Paranoia2_original/dlls/h_cine.cpp

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/***
*
* Copyright (c) 1996-2002, 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.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
/*
===== h_cine.cpp ========================================================
The Halflife hard coded "scripted sequence".
I'm pretty sure all this code is obsolete
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "decals.h"
class CLegacyCineMonster : public CBaseMonster
{
public:
void CineSpawn( char *szModel );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
float MaxYawSpeed( void ) { return 10.0f; }
void EXPORT CineThink( void );
void Pain( void );
void Die( void );
};
class CCineScientist : public CLegacyCineMonster
{
public:
void Spawn( void ) { CineSpawn("models/cine-scientist.mdl"); }
};
class CCine2Scientist : public CLegacyCineMonster
{
public:
void Spawn( void ) { CineSpawn("models/cine2-scientist.mdl"); }
};
class CCinePanther : public CLegacyCineMonster
{
public:
void Spawn( void ) { CineSpawn("models/cine-panther.mdl"); }
};
class CCineBarney : public CLegacyCineMonster
{
public:
void Spawn( void ) { CineSpawn("models/cine-barney.mdl"); }
};
class CCine2HeavyWeapons : public CLegacyCineMonster
{
public:
void Spawn( void ) { CineSpawn("models/cine2_hvyweapons.mdl"); }
};
class CCine2Slave : public CLegacyCineMonster
{
public:
void Spawn( void ) { CineSpawn("models/cine2_slave.mdl"); }
};
class CCine3Scientist : public CLegacyCineMonster
{
public:
void Spawn( void ) { CineSpawn("models/cine3-scientist.mdl"); }
};
class CCine3Barney : public CLegacyCineMonster
{
public:
void Spawn( void ) { CineSpawn("models/cine3-barney.mdl"); }
};
//
// ********** Scientist SPAWN **********
//
LINK_ENTITY_TO_CLASS( monster_cine_scientist, CCineScientist );
LINK_ENTITY_TO_CLASS( monster_cine_panther, CCinePanther );
LINK_ENTITY_TO_CLASS( monster_cine_barney, CCineBarney );
LINK_ENTITY_TO_CLASS( monster_cine2_scientist, CCine2Scientist );
LINK_ENTITY_TO_CLASS( monster_cine2_hvyweapons, CCine2HeavyWeapons );
LINK_ENTITY_TO_CLASS( monster_cine2_slave, CCine2Slave );
LINK_ENTITY_TO_CLASS( monster_cine3_scientist, CCine3Scientist );
LINK_ENTITY_TO_CLASS( monster_cine3_barney, CCine3Barney );
//
// ********** Scientist SPAWN **********
//
void CLegacyCineMonster :: CineSpawn( char *szModel )
{
PRECACHE_MODEL(szModel);
SET_MODEL(ENT(pev), szModel);
UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 64));
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
pev->health = 1;
// ugly alpha hack, can't set ints from the bsp.
pev->sequence = (int)pev->impulse;
ResetSequenceInfo( );
pev->framerate = 0.0;
m_bloodColor = BLOOD_COLOR_RED;
// if no targetname, start now
if ( FStringNull(pev->targetname) )
{
SetThink(&CLegacyCineMonster :: CineThink );
AbsoluteNextThink( m_fNextThink + 0.1 );
}
}
//
// CineStart
//
void CLegacyCineMonster :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
pev->animtime = 0; // reset the sequence
SetThink(&CLegacyCineMonster :: CineThink );
SetNextThink( 0 );
}
//
// ********** Scientist DIE **********
//
void CLegacyCineMonster :: Die( void )
{
SetThink(&CLegacyCineMonster :: SUB_Remove );
}
//
// ********** Scientist PAIN **********
//
void CLegacyCineMonster :: Pain( void )
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pain3.wav", 1, ATTN_NORM);
}
void CLegacyCineMonster :: CineThink( void )
{
// DBG_CheckMonsterData(pev);
// Emit particles from origin (double check animator's placement of model)
// THIS is a test feature
//UTIL_ParticleEffect(pev->origin, g_vecZero, 255, 20);
if (!pev->animtime)
ResetSequenceInfo( );
SetNextThink( 1.0 );
if (pev->spawnflags != 0 && m_fSequenceFinished)
{
Die();
return;
}
StudioFrameAdvance ( );
}
//
// cine_blood
//
// e3/prealpha only.
class CCineBlood : public CBaseEntity
{
public:
void Spawn( void );
void EXPORT BloodStart ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT BloodGush ( void );
};
LINK_ENTITY_TO_CLASS( cine_blood, CCineBlood );
void CCineBlood :: BloodGush ( void )
{
Vector vecSplatDir;
TraceResult tr;
SetNextThink( 0.1 );
UTIL_MakeVectors(pev->angles);
if ( pev->health-- < 0 )
REMOVE_ENTITY(ENT(pev));
// CHANGE_METHOD ( ENT(pev), em_think, SUB_Remove );
if ( RANDOM_FLOAT ( 0 , 1 ) < 0.7 )// larger chance of globs
{
UTIL_BloodDrips( pev->origin, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 10 );
}
else// slim chance of geyser
{
UTIL_BloodStream( pev->origin, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, RANDOM_LONG(50, 150) );
}
if ( RANDOM_FLOAT ( 0, 1 ) < 0.75 )
{// decals the floor with blood.
vecSplatDir = Vector ( 0 , 0 , -1 );
vecSplatDir = vecSplatDir + (RANDOM_FLOAT(-1,1) * 0.6 * gpGlobals->v_right) + (RANDOM_FLOAT(-1,1) * 0.6 * gpGlobals->v_forward);// randomize a bit
UTIL_TraceLine( pev->origin + Vector ( 0, 0 , 64) , pev->origin + vecSplatDir * 256, ignore_monsters, ENT(pev), &tr);
if ( tr.flFraction != 1.0 )
{
// Decal with a bloodsplat
UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
}
}
}
void CCineBlood :: BloodStart ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
SetThink(&CCineBlood :: BloodGush );
SetNextThink( 0 );// now!
}
void CCineBlood :: Spawn ( void )
{
pev->solid = SOLID_NOT;
SetUse(&CCineBlood :: BloodStart );
pev->health = 20;//hacked health to count iterations
}