halflife-photomode/dlls/apache.cpp

1098 lines
27 KiB
C++

/***
*
* 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.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "effects.h"
#define SF_WAITFORTRIGGER (0x04 | 0x40) // UNDONE: Fix!
#define SF_NOWRECKAGE 0x08
class CApache : public CBaseMonster
{
bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
static TYPEDESCRIPTION m_SaveData[];
void Spawn() override;
void Precache() override;
int Classify() override { return CLASS_HUMAN_MILITARY; }
int BloodColor() override { return DONT_BLEED; }
void Killed(entvars_t* pevAttacker, int iGib) override;
void GibMonster() override;
void SetObjectCollisionBox() override
{
pev->absmin = pev->origin + Vector(-300, -300, -172);
pev->absmax = pev->origin + Vector(300, 300, 8);
}
void EXPORT HuntThink();
void EXPORT FlyTouch(CBaseEntity* pOther);
void EXPORT CrashTouch(CBaseEntity* pOther);
void EXPORT DyingThink();
void EXPORT StartupUse(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value);
void EXPORT NullThink();
void ShowDamage();
void Flight();
void FireRocket();
bool FireGun();
bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override;
void TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType) override;
int m_iRockets;
float m_flForce;
float m_flNextRocket;
Vector m_vecTarget;
Vector m_posTarget;
Vector m_vecDesired;
Vector m_posDesired;
Vector m_vecGoal;
Vector m_angGun;
float m_flLastSeen;
float m_flPrevSeen;
int m_iSoundState; // don't save this
int m_iSpriteTexture;
int m_iExplode;
int m_iBodyGibs;
float m_flGoalSpeed;
int m_iDoSmokePuff;
CBeam* m_pBeam;
};
LINK_ENTITY_TO_CLASS(monster_apache, CApache);
TYPEDESCRIPTION CApache::m_SaveData[] =
{
DEFINE_FIELD(CApache, m_iRockets, FIELD_INTEGER),
DEFINE_FIELD(CApache, m_flForce, FIELD_FLOAT),
DEFINE_FIELD(CApache, m_flNextRocket, FIELD_TIME),
DEFINE_FIELD(CApache, m_vecTarget, FIELD_VECTOR),
DEFINE_FIELD(CApache, m_posTarget, FIELD_POSITION_VECTOR),
DEFINE_FIELD(CApache, m_vecDesired, FIELD_VECTOR),
DEFINE_FIELD(CApache, m_posDesired, FIELD_POSITION_VECTOR),
DEFINE_FIELD(CApache, m_vecGoal, FIELD_VECTOR),
DEFINE_FIELD(CApache, m_angGun, FIELD_VECTOR),
DEFINE_FIELD(CApache, m_flLastSeen, FIELD_TIME),
DEFINE_FIELD(CApache, m_flPrevSeen, FIELD_TIME),
// DEFINE_FIELD( CApache, m_iSoundState, FIELD_INTEGER ), // Don't save, precached
// DEFINE_FIELD( CApache, m_iSpriteTexture, FIELD_INTEGER ),
// DEFINE_FIELD( CApache, m_iExplode, FIELD_INTEGER ),
// DEFINE_FIELD( CApache, m_iBodyGibs, FIELD_INTEGER ),
DEFINE_FIELD(CApache, m_pBeam, FIELD_CLASSPTR),
DEFINE_FIELD(CApache, m_flGoalSpeed, FIELD_FLOAT),
DEFINE_FIELD(CApache, m_iDoSmokePuff, FIELD_INTEGER),
};
IMPLEMENT_SAVERESTORE(CApache, CBaseMonster);
void CApache::Spawn()
{
Precache();
// motor
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pev), "models/apache.mdl");
UTIL_SetSize(pev, Vector(-32, -32, -64), Vector(32, 32, 0));
UTIL_SetOrigin(pev, pev->origin);
pev->flags |= FL_MONSTER;
pev->takedamage = DAMAGE_AIM;
pev->health = gSkillData.apacheHealth;
pev->max_health = pev->health;
