Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/************************************************************
* *
* Sniper, par Julien *
* *
************************************************************/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "weapons.h"
#include "soundent.h"
#include "animation.h"
#include "effects.h"
#define SNIPER_MAX_CLIP 5
// d
#define HEAD_GROUP 1
#define ARM_L_GROUP 3
#define ARM_R_GROUP 4
#define LEG_L_GROUP 5
#define LEG_R_GROUP 6
#define NO_MEMBRE 1
#define HEAD1 0
#define HEAD2 1
#define HEAD3 2
#define NO_HEAD 3
//=====================================================
// Monster's anim events
// Constantes associ
//=====================================================
#define SNIPER_AE_RELOAD ( 1 )
#define SNIPER_AE_MELEE_ATTACK1 ( 2 )
#define SNIPER_AE_SHOOT ( 3 )
#define SNIPER_AE_DROPGUN ( 4 )
//=====================================================
// Schedule types :
// Attitudes
//=====================================================
enum
{
SCHED_SNIPER_RECHARGEMENT = LAST_COMMON_SCHEDULE + 1,
SCHED_SNIPER_COVER,
};
//=====================================================
//D
//=====================================================
class CSniper : public CBaseMonster
{
public:
void Spawn ( void ); // initialisation
void Precache ( void ); // on pr
void SetYawSpeed ( void ); //vitesse de rotation
int Classify ( void ); // "camp" du monstre : alien ou humain
int IRelationship ( CBaseEntity *pTarget );
void Shoot (void); // le tir !
CBaseEntity *Kick ( void ); // trace un vecteur et voit s'il touche qqn
BOOL CheckRangeAttack1 ( float flDot, float flDist );
BOOL CheckMeleeAttack1 ( float flDot, float flDist );
void CheckAmmo ( void ); // v
void HandleAnimEvent( MonsterEvent_t *pEvent );
void RunTask ( Task_t *pTask );
void GibMonster ( void );
Schedule_t *GetSchedule( void ); // analyse des bit_COND_ ...
Schedule_t *GetScheduleOfType ( int Type ); // ... et en retourne un comportement
int m_cAmmoLoaded; // nbre de balles dans le chargeur du sniper
int m_iShell;
CUSTOM_SCHEDULES; // d
static TYPEDESCRIPTION m_SaveData[];
int Save( CSave &save );
int Restore( CRestore &restore );
void MakeGib ( int body, entvars_t *pevAttacker );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
virtual Activity GetDeathActivity ( void );
};
LINK_ENTITY_TO_CLASS( monster_sniper, CSniper );
TYPEDESCRIPTION CSniper::m_SaveData[] =
{
DEFINE_FIELD( CSniper, m_cAmmoLoaded, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CSniper, CBaseMonster );
int CSniper :: Classify ( void )
{
return CLASS_HUMAN_MILITARY; // copain avec les grunts
}
//====================
void CSniper :: SetYawSpeed ( void )
{
/*int ys;
switch ( m_Activity )
{
case ACT_IDLE:
default:
ys = 50;
break;
}
pev->yaw_speed = ys;*/
pev->yaw_speed = 360; // rotation en degr
}
//-----------------------------------------
//
// Spawn / Precache
//
//------------------------------------------
void CSniper :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/sniper.mdl"); // model
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); // taille de la "boite" : constante pour taille standart
pev->solid = SOLID_SLIDEBOX; // la "boite" est solide
pev->movetype = MOVETYPE_STEP; // il ne vole pas
m_bloodColor = BLOOD_COLOR_RED; // couleur du sang
pev->health = 75; // vie (plus tard avec le skill.cfg)
pev->view_ofs = Vector ( 0, 0, 73 ); // position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_FULL; // c
m_MonsterState = MONSTERSTATE_NONE; // ?
m_HackedGunPos = Vector( 0, 24, 48 ); // position du gun
m_cAmmoLoaded = SNIPER_MAX_CLIP; // nbre de balles dans le chargeur (provisoire)
ClearConditions(bits_COND_NO_AMMO_LOADED);
m_afCapability = bits_CAP_HEAR |
bits_CAP_RANGE_ATTACK1 | // capable d'entendre, et deux attaques
bits_CAP_MELEE_ATTACK1 ;
pev->effects = 0; // pour le muzzleflash ?
