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halflife-sdk-steam/dlls/tentacle.cpp

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/***
*
* 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.
*
****/
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
/*
h_tentacle.cpp - silo of death tentacle monster (half life)
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "soundent.h"
#define ACT_T_IDLE 1010
#define ACT_T_TAP 1020
#define ACT_T_STRIKE 1030
#define ACT_T_REARIDLE 1040
class CTentacle : public CBaseMonster
{
public:
CTentacle( void );
void Spawn( );
void Precache( );
void KeyValue( KeyValueData *pkvd );
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
// Don't allow the tentacle to go across transitions!!!
virtual int ObjectCaps( void ) { return CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
void SetObjectCollisionBox( void )
{
pev->absmin = pev->origin + Vector(-400, -400, 0);
pev->absmax = pev->origin + Vector(400, 400, 850);
}
void EXPORT Cycle( void );
void EXPORT CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT Start( void );
void EXPORT DieThink( void );
void EXPORT Test( void );
void EXPORT HitTouch( CBaseEntity *pOther );
float HearingSensitivity( void ) { return 2.0; };
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void Killed( entvars_t *pevAttacker, int iGib );
MONSTERSTATE GetIdealState ( void ) { return MONSTERSTATE_IDLE; };
int CanPlaySequence( BOOL fDisregardState ) { return TRUE; };
int Classify( void );
int Level( float dz );
int MyLevel( void );
float MyHeight( void );
float m_flInitialYaw;
int m_iGoalAnim;
int m_iLevel;
int m_iDir;
float m_flFramerateAdj;
float m_flSoundYaw;
int m_iSoundLevel;
float m_flSoundTime;
float m_flSoundRadius;
int m_iHitDmg;
float m_flHitTime;
float m_flTapRadius;
float m_flNextSong;
static int g_fFlySound;
static int g_fSquirmSound;
float m_flMaxYaw;
int m_iTapSound;
Vector m_vecPrevSound;
float m_flPrevSoundTime;
static const char *pHitSilo[];
static const char *pHitDirt[];
static const char *pHitWater[];
};
int CTentacle :: g_fFlySound;
int CTentacle :: g_fSquirmSound;
LINK_ENTITY_TO_CLASS( monster_tentacle, CTentacle );
// stike sounds
#define TE_NONE -1
#define TE_SILO 0
#define TE_DIRT 1
#define TE_WATER 2
const char *CTentacle::pHitSilo[] =
{
"tentacle/te_strike1.wav",
"tentacle/te_strike2.wav",
};
const char *CTentacle::pHitDirt[] =
{
"player/pl_dirt1.wav",
"player/pl_dirt2.wav",
"player/pl_dirt3.wav",
"player/pl_dirt4.wav",
};
const char *CTentacle::pHitWater[] =
{
"player/pl_slosh1.wav",
"player/pl_slosh2.wav",
"player/pl_slosh3.wav",
"player/pl_slosh4.wav",
};
TYPEDESCRIPTION CTentacle::m_SaveData[] =
{
DEFINE_FIELD( CTentacle, m_flInitialYaw, FIELD_FLOAT ),
DEFINE_FIELD( CTentacle, m_iGoalAnim, FIELD_INTEGER ),