m_flFieldOfView = -0.707; // 270 degrees
pev->sequence = 0;
ResetSequenceInfo();
pev->frame = RANDOM_LONG(0, 0xFF);
InitBoneControllers();
if ((pev->spawnflags & SF_WAITFORTRIGGER) != 0)
{
SetThink(&CApache::NullThink);
SetUse(&CApache::StartupUse);
}
else
{
SetThink(&CApache::HuntThink);
SetTouch(&CApache::FlyTouch);
}
pev->nextthink = gpGlobals->time + 1.0;
m_iRockets = 10;
}
void CApache::Precache()
{
PRECACHE_MODEL("models/apache.mdl");
PRECACHE_SOUND("apache/ap_rotor1.wav");
PRECACHE_SOUND("apache/ap_rotor2.wav");
PRECACHE_SOUND("apache/ap_rotor3.wav");
PRECACHE_SOUND("apache/ap_whine1.wav");
PRECACHE_SOUND("weapons/mortarhit.wav");
m_iSpriteTexture = PRECACHE_MODEL("sprites/white.spr");
PRECACHE_SOUND("turret/tu_fire1.wav");
PRECACHE_MODEL("sprites/lgtning.spr");
m_iExplode = PRECACHE_MODEL("sprites/fexplo.spr");
m_iBodyGibs = PRECACHE_MODEL("models/metalplategibs_green.mdl");
UTIL_PrecacheOther("hvr_rocket");
}
void CApache::NullThink()
{
StudioFrameAdvance();
FCheckAITrigger();
pev->nextthink = gpGlobals->time + 0.5;
}
void CApache::StartupUse(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value)
{
SetThink(&CApache::HuntThink);
SetTouch(&CApache::FlyTouch);
pev->nextthink = gpGlobals->time + 0.1;
SetUse(NULL);
}
void CApache::Killed(entvars_t* pevAttacker, int iGib)
{
pev->movetype = MOVETYPE_TOSS;
pev->gravity = 0.3;
STOP_SOUND(ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav");
UTIL_SetSize(pev, Vector(-32, -32, -64), Vector(32, 32, 0));
SetThink(&CApache::DyingThink);
SetTouch(&CApache::CrashTouch);
pev->nextthink = gpGlobals->time + 0.1;
pev->health = 0;
pev->takedamage = DAMAGE_NO;
pev->deadflag = DEAD_DYING;
if ((pev->spawnflags & SF_NOWRECKAGE) != 0)
{
m_flNextRocket = gpGlobals->time + 4.0;
}
else
{
m_flNextRocket = gpGlobals->time + 15.0;
}
}
void CApache::DyingThink()
{
StudioFrameAdvance();
pev->nextthink = gpGlobals->time + 0.1;
pev->avelocity = pev->avelocity * 1.02;
// still falling?
if (m_flNextRocket > gpGlobals->time)
{
FCheckAITrigger();
// random explosions
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_EXPLOSION); // This just makes a dynamic light now
WRITE_COORD(pev->origin.x + RANDOM_FLOAT(-150, 150));
WRITE_COORD(pev->origin.y + RANDOM_FLOAT(-150, 150));
WRITE_COORD(pev->origin.z + RANDOM_FLOAT(-150, -50));
WRITE_SHORT(g_sModelIndexFireball);
WRITE_BYTE(RANDOM_LONG(0, 29) + 30); // scale * 10
WRITE_BYTE(12); // framerate
WRITE_BYTE(TE_EXPLFLAG_NONE);
MESSAGE_END();
// lots of smoke
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_SMOKE);
WRITE_COORD(pev->origin.x + RANDOM_FLOAT(-150, 150));
WRITE_COORD(pev->origin.y + RANDOM_FLOAT(-150, 150));
WRITE_COORD(pev->origin.z + RANDOM_FLOAT(-150, -50));
WRITE_SHORT(g_sModelIndexSmoke);
WRITE_BYTE(100); // scale * 10
WRITE_BYTE(10); // framerate
MESSAGE_END();
Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSpot);
WRITE_BYTE(TE_BREAKMODEL);
// position
WRITE_COORD(vecSpot.x);
WRITE_COORD(vecSpot.y);
WRITE_COORD(vecSpot.z);
// size
WRITE_COORD(400);
WRITE_COORD(400);
WRITE_COORD(132);
// velocity
WRITE_COORD(pev->velocity.x);
