Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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 !defined( OEM_BUILD ) && !defined( 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
};
#ifndef 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;
#ifdef 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);
#ifndef 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