DEFINE_FIELD( CTentacle, m_iLevel, FIELD_INTEGER ),
DEFINE_FIELD( CTentacle, m_iDir, FIELD_INTEGER ),
DEFINE_FIELD( CTentacle, m_flFramerateAdj, FIELD_FLOAT ),
DEFINE_FIELD( CTentacle, m_flSoundYaw, FIELD_FLOAT ),
DEFINE_FIELD( CTentacle, m_iSoundLevel, FIELD_INTEGER ),
DEFINE_FIELD( CTentacle, m_flSoundTime, FIELD_TIME ),
DEFINE_FIELD( CTentacle, m_flSoundRadius, FIELD_FLOAT ),
DEFINE_FIELD( CTentacle, m_iHitDmg, FIELD_INTEGER ),
DEFINE_FIELD( CTentacle, m_flHitTime, FIELD_TIME ),
DEFINE_FIELD( CTentacle, m_flTapRadius, FIELD_FLOAT ),
DEFINE_FIELD( CTentacle, m_flNextSong, FIELD_TIME ),
DEFINE_FIELD( CTentacle, m_iTapSound, FIELD_INTEGER ),
DEFINE_FIELD( CTentacle, m_flMaxYaw, FIELD_FLOAT ),
DEFINE_FIELD( CTentacle, m_vecPrevSound, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( CTentacle, m_flPrevSoundTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CTentacle, CBaseMonster );
// animation sequence aliases
typedef enum
{
TENTACLE_ANIM_Pit_Idle,
TENTACLE_ANIM_rise_to_Temp1,
TENTACLE_ANIM_Temp1_to_Floor,
TENTACLE_ANIM_Floor_Idle,
TENTACLE_ANIM_Floor_Fidget_Pissed,
TENTACLE_ANIM_Floor_Fidget_SmallRise,
TENTACLE_ANIM_Floor_Fidget_Wave,
TENTACLE_ANIM_Floor_Strike,
TENTACLE_ANIM_Floor_Tap,
TENTACLE_ANIM_Floor_Rotate,
TENTACLE_ANIM_Floor_Rear,
TENTACLE_ANIM_Floor_Rear_Idle,
TENTACLE_ANIM_Floor_to_Lev1,
TENTACLE_ANIM_Lev1_Idle,
TENTACLE_ANIM_Lev1_Fidget_Claw,
TENTACLE_ANIM_Lev1_Fidget_Shake,
TENTACLE_ANIM_Lev1_Fidget_Snap,
TENTACLE_ANIM_Lev1_Strike,
TENTACLE_ANIM_Lev1_Tap,
TENTACLE_ANIM_Lev1_Rotate,
TENTACLE_ANIM_Lev1_Rear,
TENTACLE_ANIM_Lev1_Rear_Idle,
TENTACLE_ANIM_Lev1_to_Lev2,
TENTACLE_ANIM_Lev2_Idle,
TENTACLE_ANIM_Lev2_Fidget_Shake,
TENTACLE_ANIM_Lev2_Fidget_Swing,
TENTACLE_ANIM_Lev2_Fidget_Tut,
TENTACLE_ANIM_Lev2_Strike,
TENTACLE_ANIM_Lev2_Tap,
TENTACLE_ANIM_Lev2_Rotate,
TENTACLE_ANIM_Lev2_Rear,
TENTACLE_ANIM_Lev2_Rear_Idle,
TENTACLE_ANIM_Lev2_to_Lev3,
TENTACLE_ANIM_Lev3_Idle,
TENTACLE_ANIM_Lev3_Fidget_Shake,
TENTACLE_ANIM_Lev3_Fidget_Side,
TENTACLE_ANIM_Lev3_Fidget_Swipe,
TENTACLE_ANIM_Lev3_Strike,
TENTACLE_ANIM_Lev3_Tap,
TENTACLE_ANIM_Lev3_Rotate,
TENTACLE_ANIM_Lev3_Rear,
TENTACLE_ANIM_Lev3_Rear_Idle,
TENTACLE_ANIM_Lev1_Door_reach,
TENTACLE_ANIM_Lev3_to_Engine,
TENTACLE_ANIM_Engine_Idle,
TENTACLE_ANIM_Engine_Sway,
TENTACLE_ANIM_Engine_Swat,
TENTACLE_ANIM_Engine_Bob,
TENTACLE_ANIM_Engine_Death1,
TENTACLE_ANIM_Engine_Death2,
TENTACLE_ANIM_Engine_Death3,
TENTACLE_ANIM_none
} TENTACLE_ANIM;
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CTentacle :: Classify ( void )
{
return CLASS_ALIEN_MONSTER;
}
//
// Tentacle Spawn
//
void CTentacle :: Spawn( )
{
Precache( );
pev->solid = SOLID_BBOX;
pev->movetype = MOVETYPE_FLY;
pev->effects = 0;
pev->health = 75;
pev->sequence = 0;
SET_MODEL(ENT(pev), "models/tentacle2.mdl");
UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );
pev->takedamage = DAMAGE_AIM;
pev->flags |= FL_MONSTER;
m_bloodColor = BLOOD_COLOR_GREEN;
SetThink( &CTentacle::Start );
SetTouch( &CTentacle::HitTouch );
SetUse( &CTentacle::CommandUse );
pev->nextthink = gpGlobals->time + 0.2;
ResetSequenceInfo( );
m_iDir = 1;
pev->yaw_speed = 18;
m_flInitialYaw = pev->angles.y;
pev->ideal_yaw = m_flInitialYaw;
g_fFlySound = FALSE;
g_fSquirmSound = FALSE;
m_iHitDmg = 20;
if (m_flMaxYaw <= 0)
m_flMaxYaw = 65;
m_MonsterState = MONSTERSTATE_IDLE;
// SetThink( Test );
UTIL_SetOrigin( pev, pev->origin );
}
void CTentacle :: Precache( )
{
PRECACHE_MODEL("models/tentacle2.mdl");
PRECACHE_SOUND("ambience/flies.wav");
PRECACHE_SOUND("ambience/squirm2.wav");
PRECACHE_SOUND("tentacle/te_alert1.wav");
PRECACHE_SOUND("tentacle/te_alert2.wav");
PRECACHE_SOUND("tentacle/te_flies1.wav");
PRECACHE_SOUND("tentacle/te_move1.wav");
PRECACHE_SOUND("tentacle/te_move2.wav");
PRECACHE_SOUND("tentacle/te_roar1.wav");
PRECACHE_SOUND("tentacle/te_roar2.wav");
PRECACHE_SOUND("tentacle/te_search1.wav");
PRECACHE_SOUND("tentacle/te_search2.wav");
PRECACHE_SOUND("tentacle/te_sing1.wav");
PRECACHE_SOUND("tentacle/te_sing2.wav");
PRECACHE_SOUND("tentacle/te_squirm2.wav");
PRECACHE_SOUND("tentacle/te_strike1.wav");
PRECACHE_SOUND("tentacle/te_strike2.wav");
PRECACHE_SOUND("tentacle/te_swing1.wav");
PRECACHE_SOUND("tentacle/te_swing2.wav");
PRECACHE_SOUND_ARRAY( pHitSilo );
PRECACHE_SOUND_ARRAY( pHitDirt );
PRECACHE_SOUND_ARRAY( pHitWater );
}
CTentacle::CTentacle( )
{
m_flMaxYaw = 65;
m_iTapSound = 0;
}
void CTentacle::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "sweeparc"))
{
m_flMaxYaw = atof(pkvd->szValue) / 2.0;
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "sound"))
{
m_iTapSound = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseMonster::KeyValue( pkvd );
}
int CTentacle :: Level( float dz )
{
if (dz < 216)
return 0;
if (dz < 408)
return 1;
if (dz < 600)
return 2;
return 3;
}
float CTentacle :: MyHeight( )
{
switch ( MyLevel( ) )
{
case 1:
return 256;
case 2:
return 448;
case 3:
return 640;
}
return 0;
}
int CTentacle :: MyLevel( )
{
switch( pev->sequence )
{
case TENTACLE_ANIM_Pit_Idle:
return -1;
case TENTACLE_ANIM_rise_to_Temp1:
case TENTACLE_ANIM_Temp1_to_Floor:
case TENTACLE_ANIM_Floor_to_Lev1:
return 0;
case TENTACLE_ANIM_Floor_Idle:
case TENTACLE_ANIM_Floor_Fidget_Pissed:
case TENTACLE_ANIM_Floor_Fidget_SmallRise:
case TENTACLE_ANIM_Floor_Fidget_Wave:
case TENTACLE_ANIM_Floor_Strike:
case TENTACLE_ANIM_Floor_Tap:
case TENTACLE_ANIM_Floor_Rotate:
case TENTACLE_ANIM_Floor_Rear:
case TENTACLE_ANIM_Floor_Rear_Idle:
return 0;
case TENTACLE_ANIM_Lev1_Idle:
case TENTACLE_ANIM_Lev1_Fidget_Claw:
case TENTACLE_ANIM_Lev1_Fidget_Shake:
case TENTACLE_ANIM_Lev1_Fidget_Snap:
