//========================================================= // // 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(); }
//========================================================= // 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 ); }
//========================================================= // 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 ); } } } } }