/*** * * Copyright (c) 1996-2001, 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. * ****/ #if !OEM_BUILD && !HLDEMO_BUILD #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_penguin_e { WPENGUIN_IDLE1 = 0, WPENGUIN_FIDGET, WPENGUIN_JUMP, WPENGUIN_RUN, }; enum penguin_e { PENGUIN_IDLE1 = 0, PENGUIN_FIDGETFIT, PENGUIN_FIDGETNIP, PENGUIN_DOWN, PENGUIN_UP, PENGUIN_THROW }; #if !CLIENT_DLL class CPenguinGrenade : 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 CPenguinGrenade::m_flNextBounceSoundTime = 0; LINK_ENTITY_TO_CLASS(monster_penguin, CPenguinGrenade); TYPEDESCRIPTION CPenguinGrenade::m_SaveData[] = { DEFINE_FIELD(CPenguinGrenade, m_flDie, FIELD_TIME), DEFINE_FIELD(CPenguinGrenade, m_vecTarget, FIELD_VECTOR), DEFINE_FIELD(CPenguinGrenade, m_flNextHunt, FIELD_TIME), DEFINE_FIELD(CPenguinGrenade, m_flNextHit, FIELD_TIME), DEFINE_FIELD(CPenguinGrenade, m_posPrev, FIELD_POSITION_VECTOR), DEFINE_FIELD(CPenguinGrenade, m_hOwner, FIELD_EHANDLE), }; IMPLEMENT_SAVERESTORE(CPenguinGrenade, CGrenade); #define PENGUIN_DETONATE_DELAY 15.0 int CPenguinGrenade::Classify(void) { if (m_iMyClass != 0) return m_iMyClass; // protect against recursion if (m_hEnemy != 0) { 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 CPenguinGrenade::Spawn(void) { Precache(); // motor pev->movetype = MOVETYPE_BOUNCE; pev->solid = SOLID_BBOX; SET_MODEL(ENT(pev), "models/w_penguin.mdl"); UTIL_SetSize(pev, Vector(-4, -4, 0), Vector(4, 4, 8)); UTIL_SetOrigin(pev, pev->origin); SetTouch(&CPenguinGrenade::SuperBounceTouch); SetThink(&CPenguinGrenade::HuntThink); pev->nextthink = gpGlobals->time + 0.1; m_flNextHunt = gpGlobals->time + 1E6; pev->flags |= FL_MONSTER; pev->takedamage = DAMAGE_AIM; pev->health = gSkillData.snarkHealth; pev->gravity = 0.5; pev->friction = 0.5; pev->dmg = gSkillData.plrDmgHandGrenade; m_flDie = gpGlobals->time + PENGUIN_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 = WPENGUIN_RUN; ResetSequenceInfo(); } void CPenguinGrenade::Precache(void) { PRECACHE_MODEL("models/w_penguin.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 CPenguinGrenade::Killed(entvars_t *pevAttacker, int iGib) { if( m_hOwner != 0 ) pev->owner = m_hOwner->edict(); CGrenade::Detonate(); UTIL_BloodDrips( pev->origin, g_vecZero, BloodColor(), 80 ); if( m_hOwner != 0 ) pev->owner = m_hOwner->edict(); } void CPenguinGrenade::GibMonster(void) { EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200); } void CPenguinGrenade::HuntThink(void) { // ALERT( at_console, "think\n" ); if (!IsInWorld()) { SetTouch(NULL); UTIL_Remove(this); return; } StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 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) { 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 == 0 || !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) / PENGUIN_DETONATE_DELAY); if (flpitch < 80) flpitch = 80; if (m_hEnemy != 0) { 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 CPenguinGrenade::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) / PENGUIN_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 != 0) ApplyMultiDamage(pev, m_hOwner->pev); else ApplyMultiDamage(pev, pev); pev->dmg += gSkillData.plrDmgHandGrenade; // add more explosion damage pev->dmg = Q_min(pev->dmg, 500); // 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. } #endif LINK_ENTITY_TO_CLASS(weapon_penguin, CPenguin); void CPenguin::Spawn() { Precache(); m_iId = WEAPON_PENGUIN; SET_MODEL(ENT(pev), "models/w_penguinnest.mdl"); FallInit();//get ready to fall down. m_iDefaultAmmo = PENGUIN_DEFAULT_GIVE; pev->sequence = 1; pev->animtime = gpGlobals->time; pev->framerate = 1.0; } void