WRITE_COORD(pev->velocity.y);
WRITE_COORD(pev->velocity.z);
// randomization
WRITE_BYTE(50);
// Model
WRITE_SHORT(m_iBodyGibs); //model id#
// # of shards
WRITE_BYTE(4); // let client decide
// duration
WRITE_BYTE(30); // 3.0 seconds
// flags
WRITE_BYTE(BREAK_METAL);
MESSAGE_END();
// don't stop it we touch a entity
pev->flags &= ~FL_ONGROUND;
pev->nextthink = gpGlobals->time + 0.2;
return;
}
else
{
Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
/*
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_EXPLOSION); // This just makes a dynamic light now
WRITE_COORD( vecSpot.x );
WRITE_COORD( vecSpot.y );
WRITE_COORD( vecSpot.z + 300 );
WRITE_SHORT( g_sModelIndexFireball );
WRITE_BYTE( 250 ); // scale * 10
WRITE_BYTE( 8 ); // framerate
MESSAGE_END();
*/
// fireball
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSpot);
WRITE_BYTE(TE_SPRITE);
WRITE_COORD(vecSpot.x);
WRITE_COORD(vecSpot.y);
WRITE_COORD(vecSpot.z + 256);
WRITE_SHORT(m_iExplode);
WRITE_BYTE(120); // scale * 10
WRITE_BYTE(255); // brightness
MESSAGE_END();
// big smoke
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSpot);
WRITE_BYTE(TE_SMOKE);
WRITE_COORD(vecSpot.x);
WRITE_COORD(vecSpot.y);
WRITE_COORD(vecSpot.z + 512);
WRITE_SHORT(g_sModelIndexSmoke);
WRITE_BYTE(250); // scale * 10
WRITE_BYTE(5); // framerate
MESSAGE_END();
// blast circle
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_BEAMCYLINDER);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 2000); // reach damage radius over .2 seconds
WRITE_SHORT(m_iSpriteTexture);
WRITE_BYTE(0); // startframe
WRITE_BYTE(0); // framerate
WRITE_BYTE(4); // life
WRITE_BYTE(32); // width
WRITE_BYTE(0); // noise
WRITE_BYTE(255); // r, g, b
WRITE_BYTE(255); // r, g, b
WRITE_BYTE(192); // r, g, b
WRITE_BYTE(128); // brightness
WRITE_BYTE(0); // speed
MESSAGE_END();
EMIT_SOUND(ENT(pev), CHAN_STATIC, "weapons/mortarhit.wav", 1.0, 0.3);
RadiusDamage(pev->origin, pev, pev, 300, CLASS_NONE, DMG_BLAST);
if (/*!(pev->spawnflags & SF_NOWRECKAGE) && */ (pev->flags & FL_ONGROUND) != 0)
{
CBaseEntity* pWreckage = Create("cycler_wreckage", pev->origin, pev->angles);
// SET_MODEL( ENT(pWreckage->pev), STRING(pev->model) );
UTIL_SetSize(pWreckage->pev, Vector(-200, -200, -128), Vector(200, 200, -32));
pWreckage->pev->frame = pev->frame;
pWreckage->pev->sequence = pev->sequence;
pWreckage->pev->framerate = 0;
pWreckage->pev->dmgtime = gpGlobals->time + 5;
}
// gibs
vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSpot);
WRITE_BYTE(TE_BREAKMODEL);
// position
WRITE_COORD(vecSpot.x);
WRITE_COORD(vecSpot.y);
WRITE_COORD(vecSpot.z + 64);
// size
WRITE_COORD(400);
WRITE_COORD(400);
WRITE_COORD(128);
// velocity
WRITE_COORD(0);
WRITE_COORD(0);
WRITE_COORD(200);
// randomization
WRITE_BYTE(30);
// Model
WRITE_SHORT(m_iBodyGibs); //model id#
// # of shards
WRITE_BYTE(200);
// duration
WRITE_BYTE(200); // 10.0 seconds
// flags
WRITE_BYTE(BREAK_METAL);
MESSAGE_END();
SetThink(&CApache::SUB_Remove);
pev->nextthink = gpGlobals->time + 0.1;
}
}
void CApache::FlyTouch(CBaseEntity* pOther)
{
// bounce if we hit something solid
