/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) #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" 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 }; #ifndef CLIENT_DLL class CSqueakGrenade : public CGrenade { void Spawn( void ); void Precache( void ); int Classify( void ); 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 ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; 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 CSqueakGrenade::m_flNextBounceSoundTime = 0; LINK_ENTITY_TO_CLASS( monster_snark, CSqueakGrenade ); TYPEDESCRIPTION CSqueakGrenade::m_SaveData[] = { DEFINE_FIELD( CSqueakGrenade, m_flDie, FIELD_TIME ), DEFINE_FIELD( CSqueakGrenade, m_vecTarget, FIELD_VECTOR ), DEFINE_FIELD( CSqueakGrenade, m_flNextHunt, FIELD_TIME ), DEFINE_FIELD( CSqueakGrenade, m_flNextHit, FIELD_TIME ), DEFINE_FIELD( CSqueakGrenade, m_posPrev, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CSqueakGrenade, m_hOwner, FIELD_EHANDLE ), }; IMPLEMENT_SAVERESTORE( CSqueakGrenade, CGrenade ); #define SQUEEK_DETONATE_DELAY 15.0 int CSqueakGrenade :: 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; } void CSqueakGrenade :: Spawn( void ) { Precache( ); // motor pev->movetype = MOVETYPE_BOUNCE; pev->solid = SOLID_BBOX; SET_MODEL(ENT(pev), "models/w_squeak.mdl"); UTIL_SetSize(pev, Vector( -4, -4, 0), Vector(4, 4, 8)); UTIL_SetOrigin( pev, pev->origin ); SetTouch( &CSqueakGrenade::SuperBounceTouch ); SetThink( &CSqueakGrenade::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; pev->dmg = gSkillData.snarkDmgPop; 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; ResetSequenceInfo( ); } void CSqueakGrenade::Precache( void ) { PRECACHE_MODEL("models/w_squeak.mdl"); PRECACHE_SOUND("squeek/sqk_blast1.wav"); PRECACHE_SOUND("common/bodysplat.wav"); PRECACHE_SOUND("squeek/sqk_die1.wav"); PRECACHE_SOUND("squeek/sqk_hunt1.wav"); PRECACHE_SOUND("squeek/sqk_hunt2.wav"); PRECACHE_SOUND("squeek/sqk_hunt3.wav"); PRECACHE_SOUND("squeek/sqk_deploy1.wav"); } void CSqueakGrenade :: Killed( entvars_t *pevAttacker, int iGib ) { pev->model = iStringNull;// make invisible SetThink( &CSqueakGrenade::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, "squeek/sqk_blast1.wav", 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, pev->dmg, CLASS_NONE, DMG_BLAST ); else RadiusDamage ( pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST ); // reset owner so death message happens if (m_hOwner != NULL) pev->owner = m_hOwner->edict(); CBaseMonster :: Killed( pevAttacker, GIB_ALWAYS ); } void CSqueakGrenade :: GibMonster( void ) { EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200); } void CSqueakGrenade::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, "squeek/sqk_die1.wav", 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 CSqueakGrenade::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 && ( pOther->pev->flags & FL_WORLDBRUSH ) == 0) { // 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, gSkillData.snarkDmgBite, gpGlobals->v_forward, &tr, DMG_SLASH ); if (m_hOwner != NULL) ApplyMultiDamage( pev, m_hOwner->pev ); else ApplyMultiDamage( pev, pev ); pev->dmg += gSkillData.snarkDmgPop; // add more explosion damage // m_flDie += 2.0; // add more life // make bite sound EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "squeek/sqk_deploy1.wav", 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; if ( g_pGameRules->IsMultiplayer() ) { // in multiplayer, we 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, "squeek/sqk_hunt1.wav", 1, ATTN_NORM, 0, (int)flpitch); else if (flRndSound <= 0.66) EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, (int)flpitch); else EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 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( weapon_snark, CSqueak ); void CSqueak::Spawn( ) { Precache( ); m_iId = WEAPON_SNARK; SET_MODEL(ENT(pev), "models/w_sqknest.mdl"); FallInit();//get ready to fall down. m_iDefaultAmmo = SNARK_DEFAULT_GIVE; pev->sequence = 1; pev->animtime = gpGlobals->time; pev->framerate = 1.0; } void CSqueak::Precache( void ) { PRECACHE_MODEL("models/w_sqknest.mdl"); PRECACHE_MODEL("models/v_squeak.mdl"); PRECACHE_MODEL("models/p_squeak.mdl"); PRECACHE_SOUND("squeek/sqk_hunt2.wav"); PRECACHE_SOUND("squeek/sqk_hunt3.wav"); UTIL_PrecacheOther("monster_snark"); m_usSnarkFire = PRECACHE_EVENT ( 1, "events/snarkfire.sc" ); } int CSqueak::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "Snarks"; p->iMaxAmmo1 = SNARK_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 4; p->iPosition = 3; p->iId = m_iId = WEAPON_SNARK; p->iWeight = SNARK_WEIGHT; p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; return 1; } BOOL CSqueak::Deploy( ) { // play hunt sound float flRndSound = RANDOM_FLOAT ( 0 , 1 ); if ( flRndSound <= 0.5 ) EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 100); else EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 100); m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; return DefaultDeploy( "models/v_squeak.mdl", "models/p_squeak.mdl", SQUEAK_UP, "squeak" ); } void CSqueak::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; if ( !m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] ) { m_pPlayer->pev->weapons &= ~(1<nextthink = gpGlobals->time + 0.1; return; } SendWeaponAnim( SQUEAK_DOWN ); EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM); } // up / down #define PITCH 0 // left / right #define YAW 1 // fall over #define ROLL 2 void AngleVectors(const vec3_t angles, vec3_t& forward, vec3_t& right, vec3_t& up) { float angle; float sr, sp, sy, cr, cp, cy; angle = angles[YAW] * (M_PI * 2 / 360); sy = sin(angle); cy = cos(angle); angle = angles[PITCH] * (M_PI * 2 / 360); sp = sin(angle); cp = cos(angle); angle = angles[ROLL] * (M_PI * 2 / 360); sr = sin(angle); cr = cos(angle); forward[0] = cp * cy; forward[1] = cp * sy; forward[2] = -sp; right[0] = (-1 * sr * sp * cy + -1 * cr * -sy); right[1] = (-1 * sr * sp * sy + -1 * cr * cy); right[2] = -1 * sr * cp; up[0] = (cr * sp * cy + -sr * -sy); up[1] = (cr * sp * sy + -sr * cy); up[2] = cr * cp; } void CSqueak::PrimaryAttack() { if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] ) { vec3_t forward, right, up; vec3_t vEntityForward = m_pPlayer->pev->v_angle; vEntityForward[0] = 0; AngleVectors(vEntityForward, forward, right, up); vEntityForward = forward; AngleVectors(m_pPlayer->pev->v_angle, forward, right, up); 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 ) float flAimDownFraction = m_pPlayer->pev->v_angle[0] > 0 ? m_pPlayer->pev->v_angle[0] / 90.f : 0; trace_origin = m_pPlayer->pev->origin; if ( m_pPlayer->pev->flags & FL_DUCKING ) { trace_origin = trace_origin - (flAimDownFraction + 1) * ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN ); } Vector vTraceForward = (flAimDownFraction * vEntityForward) + (1 - flAimDownFraction) * forward; // find place to toss monster UTIL_TraceLine(trace_origin + vTraceForward * 24, trace_origin + forward * 60, dont_ignore_monsters, NULL, &tr); int flags; #ifdef CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSnarkFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 ); if (tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0 ) { // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); #ifndef CLIENT_DLL CBaseEntity *pSqueak = CBaseEntity::Create( "monster_snark", tr.vecEndPos, m_pPlayer->pev->v_angle, m_pPlayer->edict() ); pSqueak->pev->velocity = vTraceForward * 200 + m_pPlayer->pev->velocity; #endif // play hunt sound float flRndSound = RANDOM_FLOAT ( 0 , 1 ); if ( flRndSound <= 0.5 ) EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 105); else EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 105); m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; m_fJustThrown = 1; m_flNextPrimaryAttack = GetNextAttackDelay(0.3); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; } } } void CSqueak::SecondaryAttack( void ) { } void CSqueak::WeaponIdle( void ) { if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; if (m_fJustThrown) { m_fJustThrown = 0; if ( !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) { RetireWeapon(); return; } SendWeaponAnim( SQUEAK_UP ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); return; } int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); if (flRand <= 0.75) { iAnim = SQUEAK_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 30.0 / 16 * (2); } else if (flRand <= 0.875) { iAnim = SQUEAK_FIDGETFIT; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 16.0; } else { iAnim = SQUEAK_FIDGETNIP; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 16.0; } SendWeaponAnim( iAnim ); } #endif