/*** * * 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((char*)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((char *)pAlertSounds[i]); for ( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ ) PRECACHE_SOUND((char *)pDeathSounds[i]); } //========================================================= // AI Schedules Specific to this monster //=========================================================