289 lines
6.1 KiB
C++
289 lines
6.1 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/animals.cpp $
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// $Revision:: 8 $
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// $Author:: Markd $
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// $Date:: 11/16/98 11:15p $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/animals.cpp $
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//
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// 8 11/16/98 11:15p Markd
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// Added fish
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//
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// 7 10/25/98 9:10p Markd
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// made bats be more like rats but with wings
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//
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// 6 10/19/98 12:04a Jimdose
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// made all code use fast checks for inheritance (no text lookups when
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// possible)
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// isSubclassOf no longer requires ::_classinfo()
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//
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// 5 10/13/98 11:13p Markd
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// Redid mouse, allowed mutation
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//
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// 4 9/22/98 5:19p Markd
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// Put in new consolidated gib function
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//
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// 3 9/22/98 3:21p Markd
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// put in parentmode lockout for blood and gibs
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//
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// 2 8/10/98 6:51p Aldie
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// First version of rat
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//
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// DESCRIPTION:
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// Animals behavior
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#include "actor.h"
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#include "gibs.h"
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class EXPORT_FROM_DLL Rat : public Actor
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{
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public:
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CLASS_PROTOTYPE( Rat );
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void Killed( Event *ev );
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void Touched( Event *ev );
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void Mutate( Event *ev );
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};
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CLASS_DECLARATION( Actor, Rat, "animals_rat" );
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ResponseDef Rat::Responses[] =
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{
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{ &EV_Killed, ( Response )Rat::Killed },
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{ &EV_Touch, ( Response )Rat::Touched },
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{ &EV_Mutate, ( Response )Rat::Mutate },
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{ NULL, NULL }
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};
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void Rat::Touched
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(
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Event *ev
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)
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{
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Event *event;
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Entity *other;
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other = ev->GetEntity( 1 );
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assert( other != this );
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if ( other->isSubclassOf( Sentient ) )
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{
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event = new Event( EV_Actor_Attack );
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event->AddEntity( other );
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ProcessEvent( event );
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}
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}
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void Rat::Mutate
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(
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Event *ev
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)
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{
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Vector tempmins;
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Vector tempmaxs;
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Event *event;
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assert( !( flags & FL_MUTATED ) );
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flags |= FL_MUTATED;
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edict->s.scale = 3;
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health *= edict->s.scale;
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max_health *= edict->s.scale;
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tempmins = mins * edict->s.scale;
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tempmaxs = maxs * edict->s.scale;
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setSize( tempmins, tempmaxs );
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unlink();
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KillBox( this );
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link();
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event = new Event( EV_Actor_MeleeDamage );
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event->AddFloat( melee_damage * edict->s.scale );
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ProcessEvent( event );
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event = new Event( EV_Actor_MeleeRange );
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event->AddFloat( melee_range * edict->s.scale );
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ProcessEvent( event );
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}
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void Rat::Killed
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(
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Event *ev
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)
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{
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takedamage = DAMAGE_NO;
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setSolidType( SOLID_NOT );
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hideModel();
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if ( sv_gibs->value && !parentmode->value )
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{
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int numgibs;
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float gibsize;
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gibsize = size.length() / 175;
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numgibs = gibsize * 6;
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if ( numgibs > 4 )
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numgibs = 4;
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CreateGibs( this, health, gibsize, numgibs );
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}
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PostEvent( EV_Remove, 0 );
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}
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class EXPORT_FROM_DLL Bat : public Actor
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{
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public:
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CLASS_PROTOTYPE( Bat );
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void Killed( Event *ev );
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void Touched( Event *ev );
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void Mutate( Event *ev );
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};
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CLASS_DECLARATION( Actor, Bat, "animals_bat" );
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ResponseDef Bat::Responses[] =
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{
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{ &EV_Killed, ( Response )Bat::Killed },
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{ &EV_Touch, ( Response )Bat::Touched },
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{ &EV_Mutate, ( Response )Bat::Mutate },
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{ NULL, NULL }
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};
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void Bat::Touched
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(
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Event *ev
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)
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{
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Event *event;
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Entity *other;
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other = ev->GetEntity( 1 );
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assert( other != this );
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if ( other->isSubclassOf( Sentient ) )
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{
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event = new Event( EV_Actor_Attack );
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event->AddEntity( other );
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ProcessEvent( event );
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}
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}
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void Bat::Mutate
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(
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Event *ev
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)
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{
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Vector tempmins;
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Vector tempmaxs;
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Event *event;
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assert( !( flags & FL_MUTATED ) );
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flags |= FL_MUTATED;
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edict->s.scale = 5;
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health *= edict->s.scale;
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max_health *= edict->s.scale;
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tempmins = mins * edict->s.scale;
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tempmaxs = maxs * edict->s.scale;
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setSize( tempmins, tempmaxs );
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unlink();
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KillBox( this );
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link();
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event = new Event( EV_Actor_MeleeDamage );
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event->AddFloat( melee_damage * edict->s.scale );
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ProcessEvent( event );
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event = new Event( EV_Actor_MeleeRange );
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event->AddFloat( melee_range * edict->s.scale );
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ProcessEvent( event );
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}
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void Bat::Killed
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(
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Event *ev
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)
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{
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takedamage = DAMAGE_NO;
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setSolidType( SOLID_NOT );
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hideModel();
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if ( sv_gibs->value && !parentmode->value )
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{
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int numgibs;
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float gibsize;
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gibsize = size.length() / 175;
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numgibs = gibsize * 6;
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if ( numgibs > 4 )
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numgibs = 4;
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CreateGibs( this, health, gibsize, numgibs );
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}
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PostEvent( EV_Remove, 0 );
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}
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class EXPORT_FROM_DLL Fish : public Actor
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{
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public:
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CLASS_PROTOTYPE( Fish );
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void Killed( Event *ev );
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};
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CLASS_DECLARATION( Actor, Fish, "animals_fish" );
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ResponseDef Fish::Responses[] =
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{
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{ &EV_Killed, ( Response )Fish::Killed },
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{ NULL, NULL }
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};
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void Fish::Killed
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(
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Event *ev
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)
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{
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takedamage = DAMAGE_NO;
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setSolidType( SOLID_NOT );
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hideModel();
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if ( sv_gibs->value && !parentmode->value )
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{
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int numgibs;
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float gibsize;
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gibsize = size.length() / 175;
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numgibs = gibsize * 6;
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if ( numgibs > 4 )
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numgibs = 4;
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CreateGibs( this, health, gibsize, numgibs );
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}
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PostEvent( EV_Remove, 0 );
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}
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