353 lines
8.8 KiB
C++
353 lines
8.8 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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#include "extdll.h"
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#include "util.h"
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#include "cmbase.h"
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#include "cmbasemonster.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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enum w_squeak_e {
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WSQUEAK_IDLE1 = 0,
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WSQUEAK_FIDGET,
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WSQUEAK_JUMP,
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WSQUEAK_RUN,
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};
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enum squeak_e {
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SQUEAK_IDLE1 = 0,
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SQUEAK_FIDGETFIT,
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SQUEAK_FIDGETNIP,
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SQUEAK_DOWN,
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SQUEAK_UP,
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SQUEAK_THROW
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};
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#ifndef CLIENT_DLL
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float CMSqueakGrenade::m_flNextBounceSoundTime = 0;
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#define SQUEEK_DETONATE_DELAY 15.0
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int CMSqueakGrenade :: Classify ( void )
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{
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// E
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if ( m_iClassifyOverride == -1 ) // helper
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return CLASS_NONE;
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else if ( m_iClassifyOverride > 0 )
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return m_iClassifyOverride; // override
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return CLASS_ALIEN_MONSTER;
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}
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void CMSqueakGrenade :: Spawn( void )
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{
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Precache( );
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// motor
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pev->movetype = MOVETYPE_BOUNCE;
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pev->solid = SOLID_BBOX;
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SET_MODEL(ENT(pev), "models/w_squeak.mdl");
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UTIL_SetSize(pev, Vector( -4, -4, 0), Vector(4, 4, 8));
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UTIL_SetOrigin( pev, pev->origin );
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SetTouch( &CMSqueakGrenade::SuperBounceTouch );
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SetThink( &CMSqueakGrenade::HuntThink );
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pev->nextthink = gpGlobals->time + 0.1;
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m_flNextHunt = gpGlobals->time + 1E6;
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pev->flags |= FL_MONSTER;
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pev->takedamage = DAMAGE_AIM;
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pev->health = gSkillData.snarkHealth;
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pev->gravity = 0.5;
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pev->friction = 0.5;
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pev->dmg = gSkillData.snarkDmgPop;
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m_flDie = gpGlobals->time + SQUEEK_DETONATE_DELAY;
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m_flFieldOfView = 0; // 180 degrees
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m_flNextBounceSoundTime = gpGlobals->time;// reset each time a snark is spawned.
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pev->sequence = WSQUEAK_RUN;
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ResetSequenceInfo( );
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m_hEnemy = NULL;
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pev->classname = MAKE_STRING( "monster_snark" );
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if ( strlen( STRING( m_szMonsterName ) ) == 0 )
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{
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// hi :3
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m_szMonsterName = MAKE_STRING( "Snark" );
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}
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}
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void CMSqueakGrenade::Precache( void )
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{
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PRECACHE_MODEL("models/w_squeak.mdl");
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PRECACHE_SOUND("squeek/sqk_blast1.wav");
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PRECACHE_SOUND("common/bodysplat.wav");
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PRECACHE_SOUND("squeek/sqk_die1.wav");
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PRECACHE_SOUND("squeek/sqk_hunt1.wav");
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PRECACHE_SOUND("squeek/sqk_hunt2.wav");
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PRECACHE_SOUND("squeek/sqk_hunt3.wav");
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PRECACHE_SOUND("squeek/sqk_deploy1.wav");
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}
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void CMSqueakGrenade :: Killed( entvars_t *pevAttacker, int iGib )
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{
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pev->model = iStringNull;// make invisible
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SetThink( &CMSqueakGrenade::SUB_Remove );
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SetTouch( NULL );
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pev->nextthink = gpGlobals->time + 0.1;
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// since squeak grenades never leave a body behind, clear out their takedamage now.
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// Squeaks do a bit of radius damage when they pop, and that radius damage will
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// continue to call this function unless we acknowledge the Squeak's death now. (sjb)
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pev->takedamage = DAMAGE_NO;
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// play squeek blast
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EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, "squeek/sqk_blast1.wav", 1, 0.5, 0, PITCH_NORM);
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UTIL_BloodDrips( pev->origin, g_vecZero, BloodColor(), 80 );
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RadiusDamage ( pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST );
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CMBaseMonster :: Killed( pevAttacker, GIB_ALWAYS );
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}
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void CMSqueakGrenade :: GibMonster( void )
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200);
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}
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void CMSqueakGrenade::HuntThink( void )
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{
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// ALERT( at_console, "think\n" );
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if (!IsInWorld())
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{
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SetTouch( NULL );
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UTIL_Remove( this->edict() );
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return;
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}
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StudioFrameAdvance( );
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pev->nextthink = gpGlobals->time + 0.1;
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// explode when ready
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if (gpGlobals->time >= m_flDie)
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{
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g_vecAttackDir = pev->velocity.Normalize( );
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pev->health = -1;
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Killed( pev, 0 );
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return;
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}
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// float
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if (pev->waterlevel != 0)
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{
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if (pev->movetype == MOVETYPE_BOUNCE)
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{
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pev->movetype = MOVETYPE_FLY;
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}
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pev->velocity = pev->velocity * 0.9;
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pev->velocity.z += 8.0;
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}
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else if (pev->movetype = MOVETYPE_FLY)
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{
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pev->movetype = MOVETYPE_BOUNCE;
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}
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// return if not time to hunt
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if (m_flNextHunt > gpGlobals->time)
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return;
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m_flNextHunt = gpGlobals->time + 2.0;
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Vector vecDir;
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TraceResult tr;
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Vector vecFlat = pev->velocity;
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vecFlat.z = 0;
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vecFlat = vecFlat.Normalize( );
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UTIL_MakeVectors( pev->angles );
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if (m_hEnemy == NULL || !UTIL_IsAlive(m_hEnemy))
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{
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// find target, bounce a bit towards it.
