nuclide/Source/server/scihunt/monster_scientist.cpp

372 lines
7.8 KiB
C++

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
enum {
SCI_IDLE,
SCI_WALK,
SCI_RUN
};
enum {
SCIA_WALK,
SCIA_WALKSCARED,
SCIA_RUN,
SCIA_RUNSCARED,
SCIA_RUNLOOK,
SCIA_180LEFT,
SCIA_180RIGHT,
SCIA_FLINCH,
SCIA_PAIN,
SCIA_PAINLEFT,
SCIA_PAINRIGHT,
SCIA_PAINLEGLEFT,
SCIA_PAINLEGRIGHT,
SCIA_IDLE1,
SCIA_IDLE2,
SCIA_IDLE3,
SCIA_IDLE4,
SCIA_IDLE5,
SCIA_IDLE6,
SCIA_SCARED_END,
SCIA_SCARED1,
SCIA_SCARED2,
SCIA_SCARED3,
SCIA_SCARED4,
SCIA_PANIC,
SCIA_FEAR1,
SCIA_FEAR2,
SCIA_CRY,
SCIA_SCI1,
SCIA_SCI2,
SCIA_SCI3,
SCIA_DIE_SIMPLE,
SCIA_DIE_FORWARD1,
SCIA_DIE_FORWARD2,
SCIA_DIE_BACKWARD,
SCIA_DIE_HEADSHOT,
SCIA_DIE_GUTSHOT,
SCIA_LYING1,
SCIA_LYING2,
SCIA_DEADSIT,
SCIA_DEADTABLE1,
SCIA_DEADTABLE2,
SCIA_DEADTABLE3
};
string sci_snddie[] = {
"scientist/sci_die1.wav",
"scientist/sci_die2.wav",
"scientist/sci_die3.wav",
"scientist/sci_die4.wav"
};
string sci_sndpain[] = {
"scientist/sci_pain1.wav",
"scientist/sci_pain2.wav",
"scientist/sci_pain3.wav",
"scientist/sci_pain4.wav",
"scientist/sci_pain5.wav",
"scientist/sci_pain6.wav",
"scientist/sci_pain7.wav",
"scientist/sci_pain8.wav",
"scientist/sci_pain9.wav",
"scientist/sci_pain10.wav"
};
string sci_sndscream[] = {
"scientist/scream1.wav",
"scientist/scream2.wav",
"scientist/scream3.wav",
"scientist/scream4.wav",
"scientist/dontwantdie.wav",
"scientist/scream5.wav",
"scientist/scream6.wav",
"scientist/scream7.wav",
"scientist/evergetout.wav",
"scientist/scream8.wav",
"scientist/scream9.wav",
"scientist/scream10.wav"
"scientist/scream11.wav",
"scientist/getoutalive.wav",
"scientist/scream12.wav",
"scientist/scream13.wav",
"scientist/scream14.wav",
"scientist/scream15.wav",
"scientist/scream16.wav",
"scientist/getoutofhere.wav",
"scientist/scream17.wav",
"scientist/scream18.wav",
"scientist/scream19.wav",
"scientist/gottogetout.wav",
"scientist/scream20.wav",
"scientist/scream21.wav",
"scientist/scream22.wav",
"scientist/youinsane.wav",
"scientist/scream23.wav",
"scientist/scream24.wav",
"scientist/scream25.wav"
};
class monster_scientist:CBaseEntity
{
vector m_vecLastUserPos;
entity m_eUser;
entity m_eRescuer;
int m_iUsed;
int m_iScared;
int m_iFear;
float m_flScreamTime;
float m_flChangePath;
float m_flTraceTime;
void() monster_scientist;
virtual void() touch;
virtual void() Hide;
virtual void() Respawn;
virtual void() PlayerUse;
virtual void(int) vPain;
virtual void(int) vDeath;
virtual void() Physics;
virtual void() Scream;
virtual void() Gib;
virtual void() WarnOthers;
};
void monster_scientist::Gib(void)
{
Hide();
for (int i = 0; i < 5; i++) {
entity gib = spawn();
//gib.think = Util_Remove;
gib.nextthink = 10.0f;
}
}
void monster_scientist::WarnOthers(void)
{
for ( entity b = world; ( b = find( b, ::classname, "monster_scientist" ) ); ) {
if ( vlen( b.origin - origin ) < 512 ) {
monster_scientist sci = (monster_scientist)b;
sci.m_iFear = TRUE;
}
}
}
void monster_scientist::Scream(void)
{
if (m_flScreamTime > time) {
return;
}
int rand = floor(random(0,sci_sndscream.length));
sound(this, CHAN_VOICE, sci_sndscream[rand], 1.0, ATTN_NORM);
m_flScreamTime = time + 5.0f;
}
void monster_scientist::Physics(void)
{
float spvel;
input_movevalues = [0,0,0];
input_impulse = 0;
input_buttons = 0;
/* Deal with a hostage being rescued when it's following someone else */
if (m_eRescuer.classname == "monster_scientist") {
if (m_eRescuer.solid == SOLID_NOT) {
m_eRescuer = m_eUser;
}
}
/* Deal with the hostage losing its rescuer (death) */
if (m_eUser.health <= 0) {
m_eUser = world;
}
if (m_eUser!= world) {
v_angle = vectoangles(m_eRescuer.origin - origin);
v_angle[0] = 0;
v_angle[1] = Math_FixDelta(v_angle[1]);
v_angle[2] = 0;
/* Give up after 1024 units */
if (vlen(m_eRescuer.origin - origin) > 1024) {
