//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Snark // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "npcevent.h" #include "hl1_basecombatweapon_shared.h" #include "basecombatcharacter.h" #include "ai_basenpc.h" #include "player.h" #include "gamerules.h" #include "in_buttons.h" #include "soundent.h" #include "game.h" #include "vstdlib/random.h" #include "engine/IEngineSound.h" #include "hl1_npc_snark.h" #include "beam_shared.h" //----------------------------------------------------------------------------- // CWeaponSnark //----------------------------------------------------------------------------- #define SNARK_NEST_MODEL "models/w_sqknest.mdl" class CWeaponSnark : public CBaseHL1CombatWeapon { DECLARE_CLASS( CWeaponSnark, CBaseHL1CombatWeapon ); public: CWeaponSnark( void ); void Precache( void ); void PrimaryAttack( void ); void WeaponIdle( void ); bool Deploy( void ); bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); DECLARE_SERVERCLASS(); DECLARE_DATADESC(); private: bool m_bJustThrown; }; LINK_ENTITY_TO_CLASS( weapon_snark, CWeaponSnark ); PRECACHE_WEAPON_REGISTER( weapon_snark ); IMPLEMENT_SERVERCLASS_ST( CWeaponSnark, DT_WeaponSnark ) END_SEND_TABLE() BEGIN_DATADESC( CWeaponSnark ) DEFINE_FIELD( m_bJustThrown, FIELD_BOOLEAN ), END_DATADESC() //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CWeaponSnark::CWeaponSnark( void ) { m_bReloadsSingly = false; m_bFiresUnderwater = true; m_bJustThrown = false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponSnark::Precache( void ) { BaseClass::Precache(); PrecacheScriptSound( "WpnSnark.PrimaryAttack" ); PrecacheScriptSound( "WpnSnark.Deploy" ); UTIL_PrecacheOther("monster_snark"); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponSnark::PrimaryAttack( void ) { // Only the player fires this way so we can cast CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( !pPlayer ) { return; } if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) return; Vector vecForward; pPlayer->EyeVectors( &vecForward ); // find place to toss monster // Does this need to consider a crouched player? Vector vecStart = pPlayer->WorldSpaceCenter() + (vecForward * 20); Vector vecEnd = vecStart + (vecForward * 44); trace_t tr; UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); if ( tr.allsolid || tr.startsolid || tr.fraction <= 0.25 ) return; // player "shoot" animation SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); CSnark *pSnark = (CSnark*)Create( "monster_snark", tr.endpos, pPlayer->EyeAngles(), GetOwner() ); if ( pSnark ) { pSnark->SetAbsVelocity( vecForward * 200 + pPlayer->GetAbsVelocity() ); } // play hunt sound CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "WpnSnark.PrimaryAttack" ); CSoundEnt::InsertSound( SOUND_DANGER, GetAbsOrigin(), 200, 0.2 ); pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType ); m_bJustThrown = true; m_flNextPrimaryAttack = gpGlobals->curtime + 0.3; SetWeaponIdleTime( gpGlobals->curtime + 1.0 ); } void CWeaponSnark::WeaponIdle( void ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( !pPlayer ) { return; } if ( !HasWeaponIdleTimeElapsed() ) return; if ( m_bJustThrown ) { m_bJustThrown = false; if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) { if ( !pPlayer->SwitchToNextBestWeapon( pPlayer->GetActiveWeapon() ) ) Holster(); } else { SendWeaponAnim( ACT_VM_DRAW ); SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) ); } } else { if ( random->RandomFloat( 0, 1 ) <= 0.75 ) { SendWeaponAnim( ACT_VM_IDLE ); } else { SendWeaponAnim( ACT_VM_FIDGET ); } } } bool CWeaponSnark::Deploy( void ) { CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "WpnSnark.Deploy" ); return BaseClass::Deploy(); } bool CWeaponSnark::Holster( CBaseCombatWeapon *pSwitchingTo ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( !pPlayer ) { return false; } if ( !BaseClass::Holster( pSwitchingTo ) ) { return false; } if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) { SetThink( &CWeaponSnark::DestroyItem ); SetNextThink( gpGlobals->curtime + 0.1 ); } pPlayer->SetNextAttack( gpGlobals->curtime + 0.5 ); return true; }