/* * Copyright (c) 2016-2020 Marco Hladik * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ /*QUAKED monster_houndeye (0 0.8 0.8) (-16 -16 0) (16 16 36) HALF-LIFE (1998) ENTITY Houndeye */ #define HE_BLAST_RADIUS 384 enum { HE_IDLE, HE_IDLE2, HE_IDLE3, HE_RUN, HE_RUN2, HE_RUN3, HE_DIE, HE_DIE2, HE_DIE3, HE_DIE4, HE_ATTACK, HE_FLINCH, HE_FLINCH2, HE_DIE5, HE_WALKLIMP, HE_WALK2, HE_LEADERLOOK, HE_SLEEP, HE_GOTOSLEEP, HE_WAKE, HE_IDLEMAD, HE_IDLEMAD2, HE_IDLEMAD3, HE_INSPECT, HE_EAT, HE_LEFT, HE_RIGHT, HE_JUMPBACK, HE_WAKEFAST, HE_WHIMPER, HE_JUMPWINDOW }; class monster_houndeye:CBaseMonster { float m_flIdleTime; void(void) monster_houndeye; virtual void(void) Pain; virtual void(void) Death; virtual void(void) IdleNoise; virtual void(void) Respawn; virtual int(void) AttackMelee; virtual void(void) AttackBlast; }; int monster_houndeye::AttackMelee(void) { AnimPlay(HE_ATTACK); Sound_Play(this, CHAN_WEAPON, "monster_houndeye.attack"); m_flAttackThink = m_flAnimTime + 0.5f; think = AttackBlast; nextthink = m_flAnimTime; return TRUE; } void monster_houndeye::AttackBlast(void) { float new_dmg; float dist; float diff; vector pos; float dmg = 50; /* TODO: set proper damage */ for (entity e = world; (e = findfloat(e, ::takedamage, DAMAGE_YES));) { pos[0] = e.absmin[0] + (0.5 * (e.absmax[0] - e.absmin[0])); pos[1] = e.absmin[1] + (0.5 * (e.absmax[1] - e.absmin[1])); pos[2] = e.absmin[2] + (0.5 * (e.absmax[2] - e.absmin[2])); if (e.classname == "monster_houndeye") continue; /* don't bother if it's not anywhere near us */ dist = vlen(origin - pos); if (dist > HE_BLAST_RADIUS) { continue; } /* can we physically hit this thing? */ other = world; traceline(e.origin, origin, MOVE_OTHERONLY, this); if (trace_fraction < 1.0f) dmg *= 0.5f; /* calculate new damage values */ diff = vlen(origin - pos); diff = (HE_BLAST_RADIUS - diff) / HE_BLAST_RADIUS; new_dmg = rint(dmg * diff); if (diff > 0) { Damage_Apply(e, this, new_dmg, 0, DMG_EXPLODE); } } Sound_Play(this, CHAN_WEAPON, "monster_houndeye.blast"); } void monster_houndeye::Pain(void) { CBaseMonster::Pain(); if (m_flAnimTime > time) { return; } if (random() < 0.25f) { return; } Sound_Play(this, CHAN_VOICE, "monster_houndeye.pain"); SetFrame(HE_FLINCH + floor(random(0, 2))); m_flAnimTime = time + 0.25f; } void monster_houndeye::Death(void) { /* if we're already dead (corpse) don't change animations */ if (style != MONSTER_DEAD) { SetFrame(HE_DIE + floor(random(0, 4))); Sound_Play(this, CHAN_VOICE, "monster_houndeye.die"); } /* set the functional differences */ CBaseMonster::Death(); } void monster_houndeye::IdleNoise(void) { /* don't make noise if we're dead (corpse) */ if (style == MONSTER_DEAD) { return; } if (m_flIdleTime > time) { return; } m_flIdleTime = time + random(2,10); Sound_Play(this, CHAN_VOICE, "monster_houndeye.idle"); } void monster_houndeye::Respawn(void) { CBaseMonster::Respawn(); SetFrame(HE_IDLE); } void monster_houndeye::monster_houndeye(void) { Sound_Precache("monster_houndeye.alert"); Sound_Precache("monster_houndeye.attack"); Sound_Precache("monster_houndeye.blast"); Sound_Precache("monster_houndeye.die"); Sound_Precache("monster_houndeye.idle"); Sound_Precache("monster_houndeye.pain"); netname = "Houndeye"; model = "models/houndeye.mdl"; base_health = Skill_GetValue("houndeye_health", 20); base_mins = [-16,-16,0]; base_maxs = [16,16,36]; m_iAlliance = MAL_ALIEN; CBaseMonster::CBaseMonster(); }