case TENTACLE_ANIM_Lev1_Strike:
case TENTACLE_ANIM_Lev1_Tap:
case TENTACLE_ANIM_Lev1_Rotate:
case TENTACLE_ANIM_Lev1_Rear:
case TENTACLE_ANIM_Lev1_Rear_Idle:
return 1;
case TENTACLE_ANIM_Lev1_to_Lev2:
return 1;
case TENTACLE_ANIM_Lev2_Idle:
case TENTACLE_ANIM_Lev2_Fidget_Shake:
case TENTACLE_ANIM_Lev2_Fidget_Swing:
case TENTACLE_ANIM_Lev2_Fidget_Tut:
case TENTACLE_ANIM_Lev2_Strike:
case TENTACLE_ANIM_Lev2_Tap:
case TENTACLE_ANIM_Lev2_Rotate:
case TENTACLE_ANIM_Lev2_Rear:
case TENTACLE_ANIM_Lev2_Rear_Idle:
return 2;
case TENTACLE_ANIM_Lev2_to_Lev3:
return 2;
case TENTACLE_ANIM_Lev3_Idle:
case TENTACLE_ANIM_Lev3_Fidget_Shake:
case TENTACLE_ANIM_Lev3_Fidget_Side:
case TENTACLE_ANIM_Lev3_Fidget_Swipe:
case TENTACLE_ANIM_Lev3_Strike:
case TENTACLE_ANIM_Lev3_Tap:
case TENTACLE_ANIM_Lev3_Rotate:
case TENTACLE_ANIM_Lev3_Rear:
case TENTACLE_ANIM_Lev3_Rear_Idle:
return 3;
case TENTACLE_ANIM_Lev1_Door_reach:
return -1;
}
return -1;
}
void CTentacle :: Test( void )
{
pev->sequence = TENTACLE_ANIM_Floor_Strike;
pev->framerate = 0;
StudioFrameAdvance( );
pev->nextthink = gpGlobals->time + 0.1;
}
//
// TentacleThink
//
void CTentacle :: Cycle( void )
{
// ALERT( at_console, "%s %.2f %d %d\n", STRING( pev->targetname ), pev->origin.z, m_MonsterState, m_IdealMonsterState );
pev->nextthink = gpGlobals-> time + 0.1;
// ALERT( at_console, "%s %d %d %d %f %f\n", STRING( pev->targetname ), pev->sequence, m_iGoalAnim, m_iDir, pev->framerate, pev->health );
if (m_MonsterState == MONSTERSTATE_SCRIPT || m_IdealMonsterState == MONSTERSTATE_SCRIPT)
{
pev->angles.y = m_flInitialYaw;
pev->ideal_yaw = m_flInitialYaw;
ClearConditions( IgnoreConditions() );
MonsterThink( );
m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
return;
}
DispatchAnimEvents( );
StudioFrameAdvance( );
ChangeYaw( pev->yaw_speed );
CSound *pSound;
Listen( );
// Listen will set this if there's something in my sound list
if ( HasConditions( bits_COND_HEAR_SOUND ) )
pSound = PBestSound();
else
pSound = NULL;
if ( pSound )
{
Vector vecDir;
if (gpGlobals->time - m_flPrevSoundTime < 0.5)
{
float dt = gpGlobals->time - m_flPrevSoundTime;
vecDir = pSound->m_vecOrigin + (pSound->m_vecOrigin - m_vecPrevSound) / dt - pev->origin;
}
else
{
vecDir = pSound->m_vecOrigin - pev->origin;
}
m_flPrevSoundTime = gpGlobals->time;
m_vecPrevSound = pSound->m_vecOrigin;
m_flSoundYaw = UTIL_VecToYaw ( vecDir ) - m_flInitialYaw;
m_iSoundLevel = Level( vecDir.z );
if (m_flSoundYaw < -180)
m_flSoundYaw += 360;
if (m_flSoundYaw > 180)
m_flSoundYaw -= 360;
// ALERT( at_console, "sound %d %.0f\n", m_iSoundLevel, m_flSoundYaw );
if (m_flSoundTime < gpGlobals->time)
{
// play "I hear new something" sound
char *sound;
switch( RANDOM_LONG(0,1) )
{
case 0: sound = "tentacle/te_alert1.wav"; break;
