//========================================================= // monster.cpp - a new monster //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #define MELEE_ATTACK1 ( 6 ) // Uses Animation Event 6, as declared in the models .qc file //===================== // Monsters Class Definition //===================== class CMonster : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void SetYawSpeed ( void ); BOOL CheckMeleeAttack1 ( float flDot, float flDist ); void HandleAnimEvent( MonsterEvent_t *pEvent ); void StartTask ( Task_t *pTask ); Schedule_t *GetSchedule( void ); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); int Save( CSave &save ); int Restore( CRestore &restore ); BOOL m_fPlayerAttacked; // This is to check if he's been attacked by the player static TYPEDESCRIPTION m_SaveData[]; // Storage CBaseEntity *Bite( void ); int Classify ( void ); }; LINK_ENTITY_TO_CLASS( monster_monster, CMonster ); TYPEDESCRIPTION CMonster::m_SaveData[] = { DEFINE_FIELD( CMonster, m_fPlayerAttacked, FIELD_BOOLEAN ), }; IMPLEMENT_SAVERESTORE( CMonster, CBaseMonster ); //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CMonster :: Classify ( void ) { if (m_fPlayerAttacked == FALSE || m_fPlayerAttacked == NULL) return CLASS_PLAYER_ALLY; // This is a friendly monster else return CLASS_ALIEN_MONSTER; // Now he's a bad guy =) } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CMonster :: SetYawSpeed ( void ) { pev->yaw_speed = 90; // Turning with 90 } //========================================================= // Spawn //========================================================= void CMonster :: Spawn() { Precache( ); SET_MODEL(ENT(pev), "models/bullsquid.mdl"); // We need a model anyway UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) ); // For it's hitbox pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; pev->effects = 0; pev->health = 100; // 100 health is enough pev->view_ofs = Vector ( 0, 0, 20 );// 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; MonsterInit(); // Starts the monsters AI } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CMonster :: Precache() { PRECACHE_MODEL("models/bullsquid.mdl"); //Loads the model in the game PRECACHE_SOUND("bullchicken/bc_bite2.wav"); // Sounds for the attack PRECACHE_SOUND("bullchicken/bc_bite3.wav"); PRECACHE_SOUND("bullchicken/bc_attackgrowl.wav"); PRECACHE_SOUND("bullchicken/bc_attackgrowl2.wav"); PRECACHE_SOUND("bullchicken/bc_attackgrowl3.wav"); } BOOL CMonster :: CheckMeleeAttack1 ( float flDot, float flDist ) { if ( flDist <= 60 && flDot >= 0.7 ) // The player & bullsquid can be as much as their bboxes { // apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3)) return TRUE; } return FALSE; } void CMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case MELEE_ATTACK1: { CBaseEntity *pHurt = Bite(); if ( pHurt ) { // SOUND HERE! UTIL_MakeVectors( pev->angles ); pHurt->pev->punchangle.x = 15; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50; pHurt->TakeDamage( pev, pev, 25, DMG_CLUB ); } } break; default: CBaseMonster::HandleAnimEvent( pEvent ); } } void CMonster :: StartTask ( Task_t *pTask ) { m_iTaskStatus = TASKSTATUS_RUNNING; switch ( pTask->iTask ) { case TASK_MELEE_ATTACK1: { CBaseEntity *pHurt = Bite(); switch ( RANDOM_LONG ( 0, 2 ) ) { case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_attackgrowl.wav", 1, ATTN_NORM ); if ( pHurt ) { // SOUND HERE! UTIL_MakeVectors( pev->angles ); pHurt->pev->punchangle.x = 15; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50; pHurt->TakeDamage( pev, pev, 25, DMG_CLUB ); } break; case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_attackgrowl2.wav", 1, ATTN_NORM ); if ( pHurt ) { // SOUND HERE! UTIL_MakeVectors( pev->angles ); pHurt->pev->punchangle.x = 15; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50; pHurt->TakeDamage( pev, pev, 25, DMG_CLUB ); } break; case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_attackgrowl3.wav", 1, ATTN_NORM ); if ( pHurt ) { // SOUND HERE! UTIL_MakeVectors( pev->angles ); pHurt->pev->punchangle.x = 15; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50; pHurt->TakeDamage( pev, pev, 25, DMG_CLUB ); } break; } CBaseMonster :: StartTask ( pTask ); break; } case TASK_GET_PATH_TO_ENEMY: { if ( BuildRoute ( m_hEnemy->pev->origin, bits_MF_TO_ENEMY, m_hEnemy ) ) { m_iTaskStatus = TASKSTATUS_COMPLETE; } else { ALERT ( at_console, "GetPathToEnemy failed!!\n" ); TaskFail(); } break; } default: { CBaseMonster :: StartTask ( pTask ); break; } } } Schedule_t *CMonster :: GetSchedule( void ) { 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 CBaseMonster :: GetSchedule(); } if ( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) { return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ); } return GetScheduleOfType ( SCHED_CHASE_ENEMY ); break; } } return CBaseMonster :: GetSchedule(); } int CMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { if ( pevAttacker->flags & FL_CLIENT ) { m_fPlayerAttacked = TRUE; // Yup, I am attacked by him, so now I'm pissed } else { if (m_fPlayerAttacked != TRUE) m_fPlayerAttacked = FALSE; // He's still my friend! (This is just to make sure it'll go right. } return CBaseMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } CBaseEntity *CMonster :: Bite( void ) { TraceResult tr; UTIL_MakeVectors( pev->angles ); Vector vecStart = pev->origin; vecStart.z += pev->size.z * 0.5; Vector vecEnd = vecStart + (gpGlobals->v_forward * 70); UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr ); if ( tr.pHit ) { CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); return pEntity; } return NULL; }