Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Projectile shot from the MP5
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "soundent.h"
#include "engine/IEngineSound.h"
#include "ai_senses.h"
#include "hl1_npc_snark.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
ConVar sk_snark_health ( "sk_snark_health", "0" );
ConVar sk_snark_dmg_bite ( "sk_snark_dmg_bite", "0" );
ConVar sk_snark_dmg_pop ( "sk_snark_dmg_pop", "0" );
LINK_ENTITY_TO_CLASS( monster_snark, CSnark);
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CSnark )
DEFINE_FIELD( m_flDie, FIELD_TIME ),
DEFINE_FIELD( m_vecTarget, FIELD_VECTOR ),
DEFINE_FIELD( m_flNextHunt, FIELD_TIME ),
DEFINE_FIELD( m_flNextHit, FIELD_TIME ),
DEFINE_FIELD( m_posPrev, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
DEFINE_FIELD( m_iMyClass, FIELD_INTEGER ),
DEFINE_ENTITYFUNC( SuperBounceTouch ),
DEFINE_THINKFUNC( HuntThink ),
END_DATADESC()
#define SQUEEK_DETONATE_DELAY 15.0
#define SNARK_EXPLOSION_VOLUME 512
enum w_squeak_e {
WSQUEAK_IDLE1 = 0,
WSQUEAK_FIDGET,
WSQUEAK_JUMP,
WSQUEAK_RUN,
};
float CSnark::m_flNextBounceSoundTime = 0;
void CSnark::Precache( void )
{
BaseClass::Precache();
PrecacheModel( "models/w_squeak2.mdl" );
PrecacheScriptSound( "Snark.Die" );
PrecacheScriptSound( "Snark.Gibbed" );
PrecacheScriptSound( "Snark.Squeak" );
PrecacheScriptSound( "Snark.Deploy" );
PrecacheScriptSound( "Snark.Bounce" );
}
void CSnark::Spawn( void )
{
Precache();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
SetFriction(1.0);
SetModel( "models/w_squeak2.mdl" );
UTIL_SetSize( this, Vector( -4, -4, 0 ), Vector( 4, 4, 8 ) );
SetBloodColor( BLOOD_COLOR_YELLOW );
SetTouch( &CSnark::SuperBounceTouch );
SetThink( &CSnark::HuntThink );
SetNextThink( gpGlobals->curtime + 0.1f );
m_flNextHit = gpGlobals->curtime;
m_flNextHunt = gpGlobals->curtime + 1E6;
m_flNextBounceSoundTime = gpGlobals->curtime;
AddFlag( FL_AIMTARGET | FL_NPC );
m_takedamage = DAMAGE_YES;
m_iHealth = sk_snark_health.GetFloat();
m_iMaxHealth = m_iHealth;
SetGravity( UTIL_ScaleForGravity( 400 ) ); // use a lower gravity for snarks
SetFriction( 0.5 );
SetDamage( sk_snark_dmg_pop.GetFloat() );
m_flDie = gpGlobals->curtime + SQUEEK_DETONATE_DELAY;
m_flFieldOfView = 0; // 180 degrees
if ( GetOwnerEntity() )
m_hOwner = GetOwnerEntity();
m_flNextBounceSoundTime = gpGlobals->curtime;// reset each time a snark is spawned.
SetSequence( WSQUEAK_RUN );
ResetSequenceInfo( );
m_iMyClass = CLASS_NONE;
m_posPrev = Vector( 0, 0, 0 );
}
Class_T CSnark::Classify( void )
{
if ( m_iMyClass != CLASS_NONE )
return m_iMyClass; // protect against recursion
if ( GetEnemy() != NULL )
{
m_iMyClass = CLASS_INSECT; // no one cares about it
switch( GetEnemy()->Classify( ) )
{
case CLASS_PLAYER:
case CLASS_HUMAN_PASSIVE:
case CLASS_HUMAN_MILITARY:
m_iMyClass = CLASS_NONE;
return CLASS_ALIEN_MILITARY; // barney's get mad, grunts get mad at it
}
m_iMyClass = CLASS_NONE;
}
return CLASS_ALIEN_BIOWEAPON;
}
void CSnark::Event_Killed( const CTakeDamageInfo &inputInfo )
{
// pev->model = iStringNull;// make invisible
SetThink( &CSnark::SUB_Remove );
SetNextThink( gpGlobals->curtime + 0.1f );
SetTouch( NULL );
// 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)
m_takedamage = DAMAGE_NO;
// play squeek blast
CPASAttenuationFilter filter( this, 0.5 );
EmitSound( filter, entindex(), "Snark.Die" );
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SNARK_EXPLOSION_VOLUME, 3.0 );
UTIL_BloodDrips( WorldSpaceCenter(), Vector( 0, 0, 0 ), BLOOD_COLOR_YELLOW, 80 );
if ( m_hOwner != NULL )
{
RadiusDamage( CTakeDamageInfo( this, m_hOwner, GetDamage(), DMG_BLAST ), GetAbsOrigin(), GetDamage() * 2.5, CLASS_NONE, NULL );
}
else
{
RadiusDamage( CTakeDamageInfo( this, this, GetDamage(), DMG_BLAST ), GetAbsOrigin(), GetDamage() * 2.5, CLASS_NONE, NULL );
}
// reset owner so death message happens
if ( m_hOwner != NULL )
SetOwnerEntity( m_hOwner );
CTakeDamageInfo info = inputInfo;
int iGibDamage = g_pGameRules->Damage_GetShouldGibCorpse();
info.SetDamageType( iGibDamage );
BaseClass::Event_Killed( info );
}
bool CSnark::Event_Gibbed( const CTakeDamageInfo &info )
{
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "Snark.Gibbed" );
