420 lines
11 KiB
C++
420 lines
11 KiB
C++
/***
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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( 179 ); // r, g, b
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WRITE_BYTE( 39 ); // r, g, b
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WRITE_BYTE( 14 ); // r, g, b
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break;
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case HORNET_TYPE_ORANGE:
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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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}
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WRITE_BYTE( 128 ); // 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 == 0 )
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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 != 0 && 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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{// 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: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
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case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
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case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); 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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{// 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 != 0 && !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: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
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case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
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case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); 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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{// 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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{// do the damage
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switch (RANDOM_LONG(0,2))
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{// buzz when you plug someone
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case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_hornethit1.wav", 1, ATTN_NORM); break;
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case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_hornethit2.wav", 1, ATTN_NORM); break;
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case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_hornethit3.wav", 1, ATTN_NORM); 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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