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435 lines
11 KiB
435 lines
11 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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//========================================================= |
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// Hornets |
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//========================================================= |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "soundent.h" |
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#include "hornet.h" |
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#include "gamerules.h" |
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int iHornetTrail; |
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int iHornetPuff; |
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LINK_ENTITY_TO_CLASS( hornet, CHornet ) |
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//========================================================= |
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// Save/Restore |
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//========================================================= |
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TYPEDESCRIPTION CHornet::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CHornet, m_flStopAttack, FIELD_TIME ), |
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DEFINE_FIELD( CHornet, m_iHornetType, FIELD_INTEGER ), |
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DEFINE_FIELD( CHornet, m_flFlySpeed, FIELD_FLOAT ), |
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}; |
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IMPLEMENT_SAVERESTORE( CHornet, CBaseMonster ) |
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//========================================================= |
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// don't let hornets gib, ever. |
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//========================================================= |
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int CHornet::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
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{ |
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// filter these bits a little. |
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bitsDamageType &= ~( DMG_ALWAYSGIB ); |
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bitsDamageType |= DMG_NEVERGIB; |
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
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} |
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//========================================================= |
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//========================================================= |
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void CHornet::Spawn( void ) |
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{ |
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Precache(); |
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pev->movetype = MOVETYPE_FLY; |
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pev->solid = SOLID_BBOX; |
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pev->takedamage = DAMAGE_YES; |
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pev->flags |= FL_MONSTER; |
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pev->health = 1;// weak! |
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if( g_pGameRules->IsMultiplayer() ) |
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{ |
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// hornets don't live as long in multiplayer |
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m_flStopAttack = gpGlobals->time + 3.5; |
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} |
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else |
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{ |
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m_flStopAttack = gpGlobals->time + 5.0; |
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} |
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m_flFieldOfView = 0.9; // +- 25 degrees |
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if( RANDOM_LONG( 1, 5 ) <= 2 ) |
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{ |
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m_iHornetType = HORNET_TYPE_RED; |
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m_flFlySpeed = HORNET_RED_SPEED; |
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} |
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else |
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{ |
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m_iHornetType = HORNET_TYPE_ORANGE; |
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m_flFlySpeed = HORNET_ORANGE_SPEED; |
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} |
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SET_MODEL( ENT( pev ), "models/hornet.mdl" ); |
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UTIL_SetSize( pev, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ) ); |
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SetTouch( &CHornet::DieTouch ); |
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SetThink( &CHornet::StartTrack ); |
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edict_t *pSoundEnt = pev->owner; |
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if( !pSoundEnt ) |
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pSoundEnt = edict(); |
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if( !FNullEnt( pev->owner ) && ( pev->owner->v.flags & FL_CLIENT ) ) |
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{ |
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pev->dmg = gSkillData.plrDmgHornet; |
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} |
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else |
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{ |
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// no real owner, or owner isn't a client. |
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pev->dmg = gSkillData.monDmgHornet; |
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} |
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pev->nextthink = gpGlobals->time + 0.1; |
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ResetSequenceInfo(); |
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} |
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void CHornet::Precache() |
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{ |
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PRECACHE_MODEL( "models/hornet.mdl" ); |
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PRECACHE_SOUND( "agrunt/ag_fire1.wav" ); |
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PRECACHE_SOUND( "agrunt/ag_fire2.wav" ); |
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PRECACHE_SOUND( "agrunt/ag_fire3.wav" ); |
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PRECACHE_SOUND( "hornet/ag_buzz1.wav" ); |
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PRECACHE_SOUND( "hornet/ag_buzz2.wav" ); |
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PRECACHE_SOUND( "hornet/ag_buzz3.wav" ); |
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PRECACHE_SOUND( "hornet/ag_hornethit1.wav" ); |
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PRECACHE_SOUND( "hornet/ag_hornethit2.wav" ); |
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PRECACHE_SOUND( "hornet/ag_hornethit3.wav" ); |
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iHornetPuff = PRECACHE_MODEL( "sprites/muz1.spr" ); |
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iHornetTrail = PRECACHE_MODEL( "sprites/laserbeam.spr" ); |
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} |
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//========================================================= |
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// hornets will never get mad at each other, no matter who the owner is. |
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//========================================================= |
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int CHornet::IRelationship( CBaseEntity *pTarget ) |
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{ |
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if( pTarget->pev->modelindex == pev->modelindex ) |
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{ |
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return R_NO; |
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} |
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return CBaseMonster::IRelationship( pTarget ); |
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} |
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//========================================================= |
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// ID's Hornet as their owner |