if (pOther->pev->solid == SOLID_BSP)
{
TraceResult tr = UTIL_GetGlobalTrace();
// UNDONE, do a real bounce
pev->velocity = pev->velocity + tr.vecPlaneNormal * (pev->velocity.Length() + 200);
}
}
void CApache::CrashTouch(CBaseEntity* pOther)
{
// only crash if we hit something solid
if (pOther->pev->solid == SOLID_BSP)
{
SetTouch(NULL);
m_flNextRocket = gpGlobals->time;
pev->nextthink = gpGlobals->time;
}
}
void CApache::GibMonster()
{
// EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200);
}
void CApache::HuntThink()
{
StudioFrameAdvance();
pev->nextthink = gpGlobals->time + 0.1;
ShowDamage();
if (m_pGoalEnt == NULL && !FStringNull(pev->target)) // this monster has a target
{
m_pGoalEnt = UTIL_FindEntityByTargetname(NULL, STRING(pev->target));
if (m_pGoalEnt)
{
m_posDesired = m_pGoalEnt->pev->origin;
UTIL_MakeAimVectors(m_pGoalEnt->pev->angles);
m_vecGoal = gpGlobals->v_forward;
}
}
// if (m_hEnemy == NULL)
{
Look(4092);
m_hEnemy = BestVisibleEnemy();
//If i have an enemy i'm in combat, otherwise i'm patrolling.
if (m_hEnemy != nullptr)
{
m_MonsterState = MONSTERSTATE_COMBAT;
}
else
{
m_MonsterState = MONSTERSTATE_ALERT;
}
}
Listen();
// generic speed up
if (m_flGoalSpeed < 800)
m_flGoalSpeed += 5;
if (m_hEnemy != NULL)
{
// ALERT( at_console, "%s\n", STRING( m_hEnemy->pev->classname ) );
if (FVisible(m_hEnemy))
{
if (m_flLastSeen < gpGlobals->time - 5)
m_flPrevSeen = gpGlobals->time;
m_flLastSeen = gpGlobals->time;
m_posTarget = m_hEnemy->Center();
}
else
{
m_hEnemy = NULL;
}
}
m_vecTarget = (m_posTarget - pev->origin).Normalize();
float flLength = (pev->origin - m_posDesired).Length();
if (m_pGoalEnt)
{
// ALERT( at_console, "%.0f\n", flLength );
if (flLength < 128)
{
m_pGoalEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_pGoalEnt->pev->target));
if (m_pGoalEnt)
{
m_posDesired = m_pGoalEnt->pev->origin;
UTIL_MakeAimVectors(m_pGoalEnt->pev->angles);
m_vecGoal = gpGlobals->v_forward;
flLength = (pev->origin - m_posDesired).Length();
}
}
}
else
{
m_posDesired = pev->origin;
}
if (flLength > 250) // 500
{
// float flLength2 = (m_posTarget - pev->origin).Length() * (1.5 - DotProduct((m_posTarget - pev->origin).Normalize(), pev->velocity.Normalize() ));
// if (flLength2 < flLength)
if (m_flLastSeen + 90 > gpGlobals->time && DotProduct((m_posTarget - pev->origin).Normalize(), (m_posDesired - pev->origin).Normalize()) > 0.25)
{
m_vecDesired = (m_posTarget - pev->origin).Normalize();
}
else
{
m_vecDesired = (m_posDesired - pev->origin).Normalize();
}
}
else
{
m_vecDesired = m_vecGoal;
}
Flight();
// ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->time, m_flLastSeen, m_flPrevSeen );
if ((m_flLastSeen + 1 > gpGlobals->time) && (m_flPrevSeen + 2 < gpGlobals->time))
{
if (FireGun())
{
// slow down if we're fireing
if (m_flGoalSpeed > 400)
m_flGoalSpeed = 400;
}
// don't fire rockets and gun on easy mode
if (g_iSkillLevel == SKILL_EASY)
m_flNextRocket = gpGlobals->time + 10.0;
}
UTIL_MakeAimVectors(pev->angles);
Vector vecEst = (gpGlobals->v_forward * 800 + pev->velocity).Normalize();
