Paranoia2/dlls/squeakgrenade.cpp

400 lines
9.8 KiB
C++

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "soundent.h"
#include "gamerules.h"
enum w_squeak_e {
WSQUEAK_IDLE1 = 0,
WSQUEAK_FIDGET,
WSQUEAK_JUMP,
WSQUEAK_RUN,
};
class CSqueakGrenade : public CGrenade
{
void Spawn( void );
void Precache( void );
int Classify( void );
void EXPORT SuperBounceTouch( CBaseEntity *pOther );
void EXPORT HuntThink( void );
int BloodColor( void ) { return BLOOD_COLOR_YELLOW; }
void Killed( entvars_t *pevAttacker, int iGib );
void GibMonster( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
static float m_flNextBounceSoundTime;
// CBaseEntity *m_pTarget;
float m_flDie;
Vector m_vecTarget;
float m_flNextHunt;
float m_flNextHit;
Vector m_posPrev;
EHANDLE m_hOwner;
int m_iMyClass;
};
float CSqueakGrenade::m_flNextBounceSoundTime = 0;
LINK_ENTITY_TO_CLASS( monster_snark, CSqueakGrenade );
TYPEDESCRIPTION CSqueakGrenade::m_SaveData[] =
{
DEFINE_FIELD( CSqueakGrenade, m_flDie, FIELD_TIME ),
DEFINE_FIELD( CSqueakGrenade, m_vecTarget, FIELD_VECTOR ),
DEFINE_FIELD( CSqueakGrenade, m_flNextHunt, FIELD_TIME ),
DEFINE_FIELD( CSqueakGrenade, m_flNextHit, FIELD_TIME ),
DEFINE_FIELD( CSqueakGrenade, m_posPrev, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( CSqueakGrenade, m_hOwner, FIELD_EHANDLE ),
};
IMPLEMENT_SAVERESTORE( CSqueakGrenade, CGrenade );
#define SQUEEK_DETONATE_DELAY 15.0
int CSqueakGrenade :: Classify ( void )
{
if (m_iClass) return m_iClass;
if (m_iMyClass != 0)
return m_iMyClass; // protect against recursion
if (m_hEnemy != NULL)
{
m_iMyClass = CLASS_INSECT; // no one cares about it
switch( m_hEnemy->Classify( ) )
{
case CLASS_PLAYER:
case CLASS_HUMAN_PASSIVE:
case CLASS_HUMAN_MILITARY:
m_iMyClass = 0;
return CLASS_ALIEN_MILITARY; // barney's get mad, grunts get mad at it
}
m_iMyClass = 0;
}
return CLASS_ALIEN_BIOWEAPON;
}
void CSqueakGrenade :: Spawn( void )
{
Precache( );
// motor
pev->movetype = MOVETYPE_BOUNCE;
pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pev), "models/w_squeak.mdl");
UTIL_SetSize(pev, Vector( -4, -4, 0), Vector(4, 4, 8));
UTIL_SetOrigin( this, pev->origin );
SetTouch(&CSqueakGrenade :: SuperBounceTouch );
SetThink(&CSqueakGrenade :: HuntThink );
SetNextThink( 0.1 );
m_flNextHunt = gpGlobals->time + 1E6;
pev->flags |= FL_MONSTER;
pev->takedamage = DAMAGE_AIM;
if (pev->health == 0)
pev->health = gSkillData.snarkHealth;
pev->gravity = 0.5;
pev->friction = 0.5;
pev->dmg = gSkillData.snarkDmgPop;
m_flDie = gpGlobals->time + SQUEEK_DETONATE_DELAY;
m_flFieldOfView = 0; // 180 degrees
if ( pev->owner )
m_hOwner = Instance( pev->owner );
m_flNextBounceSoundTime = gpGlobals->time;// reset each time a snark is spawned.
pev->sequence = WSQUEAK_RUN;
ResetSequenceInfo( );
}
void CSqueakGrenade::Precache( void )
{
PRECACHE_MODEL("models/w_squeak.mdl");
PRECACHE_SOUND("squeek/sqk_blast1.wav");
PRECACHE_SOUND("common/bodysplat.wav");
PRECACHE_SOUND("squeek/sqk_die1.wav");
PRECACHE_SOUND("squeek/sqk_hunt1.wav");
PRECACHE_SOUND("squeek/sqk_hunt2.wav");
PRECACHE_SOUND("squeek/sqk_hunt3.wav");
PRECACHE_SOUND("squeek/sqk_deploy1.wav");
}
void CSqueakGrenade :: Killed( entvars_t *pevAttacker, int iGib )
{
pev->model = iStringNull;// make invisible
SetThink(&CSqueakGrenade :: SUB_Remove );
SetTouch( NULL );
SetNextThink( 0.1 );
// since squeak grenades never leave a body behind, clear out their takedamage now.