CPenguin::Precache(void) { PRECACHE_MODEL("models/w_penguinnest.mdl"); PRECACHE_MODEL("models/v_penguin.mdl"); PRECACHE_MODEL("models/p_penguin.mdl"); PRECACHE_SOUND("squeek/sqk_hunt2.wav"); PRECACHE_SOUND("squeek/sqk_hunt3.wav"); UTIL_PrecacheOther("monster_penguin"); m_usPenguinFire = PRECACHE_EVENT(1, "events/penguinfire.sc"); } int CPenguin::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "Penguins"; p->iMaxAmmo1 = PENGUIN_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 4; p->iPosition = 4; p->iId = m_iId = WEAPON_PENGUIN; p->iWeight = PENGUIN_WEIGHT; p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; return 1; } BOOL CPenguin::Deploy() { // play hunt sound float flRndSound = RANDOM_FLOAT(0, 1); if (flRndSound <= 0.5) EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 100); else EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 100); m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; return DefaultDeploy("models/v_penguin.mdl", "models/p_penguin.mdl", PENGUIN_UP, "penguin"); } void CPenguin::Holster(int skiplocal /* = 0 */) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { m_pPlayer->pev->weapons &= ~(1 << WEAPON_PENGUIN); SetThink(&CPenguin::DestroyItem); pev->nextthink = gpGlobals->time + 0.1; return; } SendWeaponAnim(PENGUIN_DOWN); EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM); } void CPenguin::PrimaryAttack() { if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { UTIL_MakeVectors(m_pPlayer->pev->v_angle); TraceResult tr; Vector trace_origin; // HACK HACK: Ugly hacks to handle change in origin based on new physics code for players // Move origin up if crouched and start trace a bit outside of body ( 20 units instead of 16 ) trace_origin = m_pPlayer->pev->origin; if (m_pPlayer->pev->flags & FL_DUCKING) { trace_origin = trace_origin - (VEC_HULL_MIN - VEC_DUCK_HULL_MIN); } // find place to toss monster UTIL_TraceLine(trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobals->v_forward * 64, dont_ignore_monsters, NULL, &tr); int flags; #if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usPenguinFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0); if (tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25) { // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); #if !CLIENT_DLL CBaseEntity *pSqueak = CBaseEntity::Create("monster_penguin", tr.vecEndPos, m_pPlayer->pev->v_angle, m_pPlayer->edict()); pSqueak->pev->velocity = gpGlobals->v_forward * 200 + m_pPlayer->pev->velocity; #endif // play hunt sound float flRndSound = RANDOM_FLOAT(0, 1); if (flRndSound <= 0.5) EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 105); else EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 105); m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; m_fJustThrown = 1; m_flNextPrimaryAttack = GetNextAttackDelay(0.3); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; } } } void CPenguin::SecondaryAttack(void) { } void CPenguin::WeaponIdle(void) { if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; if (m_fJustThrown) { m_fJustThrown = 0; if (!m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()]) { RetireWeapon(); return; } SendWeaponAnim(PENGUIN_UP); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); return; } int iAnim; float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1); if (flRand <= 0.75) { iAnim = PENGUIN_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 30.0 / 16 * (2); } else if (flRand <= 0.875) { iAnim = PENGUIN_FIDGETFIT; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 16.0; } else { iAnim = PENGUIN_FIDGETNIP; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 16.0; } SendWeaponAnim(iAnim); } #endif