/*** * * 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. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "player.h" #include "soundent.h" #include "gamerules.h" enum w_squeak_e { WSQUEAK_IDLE1 = 0, WSQUEAK_FIDGET, WSQUEAK_JUMP, WSQUEAK_RUN, }; #ifndef CLIENT_DLL class CSqueakGrenade : public CGrenade { void Spawn() override; void Precache() override; int Classify() override; void EXPORT SuperBounceTouch(CBaseEntity* pOther); void EXPORT HuntThink(); int BloodColor() override { return BLOOD_COLOR_YELLOW; } void Killed(entvars_t* pevAttacker, int iGib) override; void GibMonster() override; bool Save(CSave& save) override; bool Restore(CRestore& restore) override; 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 CSqueakGrenade::m_flNextBounceSoundTime = 0; LINK_ENTITY_TO_CLASS(monster_snark, CSqueakGrenade); TYPEDESCRIPTION CSqueakGrenade::m_SaveData[] = { DEFINE_FIELD(CSqueakGrenade, m_flDie, FIELD_TIME), DEFINE_FIELD(CSqueakGrenade, m_vecTarget, FIELD_VECTOR), DEFINE_FIELD(CSqueakGrenade, m_flNextHunt, FIELD_TIME), DEFINE_FIELD(CSqueakGrenade, m_flNextHit, FIELD_TIME), DEFINE_FIELD(CSqueakGrenade, m_posPrev, FIELD_POSITION_VECTOR), DEFINE_FIELD(CSqueakGrenade, m_hOwner, FIELD_EHANDLE), }; IMPLEMENT_SAVERESTORE(CSqueakGrenade, CGrenade); #define SQUEEK_DETONATE_DELAY 15.0 int CSqueakGrenade::Classify() { if (m_iMyClass != 0) return m_iMyClass; // protect against recursion if (m_hEnemy != NULL) { 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 CSqueakGrenade::Spawn() { Precache(); // motor pev->movetype = MOVETYPE_BOUNCE; pev->solid = SOLID_BBOX; SET_MODEL(ENT(pev), "models/w_squeak.mdl"); UTIL_SetSize(pev, Vector(-4, -4, 0), Vector(4, 4, 8)); UTIL_SetOrigin(pev, pev->origin); SetTouch(&CSqueakGrenade::SuperBounceTouch); SetThink(&CSqueakGrenade::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.snarkDmgPop; m_flDie = gpGlobals->time + SQUEEK_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 = WSQUEAK_RUN; ResetSequenceInfo(); } void CSqueakGrenade::Precache() { PRECACHE_MODEL("models/w_squeak.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 CSqueakGrenade::Killed(entvars_t* pevAttacker, int iGib) { pev->model = iStringNull; // make invisible SetThink(&CSqueakGrenade::SUB_Remove); SetTouch(NULL); pev->nextthink = gpGlobals->time + 0.1; // since squeak grenades never leave a body behind, clear out their takedamage now. // Squeaks do a bit of radius damage when they pop, and that radius damage will // continue to call this function unless we acknowledge the Squeak's death now. (sjb) pev->takedamage = DAMAGE_NO; // play squeek blast EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, "squeek/sqk_blast1.wav", 1, 0.5, 0, PITCH_NORM); CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, SMALL_EXPLOSION_VOLUME, 3.0); UTIL_BloodDrips(pev->origin, g_vecZero, BloodColor(), 80); if (m_hOwner != NULL) RadiusDamage(pev, m_hOwner->pev, pev->dmg, CLASS_NONE, DMG_BLAST); else RadiusDamage(pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST); // reset owner so death message happens if (m_hOwner != NULL) pev->owner = m_hOwner->edict(); CBaseMonster::Killed(pevAttacker, GIB_ALWAYS); } void CSqueakGrenade::GibMonster() { EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200); } void CSqueakGrenade::HuntThink() { // 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 == NULL || !