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