/*** * * 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. * ****/ //========================================================= // shockroach.cpp //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "game.h" #include "player.h" #include "weapons.h" #include "headcrab.h" #include "shockroach.h" LINK_ENTITY_TO_CLASS(monster_shockroach, CShockRoach); TYPEDESCRIPTION CShockRoach::m_SaveData[] = { DEFINE_FIELD(CShockRoach, m_flDie, FIELD_TIME), }; IMPLEMENT_SAVERESTORE(CShockRoach, CHeadCrab); 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/schock_bite.wav", }; //========================================================= // 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.sroachHealth; 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; m_flDie = gpGlobals->time + RANDOM_LONG(10, 15); 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("shockroach/shock_walk.wav"); PRECACHE_MODEL("models/w_shock_rifle.mdl"); } //========================================================= // LeapTouch - this is the headcrab'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()); // Give the shockrifle weapon to the player, if not already in possession. CBasePlayer* pPlayer = dynamic_cast(pOther); if (pPlayer && !(pPlayer->pev->weapons & (1 << WEAPON_SHOCKRIFLE))) { pPlayer->GiveNamedItem("weapon_shockrifle"); pPlayer->pev->weapons |= (1 << WEAPON_SHOCKRIFLE); UTIL_Remove(this); return; } pOther->TakeDamage(pev, pev, GetDamageAmount(), DMG_SLASH); } SetTouch(NULL); } //========================================================= // PrescheduleThink //========================================================= void CShockRoach::PrescheduleThink(void) { // explode when ready if (gpGlobals->time >= m_flDie) { pev->health = -1; Killed(pev, 0); return; } CHeadCrab::PrescheduleThink(); } //========================================================= // IdleSound //========================================================= 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()); } 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(&CShockRoach::LeapTouch); break; } default: CHeadCrab::StartTask(pTask); } }