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) / SQUEEK_DETONATE_DELAY); if (flpitch < 80) flpitch = 80; if (m_hEnemy != NULL) { 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) != 0) { 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 CSqueakGrenade::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) / SQUEEK_DETONATE_DELAY); if (0 != pOther->pev->takedamage && m_flNextAttack < gpGlobals->time && 0 == (pOther->pev->flags & FL_WORLDBRUSH)) { // 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 != NULL) ApplyMultiDamage(pev, m_hOwner->pev); else ApplyMultiDamage(pev, pev); pev->dmg += gSkillData.snarkDmgPop; // add more explosion damage // 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) == 0) { // 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_snark, CSqueak); void CSqueak::Spawn() { Precache(); m_iId = WEAPON_SNARK; SET_MODEL(ENT(pev), "models/w_sqknest.mdl"); FallInit(); //get ready to fall down. m_iDefaultAmmo = SNARK_DEFAULT_GIVE; pev->sequence = 1; pev->animtime = gpGlobals->time; pev->framerate = 1.0; } void CSqueak::Precache() { PRECACHE_MODEL("models/w_sqknest.mdl"); PRECACHE_MODEL("models/v_squeak.mdl"); PRECACHE_MODEL("models/p_squeak.mdl"); PRECACHE_SOUND("squeek/sqk_hunt2.wav"); PRECACHE_SOUND("squeek/sqk_hunt3.wav"); UTIL_PrecacheOther("monster_snark"); m_usSnarkFire = PRECACHE_EVENT(1, "events/snarkfire.sc"); } bool CSqueak::GetItemInfo(ItemInfo* p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "Snarks"; p->iMaxAmmo1 = SNARK_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 4; p->iPosition = 3; p->iId = m_iId = WEAPON_SNARK; p->iWeight = SNARK_WEIGHT; p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; return true; } bool CSqueak::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; const bool result = DefaultDeploy("models/v_squeak.mdl", "models/p_squeak.mdl", SQUEAK_UP, "squeak"); if (result) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.7; } return result; } void CSqueak::Holster() { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; if (0 == m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { m_pPlayer->ClearWeaponBit(m_iId); SetThink(&CSqueak::DestroyItem); pev->nextthink = gpGlobals->time + 0.1; return; } SendWeaponAnim(SQUEAK_DOWN); EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM); } void CSqueak::PrimaryAttack() { if (0 != m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { Vector forward, right, up; Vector vEntityForward = m_pPlayer->pev->v_angle; vEntityForward[0] = 0; AngleVectors(vEntityForward, &forward, &right, &up); vEntityForward = forward; AngleVectors(m_pPlayer->pev->v_angle, &forward, &right, &up); 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 ) float flAimDownFraction = m_pPlayer->pev->v_angle[0] > 0 ? m_pPlayer->pev->v_angle[0] / 90.f : 0; trace_origin = m_pPlayer->pev->origin; if ((m_pPlayer->pev->flags & FL_DUCKING) != 0) { trace_origin = trace_origin - (flAimDownFraction + 1) * (VEC_HULL_MIN - VEC_DUCK_HULL_MIN); } Vector vTraceForward = (flAimDownFraction * vEntityForward) + (1 - flAimDownFraction) * forward; // find place to toss monster UTIL_TraceLine(trace_origin + vTraceForward * 24, trace_origin + forward * 60, 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_usSnarkFire, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, 0, 0); if (tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0) { // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); #ifndef CLIENT_DLL CBaseEntity* pSqueak = CBaseEntity::Create("monster_snark", tr.vecEndPos, m_pPlayer->pev->v_angle, m_pPlayer->edict()); pSqueak->pev->velocity = vTraceForward * 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 = true; m_flNextPrimaryAttack = GetNextAttackDelay(0.3); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; } } } void CSqueak::SecondaryAttack() { } void CSqueak::WeaponIdle() { if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; if (m_fJustThrown) { m_fJustThrown = false; if (0 == m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()]) { RetireWeapon(); return; } SendWeaponAnim(SQUEAK_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 = SQUEAK_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 30.0 / 16 * (2); } else if (flRand <= 0.875) { iAnim = SQUEAK_FIDGETFIT; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 16.0; } else { iAnim = SQUEAK_FIDGETNIP; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 16.0; } SendWeaponAnim(iAnim); }