MonsterInit(); // ?
m_flDistTooFar = 4096.0;
m_flDistLook = 4096.0;
SetBodygroup ( HEAD_GROUP, RANDOM_LONG(0,2) ); // t
}
void CSniper :: Precache()
{
PRECACHE_MODEL("models/sniper.mdl");
PRECACHE_MODEL("models/sniper_gibs.mdl");
PRECACHE_SOUND("weapons/fsniper_shoot1.wav");
m_iShell = PRECACHE_MODEL ("models/sniper_shell.mdl");
}
//-----------------------------------------
//
// Shoot / Kick
//
//------------------------------------------
void CSniper :: Shoot ( void )
{
if (m_hEnemy == NULL)
{
return;
}
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
float m_flDiviation = 0; // perfect shot
UTIL_MakeVectors ( pev->angles );
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
EjectBrass ( pev->origin + gpGlobals->v_up * 32 + gpGlobals->v_forward * 12, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL);
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_3DEGREES, 4096, 0, 0, 45 );
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/fsniper_shoot1.wav", RANDOM_FLOAT(0.6, 0.8), ATTN_NORM);
m_cAmmoLoaded -- ;
}
CBaseEntity *CSniper :: Kick( void )
{
TraceResult tr;
UTIL_MakeVectors( pev->angles ); // == d
Vector vecStart = pev->origin; // le vecteur part de l'origine
vecStart.z += pev->size.z * 0.5; // du monstre et de la moiti
// de la hauteur de la "boite"
Vector vecEnd = vecStart + (gpGlobals->v_forward * 70); // jusqu'
UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr ); // on trace ce vecteur
if ( tr.pHit ) //
{
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
return pEntity;
}
return NULL; // si c'est un coup
}
//-----------------------------------------
// IRelationship
//
//-----------------------------------------
int CSniper::IRelationship ( CBaseEntity *pTarget )
{
if ( FClassnameIs( pTarget->pev, "monster_gargantua" ) )
{
return R_NM;
}
if ( FClassnameIs( pTarget->pev, "vehicle_tank" ) )
{
return R_NO;
}
return CBaseMonster::IRelationship( pTarget );
}
//-----------------------------------------
//
// CheckAttacks -
//------------------------------------------.
void CSniper :: GibMonster ( void )
{
if ( GetBodygroup( 2 ) != 0 )
return;
Vector vecGunPos = GetGunPosition();
Vector vecGunAngles;
Vector zeroVector(0,0,0);
GetAttachment( 0, zeroVector, vecGunAngles );
DropItem( "weapon_fsniper", vecGunPos, vecGunAngles );
CBaseMonster :: GibMonster();
}
//-----------------------------------------
//
// D
//------------------------------------------.
void CSniper :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
CBaseMonster :: TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType);
if ( gMultiDamage.pEntity != this )
return;
if ( ( pev->health - ( gMultiDamage.amount ) <= 0 ) && IsAlive() && m_iHasGibbed == 0 )
{
if ( ptr->iHitgroup == HITGROUP_CHEST )
{
ptr->iHitgroup = RANDOM_LONG ( 1,3 );
ptr->iHitgroup = ptr->iHitgroup == 2 ? HITGROUP_LEFTARM : ptr->iHitgroup;
ptr->iHitgroup = ptr->iHitgroup == 3 ? HITGROUP_RIGHTARM : ptr->iHitgroup;
}
switch ( ptr->iHitgroup )
{
case HITGROUP_RIGHTARM:
SetBodygroup( ARM_R_GROUP, NO_MEMBRE);
MakeGib ( 2, pevAttacker );
break;
case HITGROUP_LEFTARM:
SetBodygroup( ARM_L_GROUP, NO_MEMBRE);
MakeGib ( 2, pevAttacker );
break;
case HITGROUP_RIGHTLEG:
