valve/src/server/monster_houndeye.qc

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/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* 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();
}