sin-sdk/animals.cpp

290 lines
6.1 KiB
C++

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