// ALERT( at_console, "%d %d %d %4.2f\n", pev->angles.x < 0, DotProduct( pev->velocity, gpGlobals->v_forward ) > -100, m_flNextRocket < gpGlobals->time, DotProduct( m_vecTarget, vecEst ) );
if ((m_iRockets % 2) == 1)
{
FireRocket();
m_flNextRocket = gpGlobals->time + 0.5;
if (m_iRockets <= 0)
{
m_flNextRocket = gpGlobals->time + 10;
m_iRockets = 10;
}
}
else if (pev->angles.x < 0 && DotProduct(pev->velocity, gpGlobals->v_forward) > -100 && m_flNextRocket < gpGlobals->time)
{
if (m_flLastSeen + 60 > gpGlobals->time)
{
if (m_hEnemy != NULL)
{
// make sure it's a good shot
if (DotProduct(m_vecTarget, vecEst) > .965)
{
TraceResult tr;
UTIL_TraceLine(pev->origin, pev->origin + vecEst * 4096, ignore_monsters, edict(), &tr);
if ((tr.vecEndPos - m_posTarget).Length() < 512)
FireRocket();
}
}
else
{
TraceResult tr;
UTIL_TraceLine(pev->origin, pev->origin + vecEst * 4096, dont_ignore_monsters, edict(), &tr);
// just fire when close
if ((tr.vecEndPos - m_posTarget).Length() < 512)
FireRocket();
}
}
}
FCheckAITrigger();
}
void CApache::Flight()
{
// tilt model 5 degrees
Vector vecAdj = Vector(5.0, 0, 0);
// estimate where I'll be facing in one seconds
UTIL_MakeAimVectors(pev->angles + pev->avelocity * 2 + vecAdj);
// Vector vecEst1 = pev->origin + pev->velocity + gpGlobals->v_up * m_flForce - Vector( 0, 0, 384 );
// float flSide = DotProduct( m_posDesired - vecEst1, gpGlobals->v_right );
float flSide = DotProduct(m_vecDesired, gpGlobals->v_right);
if (flSide < 0)
{
if (pev->avelocity.y < 60)
{
pev->avelocity.y += 8; // 9 * (3.0/2.0);
}
}
else
{
if (pev->avelocity.y > -60)
{
pev->avelocity.y -= 8; // 9 * (3.0/2.0);
}
}
pev->avelocity.y *= 0.98;
// estimate where I'll be in two seconds
UTIL_MakeAimVectors(pev->angles + pev->avelocity * 1 + vecAdj);
Vector vecEst = pev->origin + pev->velocity * 2.0 + gpGlobals->v_up * m_flForce * 20 - Vector(0, 0, 384 * 2);
// add immediate force
UTIL_MakeAimVectors(pev->angles + vecAdj);
pev->velocity.x += gpGlobals->v_up.x * m_flForce;
pev->velocity.y += gpGlobals->v_up.y * m_flForce;
pev->velocity.z += gpGlobals->v_up.z * m_flForce;
// add gravity
pev->velocity.z -= 38.4; // 32ft/sec
float flSpeed = pev->velocity.Length();
float flDir = DotProduct(Vector(gpGlobals->v_forward.x, gpGlobals->v_forward.y, 0), Vector(pev->velocity.x, pev->velocity.y, 0));
if (flDir < 0)
flSpeed = -flSpeed;
float flDist = DotProduct(m_posDesired - vecEst, gpGlobals->v_forward);
// float flSlip = DotProduct( pev->velocity, gpGlobals->v_right );
float flSlip = -DotProduct(m_posDesired - vecEst, gpGlobals->v_right);
// fly sideways
if (flSlip > 0)
{
if (pev->angles.z > -30 && pev->avelocity.z > -15)
pev->avelocity.z -= 4;
else
pev->avelocity.z += 2;
}
else
{
if (pev->angles.z < 30 && pev->avelocity.z < 15)
pev->avelocity.z += 4;
else
pev->avelocity.z -= 2;
}
// sideways drag
pev->velocity.x = pev->velocity.x * (1.0 - fabs(gpGlobals->v_right.x) * 0.05);
pev->velocity.y = pev->velocity.y * (1.0 - fabs(gpGlobals->v_right.y) * 0.05);
pev->velocity.z = pev->velocity.z * (1.0 - fabs(gpGlobals->v_right.z) * 0.05);
// general drag
