Paranoia2/dlls/monster_head_controller.h

169 lines
4.1 KiB
C++

#ifndef MONSTER_FLASHLIGHT_H
#define MONSTER_FLASHLIGHT_H
//Flashlight
class CFlashlight : public CPointEntity
{
public:
void Spawn( entvars_t *pevOwner )
{
pev->classname = MAKE_STRING( "head_flashlight" );
pev->owner = ENT( pevOwner );
pev->solid = SOLID_NOT;
pev->skin = ENTINDEX( ENT( pevOwner ));
pev->body = 3; //TESTTEST
pev->aiment = ENT(pevOwner);
pev->movetype = MOVETYPE_FOLLOW;
Precache();
pev->renderfx = 71; // dynamic light
SET_MODEL(ENT(pev),"sprites/null.spr"); // should be visible to send to client
UTIL_SetOrigin( this, pevOwner->origin );
pev->rendercolor.x = pev->rendercolor.y = pev->rendercolor.z = 255;
pev->renderamt = 90.0f; // (already divided by 8);
pev->rendermode = 0; // number of light texture
pev->scale = 90.0f;
// spotlight
// create second PVS point
pev->enemy = Create( "info_target", pev->origin, g_vecZero, edict() )->edict();
SET_MODEL( pev->enemy, "sprites/null.spr" ); // allow to collect visibility info
UTIL_SetSize ( VARS( pev->enemy ), Vector ( -8, -8, -8 ), Vector ( 8, 8, 8 ) );
// to prevent disapperaing from PVS (renderamt is premultiplied by 0.125)
UTIL_SetSize( pev, Vector( -pev->renderamt, -pev->renderamt, -pev->renderamt ), Vector( pev->renderamt, pev->renderamt, pev->renderamt ));
pev->effects |= EF_NODRAW;
}
void Precache()
{
PRECACHE_MODEL("sprites/null.spr");
}
STATE GetState( void )
{
if (pev->effects & EF_NODRAW)
return STATE_OFF;
else
return STATE_ON;
}
void On()
{
pev->effects &= ~EF_NODRAW;
SetThink( PVSThink );
SetNextThink( 0.1f );
}
void Off()
{
pev->effects |= EF_NODRAW;
DontThink();
}
void UpdatePVSPoint( void )
{
TraceResult tr;
Vector forward;
UTIL_MakeVectorsPrivate( pev->angles, forward, NULL, NULL );
Vector vecSrc = pev->origin + forward * 8.0f;
Vector vecEnd = vecSrc + forward * (pev->renderamt * 8.0f);
UTIL_TraceLine( vecSrc, vecEnd, ignore_monsters, edict(), &tr );
// this is our second PVS point
CBaseEntity *pVisHelper = CBaseEntity::Instance( pev->enemy );
if( pVisHelper ) UTIL_SetOrigin( pVisHelper, tr.vecEndPos + tr.vecPlaneNormal * 8.0f );
}
void EXPORT PVSThink( void )
{
UpdatePVSPoint();
// static light should be updated in case
// moving platform under them
SetNextThink( m_pMoveWith ? 0.01f : 0.1f );
}
};
#define DEFAULT_SAIR_HEIGTH 17
//MaSTeR: Head controller for monsters
class CHeadController : public CBaseEntity
{
public:
void Spawn( CBaseEntity *pOwner )
{
pev->classname = MAKE_STRING( "head_controller" );
m_iLightLevel = 1000; // Because if m_iLightLevel = 0, monster can turn on the flashlight, even if world is bright.
m_iBackwardLen = 0;
pev->origin = pOwner->pev->origin + Vector ( 0 , 0 , 32 );
pev->angles = pOwner->pev->angles;
m_hOwner = pOwner;
SetNextThink( 0.1 );
}
BOOL ShouldUseLights( void )
{
if( m_iLightLevel < 10 )
return TRUE;
return FALSE;
}
void Think( void )
{
if( m_hOwner == NULL )
{
ALERT( at_error, "HeadController: onwer is lost!\n" );
return;
}
MeasureLightLevel();
TraceBack();
SetNextThink( 0.5 );
}
int GetLightLevel( void )
{
return m_iLightLevel;
}
void MeasureLightLevel( void )
{
TraceResult tr;
pev->origin = m_hOwner->pev->origin + Vector( 0.0f, 0.0f, 32 );
pev->angles = m_hOwner->pev->angles;
UTIL_MakeVectors( pev->angles );
UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_forward * 128.0f, ignore_monsters,ignore_glass, m_hOwner->edict(), &tr );
m_iLightLevel = Illumination();
}
void TraceBack( void )
{
TraceResult tr;
pev->origin = m_hOwner->pev->origin + Vector( 0, 0, DEFAULT_SAIR_HEIGTH );
pev->angles = m_hOwner->pev->angles;
UTIL_MakeVectors( pev->angles );
UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_forward * -512.0f, ignore_monsters, dont_ignore_glass, pev->owner, &tr );
m_iBackwardLen = (pev->origin - tr.vecEndPos).Length2D();
}
int GetBackTrace( void )
{
return m_iBackwardLen;
}
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_iLightLevel;
int m_iBackwardLen;
EHANDLE m_hOwner;
};
#endif