case 1: sound = "tentacle/te_alert2.wav"; break;
}
// UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), sound, 1.0, ATTN_NORM, 0, 100);
}
m_flSoundTime = gpGlobals->time + RANDOM_FLOAT( 5.0, 10.0 );
}
// clip ideal_yaw
float dy = m_flSoundYaw;
switch( pev->sequence )
{
case TENTACLE_ANIM_Floor_Rear:
case TENTACLE_ANIM_Floor_Rear_Idle:
case TENTACLE_ANIM_Lev1_Rear:
case TENTACLE_ANIM_Lev1_Rear_Idle:
case TENTACLE_ANIM_Lev2_Rear:
case TENTACLE_ANIM_Lev2_Rear_Idle:
case TENTACLE_ANIM_Lev3_Rear:
case TENTACLE_ANIM_Lev3_Rear_Idle:
if (dy < 0 && dy > -m_flMaxYaw)
dy = -m_flMaxYaw;
if (dy > 0 && dy < m_flMaxYaw)
dy = m_flMaxYaw;
break;
default:
if (dy < -m_flMaxYaw)
dy = -m_flMaxYaw;
if (dy > m_flMaxYaw)
dy = m_flMaxYaw;
}
pev->ideal_yaw = m_flInitialYaw + dy;
if (m_fSequenceFinished)
{
// ALERT( at_console, "%s done %d %d\n", STRING( pev->targetname ), pev->sequence, m_iGoalAnim );
if (pev->health <= 1)
{
m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
if (pev->sequence == TENTACLE_ANIM_Pit_Idle)
{
pev->health = 75;
}
}
else if ( m_flSoundTime > gpGlobals->time )
{
if (m_flSoundYaw >= -(m_flMaxYaw + 30) && m_flSoundYaw <= (m_flMaxYaw + 30))
{
// strike
m_iGoalAnim = LookupActivity( ACT_T_STRIKE + m_iSoundLevel );
}
else if (m_flSoundYaw >= -m_flMaxYaw * 2 && m_flSoundYaw <= m_flMaxYaw * 2)
{
// tap
m_iGoalAnim = LookupActivity( ACT_T_TAP + m_iSoundLevel );
}
else
{
// go into rear idle
m_iGoalAnim = LookupActivity( ACT_T_REARIDLE + m_iSoundLevel );
}
}
else if (pev->sequence == TENTACLE_ANIM_Pit_Idle)
{
// stay in pit until hear noise
m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
}
else if (pev->sequence == m_iGoalAnim)
{
if (MyLevel() >= 0 && gpGlobals->time < m_flSoundTime)
{
if (RANDOM_LONG(0,9) < m_flSoundTime - gpGlobals->time)
{
// continue stike
m_iGoalAnim = LookupActivity( ACT_T_STRIKE + m_iSoundLevel );
}
else
{
// tap
m_iGoalAnim = LookupActivity( ACT_T_TAP + m_iSoundLevel );
}
}
else if (MyLevel( ) < 0)
{
m_iGoalAnim = LookupActivity( ACT_T_IDLE + 0 );
}
else
{
if (m_flNextSong < gpGlobals->time)
{
// play "I hear new something" sound
char *sound;
switch( RANDOM_LONG(0,1) )
{
case 0: sound = "tentacle/te_sing1.wav"; break;
case 1: sound = "tentacle/te_sing2.wav"; break;
}
EMIT_SOUND(ENT(pev), CHAN_VOICE, sound, 1.0, ATTN_NORM);
m_flNextSong = gpGlobals->time + RANDOM_FLOAT( 10, 20 );
}
if (RANDOM_LONG(0,15) == 0)
{
// idle on new level
m_iGoalAnim = LookupActivity( ACT_T_IDLE + RANDOM_LONG(0,3) );
}
else if (RANDOM_LONG(0,3) == 0)
{
// tap
m_iGoalAnim = LookupActivity( ACT_T_TAP + MyLevel( ) );
}
else
{
// idle
m_iGoalAnim = LookupActivity( ACT_T_IDLE + MyLevel( ) );
}
}
if (m_flSoundYaw < 0)
m_flSoundYaw += RANDOM_FLOAT( 2, 8 );
else
m_flSoundYaw -= RANDOM_FLOAT( 2, 8 );
}