m_eUser = world;
} else if (vlen(m_eRescuer.origin - origin) > 64) {
input_movevalues[0] = 240;
other = world;
traceline(origin, /*mins, maxs, */m_eRescuer.origin, MOVE_OTHERONLY, this);
/* Tracing failed, there's world geometry in the way */
if (trace_fraction < 1.0f) {
v_angle = vectoangles(m_vecLastUserPos - origin);
v_angle[0] = 0;
v_angle[1] = Math_FixDelta(v_angle[1]);
v_angle[2] = 0;
} else {
m_vecLastUserPos = m_eRescuer.origin;
}
/* Trace again to see if another hostage is in our path and if so
* follow them instead, this makes pathing easier */
traceline(origin, /*mins, maxs,*/ m_vecLastUserPos, FALSE, this);
if (trace_ent.classname == "monster_scientist") {
monster_scientist que = (monster_scientist)trace_ent;
if (que.m_eRescuer == m_eUser) {
if (trace_ent != this) {
m_eRescuer = trace_ent;
}
}
}
}
} else if (m_iFear == TRUE) {
Scream();
input_movevalues = [240, 0, 0];
if (m_flTraceTime < time) {
traceline(self.origin, self.origin + (v_forward * 32), FALSE, this);
if (trace_fraction < 1.0f) {
m_flChangePath = 0.0f;
}
m_flTraceTime = time + 0.5f;
}
if (m_flChangePath < time) {
v_angle[1] -= 180 + (random(-25, 25));
v_angle[1] = Math_FixDelta(v_angle[1]);
m_flChangePath = time + floor(random(2,10));
}
}
spvel = vlen(velocity);
if (spvel < 5) {
frame = m_iScared ? SCIA_SCARED1:SCIA_IDLE1;
} else if (spvel <= 140) {
frame = m_iScared ? SCIA_WALKSCARED:SCIA_WALK;
} else if (spvel <= 240) {
frame = m_iScared ? SCIA_RUNSCARED:SCIA_RUN;
}
input_angles = angles = v_angle;
input_timelength = frametime;
movetype = MOVETYPE_WALK;
runstandardplayerphysics(this);
Footsteps_Update();
movetype = MOVETYPE_NONE;
}
void monster_scientist::touch(void)
{
if (other.movetype == MOVETYPE_WALK) {
velocity = normalize(other.origin - origin) * -128;
}
}
void monster_scientist::PlayerUse(void)
{
if ((m_eUser == world)) {
if (m_iUsed == FALSE) {
m_iUsed = TRUE;
}
m_eUser = eActivator;
m_eRescuer = m_eUser;
m_vecLastUserPos = m_eUser.origin;
} else {
m_eUser = world;
}
}
void monster_scientist::vPain(int iHitBody)
{
int rand = floor(random(0,sci_sndpain.length));
sound(this, CHAN_VOICE, sci_sndpain[rand], 1.0, ATTN_NORM);
frame = SCIA_FLINCH + floor(random(0, 5));
m_iFear = TRUE;
//m_iScared = TRUE;
WarnOthers();
}
void monster_scientist::vDeath(int iHitBody)
{
WarnOthers();
int rand = floor(random(0,sci_snddie.length));
sound(this, CHAN_VOICE, sci_snddie[rand], 1.0, ATTN_NORM);
m_eUser = world;
solid = SOLID_NOT;
takedamage = DAMAGE_NO;
customphysics = __NULL__;
m_iFear = FALSE;
frame = SCIA_DIE_SIMPLE + floor(random(0, 6));
think = Respawn;
nextthink = time + 10.0f;
}
void monster_scientist::Hide(void)
{
setmodel(this, "");
m_eUser = world;
solid = SOLID_NOT;
movetype = MOVETYPE_NONE;
customphysics = __NULL__;
}
void monster_scientist::Respawn(void)
{
v_angle[0] = Math_FixDelta(m_oldAngle[0]);
v_angle[1] = Math_FixDelta(m_oldAngle[1]);
v_angle[2] = Math_FixDelta(m_oldAngle[2]);
setorigin(this, m_oldOrigin);
angles = v_angle;
solid = SOLID_SLIDEBOX;
movetype = MOVETYPE_NONE;
setmodel(this, m_oldModel);
setsize(this, VEC_HULL_MIN + [0,0,36], VEC_HULL_MAX + [0,0,36]);
m_eUser = world;
iBleeds = TRUE;
takedamage = DAMAGE_YES;
style = SCI_IDLE;
customphysics = Physics;
frame = SCIA_IDLE1;
health = 50;
velocity = [0,0,0];
m_iUsed = m_iScared = FALSE;
}
void monster_scientist::monster_scientist(void)
{
for (int i = 0; i < sci_sndpain.length; i++) {
precache_sound(sci_sndpain[i]);
}
for (int i = 0; i < sci_snddie.length; i++) {
precache_sound(sci_snddie[i]);
}
for (int i = 0; i < sci_sndscream.length; i++) {
precache_sound(sci_sndscream[i]);
}
precache_model("models/scientist.mdl");
model = "models/scientist.mdl";
CBaseEntity::CBaseEntity();
precache_model(m_oldModel);
setmodel(this, m_oldModel);
Respawn();
}