hlsdk-xash3d/dlls/cthulhu/DreadName.cpp

184 lines
3.7 KiB
C++
Executable File

/***
*
* Copyright (c) 1999, 2000 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.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
#define DREAD_NAME_SPEAK_VOLUME 512
#include "DreadName.h"
LINK_ENTITY_TO_CLASS( weapon_dread_name, CDreadName );
enum dread_name_e {
DREAD_NAME_OPEN = 0,
DREAD_NAME_IDLE1,
DREAD_NAME_IDLE2,
DREAD_NAME_IDLE3,
DREAD_NAME_CAST,
DREAD_NAME_CLOSE
};
void CDreadName::Spawn( )
{
Precache( );
m_iId = WEAPON_DREAD_NAME;
SET_MODEL(ENT(pev), "models/w_dread_name.mdl");
m_iClip = -1;
m_iIsCasting = 0;
FallInit();// get ready to fall down.
}
void CDreadName::Precache( void )
{
PRECACHE_MODEL("models/v_dread_name.mdl");
PRECACHE_MODEL("models/w_dread_name.mdl");
PRECACHE_MODEL("models/p_dread_name.mdl");
PRECACHE_SOUND("weapons/dreadname.wav");
}
int CDreadName::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = NULL;
p->iMaxAmmo1 = -1;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 4;
p->iPosition = 0;
p->iId = WEAPON_DREAD_NAME;
p->iWeight = DREAD_NAME_WEIGHT;
return 1;
}
BOOL CDreadName::Deploy( )
{
return DefaultDeploy( "models/v_dread_name.mdl", "models/p_dread_name.mdl", DREAD_NAME_OPEN, "dread name" );
}
void CDreadName::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
SendWeaponAnim( DREAD_NAME_CLOSE );
}
int CDreadName::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
void CDreadName::PrimaryAttack()
{
// send the weapon animation
SendWeaponAnim( DREAD_NAME_CAST );
m_iIsCasting = 1;
m_flNextPrimaryAttack = gpGlobals->time + (42.0/30.0);
m_flTimeWeaponIdle = gpGlobals->time + 1.0;
}
void CDreadName::WeaponIdle( void )
{
ResetEmptySound( );
if ( m_flTimeWeaponIdle > gpGlobals->time )
return;
if ( m_iIsCasting )
{
// find all monster in a sphere
const int MAX_MONSTER = 1000;
CBaseEntity* pEntInSphere[MAX_MONSTER];
int iMonsters = UTIL_MonstersInSphere(pEntInSphere, MAX_MONSTER, pev->origin, 384);
// send them the panic message
int iClass;
for (int i = 0; i < iMonsters; i++)
{
CBaseEntity* pEnt = pEntInSphere[i];
// is this a monster?
if (!(pEnt->pev->flags & FL_MONSTER)) continue;
CBaseMonster* pMon = (CBaseMonster*)pEnt;
// is it an alien monster (as opposed to a cultist, chicken, etc)?
iClass = pMon->Classify();
if (iClass != CLASS_ALIEN_MILITARY
&& iClass != CLASS_ALIEN_MONSTER
&& iClass != CLASS_ALIEN_PREY
&& iClass != CLASS_ALIEN_PREDATOR)
continue;
pMon->Panic(m_pPlayer->pev);
}
m_iIsCasting = 0;
m_pPlayer->LoseSanity(5);
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
return;
}
int iAnim;
float flRand = RANDOM_FLOAT(0,1);
if ( flRand <= 0.4 )
{
iAnim = DREAD_NAME_IDLE1;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT(2,3);
}
else if ( flRand <= 0.75 )
{
iAnim = DREAD_NAME_IDLE2;
m_flTimeWeaponIdle = gpGlobals->time + 3;
}
else
{
iAnim = DREAD_NAME_IDLE3;
m_flTimeWeaponIdle = gpGlobals->time + 3;
}
SendWeaponAnim( iAnim );
}