pev->velocity = pev->velocity * 0.995;
// apply power to stay correct height
if (m_flForce < 80 && vecEst.z < m_posDesired.z)
{
m_flForce += 12;
}
else if (m_flForce > 30)
{
if (vecEst.z > m_posDesired.z)
m_flForce -= 8;
}
// pitch forward or back to get to target
if (flDist > 0 && flSpeed < m_flGoalSpeed /* && flSpeed < flDist */ && pev->angles.x + pev->avelocity.x > -40)
{
// ALERT( at_console, "F " );
// lean forward
pev->avelocity.x -= 12.0;
}
else if (flDist < 0 && flSpeed > -50 && pev->angles.x + pev->avelocity.x < 20)
{
// ALERT( at_console, "B " );
// lean backward
pev->avelocity.x += 12.0;
}
else if (pev->angles.x + pev->avelocity.x > 0)
{
// ALERT( at_console, "f " );
pev->avelocity.x -= 4.0;
}
else if (pev->angles.x + pev->avelocity.x < 0)
{
// ALERT( at_console, "b " );
pev->avelocity.x += 4.0;
}
// ALERT( at_console, "%.0f %.0f : %.0f %.0f : %.0f %.0f : %.0f\n", pev->origin.x, pev->velocity.x, flDist, flSpeed, pev->angles.x, pev->avelocity.x, m_flForce );
// ALERT( at_console, "%.0f %.0f : %.0f %0.f : %.0f\n", pev->origin.z, pev->velocity.z, vecEst.z, m_posDesired.z, m_flForce );
// make rotor, engine sounds
if (m_iSoundState == 0)
{
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav", 1.0, 0.3, 0, 110);
// EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", 0.5, 0.2, 0, 110 );
m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
}
else
{
CBaseEntity* pPlayer = NULL;
pPlayer = UTIL_FindEntityByClassname(NULL, "player");
// UNDONE: this needs to send different sounds to every player for multiplayer.
if (pPlayer)
{
float pitch = DotProduct(pev->velocity - pPlayer->pev->velocity, (pPlayer->pev->origin - pev->origin).Normalize());
pitch = (int)(100 + pitch / 50.0);
if (pitch > 250)
pitch = 250;
if (pitch < 50)
pitch = 50;
if (pitch == 100)
pitch = 101;
float flVol = (m_flForce / 100.0) + .1;
if (flVol > 1.0)
flVol = 1.0;
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav", 1.0, 0.3, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch);
}
// EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", flVol, 0.2, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch);
// ALERT( at_console, "%.0f %.2f\n", pitch, flVol );
}
}
void CApache::FireRocket()
{
static float side = 1.0;
static int count;
if (m_iRockets <= 0)
return;
UTIL_MakeAimVectors(pev->angles);
Vector vecSrc = pev->origin + 1.5 * (gpGlobals->v_forward * 21 + gpGlobals->v_right * 70 * side + gpGlobals->v_up * -79);
switch (m_iRockets % 5)
{
case 0:
vecSrc = vecSrc + gpGlobals->v_right * 10;
break;
case 1:
vecSrc = vecSrc - gpGlobals->v_right * 10;
break;
case 2:
vecSrc = vecSrc + gpGlobals->v_up * 10;
break;
case 3:
vecSrc = vecSrc - gpGlobals->v_up * 10;
break;
case 4:
break;
}
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSrc);
WRITE_BYTE(TE_SMOKE);
WRITE_COORD(vecSrc.x);
WRITE_COORD(vecSrc.y);
WRITE_COORD(vecSrc.z);
WRITE_SHORT(g_sModelIndexSmoke);
WRITE_BYTE(20); // scale * 10
WRITE_BYTE(12); // framerate
MESSAGE_END();
CBaseEntity* pRocket = CBaseEntity::Create("hvr_rocket", vecSrc, pev->angles, edict());
if (pRocket)
