Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_node.h"
#include "ai_hull.h"
#include "ai_hint.h"
#include "ai_memory.h"
#include "ai_route.h"
#include "ai_motor.h"
#include "ai_senses.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "animation.h"
#include "basecombatweapon.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "te.h"
#include "hl1_npc_hornet.h"
int iHornetTrail;
int iHornetPuff;
LINK_ENTITY_TO_CLASS( hornet, CNPC_Hornet );
extern ConVar sk_npc_dmg_hornet;
extern ConVar sk_plr_dmg_hornet;
BEGIN_DATADESC( CNPC_Hornet )
DEFINE_FIELD( m_flStopAttack, FIELD_TIME ),
DEFINE_FIELD( m_iHornetType, FIELD_INTEGER ),
DEFINE_FIELD( m_flFlySpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_flDamage, FIELD_INTEGER ),
DEFINE_FIELD( m_vecEnemyLKP, FIELD_POSITION_VECTOR ),
DEFINE_ENTITYFUNC( DieTouch ),
DEFINE_THINKFUNC( StartDart ),
DEFINE_THINKFUNC( StartTrack ),
DEFINE_ENTITYFUNC( DartTouch ),
DEFINE_ENTITYFUNC( TrackTouch ),
DEFINE_THINKFUNC( TrackTarget ),
END_DATADESC()
//=========================================================
//=========================================================
void CNPC_Hornet::Spawn( void )
{
Precache();
SetMoveType( MOVETYPE_FLY );
SetSolid( SOLID_BBOX );
m_takedamage = DAMAGE_YES;
AddFlag( FL_NPC );
m_iHealth = 1;// weak!
m_bloodColor = DONT_BLEED;
if ( g_pGameRules->IsMultiplayer() )
{
// hornets don't live as long in multiplayer
m_flStopAttack = gpGlobals->curtime + 3.5;
}
else
{
m_flStopAttack = gpGlobals->curtime + 5.0;
}
m_flFieldOfView = 0.9; // +- 25 degrees
if ( random->RandomInt ( 1, 5 ) <= 2 )
{
m_iHornetType = HORNET_TYPE_RED;
m_flFlySpeed = HORNET_RED_SPEED;
}
else
{
m_iHornetType = HORNET_TYPE_ORANGE;
m_flFlySpeed = HORNET_ORANGE_SPEED;
}
SetModel( "models/hornet.mdl" );
UTIL_SetSize( this, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ) );
SetTouch( &CNPC_Hornet::DieTouch );
SetThink( &CNPC_Hornet::StartTrack );
if ( GetOwnerEntity() && (GetOwnerEntity()->GetFlags() & FL_CLIENT) )
{
m_flDamage = sk_plr_dmg_hornet.GetFloat();
}
else
{
// no real owner, or owner isn't a client.
m_flDamage = sk_npc_dmg_hornet.GetFloat();
}
SetNextThink( gpGlobals->curtime + 0.1f );
ResetSequenceInfo();
m_vecEnemyLKP = vec3_origin;
}
void CNPC_Hornet::Precache()
{
PrecacheModel("models/hornet.mdl");
iHornetPuff = PrecacheModel( "sprites/muz1.vmt" );
iHornetTrail = PrecacheModel("sprites/laserbeam.vmt");
PrecacheScriptSound( "Hornet.Die" );
PrecacheScriptSound( "Hornet.Buzz" );
}
//=========================================================
// hornets will never get mad at each other, no matter who the owner is.
//=========================================================
Disposition_t CNPC_Hornet::IRelationType( CBaseEntity *pTarget )
{
if ( pTarget->GetModelIndex() == GetModelIndex() )
{
return D_NU;
}
return BaseClass::IRelationType( pTarget );
}
//=========================================================
// ID's Hornet as their owner
//=========================================================
Class_T CNPC_Hornet::Classify ( void )
{
if ( GetOwnerEntity() && (GetOwnerEntity()->GetFlags() & FL_CLIENT) )
{
return CLASS_PLAYER_BIOWEAPON;
}
return CLASS_ALIEN_BIOWEAPON;
}
//=========================================================
// StartDart - starts a hornet out just flying straight.
//=========================================================
void CNPC_Hornet::StartDart ( void )
{
IgniteTrail();
SetTouch( &CNPC_Hornet::DartTouch );
SetThink( &CBaseEntity::SUB_Remove );
SetNextThink( gpGlobals->curtime + 4 );
}
void CNPC_Hornet::DieTouch ( CBaseEntity *pOther )
{
if ( !pOther || !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
{
return;
}
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "Hornet.Die" );
CTakeDamageInfo info( this, GetOwnerEntity(), m_flDamage, DMG_BULLET );
CalculateBulletDamageForce( &info, GetAmmoDef()->Index("Hornet"), GetAbsVelocity(), GetAbsOrigin() );
pOther->TakeDamage( info );
m_takedamage = DAMAGE_NO;
AddEffects( EF_NODRAW );
AddSolidFlags( FSOLID_NOT_SOLID );// intangible
UTIL_Remove( this );
SetTouch( NULL );
}
//=========================================================
// StartTrack - starts a hornet out tracking its target
//=========================================================
void CNPC_Hornet:: StartTrack ( void )
{
IgniteTrail();
SetTouch( &CNPC_Hornet::TrackTouch );
SetThink( &CNPC_Hornet::TrackTarget );
SetNextThink( gpGlobals->curtime + 0.1f );
}
void TE_BeamFollow( IRecipientFilter& filter, float delay,
int iEntIndex, int modelIndex, int haloIndex, float life, float width, float endWidth,
float fadeLength,float r, float g, float b, float a );
void CNPC_Hornet::IgniteTrail( void )
{
Vector vColor;
if ( m_iHornetType == HORNET_TYPE_RED )
vColor = Vector ( 179, 39, 14 );
else
vColor = Vector ( 255, 128, 0 );
CBroadcastRecipientFilter filter;
TE_BeamFollow( filter, 0.0,
entindex(),
iHornetTrail,
0,
1,
2,
0.5,
0.5,
vColor.x,
vColor.y,
vColor.z,
128 );
}
unsigned int CNPC_Hornet::PhysicsSolidMaskForEntity( void ) const
{
unsigned int iMask = BaseClass::PhysicsSolidMaskForEntity();
iMask &= ~CONTENTS_MONSTERCLIP;
return iMask;
}
//=========================================================
// Tracking Hornet hit something
//=========================================================
void CNPC_Hornet::TrackTouch ( CBaseEntity *pOther )
{
if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
{
return;
}
if ( pOther == GetOwnerEntity() || pOther->GetModelIndex() == GetModelIndex() )
{// bumped into the guy that shot it.
