIT_RANDOM, (float)0.5 },
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};
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Schedule_t slHCRangeAttack1[] =
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{
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{
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tlHCRangeAttack1,
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ARRAYSIZE ( tlHCRangeAttack1 ),
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bits_COND_ENEMY_OCCLUDED |
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bits_COND_NO_AMMO_LOADED,
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0,
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"HCRangeAttack1"
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},
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};
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Task_t tlHCRangeAttack1Fast[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_FACE_IDEAL, (float)0 },
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{ TASK_RANGE_ATTACK1, (float)0 },
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
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};
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Schedule_t slHCRangeAttack1Fast[] =
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{
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{
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tlHCRangeAttack1Fast,
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ARRAYSIZE ( tlHCRangeAttack1Fast ),
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bits_COND_ENEMY_OCCLUDED |
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bits_COND_NO_AMMO_LOADED,
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0,
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"HCRAFast"
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},
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};
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class CHeadCrab : public CBaseMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void RunTask ( Task_t *pTask );
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void StartTask ( Task_t *pTask );
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void SetYawSpeed ( void );
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void EXPORT LeapTouch ( CBaseEntity *pOther );
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Vector Center( void );
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Vector BodyTarget( const Vector &posSrc );
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void PainSound( void );
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void DeathSound( void );
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void IdleSound( void );
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void AlertSound( void );
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void PrescheduleThink( void );
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int Classify ( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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BOOL CheckRangeAttack1 ( float flDot, float flDist );
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BOOL CheckRangeAttack2 ( float flDot, float flDist );
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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virtual float GetDamageAmount( void ) { return gSkillData.headcrabDmgBite; }
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virtual int GetVoicePitch( void ) { return 100; }
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virtual float GetSoundVolue( void ) { return 1.0; }
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Schedule_t* GetScheduleOfType ( int Type );
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CUSTOM_SCHEDULES;
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static const char *pIdleSounds[];
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static const char *pAlertSounds[];
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static const char *pPainSounds[];
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static const char *pAttackSounds[];
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static const char *pDeathSounds[];
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static const char *pBiteSounds[];
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};
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LINK_ENTITY_TO_CLASS( monster_headcrab, CHeadCrab );
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DEFINE_CUSTOM_SCHEDULES( CHeadCrab )
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{
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slHCRangeAttack1,
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slHCRangeAttack1Fast,
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};
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IMPLEMENT_CUSTOM_SCHEDULES( CHeadCrab, CBaseMonster );
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const char *CHeadCrab::pIdleSounds[] =
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{
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"headcrab/hc_idle1.wav",
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"headcrab/hc_idle2.wav",
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"headcrab/hc_idle3.wav",
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};
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const char *CHeadCrab::pAlertSounds[] =
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{
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"headcrab/hc_alert1.wav",
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};
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const char *CHeadCrab::pPainSounds[] =
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{
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"headcrab/hc_pain1.wav",
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"headcrab/hc_pain2.wav",
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"headcrab/hc_pain3.wav",
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};
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const char *CHeadCrab::pAttackSounds[] =
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{
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"headcrab/hc_attack1.wav",
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"headcrab/hc_attack2.wav",
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"headcrab/hc_attack3.wav",
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};
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const char *CHeadCrab::pDeathSounds[] =
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{
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"headcrab/hc_die1.wav",
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"headcrab/hc_die2.wav",
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};
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const char *CHeadCrab::pBiteSounds[] =
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{
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"headcrab/hc_headbite.wav",
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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 CHeadCrab :: Classify ( void )
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{
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return CLASS_ALIEN_PREY;
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}
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//=========================================================
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// Center - returns the real center of the headcrab. The
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// bounding box is much larger than the actual creature so
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// this is needed for targeting
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//=========================================================
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Vector CHeadCrab :: Center ( void )
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{
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return Vector( pev->origin.x, pev->origin.y, pev->origin.z + 6 );
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}
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Vector CHeadCrab :: BodyTarget( const Vector &posSrc )
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{
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return Center( );
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CHeadCrab :: SetYawSpeed ( void )
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{
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int ys;
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switch ( m_Activity )
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{
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case ACT_IDLE:
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ys = 30;
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break;
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case ACT_RUN:
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case ACT_WALK:
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ys = 20;
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break;
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case ACT_TURN_LEFT:
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case ACT_TURN_RIGHT:
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ys = 60;
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break;
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case ACT_RANGE_ATTACK1:
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ys = 30;
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break;
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default:
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ys = 30;
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break;
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}
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pev->yaw_speed = ys;
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//=========================================================
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void CHeadCrab :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case HC_AE_JUMPATTACK:
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{
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ClearBits( pev->flags, FL_ONGROUND );
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UTIL_SetOrigin (pev, pev->origin + Vector ( 0 , 0 , 1) );// take him off ground so engine doesn't instantly reset onground
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UTIL_MakeVectors ( pev->angles );
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Vector vecJumpDir;
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if (m_hEnemy != NULL)
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{
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float gravity = g_psv_gravity->value;
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if (gravity <= 1)
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gravity = 1;
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// How fast does the headcrab need to travel to reach that height given gravity?
