Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, 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.
*
****/
//=========================================================
// Spider ghost monster
//=========================================================
#include "zombie.h"
#include "shake.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define GHOST_AE_CLAW1 ( 1 )
#define GHOST_AE_CLAW2 ( 2 )
#define GHOST_AE_CLAW3 ( 3 )
class CGhost : public CZombie
{
public:
void Spawn( void );
void Precache( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void PainSound( void );
void AlertSound( void );
void IdleSound( void );
void AttackSound( void );
void DeathSound( void );
static const char *pAlertSounds[];
static const char *pDeathSounds[];
};
LINK_ENTITY_TO_CLASS( monster_ghost, CGhost );
const char *CGhost::pAlertSounds[] =
{
"aslave/slv_alert1.wav",
"aslave/slv_alert2.wav",
"aslave/slv_alert3.wav",
"aslave/slv_alert4.wav"
};
const char *CGhost::pDeathSounds[] =
{
"aslave/slv_die1.wav",
"aslave/slv_die2.wav",
};
void CGhost :: PainSound( void )
{
}
void CGhost :: AlertSound( void )
{
int pitch = PITCH_LOW + RANDOM_LONG(0,9);
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, pitch );
}
void CGhost :: IdleSound( void )
{
}
void CGhost :: AttackSound( void )
{
}
//=========================================================
// DieSound
//=========================================================
void CGhost :: DeathSound( void )
{
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pDeathSounds[ RANDOM_LONG(0,ARRAYSIZE(pDeathSounds)-1) ], 1.0, ATTN_NORM, 0, PITCH_LOW + RANDOM_LONG(0,9) );
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CGhost :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case GHOST_AE_CLAW1:
case GHOST_AE_CLAW2:
case GHOST_AE_CLAW3:
{
if (m_flNextAttack < gpGlobals->time)
{
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.slaveDmgClaw, DMG_POISON );
if ( pHurt )
{
if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
{
UTIL_ScreenFade( pHurt, Vector( 255, 0, 0 ), 1.0, 11.0, 100, FFADE_IN );
EMIT_SOUND( ENT( pHurt->pev), CHAN_ITEM, "ghost/ear_ringing.wav", 1.0, ATTN_NORM );
m_flNextAttack = gpGlobals->time + 12.0f;
}
}
}
}
break;
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CGhost :: Spawn()
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/ghost.mdl");
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
if (pev->health == 0)
pev->health = gSkillData.slaveHealth;
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;
m_afCapability = bits_CAP_DOORS_GROUP;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CGhost :: Precache()
{
int i;
if (pev->model)
PRECACHE_MODEL( STRING(pev->model) ); //LRC
else
PRECACHE_MODEL("models/ghost.mdl");
PRECACHE_SOUND("ghost/ear_ringing.wav");
for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
PRECACHE_SOUND( pAlertSounds[i] );
for ( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ )
PRECACHE_SOUND( pDeathSounds[i] );
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================