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//========================================================= |
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int CHornet::Classify( void ) |
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{ |
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if( pev->owner && pev->owner->v.flags & FL_CLIENT ) |
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{ |
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return CLASS_PLAYER_BIOWEAPON; |
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} |
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return CLASS_ALIEN_BIOWEAPON; |
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} |
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//========================================================= |
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// StartTrack - starts a hornet out tracking its target |
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//========================================================= |
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void CHornet::StartTrack( void ) |
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{ |
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IgniteTrail(); |
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SetTouch( &CHornet::TrackTouch ); |
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SetThink( &CHornet::TrackTarget ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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//========================================================= |
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// StartDart - starts a hornet out just flying straight. |
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//========================================================= |
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void CHornet::StartDart( void ) |
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{ |
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IgniteTrail(); |
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SetTouch( &CHornet::DartTouch ); |
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SetThink( &CBaseEntity::SUB_Remove ); |
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pev->nextthink = gpGlobals->time + 4; |
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} |
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void CHornet::IgniteTrail( void ) |
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{ |
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/* |
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ted's suggested trail colors: |
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r161 |
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g25 |
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b97 |
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r173 |
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g39 |
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b14 |
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old colors |
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case HORNET_TYPE_RED: |
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WRITE_BYTE( 255 ); // r, g, b |
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WRITE_BYTE( 128 ); // r, g, b |
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WRITE_BYTE( 0 ); // r, g, b |
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break; |
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case HORNET_TYPE_ORANGE: |
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WRITE_BYTE( 0 ); // r, g, b |
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WRITE_BYTE( 100 ); // r, g, b |
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WRITE_BYTE( 255 ); // r, g, b |
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break; |
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*/ |
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// trail |
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
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WRITE_BYTE( TE_BEAMFOLLOW ); |
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WRITE_SHORT( entindex() ); // entity |
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WRITE_SHORT( iHornetTrail ); // model |
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WRITE_BYTE( 10 ); // life |
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WRITE_BYTE( 2 ); // width |
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switch( m_iHornetType ) |
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{ |
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case HORNET_TYPE_RED: |
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WRITE_BYTE( 255 ); // r, g, b |
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WRITE_BYTE( 0 ); // r, g, b |
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WRITE_BYTE( 255 ); // r, g, b |
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break; |
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case HORNET_TYPE_ORANGE: |
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WRITE_BYTE( 0 ); // r, g, b |
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WRITE_BYTE( 255 ); // r, g, b |
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WRITE_BYTE( 255 ); // r, g, b |
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break; |
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} |
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WRITE_BYTE( 0 ); // brightness |
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MESSAGE_END(); |
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} |
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//========================================================= |
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// Hornet is flying, gently tracking target |
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//========================================================= |
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void CHornet::TrackTarget( void ) |
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{ |
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Vector vecFlightDir; |
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Vector vecDirToEnemy; |
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float flDelta; |
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StudioFrameAdvance(); |
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if( gpGlobals->time > m_flStopAttack ) |
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{ |
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SetTouch( NULL ); |
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SetThink( &CBaseEntity::SUB_Remove ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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return; |
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} |
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// UNDONE: The player pointer should come back after returning from another level |
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if( m_hEnemy == NULL ) |
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{ |
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// enemy is dead. |
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Look( 512 ); |
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m_hEnemy = BestVisibleEnemy(); |
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} |
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if( m_hEnemy != NULL && FVisible( m_hEnemy ) ) |
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{ |
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m_vecEnemyLKP = m_hEnemy->BodyTarget( pev->origin ); |
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} |
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else |
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{ |
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m_vecEnemyLKP = m_vecEnemyLKP + pev->velocity * m_flFlySpeed * 0.1; |
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} |
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vecDirToEnemy = ( m_vecEnemyLKP - pev->origin ).Normalize(); |
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if( pev->velocity.Length() < 0.1 ) |
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vecFlightDir = vecDirToEnemy; |
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else |
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vecFlightDir = pev->velocity.Normalize(); |
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// measure how far the turn is, the wider the turn, the slow we'll go this time. |
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flDelta = DotProduct( vecFlightDir, vecDirToEnemy ); |
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if( flDelta < 0.5 ) |
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{ |
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// hafta turn wide again. play sound |