//SetSolid( SOLID_NOT );
return;
}
int nRelationship = IRelationType( pOther );
if ( (nRelationship == D_FR || nRelationship == D_NU || nRelationship == D_LI) )
{
// hit something we don't want to hurt, so turn around.
Vector vecVel = GetAbsVelocity();
VectorNormalize( vecVel );
vecVel.x *= -1;
vecVel.y *= -1;
SetAbsOrigin( GetAbsOrigin() + vecVel * 4 ); // bounce the hornet off a bit.
SetAbsVelocity( vecVel * m_flFlySpeed );
return;
}
DieTouch( pOther );
}
void CNPC_Hornet::DartTouch( CBaseEntity *pOther )
{
DieTouch( pOther );
}
//=========================================================
// Hornet is flying, gently tracking target
//=========================================================
void CNPC_Hornet::TrackTarget ( void )
{
Vector vecFlightDir;
Vector vecDirToEnemy;
float flDelta;
StudioFrameAdvance( );
if (gpGlobals->curtime > m_flStopAttack)
{
SetTouch( NULL );
SetThink( &CBaseEntity::SUB_Remove );
SetNextThink( gpGlobals->curtime + 0.1f );
return;
}
// UNDONE: The player pointer should come back after returning from another level
if ( GetEnemy() == NULL )
{// enemy is dead.
GetSenses()->Look( 1024 );
SetEnemy( BestEnemy() );
}
if ( GetEnemy() != NULL && FVisible( GetEnemy() ))
{
m_vecEnemyLKP = GetEnemy()->BodyTarget( GetAbsOrigin() );
}
else
{
m_vecEnemyLKP = m_vecEnemyLKP + GetAbsVelocity() * m_flFlySpeed * 0.1;
}
vecDirToEnemy = m_vecEnemyLKP - GetAbsOrigin();
VectorNormalize( vecDirToEnemy );
if ( GetAbsVelocity().Length() < 0.1 )
vecFlightDir = vecDirToEnemy;
else
{
vecFlightDir = GetAbsVelocity();
VectorNormalize( vecFlightDir );
}
SetAbsVelocity( vecFlightDir + vecDirToEnemy );
// measure how far the turn is, the wider the turn, the slow we'll go this time.
flDelta = DotProduct ( vecFlightDir, vecDirToEnemy );
if ( flDelta < 0.5 )
{// hafta turn wide again. play sound
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "Hornet.Buzz" );
}
if ( flDelta <= 0 && m_iHornetType == HORNET_TYPE_RED )
{// no flying backwards, but we don't want to invert this, cause we'd go fast when we have to turn REAL far.
flDelta = 0.25;
}
Vector vecVel = vecFlightDir + vecDirToEnemy;
VectorNormalize( vecVel );
if ( GetOwnerEntity() && (GetOwnerEntity()->GetFlags() & FL_NPC) )
{
// random pattern only applies to hornets fired by monsters, not players.
vecVel.x += random->RandomFloat ( -0.10, 0.10 );// scramble the flight dir a bit.
vecVel.y += random->RandomFloat ( -0.10, 0.10 );
vecVel.z += random->RandomFloat ( -0.10, 0.10 );
}
switch ( m_iHornetType )
{
case HORNET_TYPE_RED:
SetAbsVelocity( vecVel * ( m_flFlySpeed * flDelta ) );// scale the dir by the ( speed * width of turn )
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1, 0.3 ) );
break;
default:
Assert( false ); //fall through if release
case HORNET_TYPE_ORANGE:
SetAbsVelocity( vecVel * m_flFlySpeed );// do not have to slow down to turn.
SetNextThink( gpGlobals->curtime + 0.1f );// fixed think time
break;
}
QAngle angNewAngles;
VectorAngles( GetAbsVelocity(), angNewAngles );
SetAbsAngles( angNewAngles );
SetSolid( SOLID_BBOX );
// if hornet is close to the enemy, jet in a straight line for a half second.
// (only in the single player game)
if ( GetEnemy() != NULL && !g_pGameRules->IsMultiplayer() )
{
if ( flDelta >= 0.4 && ( GetAbsOrigin() - m_vecEnemyLKP ).Length() <= 300 )
{
CPVSFilter filter( GetAbsOrigin() );
te->Sprite( filter, 0.0,
&GetAbsOrigin(), // pos
iHornetPuff, // model
0.2, //size
128 // brightness
);
CPASAttenuationFilter filter2( this );
EmitSound( filter2, entindex(), "Hornet.Buzz" );
SetAbsVelocity( GetAbsVelocity() * 2 );
SetNextThink( gpGlobals->curtime + 1.0f );
// don't attack again
m_flStopAttack = gpGlobals->curtime;
}
}
}