nuclide/Source/Server/EntHostage.c
Marco Hladik f8a1902187 Added bomb-defusing
Added progressbar on bomb defusing
Added seperators on the timer and the ammo display
Fixed some USE bugs related to doors and other ents
+use (+button6) is now something that can be toggled, whereas before it was a one-time thing
Added various sounds when buying things
Added various messages when trying to buy things you already have
Added proper radio sounds to the bombing mission type
More work done on the equipment
2016-12-11 11:10:03 +01:00

199 lines
5.2 KiB
C

/*
OpenCS Project
Copyright (C) 2015 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
.entity eTargetPoint;
.entity eLastCreated;
.int iHasBeenUsed;
enum {
HOSTAGE_IDLE,
HOSTAGE_WALK,
HOSTAGE_RUN
};
// To make sure they are following us right
entity hostage_waypoint( void ) {
entity ePoint = spawn();
setorigin( ePoint, self.eUser.origin );
//setmodel( ePoint, "models/chick.mdl" ); // Visual feedback...
return ePoint;
}
// Called whenver a hostage is shot
void hostage_pain( void ) {
self.frame = 13 - floor( random( 1, 6 ) );
}
// hosdown.wav
void hostage_die( void ) {
Radio_BroadcastMessage( RADIO_HOSDOWN );
self.frame = 30 + floor( random( 1, 6 ) );
self.solid = SOLID_NOT;
self.takedamage = DAMAGE_NO;
if ( other.eTargetPoint != other.eUser ) {
remove( other.eTargetPoint );
}
}
// Happens upon calling 'use'
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;
}
}
}
// Run every frame
void hostage_physics( void ) {
input_movevalues = '0 0 0';
input_impulse = 0;
input_buttons = 0;
input_angles = self.angles;
// 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.angles_y, vEndAngle_y, 0.2 );
self.angles_y += fTurn;
// 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 ( self.fStepTime < time ) {
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;
}
self.fStepTime = time + 0.2;
}
}
}
// Decide speed and stuff
if ( self.style == HOSTAGE_WALK ) {
self.frame = 0;
input_movevalues = '110 0 0';
} else if ( self.style == HOSTAGE_RUN ) {
input_movevalues = '220 0 0';
self.frame = 2;
} else {
input_movevalues = '0 0 0';
if ( fTurn > 0 ) {
self.frame = 5;
} else if ( fTurn < 0 ){
self.frame = 6;
} else {
self.frame = 13;
}
}
}
// Calculate physstuff
runstandardplayerphysics( self );
}
/*
=================
SPAWN: hostage_entity
Entry function for the hostages.
=================
*/
void hostage_entity( void ) {
static void hostage_entity_respawn( void ) {
setorigin( self, self.origin );
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_WALK;
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 = 13; // Idle frame
self.health = 100;
self.velocity = '0 0 0';
self.iHasBeenUsed = FALSE;
}
precache_model( self.model );
hostage_entity_respawn();
iHostagesMax = iHostagesMax + 1; // Increase the global count of hostages
Entities_InitRespawnable( hostage_entity_respawn );
}