nuclide/Source/Server/EntHostage.c

319 lines
7.2 KiB
C
Executable file

/*
Copyright 2016-2018 Marco "eukara" Hladik
MIT LICENSE
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
*/
enum {
HOSTAGE_IDLE,
HOSTAGE_WALK,
HOSTAGE_RUN
};
enum {
A_WALK,
A_WALKSCARED,
A_RUN,
A_RUNSCARED,
A_RUNLOOK,
A_180LEFT,
A_180RIGHT,
A_FLINCH,
A_PAIN,
A_PAINLEFT,
A_PAINRIGHT,
A_PAINLEGLEFT,
A_PAINLEGRIGHT,
A_IDLE1,
A_IDLE2,
A_IDLE3,
A_IDLE4,
A_IDLE5,
A_IDLE6,
A_SCARED_END,
A_SCARED1,
A_SCARED2,
A_SCARED3,
A_PANIC,
A_FEAR1,
A_FEAR2,
A_CRY,
A_SCI1,
A_SCI2,
A_SCI3,
A_DIE_SIMPLE,
A_DIE_FORWARD1,
A_DIE_FORWARD2,
A_DIE_BACKWARD,
A_DIE_HEADSHOT,
A_DIE_GUTSHOT,
A_LYING1,
A_LYING2,
A_DEADSIT,
A_DEADTABLE1,
A_DEADTABLE2,
A_DEADTABLE3
};
/*
=================
hostage_waypoint
Spawns a new waypoint for the hostage
=================
*/
entity hostage_waypoint( void ) {
entity ePoint = spawn();
setorigin( ePoint, self.eUser.origin );
setsize( ePoint, self.mins, self.maxs );
ePoint.classname = "remove_me";
ePoint.movetype = MOVETYPE_TOSS;
//setmodel( ePoint, "models/chick.mdl" ); // Visual feedback...
return ePoint;
}
/*
=================
hostage_waypoint_needed
Determines when we need to spawn a new waypoint
=================
*/
float hostage_waypoint_needed( void ) {
float fState;
if ( self.eUser.movement == self.movement ) {
fState = FALSE;
} else {
fState = TRUE;
}
self.movement = self.eUser.movement;
return fState;
}
/*
=================
hostage_pain
Called whenever a hostage is shot
=================
*/
void hostage_pain( int iHitBody ) {
self.frame = A_PAIN + floor( random( 0, 5 ) );
}
/*
=================
hostage_die
hosdown.wav
=================
*/
void hostage_die( int iHitBody ) {
Radio_BroadcastMessage( RADIO_HOSDOWN );
self.frame = A_DIE_SIMPLE + floor( random( 0, 6 ) );
self.solid = SOLID_NOT;
self.takedamage = DAMAGE_NO;
if ( other.eTargetPoint != other.eUser ) {
remove( other.eTargetPoint );
}
}
/*
=================
hostage_use
Whenever a hostage is 'used'
=================
*/
void hostage_use( void ) {
if ( eActivator.team == TEAM_CT ) {
if ( ( self.eUser == world ) ) {
// Only give cash to the CT for using it for the first time
if ( self.iHasBeenUsed == FALSE ) {
Money_AddMoney( eActivator, 150 );
sound( self, CHAN_VOICE, sprintf( "hostage/hos%d.wav", random( 1, 6 ) ), 1.0, ATTN_IDLE );
self.iHasBeenUsed = TRUE;
}
self.eUser = eActivator;
self.eTargetPoint = self.eUser;
} else {
self.eUser = world;
}
}
}
/*
=================
hostage_physics
Run every frame
=================
*/
void hostage_physics( void ) {
input_movevalues = '0 0 0';
input_impulse = 0;
input_buttons = 0;
// Are we meant to follow someone and AREN'T dead?