// Squeaks do a bit of radius damage when they pop, and that radius damage will
// continue to call this function unless we acknowledge the Squeak's death now. (sjb)
pev->takedamage = DAMAGE_NO;
// play squeek blast
EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, "squeek/sqk_blast1.wav", 1, 0.5, 0, PITCH_NORM);
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, SMALL_EXPLOSION_VOLUME, 3.0 );
UTIL_BloodDrips( pev->origin, g_vecZero, BloodColor(), 80 );
if (m_hOwner != NULL)
RadiusDamage ( pev, m_hOwner->pev, pev->dmg, CLASS_NONE, DMG_BLAST );
else
RadiusDamage ( pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST );
// reset owner so death message happens
if (m_hOwner != NULL)
pev->owner = m_hOwner->edict();
CBaseMonster :: Killed( pevAttacker, GIB_ALWAYS );
}
void CSqueakGrenade :: GibMonster( void )
{
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200);
}
void CSqueakGrenade::HuntThink( void )
{
// ALERT( at_console, "think\n" );
if (!IsInWorld())
{
SetTouch( NULL );
UTIL_Remove( this );
return;
}
StudioFrameAdvance( );
SetNextThink( 0.1 );
// explode when ready
if (gpGlobals->time >= m_flDie)
{
g_vecAttackDir = pev->velocity.Normalize( );
pev->health = -1;
Killed( pev, 0 );
return;
}
// float
if (pev->waterlevel != 0 && pev->watertype != CONTENTS_FOG)
{
if (pev->movetype == MOVETYPE_BOUNCE)
{
pev->movetype = MOVETYPE_FLY;
}
pev->velocity = pev->velocity * 0.9;
pev->velocity.z += 8.0;
}
else if (pev->movetype == MOVETYPE_FLY)
{
pev->movetype = MOVETYPE_BOUNCE;
}
// return if not time to hunt
if (m_flNextHunt > gpGlobals->time)
return;
m_flNextHunt = gpGlobals->time + 2.0;
CBaseEntity *pOther = NULL;
Vector vecDir;
TraceResult tr;
Vector vecFlat = pev->velocity;
vecFlat.z = 0;
vecFlat = vecFlat.Normalize( );
UTIL_MakeVectors( pev->angles );
if (m_hEnemy == NULL || !m_hEnemy->IsAlive())
{
// find target, bounce a bit towards it.
Look( 512 );
m_hEnemy = BestVisibleEnemy( );
}
// squeek if it's about time blow up
if ((m_flDie - gpGlobals->time <= 0.5) && (m_flDie - gpGlobals->time >= 0.3))
{
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG(0,0x3F));
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 256, 0.25 );
}
// higher pitch as squeeker gets closer to detonation time
float flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / SQUEEK_DETONATE_DELAY);
if (flpitch < 80)
flpitch = 80;
if (m_hEnemy != NULL)
{
if (FVisible( m_hEnemy ))
{
vecDir = m_hEnemy->EyePosition() - pev->origin;
m_vecTarget = vecDir.Normalize( );
}
float flVel = pev->velocity.Length();
float flAdj = 50.0 / (flVel + 10.0);
if (flAdj > 1.2)
flAdj = 1.2;
// ALERT( at_console, "think : enemy\n");
// ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z );
pev->velocity = pev->velocity * flAdj + m_vecTarget * 300;
}
if (pev->flags & FL_ONGROUND)
{
pev->avelocity = Vector( 0, 0, 0 );
}
else
{
if (pev->avelocity == Vector( 0, 0, 0))
{
pev->avelocity.x = RANDOM_FLOAT( -100, 100 );
pev->avelocity.z = RANDOM_FLOAT( -100, 100 );
}
}
if ((pev->origin - m_posPrev).Length() < 1.0)
{
pev->velocity.x = RANDOM_FLOAT( -100, 100 );
pev->velocity.y = RANDOM_FLOAT( -100, 100 );
}
m_posPrev = pev->origin;
pev->angles = UTIL_VecToAngles( pev->velocity );
pev->angles.z = 0;
pev->angles.x = 0;
}
void CSqueakGrenade::SuperBounceTouch( CBaseEntity *pOther )
{
float flpitch;
TraceResult tr = UTIL_GetGlobalTrace( );
// don't hit the guy that launched this grenade
if ( pev->owner && pOther->edict() == pev->owner )
return;
// at least until we've bounced once
pev->owner = NULL;
pev->angles.x = 0;
pev->angles.z = 0;
// avoid bouncing too much
if (m_flNextHit > gpGlobals->time)
return;
// higher pitch as squeeker gets closer to detonation time
flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / SQUEEK_DETONATE_DELAY);
if ( pOther->pev->takedamage && m_flNextAttack < gpGlobals->time )
{
// attack!
// make sure it's me who has touched them
if (tr.pHit == pOther->edict())
{
// and it's not another squeakgrenade
if (tr.pHit->v.modelindex != pev->modelindex)
{
// ALERT( at_console, "hit enemy\n");
ClearMultiDamage( );
pOther->TraceAttack(pev, gSkillData.snarkDmgBite, gpGlobals->v_forward, &tr, DMG_SLASH );
if (m_hOwner != NULL)
ApplyMultiDamage( pev, m_hOwner->pev );
else
ApplyMultiDamage( pev, pev );
pev->dmg += gSkillData.snarkDmgPop; // add more explosion damage
// m_flDie += 2.0; // add more life
// make bite sound
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "squeek/sqk_deploy1.wav", 1.0, ATTN_NORM, 0, (int)flpitch);
m_flNextAttack = gpGlobals->time + 0.5;
}
}
else
{
// ALERT( at_console, "been hit\n");
}
}
m_flNextHit = gpGlobals->time + 0.1;
m_flNextHunt = gpGlobals->time;
if ( g_pGameRules->IsMultiplayer() )
{
// in multiplayer, we limit how often snarks can make their bounce sounds to prevent overflows.
if ( gpGlobals->time < m_flNextBounceSoundTime )
{
// too soon!
return;
}
}
if (!(pev->flags & FL_ONGROUND))
{
// play bounce sound
float flRndSound = RANDOM_FLOAT ( 0 , 1 );
if ( flRndSound <= 0.33 )
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt1.wav", 1, ATTN_NORM, 0, (int)flpitch);
else if (flRndSound <= 0.66)
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, (int)flpitch);
else
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, (int)flpitch);
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 256, 0.25 );
}
else
{
// skittering sound
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 100, 0.1 );
}
m_flNextBounceSoundTime = gpGlobals->time + 0.5;// half second.
}