pRocket->pev->velocity = pev->velocity + gpGlobals->v_forward * 100;
m_iRockets--;
side = -side;
}
bool CApache::FireGun()
{
UTIL_MakeAimVectors(pev->angles);
Vector posGun, angGun;
GetAttachment(1, posGun, angGun);
Vector vecTarget = (m_posTarget - posGun).Normalize();
Vector vecOut;
vecOut.x = DotProduct(gpGlobals->v_forward, vecTarget);
vecOut.y = -DotProduct(gpGlobals->v_right, vecTarget);
vecOut.z = DotProduct(gpGlobals->v_up, vecTarget);
Vector angles = UTIL_VecToAngles(vecOut);
angles.x = -angles.x;
if (angles.y > 180)
angles.y = angles.y - 360;
if (angles.y < -180)
angles.y = angles.y + 360;
if (angles.x > 180)
angles.x = angles.x - 360;
if (angles.x < -180)
angles.x = angles.x + 360;
if (angles.x > m_angGun.x)
m_angGun.x = V_min(angles.x, m_angGun.x + 12);
if (angles.x < m_angGun.x)
m_angGun.x = V_max(angles.x, m_angGun.x - 12);
if (angles.y > m_angGun.y)
m_angGun.y = V_min(angles.y, m_angGun.y + 12);
if (angles.y < m_angGun.y)
m_angGun.y = V_max(angles.y, m_angGun.y - 12);
m_angGun.y = SetBoneController(0, m_angGun.y);
m_angGun.x = SetBoneController(1, m_angGun.x);
Vector posBarrel, angBarrel;
GetAttachment(0, posBarrel, angBarrel);
Vector vecGun = (posBarrel - posGun).Normalize();
if (DotProduct(vecGun, vecTarget) > 0.98)
{
#if 1
FireBullets(1, posGun, vecGun, VECTOR_CONE_4DEGREES, 8192, BULLET_MONSTER_12MM, 1);
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.3);
#else
static float flNext;
TraceResult tr;
UTIL_TraceLine(posGun, posGun + vecGun * 8192, dont_ignore_monsters, ENT(pev), &tr);
if (!m_pBeam)
{
m_pBeam = CBeam::BeamCreate("sprites/lgtning.spr", 80);
m_pBeam->PointEntInit(pev->origin, entindex());
m_pBeam->SetEndAttachment(1);
m_pBeam->SetColor(255, 180, 96);
m_pBeam->SetBrightness(192);
}
if (flNext < gpGlobals->time)
{
flNext = gpGlobals->time + 0.5;
m_pBeam->SetStartPos(tr.vecEndPos);
}
#endif
return true;
}
else
{
if (m_pBeam)
{
UTIL_Remove(m_pBeam);
m_pBeam = NULL;
}
}
return false;
}
void CApache::ShowDamage()
{
if (m_iDoSmokePuff > 0 || RANDOM_LONG(0, 99) > pev->health)
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_SMOKE);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z - 32);
WRITE_SHORT(g_sModelIndexSmoke);
WRITE_BYTE(RANDOM_LONG(0, 9) + 20); // scale * 10
WRITE_BYTE(12); // framerate
MESSAGE_END();
}
if (m_iDoSmokePuff > 0)
m_iDoSmokePuff--;
}
bool CApache::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
{
if (pevInflictor->owner == edict())
return false;
if ((bitsDamageType & DMG_BLAST) != 0)
{
flDamage *= 2;
}
/*
if ( (bitsDamageType & DMG_BULLET) && flDamage > 50)
{
// clip bullet damage at 50
flDamage = 50;
}
*/
// ALERT( at_console, "%.0f\n", flDamage );
const bool result = CBaseEntity::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
//Are we damaged at all?
if (pev->health < pev->max_health)
{
//Took some damage.
SetConditions(bits_COND_LIGHT_DAMAGE);
if (pev->health < (pev->max_health / 2))
{
//Seriously damaged now.
SetConditions(bits_COND_HEAVY_DAMAGE);
}
else
{
//Maybe somebody healed us somehow (trigger_hurt with negative damage?), clear this.