if ( ( self.eUser != world ) && ( self.health > 0 ) ) {
// Which direction we have to face
vector vEndAngle = vectoangles( self.eTargetPoint.origin - self.origin );
// Slowly turn towards target
float fTurn = Math_LerpAngle( self.v_angle_y, vEndAngle_y, frametime * 4 );
self.v_angle_y += fTurn;
self.v_angle_y = Math_FixDelta( self.v_angle_y );
// Is the waypoint close? if so, remove and go set the next one!
float fDist1 = vlen( self.eTargetPoint.origin - self.origin );
if ( fDist1 < 100 && self.eTargetPoint != self.eUser ) {
entity eTemp = self.eTargetPoint;
if ( self.eTargetPoint.eTargetPoint ) {
self.eTargetPoint = self.eTargetPoint.eTargetPoint;
} else {
self.eTargetPoint = self.eUser;
}
remove( eTemp ); // Delete the old waypoint
}
// Don't switch states so often
if( self.fAttackFinished < time ) {
// Here we check the distance of us and the player, then choosing if we should walk/run etc.
float fDist = vlen( self.eUser.origin - self.origin );
if ( fDist < 130 ) {
self.style = HOSTAGE_IDLE;
self.fAttackFinished = time + 0.1;
} else if ( fDist < 200 ) {
self.style = HOSTAGE_WALK;
self.fAttackFinished = time + 0.4;
} else {
self.style = HOSTAGE_RUN;
self.fAttackFinished = time + 0.1;
// We only ever need to create waypoints when we run
if ( hostage_waypoint_needed() == TRUE ) {
if ( self.eTargetPoint == self.eUser ) {
// Create the first waypoint
self.eTargetPoint = hostage_waypoint();
self.eLastCreated = self.eTargetPoint;
} else {
// Create the next one and link
self.eLastCreated.eTargetPoint = hostage_waypoint();
self.eLastCreated = self.eLastCreated.eTargetPoint;
}
}
}
}
if ( fTurn > 0.01 ) {
self.frame = A_180LEFT;
} else if ( fTurn < -0.01 ){
self.frame = A_180RIGHT;
} else {
self.frame = A_IDLE1;
}
// Decide speed and stuff
if ( self.style == HOSTAGE_WALK ) {
self.frame = A_WALK;
input_movevalues_x = 110;
} else if ( self.style == HOSTAGE_RUN ) {
input_movevalues_x = 220;
self.frame = A_RUN;
} else {
input_movevalues_x = 0;
}
}
input_timelength = frametime;
input_angles = self.v_angle;
self.movetype = MOVETYPE_WALK;
runstandardplayerphysics( self );
Footsteps_Update();
self.angles = self.v_angle;
self.movetype = MOVETYPE_NONE;
}
/*
=================
SPAWN: hostage_entity
Entry function for the hostages.
=================
*/
void hostage_entity( void ) {
static void hostage_entity_respawn( void ) {
self.v_angle_x = Math_FixDelta ( self.angles_x );
self.v_angle_y = Math_FixDelta ( self.angles_y );
self.v_angle_z = Math_FixDelta ( self.angles_z );
setorigin( self, self.origin );
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_NONE;
setmodel( self, self.model );
setsize( self, VEC_HULL_MIN + '0 0 36', VEC_HULL_MAX + '0 0 36' );
self.customphysics = hostage_physics;
self.eUser = world;
self.eTargetPoint = world;
self.iUsable = TRUE;
self.iBleeds = TRUE;
self.takedamage = DAMAGE_YES;
self.vUse = hostage_use;
self.vPain = hostage_pain;
self.vDeath = hostage_die;
self.style = HOSTAGE_IDLE;
self.frame = A_IDLE1;
self.health = 100;
self.velocity = '0 0 0';
self.iHasBeenUsed = FALSE;
}
// Path hack
if ( self.model == "/models/hostage.mdl" ) {
self.model = "";
}
if ( !self.model ) {
self.model = "models/hostage.mdl";
}
precache_model( self.model );
hostage_entity_respawn();
iHostagesMax = iHostagesMax + 1; // Increase the global count of hostages
Entities_InitRespawnable( hostage_entity_respawn );
}