halflife-photomode/dlls/bloater.cpp

218 lines
5.4 KiB
C++

/***
*
* 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.
*
****/
//=========================================================
// Bloater
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define BLOATER_AE_ATTACK_MELEE1 0x01
class CBloater : public CBaseMonster
{
public:
void Spawn() override;
void Precache() override;
void SetYawSpeed() override;
int Classify() override;
void HandleAnimEvent(MonsterEvent_t* pEvent) override;
void PainSound() override;
void AlertSound() override;
void IdleSound() override;
void AttackSnd();
// No range attacks
bool CheckRangeAttack1(float flDot, float flDist) override { return false; }
bool CheckRangeAttack2(float flDot, float flDist) override { return false; }
bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override;
};
LINK_ENTITY_TO_CLASS(monster_bloater, CBloater);
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CBloater::Classify()
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CBloater::SetYawSpeed()
{
int ys;
ys = 120;
#if 0
switch ( m_Activity )
{
}
#endif
pev->yaw_speed = ys;
}
bool CBloater::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
{
PainSound();
return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
}
void CBloater::PainSound()
{
#if 0
int pitch = 95 + RANDOM_LONG(0,9);
switch (RANDOM_LONG(0,5))
{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_pain1.wav", 1.0, ATTN_NORM, 0, pitch);
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_pain2.wav", 1.0, ATTN_NORM, 0, pitch);
break;
default:
break;
}
#endif
}
void CBloater::AlertSound()
{
#if 0
int pitch = 95 + RANDOM_LONG(0,9);
switch (RANDOM_LONG(0,2))
{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_alert10.wav", 1.0, ATTN_NORM, 0, pitch);
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_alert20.wav", 1.0, ATTN_NORM, 0, pitch);
break;
case 2:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_alert30.wav", 1.0, ATTN_NORM, 0, pitch);
break;
}
#endif
}
void CBloater::IdleSound()
{
#if 0
int pitch = 95 + RANDOM_LONG(0,9);
switch (RANDOM_LONG(0,2))
{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_idle1.wav", 1.0, ATTN_NORM, 0, pitch);
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_idle2.wav", 1.0, ATTN_NORM, 0, pitch);
break;
case 2:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_idle3.wav", 1.0, ATTN_NORM, 0, pitch);
break;
}
#endif
}
void CBloater::AttackSnd()
{
#if 0
int pitch = 95 + RANDOM_LONG(0,9);
switch (RANDOM_LONG(0,1))
{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_attack1.wav", 1.0, ATTN_NORM, 0, pitch);
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_attack2.wav", 1.0, ATTN_NORM, 0, pitch);
break;
}
#endif
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CBloater::HandleAnimEvent(MonsterEvent_t* pEvent)
{
switch (pEvent->event)
{
case BLOATER_AE_ATTACK_MELEE1:
{
// do stuff for this event.
AttackSnd();
}
break;
default:
CBaseMonster::HandleAnimEvent(pEvent);
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CBloater::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/floater.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_FLY;
pev->spawnflags |= FL_FLY;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->health = 40;
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;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CBloater::Precache()
{
PRECACHE_MODEL("models/floater.mdl");
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================