SetBodygroup( LEG_R_GROUP, NO_MEMBRE);
MakeGib ( 1, pevAttacker );
break;
case HITGROUP_LEFTLEG:
SetBodygroup( LEG_L_GROUP, NO_MEMBRE);
MakeGib ( 1, pevAttacker );
break;
case HITGROUP_HEAD:
SetBodygroup( HEAD_GROUP, NO_HEAD);
MakeGib ( 0, pevAttacker );
break;
}
}
}
void CSniper :: MakeGib ( int body, entvars_t *pevAttacker )
{
if ( m_iHasGibbed == 1 )
return;
m_iHasGibbed = 1;
CGib *pGib = GetClassPtr( (CGib *)NULL );
pGib->Spawn( "models/sniper_gibs.mdl" );
pGib->m_bloodColor = BLOOD_COLOR_RED;
pGib->pev->body = body;
pGib->pev->origin = pev->origin + Vector ( 0, 0, 40 );
pGib->pev->velocity = ( Center() - pevAttacker->origin).Normalize() * 300;
pGib->pev->avelocity.x = RANDOM_FLOAT ( 100, 200 );
pGib->pev->avelocity.y = RANDOM_FLOAT ( 100, 300 );
}
Activity CSniper :: GetDeathActivity ( void )
{
Activity deathActivity = ACT_DIESIMPLE;
if ( pev->deadflag != DEAD_NO )
return m_IdealActivity;
switch ( m_LastHitGroup )
{
case HITGROUP_HEAD:
deathActivity = ACT_DIE_HEADSHOT;
break;
case HITGROUP_STOMACH:
case HITGROUP_CHEST:
case HITGROUP_LEFTLEG:
case HITGROUP_RIGHTLEG:
deathActivity = ACT_DIE_GUTSHOT;
break;
case HITGROUP_LEFTARM:
case HITGROUP_RIGHTARM:
deathActivity = ACT_DIE_BACKSHOT ;
break;
}
if ( LookupActivity ( deathActivity ) == ACTIVITY_NOT_AVAILABLE )
deathActivity = ACT_DIESIMPLE;
return deathActivity;
}
//-----------------------------------------
//
// CheckAttacks
//------------------------------------------
BOOL CSniper :: CheckRangeAttack1 ( float flDot, float flDist )
{
if ( flDist <= 4096 )
{
if ( flDist <= 64 )
return FALSE;
TraceResult tr;
Vector vecSrc = GetGunPosition();
Vector vecTarget = m_hEnemy->BodyTarget(vecSrc);
UTIL_TraceLine( vecSrc, vecTarget, ignore_monsters, ignore_glass, ENT(pev), &tr);
if ( tr.flFraction == 1.0 )
return TRUE;
else if ( !FNullEnt ( tr.pHit ) && VARS( tr.pHit )->takedamage == DAMAGE_YES )
{
return TRUE;
}
}
return FALSE;
}
BOOL CSniper :: CheckMeleeAttack1 ( float flDot, float flDist )
{
CBaseMonster *pEnemy;
if ( m_hEnemy != NULL )
{
pEnemy = m_hEnemy->MyMonsterPointer();
if ( !pEnemy )
{
return FALSE;
}
}
if ( flDist <= 64 )
return TRUE;
return FALSE;
}
void CSniper :: CheckAmmo ( void )
{
if ( m_cAmmoLoaded <= 0 )
{
SetConditions(bits_COND_NO_AMMO_LOADED);
}
}
//===============
void CSniper :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch (pEvent->event)
{
case SNIPER_AE_SHOOT:
Shoot (); break;
case SNIPER_AE_RELOAD:
m_cAmmoLoaded = SNIPER_MAX_CLIP;
ClearConditions(bits_COND_NO_AMMO_LOADED);
break;
case SNIPER_AE_MELEE_ATTACK1:
{
CBaseEntity *pHurt = Kick();
if ( pHurt )
{
UTIL_MakeVectors( pev->angles );
pHurt->pev->punchangle.z = 25;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 200 + gpGlobals->v_up * 100;
pHurt->TakeDamage( pev, pev,25, DMG_CLUB );
}
break;
}
case SNIPER_AE_DROPGUN:
{
SetBodygroup( 2, 1);
Vector vecGunPos = GetGunPosition();
Vector vecGunAngles;
Vector zeroVector(0,0,0);
GetAttachment( 0, zeroVector, vecGunAngles );
DropItem( "weapon_fsniper", vecGunPos, vecGunAngles );
break;
}
}
}
void CSniper :: RunTask ( Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_RANGE_ATTACK1:
{
if (m_hEnemy != NULL)
{
Vector vecShootDir = m_hEnemy->Center() - Center();
