sin-sdk/peon.cpp
1998-12-20 00:00:00 +00:00

299 lines
6.1 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/peon.cpp $
// $Revision:: 9 $
// $Author:: Aldie $
// $Date:: 11/18/98 7:56p $
//
// 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/peon.cpp $
//
// 9 11/18/98 7:56p Aldie
// dontsave goo
//
// 8 11/18/98 1:40a Jimdose
// goo goes away quicker
//
// 7 10/27/98 5:03p Markd
// Upped damage on goo
//
// 6 10/27/98 3:53a Markd
// Don't always put dynamic lights on goo
//
// 5 10/26/98 2:50p Aldie
// Fixed a bug with checking of NULL owners
//
// 4 10/26/98 3:50a Markd
// put in prediction
//
// 3 10/25/98 4:43a Markd
// incremental
//
// 2 10/23/98 10:03p Markd
// First check in
//
// 1 10/23/98 8:20p Markd
//
// DESCRIPTION:
// Peon
//
#include "g_local.h"
#include "actor.h"
#include "specialfx.h"
#include "surface.h"
#include "peon.h"
class EXPORT_FROM_DLL Goo : public Projectile
{
public:
CLASS_PROTOTYPE( Goo );
Goo();
virtual void Setup( Entity *owner, Vector pos, Vector vel );
virtual void GooTouch( Event *ev );
};
CLASS_DECLARATION( Projectile, Goo, NULL );
ResponseDef Goo::Responses[] =
{
{ &EV_Touch, ( Response )Goo::GooTouch },
{ NULL, NULL }
};
Goo::Goo()
{
}
void Goo::GooTouch
(
Event *ev
)
{
Entity *other;
Entity *owner;
int damg;
Vector v;
Vector norm;
Vector shockangles;
other = ev->GetEntity( 1 );
assert( other );
if ( other->isSubclassOf( Teleporter ) )
{
return;
}
if ( other->entnum == this->owner )
{
return;
}
owner = G_GetEntity( this->owner );
if ( !owner )
owner = world;
setSolidType( SOLID_NOT );
// Hit the shy, so remove everything
if ( HitSky() )
{
PostEvent( EV_Remove, 0 );
return;
}
damg = 40 + ( int )G_Random( 40 );
// Single player packs a bigger punch
if ( !deathmatch->value && owner->isClient() )
damg *= 1.5;
if ( other->takedamage )
other->Damage( this, owner, damg, worldorigin, velocity, level.impact_trace.plane.normal, 32, 0, MOD_PULSE, -1, -1, 1.0f );
if ( other == world )
{
RandomAnimate( "splat", NULL );
PostEvent( EV_Remove, 5 );
}
else
{
PostEvent( EV_Remove, 0 );
}
}
void Goo::Setup
(
Entity *owner,
Vector pos,
Vector vel
)
{
this->owner = owner->entnum;
edict->owner = owner->edict;
// Align the projectile
angles = vel.toAngles();
angles[ PITCH ] = -angles[ PITCH ];
setAngles( angles );
// edict->s.angles[ROLL] = rand() % 360;
// Flies like a grenade
setMoveType( MOVETYPE_TOSS );
setSolidType( SOLID_BBOX );
edict->clipmask = MASK_PROJECTILE;
setModel( "goo.def" );
RandomAnimate( "goo", NULL );
// Set the flying velocity
velocity = vel;
takedamage = DAMAGE_NO;
if ( G_Random( 10 ) < 2 )
{
// Set the light and effects
edict->s.renderfx |= RF_DLIGHT;
edict->s.radius = 100;
edict->s.color_r = 0.1f;
edict->s.color_g = 0.9f;
edict->s.color_b = 0.1f;
}
flags |= FL_DONTSAVE;
// Set size and origin
setSize( "-1 -1 -1", "1 1 1" );
setOrigin( pos );
worldorigin.copyTo(edict->s.old_origin);
// Remove the projectile in the future
PostEvent( EV_Remove, 30 );
}
CLASS_DECLARATION( Actor, Peon, "monster_peon" );
Event EV_Peon_SpawnGoo( "spawngoo" );
ResponseDef Peon::Responses[] =
{
{ &EV_Peon_SpawnGoo, ( Response )Peon::SpawnGoo },
{ NULL, NULL }
};
Peon::Peon()
{
gootime = 0;
setModel( "peon.def" );
modelIndex( "goo.def" );
}
void Peon::SpawnGoo
(
Event *ev
)
{
Goo * goo;
Vector vel;
Vector pos;
Vector target;
float speed;
char bonename[ 32 ];
int num;
if ( !currentEnemy )
return;
num = (int)G_Random( 6 ) + 1;
sprintf( bonename, "goo%d", num );
GetBone( bonename, &pos, NULL, NULL, NULL );
pos += worldorigin;
speed = 900;
target = G_PredictPosition( pos, currentEnemy->centroid, currentEnemy->velocity, speed );
vel = G_CalculateImpulse
(
pos,
target,
speed,
1
);
goo = new Goo;
goo->Setup( this, pos, vel );
}
void Peon::Prethink
(
void
)
{
if ( currentEnemy && ( gootime < level.time ) )
{
Vector delta;
Vector dir;
ScriptVariable * stage;
int stagenum;
stage = levelVars.GetVariable( "eonpeon_stage" );
if ( stage )
{
stagenum = stage->intValue();
}
else
{
stagenum = 0;
}
if ( stagenum < 2 )
{
gootime = level.time + 1;
}
else
{
dir = Vector( orientation[ 0 ] );
delta = currentEnemy->centroid - centroid;
if ( delta.length() < 1000 )
{
#if 0
float dot;
dot = delta * dir;
if ( dot < -0.5f )
{
gootime = level.time + 5;
DoAction( "rearattack", false );
}
#else
if ( stagenum == 2 )
gootime = level.time + 5;
else
gootime = level.time;
DoAction( "rearattack", false );
#endif
}
}
}
//
// call our superclass
//
Actor::Prethink();
}