#include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "soundent.h" #include "gamerules.h" #include "mod/AvHAlienWeapons.h" #include "mod/AvHPlayer.h" #ifdef AVH_CLIENT #include "cl_dll/eventscripts.h" #include "cl_dll/in_defs.h" #include "cl_dll/wrect.h" #include "cl_dll/cl_dll.h" #endif #include "common/hldm.h" #include "common/event_api.h" #include "common/event_args.h" #include "common/vector_util.h" #include "mod/AvHAlienWeaponConstants.h" #include "mod/AvHPlayerUpgrade.h" #include "mod/AvHConstants.h" #include "mod/AvHHulls.h" // Allow assignment within conditional #pragma warning (disable: 4706) #ifdef AVH_SERVER enum w_squeak_e { WSQUEAK_IDLE1 = 0, WSQUEAK_FIDGET, WSQUEAK_JUMP, WSQUEAK_RUN, }; enum squeak_e { SQUEAK_IDLE1 = 0, SQUEAK_FIDGETFIT, SQUEAK_FIDGETNIP, SQUEAK_DOWN, SQUEAK_UP, SQUEAK_THROW }; class BabblerProjectile : public CGrenade { void Spawn( void ); void Precache( void ); //int Classify( void ); virtual int IRelationship(CBaseEntity* inTarget); void EXPORT SuperBounceTouch( CBaseEntity *pOther ); void EXPORT HuntThink( void ); int BloodColor( void ) { return BLOOD_COLOR_YELLOW; } void Killed( entvars_t *pevAttacker, int iGib ); void GibMonster( void ); int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); static float m_flNextBounceSoundTime; // CBaseEntity *m_pTarget; float m_flDie; Vector m_vecTarget; float m_flNextHunt; float m_flNextHit; Vector m_posPrev; EHANDLE m_hOwner; int m_iMyClass; }; float BabblerProjectile::m_flNextBounceSoundTime = 0; LINK_ENTITY_TO_CLASS(kwBabblerProjectile, BabblerProjectile); //TYPEDESCRIPTION BabblerProjectile::m_SaveData[] = //{ // DEFINE_FIELD( BabblerProjectile, m_flDie, FIELD_TIME ), // DEFINE_FIELD( BabblerProjectile, m_vecTarget, FIELD_VECTOR ), // DEFINE_FIELD( BabblerProjectile, m_flNextHunt, FIELD_TIME ), // DEFINE_FIELD( BabblerProjectile, m_flNextHit, FIELD_TIME ), // DEFINE_FIELD( BabblerProjectile, m_posPrev, FIELD_POSITION_VECTOR ), // DEFINE_FIELD( BabblerProjectile, m_hOwner, FIELD_EHANDLE ), //}; // //IMPLEMENT_SAVERESTORE( BabblerProjectile, CGrenade ); #define SQUEEK_DETONATE_DELAY 15.0 //int BabblerProjectile :: Classify ( void ) //{ // if (m_iMyClass != 0) // return m_iMyClass; // protect against recursion // // if (m_hEnemy != NULL) // { // m_iMyClass = CLASS_INSECT; // no one cares about it // switch( m_hEnemy->Classify( ) ) // { // case CLASS_PLAYER: // case CLASS_HUMAN_PASSIVE: // case CLASS_HUMAN_MILITARY: // m_iMyClass = 0; // return CLASS_ALIEN_MILITARY; // barney's get mad, grunts get mad at it // } // m_iMyClass = 0; // } // // return CLASS_ALIEN_BIOWEAPON; //} int BabblerProjectile::IRelationship(CBaseEntity* inTarget) { int theRelationship = R_NO; // Don't attack cloaked players AvHPlayer* thePlayer = dynamic_cast(inTarget); if(thePlayer && thePlayer->GetIsCloaked()) { theRelationship = R_NO; } else { // Attack all monsters that aren't on our team CBaseMonster* theMonsterPointer = dynamic_cast(inTarget); if(theMonsterPointer && (theMonsterPointer->pev->team != this->pev->team)) { theRelationship = R_DL; } else { // Look at own team vs. incoming team AvHTeamNumber inTeam = (AvHTeamNumber)inTarget->pev->team; if(inTeam != TEAM_IND) { if(inTeam == this->pev->team) { theRelationship = R_AL; } else { // Don't keep switching targets constantly