pev->sequence = FindTransition( pev->sequence, m_iGoalAnim, &m_iDir );
if (m_iDir > 0)
{
pev->frame = 0;
}
else
{
m_iDir = -1; // just to safe
pev->frame = 255;
}
ResetSequenceInfo( );
m_flFramerateAdj = RANDOM_FLOAT( -0.2, 0.2 );
pev->framerate = m_iDir * 1.0 + m_flFramerateAdj;
switch( pev->sequence)
{
case TENTACLE_ANIM_Floor_Tap:
case TENTACLE_ANIM_Lev1_Tap:
case TENTACLE_ANIM_Lev2_Tap:
case TENTACLE_ANIM_Lev3_Tap:
{
Vector vecSrc;
UTIL_MakeVectors( pev->angles );
TraceResult tr1, tr2;
vecSrc = pev->origin + Vector( 0, 0, MyHeight() - 4);
UTIL_TraceLine( vecSrc, vecSrc + gpGlobals->v_forward * 512, ignore_monsters, ENT( pev ), &tr1 );
vecSrc = pev->origin + Vector( 0, 0, MyHeight() + 8);
UTIL_TraceLine( vecSrc, vecSrc + gpGlobals->v_forward * 512, ignore_monsters, ENT( pev ), &tr2 );
// ALERT( at_console, "%f %f\n", tr1.flFraction * 512, tr2.flFraction * 512 );
m_flTapRadius = SetBlending( 0, RANDOM_FLOAT( tr1.flFraction * 512, tr2.flFraction * 512 ) );
}
break;
default:
m_flTapRadius = 336; // 400 - 64
break;
}
pev->view_ofs.z = MyHeight( );
// ALERT( at_console, "seq %d\n", pev->sequence );
}
if (m_flPrevSoundTime + 2.0 > gpGlobals->time)
{
// 1.5 normal speed if hears sounds
pev->framerate = m_iDir * 1.5 + m_flFramerateAdj;
}
else if (m_flPrevSoundTime + 5.0 > gpGlobals->time)
{
// slowdown to normal
pev->framerate = m_iDir + m_iDir * (5 - (gpGlobals->time - m_flPrevSoundTime)) / 2 + m_flFramerateAdj;
}
}
void CTentacle::CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// ALERT( at_console, "%s triggered %d\n", STRING( pev->targetname ), useType );
switch( useType )
{
case USE_OFF:
pev->takedamage = DAMAGE_NO;
SetThink( &CTentacle::DieThink );
m_iGoalAnim = TENTACLE_ANIM_Engine_Death1;
break;
case USE_ON:
if (pActivator)
{
// ALERT( at_console, "insert sound\n");
CSoundEnt::InsertSound ( bits_SOUND_WORLD, pActivator->pev->origin, 1024, 1.0 );
}
break;
case USE_SET:
break;
case USE_TOGGLE:
pev->takedamage = DAMAGE_NO;
SetThink( &CTentacle::DieThink );
m_iGoalAnim = TENTACLE_ANIM_Engine_Idle;
break;
}
}
void CTentacle :: DieThink( void )
{
pev->nextthink = gpGlobals-> time + 0.1;
DispatchAnimEvents( );
StudioFrameAdvance( );
ChangeYaw( 24 );
if (m_fSequenceFinished)
{
if (pev->sequence == m_iGoalAnim)
{
switch( m_iGoalAnim )
{
case TENTACLE_ANIM_Engine_Idle:
case TENTACLE_ANIM_Engine_Sway:
case TENTACLE_ANIM_Engine_Swat:
case TENTACLE_ANIM_Engine_Bob:
m_iGoalAnim = TENTACLE_ANIM_Engine_Sway + RANDOM_LONG( 0, 2 );
break;
case TENTACLE_ANIM_Engine_Death1:
case TENTACLE_ANIM_Engine_Death2:
case TENTACLE_ANIM_Engine_Death3:
UTIL_Remove( this );
return;
}
}
// ALERT( at_console, "%d : %d => ", pev->sequence, m_iGoalAnim );
pev->sequence = FindTransition( pev->sequence, m_iGoalAnim, &m_iDir );
// ALERT( at_console, "%d\n", pev->sequence );
if (m_iDir > 0)
