/*** * * 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. * ****/ //========================================================= // 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( void ); void Precache( void ); void SetYawSpeed( void ); int Classify( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); void PainSound( void ); void AlertSound( void ); void IdleSound( void ); void AttackSnd( void ); // No range attacks BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; } int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); }; LINK_ENTITY_TO_CLASS( monster_bloater, CBloater ) //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CBloater::Classify( void ) { return m_iClass?m_iClass:CLASS_ALIEN_MONSTER; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CBloater::SetYawSpeed( void ) { int ys; ys = 120; #if 0 switch( m_Activity ) { } #endif pev->yaw_speed = ys; } int CBloater::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { PainSound(); return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } void CBloater::PainSound( void ) { #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( void ) { #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( void ) { #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( void ) { #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(); if (pev->model) SET_MODEL(ENT(pev), STRING(pev->model)); //LRC else 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() { if (pev->model) PRECACHE_MODEL(STRING(pev->model)); //LRC else PRECACHE_MODEL( "models/floater.mdl" ); } //========================================================= // AI Schedules Specific to this monster //=========================================================