ns/releases/3.1.2/source/mod/AvHBabblerGun.cpp

573 lines
14 KiB
C++

#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<AvHPlayer*>(inTarget);
if(thePlayer && thePlayer->GetIsCloaked())
{
theRelationship = R_NO;
}
else
{
// Attack all monsters that aren't on our team
CBaseMonster* theMonsterPointer = dynamic_cast<CBaseMonster*>(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
}