theRelationship = R_DL; } } } } return theRelationship; } void BabblerProjectile::Spawn( void ) { Precache( ); // motor pev->movetype = MOVETYPE_BOUNCE; pev->solid = SOLID_BBOX; pev->classname = MAKE_STRING(kwsBabblerProjectile); SET_MODEL(ENT(pev), kBabblerModel); //UTIL_SetSize(pev, Vector( -4, -4, 0), Vector(4, 4, 8)); UTIL_SetSize(pev, Vector(HULL1_MINX, HULL1_MINY, HULL1_MINZ), Vector(HULL1_MAXX, HULL1_MAXY, HULL1_MAXZ)); UTIL_SetOrigin( pev, pev->origin ); SetTouch( &BabblerProjectile::SuperBounceTouch ); SetThink( &BabblerProjectile::HuntThink ); pev->nextthink = gpGlobals->time + 0.1; m_flNextHunt = gpGlobals->time + 1E6; pev->flags |= FL_MONSTER; pev->takedamage = DAMAGE_AIM; pev->health = gSkillData.snarkHealth; pev->gravity = 0.5; pev->friction = 0.5; m_flDie = gpGlobals->time + SQUEEK_DETONATE_DELAY; m_flFieldOfView = 0; // 180 degrees if ( pev->owner ) m_hOwner = Instance( pev->owner ); m_flNextBounceSoundTime = gpGlobals->time;// reset each time a snark is spawned. //pev->sequence = WSQUEAK_RUN; pev->sequence = 4; ResetSequenceInfo( ); } void BabblerProjectile::Precache( void ) { PRECACHE_UNMODIFIED_MODEL(kBabblerModel); PRECACHE_UNMODIFIED_SOUND(kBabblerBlastSound); PRECACHE_UNMODIFIED_SOUND(kBabblerDieSound); PRECACHE_UNMODIFIED_SOUND(kBabblerHunt1Sound); PRECACHE_UNMODIFIED_SOUND(kBabblerHunt2Sound); PRECACHE_UNMODIFIED_SOUND(kBabblerHunt3Sound); PRECACHE_UNMODIFIED_SOUND(kBabblerBiteSound); PRECACHE_UNMODIFIED_SOUND("common/bodysplat.wav"); } void BabblerProjectile :: Killed( entvars_t *pevAttacker, int iGib ) { pev->model = iStringNull;// make invisible SetThink( &BabblerProjectile::SUB_Remove ); SetTouch( NULL ); pev->nextthink = gpGlobals->time + 0.1; // since squeak grenades never leave a body behind, clear out their takedamage now. // Squeaks do a bit of radius damage when they pop, and that radius damage will // continue to call this function unless we acknowledge the Squeak's death now. (sjb) pev->takedamage = DAMAGE_NO; // play squeek blast EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, kBabblerBlastSound, 1, 0.5, 0, PITCH_NORM); CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, SMALL_EXPLOSION_VOLUME, 3.0 ); UTIL_BloodDrips( pev->origin, g_vecZero, BloodColor(), 80 ); if (m_hOwner != NULL) RadiusDamage ( pev, m_hOwner->pev, kBabblerExplodeDamage, CLASS_NONE, NS_DMG_BLAST); else RadiusDamage ( pev, pev, kBabblerExplodeDamage, CLASS_NONE, NS_DMG_BLAST ); // reset owner so death message happens if (m_hOwner != NULL) pev->owner = m_hOwner->edict(); CBaseMonster :: Killed( pevAttacker, GIB_ALWAYS ); } void BabblerProjectile :: GibMonster( void ) { EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200); } int BabblerProjectile::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) { if(!pevAttacker) { pevAttacker = pevInflictor; } if(!pevInflictor) { pevInflictor = pevAttacker; } // Note: NS_DMG_ORGANIC should affect us fully return CGrenade::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); } void BabblerProjectile::HuntThink( void ) { // ALERT( at_console, "think\n" ); if (!IsInWorld()) { SetTouch( NULL ); UTIL_Remove( this ); return; } StudioFrameAdvance( ); pev->nextthink = gpGlobals->time + 0.1; // explode when ready if (gpGlobals->time >= m_flDie) { g_vecAttackDir = pev->velocity.Normalize( ); pev->health = -1; Killed( pev, 0 ); return; } // float if (pev->waterlevel != 0) { if (pev->movetype == MOVETYPE_BOUNCE) { pev->movetype = MOVETYPE_FLY; } pev->velocity = pev->velocity * 0.9; pev->velocity.z += 8.0; } else if (pev->movetype = MOVETYPE_FLY) { pev->movetype = MOVETYPE_BOUNCE; } // return if not time to hunt if (m_flNextHunt > gpGlobals->time) return; m_flNextHunt = gpGlobals->time + 2.0; CBaseEntity *pOther = NULL; Vector vecDir; TraceResult tr; Vector vecFlat = pev->velocity; vecFlat.z = 0; vecFlat = vecFlat.Normalize( ); UTIL_MakeVectors( pev->angles ); if (m_hEnemy == NULL || !m_hEnemy->IsAlive()) { // find target, bounce a bit towards it. Look( 512 ); m_hEnemy = BestVisibleEnemy( ); } // squeek if it's about time blow up if ((m_flDie - gpGlobals->time <= 0.5) && (m_flDie - gpGlobals->time >= 0.3)) { EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, kBabblerDieSound, 1, ATTN_NORM, 0, 100 + RANDOM_LONG(0,0x3F)); CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 256, 0.25 ); } // higher pitch as squeeker gets closer to detonation time float flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / SQUEEK_DETONATE_DELAY); if (flpitch < 80) flpitch = 80; if (m_hEnemy != NULL) { if (FVisible( m_hEnemy )) { vecDir = m_hEnemy->EyePosition() - pev->origin; m_vecTarget = vecDir.Normalize( ); } float flVel = pev->velocity.Length(); float flAdj = 50.0 / (flVel + 10.0); if (flAdj > 1.2) flAdj = 1.2; // ALERT( at_console, "think : enemy\n"); // ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z ); pev->velocity = pev->velocity * flAdj + m_vecTarget * 300; } if (pev->flags & FL_ONGROUND) { pev->avelocity = Vector( 0, 0, 0 ); } else { if (pev->avelocity == Vector( 0, 0, 0)) { pev->avelocity.x = RANDOM_FLOAT( -100, 100 ); pev->avelocity.z = RANDOM_FLOAT( -100, 100 ); } } if ((pev->origin - m_posPrev).Length() < 1.0) { pev->velocity.x = RANDOM_FLOAT( -100, 100 ); pev->velocity.y = RANDOM_FLOAT( -100, 100 ); } m_posPrev = pev->origin; pev->angles = UTIL_VecToAngles( pev->velocity ); pev->angles.z = 0; pev->angles.x = 0; } void BabblerProjectile::SuperBounceTouch( CBaseEntity *pOther ) { float flpitch; TraceResult tr = UTIL_GetGlobalTrace( ); // don't hit the guy that launched this grenade if ( pev->owner && pOther->edict() == pev->owner ) return; // at least until we've bounced once pev->owner = NULL; pev->angles.x = 0; pev->angles.z = 0; // avoid bouncing too much if (m_flNextHit > gpGlobals->time) return; // higher pitch as squeeker gets closer to detonation time flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / SQUEEK_DETONATE_DELAY); if ( pOther->pev->takedamage && m_flNextAttack < gpGlobals->time ) { // attack! // make sure it's me who has touched them if (tr.pHit == pOther->edict()) { // and it's not another squeakgrenade if (tr.pHit->v.modelindex != pev->modelindex) { // ALERT( at_console, "hit enemy\n"); ClearMultiDamage( ); pOther->TraceAttack(pev, kBabblerBiteDamage, gpGlobals->v_forward, &tr, NS_DMG_BLAST); if (m_hOwner != NULL) ApplyMultiDamage( pev, m_hOwner->pev ); else ApplyMultiDamage( pev, pev ); // m_flDie += 2.0; // add more life // make bite sound EMIT_SOUND(ENT(pev), CHAN_WEAPON, kBabblerBiteSound, 1.0, ATTN_NORM);//, (int)flpitch); //EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, kBabblerBiteSound, 1.0, ATTN_NORM, 0, (int)flpitch); m_flNextAttack = gpGlobals->time + 0.5; } } else { // ALERT( at_console, "been hit\n"); } } m_flNextHit = gpGlobals->time + 0.1; m_flNextHunt = gpGlobals->time; // Limit how often snarks can make their bounce sounds to prevent overflows. if ( gpGlobals->time < m_flNextBounceSoundTime ) { // too soon! return; } if (!