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
}
MakeIdealYaw ( m_vecEnemyLKP );
ChangeYaw ( pev->yaw_speed );
CBaseMonster :: RunTask( pTask );
break;
}
default:
{
CBaseMonster :: RunTask( pTask );
break;
}
}
}
//----------------------------------------------------
//
// AI Schedules
//----------------------------------------------------
//-------------------
// Rechargement
Task_t tlSniperRechargement[] =
{
{ TASK_PLAY_SEQUENCE, (float)ACT_RELOAD },
};
Schedule_t slSniperRechargement[] =
{
{
tlSniperRechargement,
ARRAYSIZE ( tlSniperRechargement ),
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
0,
"SniperRechargement"
}
};
//-------------------
// abri des grenades
Task_t tlSniperCover[] =
{
{ TASK_PLAY_SEQUENCE, (float)ACT_COWER },
};
Schedule_t slSniperCover[] =
{
{
tlSniperCover,
ARRAYSIZE ( tlSniperRechargement ),
bits_COND_HEAVY_DAMAGE,
0,
"SniperCover"
}
};
//-------------------
// tir
// red
// ne tire pas sans voir l'ennemi
Task_t tlSniperShoot[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slSniperShoot[] =
{
{
tlSniperShoot,
ARRAYSIZE ( tlSniperShoot ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_NO_AMMO_LOADED |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"SniperShoot"
}
};
//-------------------
// tableau des AI
DEFINE_CUSTOM_SCHEDULES( CSniper )
{
slSniperRechargement,
slSniperCover,
slSniperShoot,
};
IMPLEMENT_CUSTOM_SCHEDULES( CSniper, CBaseMonster );
//----------------------------------------------------
//
// Gestion des comportements
//----------------------------------------------------
Schedule_t *CSniper :: GetSchedule( void )
{
switch ( m_MonsterState )
{
if ( HasConditions(bits_COND_HEAR_SOUND) )
{
CSound *pSound = PBestSound();
ASSERT( pSound != NULL );
if ( pSound)
{
if (pSound->m_iType & bits_SOUND_DANGER)
{
return GetScheduleOfType( SCHED_SNIPER_COVER );
}
}
}
if ( HasConditions( bits_COND_LIGHT_DAMAGE ) )
{
if ( RANDOM_LONG(0,99) <= 75 )
{
ClearConditions( bits_COND_LIGHT_DAMAGE );
return GetScheduleOfType( SCHED_SMALL_FLINCH );
}
}
case MONSTERSTATE_COMBAT:
{
if ( HasConditions ( bits_COND_NO_AMMO_LOADED ))
{
return GetScheduleOfType ( SCHED_SNIPER_RECHARGEMENT );
}
if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
}
UTIL_MakeVectors ( pev->angles );
Vector2D vec2LOS = ( m_hEnemy->pev->origin - pev->origin ).Make2D();
vec2LOS = vec2LOS.Normalize();
float flDot = DotProduct (vec2LOS , gpGlobals->v_forward.Make2D() );
if ( CheckRangeAttack1 ( DotProduct (vec2LOS , gpGlobals->v_forward.Make2D() ), (m_hEnemy->pev->origin - pev->origin).Length() ) )
{
return GetScheduleOfType ( SCHED_RANGE_ATTACK1 );
}
} // fin du MS_COMBAT
} // fin du switch
return CBaseMonster :: GetSchedule();
}
//----------------------------------------------------
//
// Direction des comportements vers un tableau d'AI
//----------------------------------------------------
Schedule_t* CSniper :: GetScheduleOfType ( int Type )
{
switch ( Type )
{
case SCHED_SNIPER_RECHARGEMENT:
{
return &slSniperRechargement[ 0 ];
}
case SCHED_SNIPER_COVER:
{
return &slSniperCover[ 0 ];
}
case SCHED_RANGE_ATTACK1:
{
return &slSniperShoot[ 0 ];
}
default:
{
return CBaseMonster :: GetScheduleOfType ( Type );
}
}
}