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switch( RANDOM_LONG( 0, 2 ) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM ); |
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break; |
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} |
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} |
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if( flDelta <= 0 && m_iHornetType == HORNET_TYPE_RED ) |
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{ |
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// no flying backwards, but we don't want to invert this, cause we'd go fast when we have to turn REAL far. |
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flDelta = 0.25; |
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} |
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pev->velocity = ( vecFlightDir + vecDirToEnemy ).Normalize(); |
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if( pev->owner && ( pev->owner->v.flags & FL_MONSTER ) ) |
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{ |
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// random pattern only applies to hornets fired by monsters, not players. |
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pev->velocity.x += RANDOM_FLOAT( -0.10, 0.10 );// scramble the flight dir a bit. |
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pev->velocity.y += RANDOM_FLOAT( -0.10, 0.10 ); |
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pev->velocity.z += RANDOM_FLOAT( -0.10, 0.10 ); |
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} |
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switch( m_iHornetType ) |
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{ |
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case HORNET_TYPE_RED: |
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pev->velocity = pev->velocity * ( m_flFlySpeed * flDelta );// scale the dir by the ( speed * width of turn ) |
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pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.3 ); |
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break; |
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case HORNET_TYPE_ORANGE: |
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pev->velocity = pev->velocity * m_flFlySpeed;// do not have to slow down to turn. |
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pev->nextthink = gpGlobals->time + 0.1;// fixed think time |
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break; |
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} |
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pev->angles = UTIL_VecToAngles( pev->velocity ); |
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pev->solid = SOLID_BBOX; |
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// if hornet is close to the enemy, jet in a straight line for a half second. |
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// (only in the single player game) |
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if( m_hEnemy != NULL && !g_pGameRules->IsMultiplayer() ) |
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{ |
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if( flDelta >= 0.4 && ( pev->origin - m_vecEnemyLKP ).Length() <= 300 ) |
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{ |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); |
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WRITE_BYTE( TE_SPRITE ); |
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WRITE_COORD( pev->origin.x ); // pos |
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WRITE_COORD( pev->origin.y ); |
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WRITE_COORD( pev->origin.z ); |
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WRITE_SHORT( iHornetPuff ); // model |
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// WRITE_BYTE( 0 ); // life * 10 |
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WRITE_BYTE( 2 ); // size * 10 |
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WRITE_BYTE( 128 ); // brightness |
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MESSAGE_END(); |
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switch( RANDOM_LONG( 0, 2 ) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM ); |
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break; |
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} |
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pev->velocity = pev->velocity * 2; |
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pev->nextthink = gpGlobals->time + 1.0; |
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// don't attack again |
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m_flStopAttack = gpGlobals->time; |
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} |
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} |
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} |
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//========================================================= |
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// Tracking Hornet hit something |
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//========================================================= |
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void CHornet::TrackTouch( CBaseEntity *pOther ) |
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{ |
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if( pOther->edict() == pev->owner || pOther->pev->modelindex == pev->modelindex ) |
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{ |
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// bumped into the guy that shot it. |
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pev->solid = SOLID_NOT; |
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return; |
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} |
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if( IRelationship( pOther ) <= R_NO ) |
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{ |
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// hit something we don't want to hurt, so turn around. |
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pev->velocity = pev->velocity.Normalize(); |
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pev->velocity.x *= -1; |
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pev->velocity.y *= -1; |
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pev->origin = pev->origin + pev->velocity * 4; // bounce the hornet off a bit. |
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pev->velocity = pev->velocity * m_flFlySpeed; |
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return; |
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} |
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DieTouch( pOther ); |
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} |
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void CHornet::DartTouch( CBaseEntity *pOther ) |
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{ |
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DieTouch( pOther ); |
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} |
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void CHornet::DieTouch( CBaseEntity *pOther ) |
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{ |
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if( pOther && pOther->pev->takedamage ) |
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{ |
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// do the damage |
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switch( RANDOM_LONG( 0, 2 ) ) |
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{ |
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// buzz when you plug someone |
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case 0: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hornet/ag_hornethit1.wav", 1, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hornet/ag_hornethit2.wav", 1, ATTN_NORM ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hornet/ag_hornethit3.wav", 1, ATTN_NORM ); |
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break; |
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} |
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pOther->TakeDamage( pev, VARS( pev->owner ), pev->dmg, DMG_BULLET ); |
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} |
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pev->modelindex = 0;// so will disappear for the 0.1 secs we wait until NEXTTHINK gets rid |
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pev->solid = SOLID_NOT; |
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SetThink( &CBaseEntity::SUB_Remove ); |
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pev->nextthink = gpGlobals->time + 1;// stick around long enough for the sound to finish! |
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}
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