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float height = (m_hEnemy->pev->origin.z + m_hEnemy->pev->view_ofs.z - pev->origin.z);
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if (height < 16)
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height = 16;
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float speed = sqrt( 2 * gravity * height );
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float time = speed / gravity;
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// Scale the sideways velocity to get there at the right time
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vecJumpDir = (m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs - pev->origin);
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vecJumpDir = vecJumpDir * ( 1.0 / time );
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// Speed to offset gravity at the desired height
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vecJumpDir.z = speed;
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// Don't jump too far/fast
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float distance = vecJumpDir.Length();
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if (distance > 650)
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{
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vecJumpDir = vecJumpDir * ( 650.0 / distance );
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}
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}
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else
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{
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// jump hop, don't care where
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vecJumpDir = Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_up.z ) * 350;
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}
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int iSound = RANDOM_LONG(0,2);
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if ( iSound != 0 )
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EMIT_SOUND_DYN( edict(), CHAN_VOICE, pAttackSounds[iSound], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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pev->velocity = vecJumpDir;
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m_flNextAttack = gpGlobals->time + 2;
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}
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break;
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default:
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CBaseMonster::HandleAnimEvent( pEvent );
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break;
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}
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CHeadCrab :: Spawn()
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{
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Precache( );
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SET_MODEL(ENT(pev), "models/headcrab.mdl");
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UTIL_SetSize(pev, Vector(-12, -12, 0), Vector(12, 12, 24));
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_GREEN;
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pev->effects = 0;
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pev->health = gSkillData.headcrabHealth;
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pev->view_ofs = Vector ( 0, 0, 20 );// position of the eyes relative to monster's origin.
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pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim?
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m_flFieldOfView = 0.5;// 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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MonsterInit();
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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 CHeadCrab :: Precache()
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{
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PRECACHE_SOUND_ARRAY(pIdleSounds);
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PRECACHE_SOUND_ARRAY(pAlertSounds);
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PRECACHE_SOUND_ARRAY(pPainSounds);
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PRECACHE_SOUND_ARRAY(pAttackSounds);
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PRECACHE_SOUND_ARRAY(pDeathSounds);
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PRECACHE_SOUND_ARRAY(pBiteSounds);
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PRECACHE_MODEL("models/headcrab.mdl");
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}
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//=========================================================
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// RunTask
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//=========================================================
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void CHeadCrab :: RunTask ( Task_t *pTask )
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{
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switch ( pTask->iTask )
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{
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case TASK_RANGE_ATTACK1:
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case TASK_RANGE_ATTACK2:
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{
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if ( m_fSequenceFinished )
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{
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TaskComplete();
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SetTouch( NULL );
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m_IdealActivity = ACT_IDLE;
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}
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break;
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}
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default:
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{
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CBaseMonster :: RunTask(pTask);
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}
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}
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}
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//=========================================================
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// LeapTouch - this is the headcrab's touch function when it
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// is in the air
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//=========================================================
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void CHeadCrab :: LeapTouch ( CBaseEntity *pOther )
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{
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if ( !pOther->pev->takedamage )
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{
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return;
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}
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if ( pOther->Classify() == Classify() )
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{
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return;
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}
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// Don't hit if back on ground
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if ( !FBitSet( pev->flags, FL_ONGROUND ) )
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{
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EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBiteSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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pOther->TakeDamage( pev, pev, GetDamageAmount(), DMG_SLASH );
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}
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SetTouch( NULL );
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}
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//=========================================================
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// PrescheduleThink
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//=========================================================
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void CHeadCrab :: PrescheduleThink ( void )
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{
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// make the crab coo a little bit in combat state
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if ( m_MonsterState == MONSTERSTATE_COMBAT && RANDOM_FLOAT( 0, 5 ) < 0.1 )
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{
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IdleSound();
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}
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}
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void CHeadCrab :: StartTask ( Task_t *pTask )
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{
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m_iTaskStatus = TASKSTATUS_RUNNING;
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switch ( pTask->iTask )
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{
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case TASK_RANGE_ATTACK1:
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{
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EMIT_SOUND_DYN( edict(), CHAN_WEAPON, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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m_IdealActivity = ACT_RANGE_ATTACK1;
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SetTouch ( &CHeadCrab::LeapTouch );
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break;
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}
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default:
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{
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CBaseMonster :: StartTask( pTask );
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}
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}
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}
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//=========================================================
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// CheckRangeAttack1
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//=========================================================
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BOOL CHeadCrab :: CheckRangeAttack1 ( float flDot, float flDist )
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{
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if ( FBitSet( pev->flags, FL_ONGROUND ) && flDist <= 256 && flDot >= 0.65 )
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{
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// CheckRangeAttack2
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//=========================================================
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BOOL CHeadCrab :: CheckRangeAttack2 ( float flDot, float flDist )
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{
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return FALSE;
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// BUGBUG: Why is this code here? There is no ACT_RANGE_ATTACK2 animation. I've disabled it for now.
