//=========================================================
//
// SquadRemove(), remove pRemove from my squad.
// If I am pRemove, promote m_pSquadNext to leader
//
//=========================================================
void CFlockingFlyer :: SquadRemove( CFlockingFlyer *pRemove )
{
	ASSERT( pRemove!=NULL );
	ASSERT( this->IsLeader() );
	ASSERT( pRemove->m_pSquadLeader == this );

	if ( SquadCount() > 2 )
	{
		// Removing the leader, promote m_pSquadNext to leader
		if ( pRemove == this )
		{
			CFlockingFlyer *pLeader = m_pSquadNext;
			
			// copy the enemy LKP to the new leader
			pLeader->m_vecEnemyLKP = m_vecEnemyLKP;

			if ( pLeader )
			{
				CFlockingFlyer *pList = pLeader;

				while ( pList )
				{
					pList->m_pSquadLeader = pLeader;
					pList = pList->m_pSquadNext;
				}

			}
			SquadUnlink();
		}
		else	// removing a node
		{
			CFlockingFlyer *pList = this;

			// Find the node before pRemove
			while ( pList->m_pSquadNext != pRemove )
			{
				// assert to test valid list construction
				ASSERT( pList->m_pSquadNext != NULL );
				pList = pList->m_pSquadNext;
			}
			// List validity
			ASSERT( pList->m_pSquadNext == pRemove );

			// Relink without pRemove
			pList->m_pSquadNext = pRemove->m_pSquadNext;

			// Unlink pRemove
			pRemove->SquadUnlink();
		}
	}
	else
		SquadDisband();
}
Example #2
0
//=========================================================
// WriteBeamColor - writes a color vector to the network 
// based on the size of the group. 
//=========================================================
void CHoundeye :: WriteBeamColor ( void )
{
	BYTE	bRed, bGreen, bBlue;

	if ( InSquad() )
	{
		switch ( SquadCount() )
		{
		case 2:
			// no case for 0 or 1, cause those are impossible for monsters in Squads.
			bRed	= 101;
			bGreen	= 133;
			bBlue	= 221;
			break;
		case 3:
			bRed	= 67;
			bGreen	= 85;
			bBlue	= 255;
			break;
		case 4:
			bRed	= 62;
			bGreen	= 33;
			bBlue	= 211;
			break;
		default:
			ALERT ( at_aiconsole, "Unsupported Houndeye SquadSize!\n" );
			bRed	= 188;
			bGreen	= 220;
			bBlue	= 255;
			break;
		}
	}
	else
	{
		// solo houndeye - weakest beam
		bRed	= 188;
		bGreen	= 220;
		bBlue	= 255;
	}
	
	WRITE_BYTE( bRed   );
	WRITE_BYTE( bGreen );
	WRITE_BYTE( bBlue  );
}
Example #3
0
//=========================================================
// SonicAttack
//=========================================================
void CHoundeye :: SonicAttack ( void )
{
	float		flAdjustedDamage;
	float		flDist;

	switch ( RANDOM_LONG( 0, 2 ) )
	{
	case 0:	EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_blast1.wav", 1, ATTN_NORM);	break;
	case 1:	EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_blast2.wav", 1, ATTN_NORM);	break;
	case 2:	EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_blast3.wav", 1, ATTN_NORM);	break;
	}

	// blast circles
	MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
		WRITE_BYTE( TE_BEAMCYLINDER );
		WRITE_COORD( pev->origin.x);
		WRITE_COORD( pev->origin.y);
		WRITE_COORD( pev->origin.z + 16);
		WRITE_COORD( pev->origin.x);
		WRITE_COORD( pev->origin.y);
		WRITE_COORD( pev->origin.z + 16 + HOUNDEYE_MAX_ATTACK_RADIUS / .2); // reach damage radius over .3 seconds
		WRITE_SHORT( m_iSpriteTexture );
		WRITE_BYTE( 0 ); // startframe
		WRITE_BYTE( 0 ); // framerate
		WRITE_BYTE( 2 ); // life
		WRITE_BYTE( 16 );  // width
		WRITE_BYTE( 0 );   // noise

		WriteBeamColor();

		WRITE_BYTE( 255 ); //brightness
		WRITE_BYTE( 0 );		// speed
	MESSAGE_END();

	MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
		WRITE_BYTE( TE_BEAMCYLINDER );
		WRITE_COORD( pev->origin.x);
		WRITE_COORD( pev->origin.y);
		WRITE_COORD( pev->origin.z + 16);
		WRITE_COORD( pev->origin.x);
		WRITE_COORD( pev->origin.y);
		WRITE_COORD( pev->origin.z + 16 + ( HOUNDEYE_MAX_ATTACK_RADIUS / 2 ) / .2); // reach damage radius over .3 seconds
		WRITE_SHORT( m_iSpriteTexture );
		WRITE_BYTE( 0 ); // startframe
		WRITE_BYTE( 0 ); // framerate
		WRITE_BYTE( 2 ); // life
		WRITE_BYTE( 16 );  // width
		WRITE_BYTE( 0 );   // noise

		WriteBeamColor();
		
		WRITE_BYTE( 255 ); //brightness
		WRITE_BYTE( 0 );		// speed
	MESSAGE_END();


	CBaseEntity *pEntity = NULL;
	// iterate on all entities in the vicinity.
	while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, HOUNDEYE_MAX_ATTACK_RADIUS )) != NULL)
	{
		if ( pEntity->pev->takedamage != DAMAGE_NO )
		{
			if ( !FClassnameIs(pEntity->pev, "monster_houndeye") )
			{// houndeyes don't hurt other houndeyes with their attack

				// houndeyes do FULL damage if the ent in question is visible. Half damage otherwise.
				// This means that you must get out of the houndeye's attack range entirely to avoid damage.
				// Calculate full damage first

				if ( SquadCount() > 1 )
				{
					// squad gets attack bonus.
					flAdjustedDamage = gSkillData.houndeyeDmgBlast + gSkillData.houndeyeDmgBlast * ( HOUNDEYE_SQUAD_BONUS * ( SquadCount() - 1 ) );
				}
				else
				{
					// solo
					flAdjustedDamage = gSkillData.houndeyeDmgBlast;
				}

				flDist = (pEntity->Center() - pev->origin).Length();

				flAdjustedDamage -= ( flDist / HOUNDEYE_MAX_ATTACK_RADIUS ) * flAdjustedDamage;

				if ( !FVisible( pEntity ) )
				{
					if ( pEntity->IsPlayer() )
					{
						// if this entity is a client, and is not in full view, inflict half damage. We do this so that players still 
						// take the residual damage if they don't totally leave the houndeye's effective radius. We restrict it to clients
						// so that monsters in other parts of the level don't take the damage and get pissed.
						flAdjustedDamage *= 0.5;
					}
					else if ( !FClassnameIs( pEntity->pev, "func_breakable" ) && !FClassnameIs( pEntity->pev, "func_pushable" ) ) 
					{
						// do not hurt nonclients through walls, but allow damage to be done to breakables
						flAdjustedDamage = 0;
					}
				}

				//ALERT ( at_aiconsole, "Damage: %f\n", flAdjustedDamage );

				if (flAdjustedDamage > 0 )
				{
					pEntity->TakeDamage ( pev, pev, flAdjustedDamage, DMG_SONIC | DMG_ALWAYSGIB );
				}
			}
		}
	}
}