nuclide/Source/Server/EntHostage.c
Marco Hladik bf1adc491a Support for more muzzleflashes
Fixes and cleanups regarding effects, networking
All sorts of other cool things
2017-01-14 16:00:31 +01:00

254 lines
6.1 KiB
C

/*
OpenCS Project
Copyright (C) 2016, 2017 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
};
/*
=================
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 ) {
if ( self.eUser.fStepTime > time ) {
return FALSE;
}
return TRUE;
}
/*
=================
hostage_pain
Called whenever a hostage is shot
=================
*/
void hostage_pain( int iHitBody ) {
self.frame = 13 - floor( random( 1, 6 ) );
}
/*
=================
hostage_die
hosdown.wav
=================
*/
void hostage_die( int iHitBody ) {
Radio_BroadcastMessage( RADIO_HOSDOWN );
self.frame = 30 + floor( random( 1, 6 ) );
self.solid = SOLID_NOT;
self.takedamage = DAMAGE_NO;
//skel_delete( self.skeletonindex );
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;
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 ( 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;
}
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 > 0.01 ) {
self.frame = 5;
} else if ( fTurn < -0.01 ){
self.frame = 6;
} else {
self.frame = 13;
}
}
// Calculate physstuff
runstandardplayerphysics( self );
//self.frame1time += frametime;
//skel_build( self.skeletonindex, self, self.modelindex, 1, 0, 0 );
}
/*
=================
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.basebone = -1; // Debug: Network that shit
//self.skeletonindex = skel_create( self.modelindex );
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 );
}