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Look( 512 );
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m_hEnemy = BestVisibleEnemy( );
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}
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// squeek if it's about time blow up
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if ((m_flDie - gpGlobals->time <= 0.5) && (m_flDie - gpGlobals->time >= 0.3))
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG(0,0x3F));
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}
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// higher pitch as squeeker gets closer to detonation time
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float flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / SQUEEK_DETONATE_DELAY);
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if (flpitch < 80)
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flpitch = 80;
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if (m_hEnemy != NULL)
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{
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if (UTIL_FVisible( m_hEnemy, ENT(pev) ))
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{
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vecDir = (m_hEnemy->v.origin + m_hEnemy->v.view_ofs) - pev->origin;
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m_vecTarget = vecDir.Normalize( );
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}
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float flVel = pev->velocity.Length();
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float flAdj = 50.0 / (flVel + 10.0);
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if (flAdj > 1.2)
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flAdj = 1.2;
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// ALERT( at_console, "think : enemy\n");
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// ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z );
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pev->velocity = pev->velocity * flAdj + m_vecTarget * 300;
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}
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if (pev->flags & FL_ONGROUND)
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{
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pev->avelocity = Vector( 0, 0, 0 );
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}
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else
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{
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if (pev->avelocity == Vector( 0, 0, 0))
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{
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pev->avelocity.x = RANDOM_FLOAT( -100, 100 );
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pev->avelocity.z = RANDOM_FLOAT( -100, 100 );
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}
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}
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if ((pev->origin - m_posPrev).Length() < 1.0)
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{
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pev->velocity.x = RANDOM_FLOAT( -100, 100 );
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pev->velocity.y = RANDOM_FLOAT( -100, 100 );
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}
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m_posPrev = pev->origin;
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pev->angles = UTIL_VecToAngles( pev->velocity );
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pev->angles.z = 0;
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pev->angles.x = 0;
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}
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void CMSqueakGrenade::SuperBounceTouch( edict_t *pOther )
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{
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float flpitch;
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TraceResult tr = UTIL_GetGlobalTrace( );
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// don't hit the guy that launched this grenade
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if ( pev->owner && (pOther == pev->owner) )
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return;
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// at least until we've bounced once
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pev->owner = NULL;
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pev->angles.x = 0;
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pev->angles.z = 0;
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// avoid bouncing too much
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if (m_flNextHit > gpGlobals->time)
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return;
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// higher pitch as squeeker gets closer to detonation time
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flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / SQUEEK_DETONATE_DELAY);
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if ( pOther->v.takedamage && m_flNextAttack < gpGlobals->time )
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{
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// attack!
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// make sure it's me who has touched them
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if (tr.pHit == pOther)
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{
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// and it's not another squeakgrenade
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if (tr.pHit->v.modelindex != pev->modelindex)
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{
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// ALERT( at_console, "hit enemy\n");
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ClearMultiDamage( );
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if (UTIL_IsPlayer(pOther))
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UTIL_TraceAttack(pOther, pev, gSkillData.snarkDmgBite, gpGlobals->v_forward, &tr, DMG_SLASH );
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else if (pOther->v.euser4 != NULL)
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{
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CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(pOther));
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pMonster->TraceAttack(pev, gSkillData.snarkDmgBite, gpGlobals->v_forward, &tr, DMG_SLASH );
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}
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else
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UTIL_TraceAttack(pOther, pev, gSkillData.snarkDmgBite, gpGlobals->v_forward, &tr, DMG_SLASH );
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ApplyMultiDamage( pev, pev );
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pev->dmg += gSkillData.snarkDmgPop; // add more explosion damage
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// m_flDie += 2.0; // add more life
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// make bite sound
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "squeek/sqk_deploy1.wav", 1.0, ATTN_NORM, 0, (int)flpitch);
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m_flNextAttack = gpGlobals->time + 0.5;
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}
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}
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else
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{
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// ALERT( at_console, "been hit\n");
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}
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}
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m_flNextHit = gpGlobals->time + 0.1;
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m_flNextHunt = gpGlobals->time;
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// in multiplayer, we limit how often snarks can make their bounce sounds to prevent overflows.
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if ( gpGlobals->time < m_flNextBounceSoundTime )
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{
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// too soon!
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return;
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}
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if (!(pev->flags & FL_ONGROUND))
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{
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// play bounce sound
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float flRndSound = RANDOM_FLOAT ( 0 , 1 );
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if ( flRndSound <= 0.33 )
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt1.wav", 1, ATTN_NORM, 0, (int)flpitch);
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else if (flRndSound <= 0.66)
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, (int)flpitch);
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else
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, (int)flpitch);
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}
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m_flNextBounceSoundTime = gpGlobals->time + 0.5;// half second.
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}
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#endif
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#endif
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