{
pev->frame = 0;
}
else
{
pev->frame = 255;
}
ResetSequenceInfo( );
float dy;
switch( pev->sequence )
{
case TENTACLE_ANIM_Floor_Rear:
case TENTACLE_ANIM_Floor_Rear_Idle:
case TENTACLE_ANIM_Lev1_Rear:
case TENTACLE_ANIM_Lev1_Rear_Idle:
case TENTACLE_ANIM_Lev2_Rear:
case TENTACLE_ANIM_Lev2_Rear_Idle:
case TENTACLE_ANIM_Lev3_Rear:
case TENTACLE_ANIM_Lev3_Rear_Idle:
case TENTACLE_ANIM_Engine_Idle:
case TENTACLE_ANIM_Engine_Sway:
case TENTACLE_ANIM_Engine_Swat:
case TENTACLE_ANIM_Engine_Bob:
case TENTACLE_ANIM_Engine_Death1:
case TENTACLE_ANIM_Engine_Death2:
case TENTACLE_ANIM_Engine_Death3:
pev->framerate = RANDOM_FLOAT( m_iDir - 0.2, m_iDir + 0.2 );
dy = 180;
break;
default:
pev->framerate = 1.5;
dy = 0;
break;
}
pev->ideal_yaw = m_flInitialYaw + dy;
}
}
void CTentacle :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
char *sound;
switch( pEvent->event )
{
case 1: // bang
{
Vector vecSrc, vecAngles;
GetAttachment( 0, vecSrc, vecAngles );
// Vector vecSrc = pev->origin + m_flTapRadius * Vector( cos( pev->angles.y * (3.14192653 / 180.0) ), sin( pev->angles.y * (M_PI / 180.0) ), 0.0 );
// vecSrc.z += MyHeight( );
switch( m_iTapSound )
{
case TE_SILO:
UTIL_EmitAmbientSound(ENT(pev), vecSrc, RANDOM_SOUND_ARRAY( pHitSilo ), 1.0, ATTN_NORM, 0, 100);
break;
case TE_NONE:
break;
case TE_DIRT:
UTIL_EmitAmbientSound(ENT(pev), vecSrc, RANDOM_SOUND_ARRAY( pHitDirt ), 1.0, ATTN_NORM, 0, 100);
break;
case TE_WATER:
UTIL_EmitAmbientSound(ENT(pev), vecSrc, RANDOM_SOUND_ARRAY( pHitWater ), 1.0, ATTN_NORM, 0, 100);
break;
}
gpGlobals->force_retouch++;
}
break;
case 3: // start killing swing
m_iHitDmg = 200;
// UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), "tentacle/te_swing1.wav", 1.0, ATTN_NORM, 0, 100);
break;
case 4: // end killing swing
m_iHitDmg = 25;
break;
case 5: // just "whoosh" sound
// UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), "tentacle/te_swing2.wav", 1.0, ATTN_NORM, 0, 100);
break;
case 2: // tap scrape
case 6: // light tap
{
Vector vecSrc = pev->origin + m_flTapRadius * Vector( cos( pev->angles.y * (M_PI / 180.0) ), sin( pev->angles.y * (M_PI / 180.0) ), 0.0 );
vecSrc.z += MyHeight( );
float flVol = RANDOM_FLOAT( 0.3, 0.5 );
switch( m_iTapSound )
{
case TE_SILO:
UTIL_EmitAmbientSound(ENT(pev), vecSrc, RANDOM_SOUND_ARRAY( pHitSilo ), flVol, ATTN_NORM, 0, 100);
break;
case TE_NONE:
break;
case TE_DIRT:
UTIL_EmitAmbientSound(ENT(pev), vecSrc, RANDOM_SOUND_ARRAY( pHitDirt ), flVol, ATTN_NORM, 0, 100);
break;
case TE_WATER:
UTIL_EmitAmbientSound(ENT(pev), vecSrc, RANDOM_SOUND_ARRAY( pHitWater ), flVol, ATTN_NORM, 0, 100);
break;
}
}
break;
case 7: // roar
switch( RANDOM_LONG(0,1) )
{
case 0: sound = "tentacle/te_roar1.wav"; break;
case 1: sound = "tentacle/te_roar2.wav"; break;
}
UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), sound, 1.0, ATTN_NORM, 0, 100);
break;
case 8: // search
switch( RANDOM_LONG(0,1) )
{
case 0: sound = "tentacle/te_search1.wav"; break;
case 1: sound = "tentacle/te_search2.wav"; break;
}
UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), sound, 1.0, ATTN_NORM, 0, 100);
break;
case 9: // swing
switch( RANDOM_LONG(0,1) )
{
case 0: sound = "tentacle/te_move1.wav"; break;
case 1: sound = "tentacle/te_move2.wav"; break;
}
UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), sound, 1.0, ATTN_NORM, 0, 100);
break;
default:
CBaseMonster::HandleAnimEvent( pEvent );
}
}
//
// TentacleStart
//
// void CTentacle :: Start( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
void CTentacle :: Start( void )
{
SetThink( &CTentacle::Cycle );
if ( !g_fFlySound )
{
EMIT_SOUND (ENT(pev), CHAN_BODY, "ambience/flies.wav", 1, ATTN_NORM );
g_fFlySound = TRUE;
// pev->nextthink = gpGlobals-> time + 0.1;
}
else if ( !g_fSquirmSound )
{
EMIT_SOUND (ENT(pev), CHAN_BODY, "ambience/squirm2.wav", 1, ATTN_NORM );
g_fSquirmSound = TRUE;
}
pev->nextthink = gpGlobals->time + 0.1;
}
void CTentacle :: HitTouch( CBaseEntity *pOther )
{
TraceResult tr = UTIL_GetGlobalTrace( );
if (pOther->pev->modelindex == pev->modelindex)
return;
if (m_flHitTime > gpGlobals->time)
return;
// only look at the ones where the player hit me
if (tr.pHit == NULL || tr.pHit->v.modelindex != pev->modelindex)
return;
if (tr.iHitgroup >= 3)
{
pOther->TakeDamage( pev, pev, m_iHitDmg, DMG_CRUSH );
// ALERT( at_console, "wack %3d : ", m_iHitDmg );
}
else if (tr.iHitgroup != 0)
{
pOther->TakeDamage( pev, pev, 20, DMG_CRUSH );
// ALERT( at_console, "tap %3d : ", 20 );
}
else
{
return; // Huh?
}
m_flHitTime = gpGlobals->time + 0.5;
// ALERT( at_console, "%s : ", STRING( tr.pHit->v.classname ) );
// ALERT( at_console, "%.0f : %s : %d\n", pev->angles.y, STRING( pOther->pev->classname ), tr.iHitgroup );
}
int CTentacle::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
{
if (flDamage > pev->health)
{
pev->health = 1;
}
else
{
pev->health -= flDamage;
}
return 1;
}
void CTentacle :: Killed( entvars_t *pevAttacker, int iGib )
{
m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
return;
}
class CTentacleMaw : public CBaseMonster
{
public:
void Spawn( );
void Precache( );
};
LINK_ENTITY_TO_CLASS( monster_tentaclemaw, CTentacleMaw );
//
// Tentacle Spawn
//
void CTentacleMaw :: Spawn( )
{
Precache( );
SET_MODEL(ENT(pev), "models/maw.mdl");
UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 64));
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_STEP;
pev->effects = 0;
pev->health = 75;
pev->yaw_speed = 8;
pev->sequence = 0;
pev->angles.x = 90;
// ResetSequenceInfo( );
}
void CTentacleMaw :: Precache( )
{
PRECACHE_MODEL("models/maw.mdl");
}
#endif