(pev->flags & FL_ONGROUND)) { // play bounce sound float flRndSound = RANDOM_FLOAT ( 0 , 1 ); if ( flRndSound <= 0.33 ) EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, kBabblerHunt1Sound, 1, ATTN_NORM, 0, (int)flpitch); else if (flRndSound <= 0.66) EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, kBabblerHunt2Sound, 1, ATTN_NORM, 0, (int)flpitch); else EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, kBabblerHunt3Sound, 1, ATTN_NORM, 0, (int)flpitch); CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 256, 0.25 ); } else { // skittering sound CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 100, 0.1 ); } m_flNextBounceSoundTime = gpGlobals->time + 0.5;// half second. } #endif LINK_ENTITY_TO_CLASS(kwBabblerGun, AvHBabblerGun); void AvHBabblerGun::Init() { this->mRange = kBabblerGunRange; this->mROF = kBabblerGunROF; } int AvHBabblerGun::GetBarrelLength() const { return kBabblerGunBarrelLength; } int AvHBabblerGun::GetDeployAnimation() const { return 7; } int AvHBabblerGun::GetIdleAnimation() const { // Must be odd int theAnimation = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 1); return theAnimation; } int AvHBabblerGun::GetShootAnimation() const { return 4; } char* AvHBabblerGun::GetViewModel() const { return kLevel2ViewModel; } void AvHBabblerGun::Precache() { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kBabblerGunSound); UTIL_PrecacheOther(kwsBabblerProjectile); this->mEvent = PRECACHE_EVENT(1, kBabblerGunEventName); } void AvHBabblerGun::Spawn() { AvHAlienWeapon::Spawn(); this->Precache(); this->m_iId = AVH_WEAPON_BABBLER; // Set our class name this->pev->classname = MAKE_STRING(kwsBabblerGun); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down. } void AvHBabblerGun::FireProjectiles(void) { #ifdef AVH_SERVER // TODO: Make sure we don't have too many already? Play a sound if we have too many? UTIL_MakeVectors( this->m_pPlayer->pev->v_angle ); TraceResult tr; Vector trace_origin; // HACK HACK: Ugly hacks to handle change in origin based on new physics code for players // Move origin up if crouched and start trace a bit outside of body ( 20 units instead of 16 ) trace_origin = this->m_pPlayer->pev->origin + this->m_pPlayer->pev->view_ofs; // if(this->m_pPlayer->pev->flags & FL_DUCKING) // { // trace_origin = trace_origin - (VEC_HULL_MIN - VEC_DUCK_HULL_MIN); // } // find place to toss monster UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobals->v_forward * 64, dont_ignore_monsters, NULL, &tr ); if ( tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25 ) { CBaseEntity* theProjectile = CBaseEntity::Create(kwsBabblerProjectile, tr.vecEndPos, this->m_pPlayer->pev->v_angle, this->m_pPlayer->edict() ); theProjectile->pev->velocity = gpGlobals->v_forward * 200 + this->m_pPlayer->pev->velocity; theProjectile->pev->team = this->m_pPlayer->pev->team; theProjectile->pev->owner = this->m_pPlayer->edict(); } #endif }