//=========================================================
// Opposing Forces Monster Shockroach
//
// Made by Demiurge
//
//FGD monster_shockroach
//=========================================================
//=========================================================
// shockroach.cpp - tiny, jumpy alien parasite
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "game.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define SR_AE_JUMPATTACK ( 2 )
Task_t tlSRRangeAttack1[] =
{
{ 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 slSRRangeAttack1[] =
{
{
tlSRRangeAttack1,
ARRAYSIZE ( tlSRRangeAttack1 ),
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED,
0,
"SRRangeAttack1"
},
};
Task_t tlSRRangeAttack1Fast[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
};
Schedule_t slSRRangeAttack1Fast[] =
{
{
tlSRRangeAttack1Fast,
ARRAYSIZE ( tlSRRangeAttack1Fast ),
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED,
0,
"SRRAFast"
},
};
class CShockRoach : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void RunTask ( Task_t *pTask );
void StartTask ( Task_t *pTask );
void SetYawSpeed ( void );
void EXPORT LeapTouch ( CBaseEntity *pOther );
Vector Center( void );
Vector BodyTarget( const Vector &posSrc );
void PainSound( void );
void DeathSound( void );
void IdleSound( void );
void AlertSound( void );
void WalkSound( void );
void PrescheduleThink( void );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
BOOL CheckRangeAttack1 ( float flDot, float flDist );
BOOL CheckRangeAttack2 ( float flDot, float flDist );
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
virtual float GetDamageAmount( void ) { return gSkillData.shockroachDmgBite; }
virtual int GetVoicePitch( void ) { return 100; }
virtual float GetSoundVolue( void ) { return 1.0; }
Schedule_t* GetScheduleOfType ( int Type );
CUSTOM_SCHEDULES;
static const char *pIdleSounds[];
static const char *pAlertSounds[];
static const char *pPainSounds[];
static const char *pAttackSounds[];
static const char *pDeathSounds[];
static const char *pBiteSounds[];
static const char *pWalkSounds[];
};
LINK_ENTITY_TO_CLASS( monster_shockroach, CShockRoach );
DEFINE_CUSTOM_SCHEDULES( CShockRoach )
{
slSRRangeAttack1,
slSRRangeAttack1Fast,
};
IMPLEMENT_CUSTOM_SCHEDULES( CShockRoach, CBaseMonster );
const char *CShockRoach::pIdleSounds[] =
{
"shockroach/shock_idle1.wav",
"shockroach/shock_idle2.wav",
"shockroach/shock_idle3.wav",
};
const char *CShockRoach::pAlertSounds[] =
{
"shockroach/shock_angry.wav",
};
const char *CShockRoach::pPainSounds[] =
{
"shockroach/shock_flinch.wav",
};
const char *CShockRoach::pAttackSounds[] =
{
"shockroach/shock_jump1.wav",
"shockroach/shock_jump2.wav",
};
const char *CShockRoach::pDeathSounds[] =
{
"shockroach/shock_die.wav",
};
const char *CShockRoach::pBiteSounds[] =
{
"shockroach/shock_bite.wav",
};
const char *CShockRoach::pWalkSounds[] =
{
"shockroach/shock_walk.wav",
};
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CShockRoach :: Classify ( void )
{
return CLASS_ALIEN_PREY;
}
//=========================================================
// Center - returns the real center of the shockroach. The
// bounding box is much larger than the actual creature so
// this is needed for targeting
//=========================================================
Vector CShockRoach :: Center ( void )
{
return Vector( pev->origin.x, pev->origin.y, pev->origin.z + 6 );
}
Vector CShockRoach :: BodyTarget( const Vector &posSrc )
{
return Center( );
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CShockRoach :: 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 CShockRoach :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case SR_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 shockroach need to travel to reach that height given gravity?
float height = (m_hEnemy->pev->origin.z + m_hEnemy->pev->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->pev->origin + m_hEnemy->pev->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:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CShockRoach :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/w_shock_rifle.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.shockroachHealth;
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 CShockRoach :: 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_SOUND_ARRAY(pWalkSounds);*/
PRECACHE_SOUND( "shockroach/shock_idle1.wav" );
PRECACHE_SOUND( "shockroach/shock_idle2.wav" );
PRECACHE_SOUND( "shockroach/shock_idle3.wav" );
PRECACHE_SOUND( "shockroach/shock_angry.wav" );
PRECACHE_SOUND( "shockroach/shock_flinch.wav" );
PRECACHE_SOUND( "shockroach/shock_jump1.wav" );
PRECACHE_SOUND( "shockroach/shock_jump2.wav" );
PRECACHE_SOUND( "shockroach/shock_die.wav" );
PRECACHE_SOUND( "shockroach/shock_bite.wav" );
PRECACHE_SOUND( "shockroach/shock_walk.wav" );
PRECACHE_MODEL("models/w_shock_rifle.mdl");
}
//=========================================================
// RunTask
//=========================================================
void CShockRoach :: 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:
{
CBaseMonster :: RunTask(pTask);
}
}
}
//=========================================================
// LeapTouch - this is the shockroach's touch function when it
// is in the air
//=========================================================
void CShockRoach :: LeapTouch ( CBaseEntity *pOther )
{
if ( !pOther->pev->takedamage )
{
return;
}
if ( pOther->Classify() == Classify() )
{
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() );
pOther->TakeDamage( pev, pev, GetDamageAmount(), DMG_SLASH );
}
SetTouch( NULL );
}
//=========================================================
// PrescheduleThink
//=========================================================
void CShockRoach :: 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 CShockRoach :: 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:
{
CBaseMonster :: StartTask( pTask );
}
}
}
//=========================================================
// CheckRangeAttack1
//=========================================================
BOOL CShockRoach :: CheckRangeAttack1 ( float flDot, float flDist )
{
if ( FBitSet( pev->flags, FL_ONGROUND ) && flDist <= 256 && flDot >= 0.65 )
{
return TRUE;
}
return FALSE;
}
//=========================================================
// CheckRangeAttack2
//=========================================================
BOOL CShockRoach :: 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 CShockRoach :: 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 CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
//=========================================================
// IdleSound
//=========================================================
#define ROACH_ATTN_IDLE (float)1.5
void CShockRoach :: IdleSound ( void )
{
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
}
//=========================================================
// AlertSound
//=========================================================
void CShockRoach :: AlertSound ( void )
{
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
}
//=========================================================
// AlertSound
//=========================================================
void CShockRoach :: PainSound ( void )
{
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
}
//=========================================================
// DeathSound
//=========================================================
void CShockRoach :: DeathSound ( void )
{
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
}
//=========================================================
// WalkSound
//=========================================================
void CShockRoach :: WalkSound ( void )
{
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pWalkSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
}
Schedule_t* CShockRoach :: GetScheduleOfType ( int Type )
{
switch ( Type )
{
case SCHED_RANGE_ATTACK1:
{
return &slSRRangeAttack1[ 0 ];
}
break;
}
return CBaseMonster::GetScheduleOfType( Type );
}