ClearConditions(bits_COND_HEAVY_DAMAGE);
}
}
else
{
//Maybe somebody healed us somehow (trigger_hurt with negative damage?), clear this.
ClearConditions(bits_COND_LIGHT_DAMAGE);
}
return result;
}
void CApache::TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType)
{
// ALERT( at_console, "%d %.0f\n", ptr->iHitgroup, flDamage );
// ignore blades
if (ptr->iHitgroup == 6 && (bitsDamageType & (DMG_ENERGYBEAM | DMG_BULLET | DMG_CLUB)) != 0)
return;
// hit hard, hits cockpit, hits engines
if (flDamage > 50 || ptr->iHitgroup == 1 || ptr->iHitgroup == 2)
{
// ALERT( at_console, "%.0f\n", flDamage );
AddMultiDamage(pevAttacker, this, flDamage, bitsDamageType);
m_iDoSmokePuff = 3 + (flDamage / 5.0);
}
else
{
// do half damage in the body
// AddMultiDamage( pevAttacker, this, flDamage / 2.0, bitsDamageType );
UTIL_Ricochet(ptr->vecEndPos, 2.0);
}
}
class CApacheHVR : public CGrenade
{
void Spawn() override;
void Precache() override;
void EXPORT IgniteThink();
void EXPORT AccelerateThink();
bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
static TYPEDESCRIPTION m_SaveData[];
int m_iTrail;
Vector m_vecForward;
};
LINK_ENTITY_TO_CLASS(hvr_rocket, CApacheHVR);
TYPEDESCRIPTION CApacheHVR::m_SaveData[] =
{
// DEFINE_FIELD( CApacheHVR, m_iTrail, FIELD_INTEGER ), // Dont' save, precache
DEFINE_FIELD(CApacheHVR, m_vecForward, FIELD_VECTOR),
};
IMPLEMENT_SAVERESTORE(CApacheHVR, CGrenade);
void CApacheHVR::Spawn()
{
Precache();
// motor
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pev), "models/HVR.mdl");
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
UTIL_SetOrigin(pev, pev->origin);
SetThink(&CApacheHVR::IgniteThink);
SetTouch(&CApacheHVR::ExplodeTouch);
UTIL_MakeAimVectors(pev->angles);
m_vecForward = gpGlobals->v_forward;
pev->gravity = 0.5;
pev->nextthink = gpGlobals->time + 0.1;
pev->dmg = 150;
}
void CApacheHVR::Precache()
{
PRECACHE_MODEL("models/HVR.mdl");
m_iTrail = PRECACHE_MODEL("sprites/smoke.spr");
PRECACHE_SOUND("weapons/rocket1.wav");
}
void CApacheHVR::IgniteThink()
{
// pev->movetype = MOVETYPE_TOSS;
// pev->movetype = MOVETYPE_FLY;
pev->effects |= EF_LIGHT;
// make rocket sound
EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/rocket1.wav", 1, 0.5);
// rocket trail
MESSAGE_BEGIN(MSG_BROADCAST, SVC_TEMPENTITY);
WRITE_BYTE(TE_BEAMFOLLOW);
WRITE_SHORT(entindex()); // entity
WRITE_SHORT(m_iTrail); // model
WRITE_BYTE(15); // life
WRITE_BYTE(5); // width
WRITE_BYTE(224); // r, g, b
WRITE_BYTE(224); // r, g, b
WRITE_BYTE(255); // r, g, b
WRITE_BYTE(255); // brightness
MESSAGE_END(); // move PHS/PVS data sending into here (SEND_ALL, SEND_PVS, SEND_PHS)
// set to accelerate
SetThink(&CApacheHVR::AccelerateThink);
pev->nextthink = gpGlobals->time + 0.1;
}
void CApacheHVR::AccelerateThink()
{
// check world boundaries
if (pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096)
{
UTIL_Remove(this);
return;
}
// accelerate
float flSpeed = pev->velocity.Length();
if (flSpeed < 1800)
{
pev->velocity = pev->velocity + m_vecForward * 200;
}
// re-aim
pev->angles = UTIL_VecToAngles(pev->velocity);
pev->nextthink = gpGlobals->time + 0.1;
}