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#if 0
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if ( FBitSet( pev->flags, FL_ONGROUND ) && flDist > 64 && flDist <= 256 && flDot >= 0.5 )
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{
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return TRUE;
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}
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return FALSE;
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#endif
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}
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int CHeadCrab :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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// Don't take any acid damage -- BigMomma's mortar is acid
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if ( bitsDamageType & DMG_ACID )
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flDamage = 0;
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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}
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//=========================================================
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// IdleSound
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//=========================================================
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#define CRAB_ATTN_IDLE (float)1.5
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void CHeadCrab :: IdleSound ( void )
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{
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EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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}
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//=========================================================
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// AlertSound
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//=========================================================
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void CHeadCrab :: AlertSound ( void )
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{
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EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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}
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//=========================================================
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// AlertSound
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//=========================================================
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void CHeadCrab :: PainSound ( void )
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{
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EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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}
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//=========================================================
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// DeathSound
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//=========================================================
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void CHeadCrab :: DeathSound ( void )
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{
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EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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}
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Schedule_t* CHeadCrab :: GetScheduleOfType ( int Type )
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{
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switch ( Type )
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{
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case SCHED_RANGE_ATTACK1:
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{
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return &slHCRangeAttack1[ 0 ];
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}
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break;
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}
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return CBaseMonster::GetScheduleOfType( Type );
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}
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class CBabyCrab : public CHeadCrab
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{
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public:
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed ( void );
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float GetDamageAmount( void ) { return gSkillData.headcrabDmgBite * 0.3; }
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BOOL CheckRangeAttack1 ( float flDot, float flDist );
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Schedule_t* GetScheduleOfType ( int Type );
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virtual int GetVoicePitch( void ) { return PITCH_NORM + RANDOM_LONG(40,50); }
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virtual float GetSoundVolue( void ) { return 0.8; }
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};
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LINK_ENTITY_TO_CLASS( monster_babycrab, CBabyCrab );
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void CBabyCrab :: Spawn( void )
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{
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CHeadCrab::Spawn();
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SET_MODEL(ENT(pev), "models/baby_headcrab.mdl");
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pev->rendermode = kRenderTransTexture;
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pev->renderamt = 192;
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UTIL_SetSize(pev, Vector(-12, -12, 0), Vector(12, 12, 24));
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pev->health = gSkillData.headcrabHealth * 0.25; // less health than full grown
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}
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void CBabyCrab :: Precache( void )
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{
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PRECACHE_MODEL( "models/baby_headcrab.mdl" );
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CHeadCrab::Precache();
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}
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void CBabyCrab :: SetYawSpeed ( void )
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{
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pev->yaw_speed = 120;
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}
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BOOL CBabyCrab :: CheckRangeAttack1( float flDot, float flDist )
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{
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if ( pev->flags & FL_ONGROUND )
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{
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if ( pev->groundentity && (pev->groundentity->v.flags & (FL_CLIENT|FL_MONSTER)) )
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return TRUE;
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// A little less accurate, but jump from closer
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if ( flDist <= 180 && flDot >= 0.55 )
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return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
Schedule_t* CBabyCrab :: 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 CHeadCrab::GetScheduleOfType( Type );
|
|
}
|