return BaseClass::Event_Gibbed( info );
}
void CSnark::HuntThink( void )
{
if (!IsInWorld())
{
SetTouch( NULL );
UTIL_Remove( this );
return;
}
StudioFrameAdvance( );
SetNextThink( gpGlobals->curtime + 0.1f );
//FIXME: There's a problem in this movetype that causes it to set a ground entity but never recheck to clear it
// For now, we stomp it clear and force it to revalidate -- jdw
SetGroundEntity( NULL );
PhysicsStepRecheckGround();
// explode when ready
if ( gpGlobals->curtime >= m_flDie )
{
g_vecAttackDir = GetAbsVelocity();
VectorNormalize( g_vecAttackDir );
m_iHealth = -1;
CTakeDamageInfo info( this, this, 1, DMG_GENERIC );
Event_Killed( info );
return;
}
// float
if ( GetWaterLevel() != 0)
{
if ( GetMoveType() == MOVETYPE_FLYGRAVITY )
{
SetMoveType( MOVETYPE_FLY, MOVECOLLIDE_FLY_CUSTOM );
}
Vector vecVel = GetAbsVelocity();
vecVel *= 0.9;
vecVel.z += 8.0;
SetAbsVelocity( vecVel );
}
else if ( GetMoveType() == MOVETYPE_FLY )
{
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
}
// return if not time to hunt
if ( m_flNextHunt > gpGlobals->curtime )
return;
m_flNextHunt = gpGlobals->curtime + 2.0;
Vector vecFlat = GetAbsVelocity();
vecFlat.z = 0;
VectorNormalize( vecFlat );
if ( GetEnemy() == NULL || !GetEnemy()->IsAlive() )
{
// find target, bounce a bit towards it.
GetSenses()->Look( 1024 );
SetEnemy( BestEnemy() );
}
// squeek if it's about time blow up
if ( (m_flDie - gpGlobals->curtime <= 0.5) && (m_flDie - gpGlobals->curtime >= 0.3) )
{
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "Snark.Squeak" );
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 256, 0.25 );
}
// higher pitch as squeeker gets closer to detonation time
float flpitch = 155.0 - 60.0 * ( (m_flDie - gpGlobals->curtime) / SQUEEK_DETONATE_DELAY );
if ( flpitch < 80 )
flpitch = 80;
if ( GetEnemy() != NULL )
{
if ( FVisible( GetEnemy() ) )
{
m_vecTarget = GetEnemy()->EyePosition() - GetAbsOrigin();
VectorNormalize( m_vecTarget );
}
float flVel = GetAbsVelocity().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 );
SetAbsVelocity( GetAbsVelocity() * flAdj + (m_vecTarget * 300) );
}
if ( GetFlags() & FL_ONGROUND )
{
SetLocalAngularVelocity( QAngle( 0, 0, 0 ) );
}
else
{
QAngle angVel = GetLocalAngularVelocity();
if ( angVel == QAngle( 0, 0, 0 ) )
{
angVel.x = random->RandomFloat( -100, 100 );
angVel.z = random->RandomFloat( -100, 100 );
SetLocalAngularVelocity( angVel );
}
}
if ( ( GetAbsOrigin() - m_posPrev ).Length() < 1.0 )
{
Vector vecVel = GetAbsVelocity();
vecVel.x = random->RandomFloat( -100, 100 );
vecVel.y = random->RandomFloat( -100, 100 );
SetAbsVelocity( vecVel );
}
m_posPrev = GetAbsOrigin();
QAngle angles;
VectorAngles( GetAbsVelocity(), angles );
angles.z = 0;
angles.x = 0;
SetAbsAngles( angles );
}
unsigned int CSnark::PhysicsSolidMaskForEntity( void ) const
{
unsigned int iMask = BaseClass::PhysicsSolidMaskForEntity();
iMask &= ~CONTENTS_MONSTERCLIP;
return iMask;
}
// Custom collision that provides a good bounce when we hit walls
// and also gives gravity velocity so the snarks fall off of edges.
void CSnark::ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity )
{
// Get the impact surface's friction.
float flSurfaceFriction;
physprops->GetPhysicsProperties( trace.surface.surfaceProps, NULL, NULL, &flSurfaceFriction, NULL );
Vector vecAbsVelocity = GetAbsVelocity();
// If we hit a wall
if ( trace.plane.normal.z <= 0.7 ) // Floor
{
Vector vecDir = vecAbsVelocity;
float speed = vecDir.Length();
VectorNormalize( vecDir );
float hitDot = DotProduct( trace.plane.normal, -vecDir );
Vector vReflection = 2.0f * trace.plane.normal * hitDot + vecDir;
SetAbsVelocity( vReflection * speed * 0.6f );
return;
}
// Stop if on ground.
// Get the total velocity (player + conveyors, etc.)
VectorAdd( vecAbsVelocity, GetBaseVelocity(), vecVelocity );
float flSpeedSqr = DotProduct( vecVelocity, vecVelocity );
// Verify that we have an entity.
CBaseEntity *pEntity = trace.m_pEnt;
Assert( pEntity );
if ( vecVelocity.z < ( 800 * gpGlobals->frametime ) )
{
vecAbsVelocity.z = 0.0f;
// Recompute speedsqr based on the new absvel
VectorAdd( vecAbsVelocity, GetBaseVelocity(), vecVelocity );
flSpeedSqr = DotProduct( vecVelocity, vecVelocity );
}
SetAbsVelocity( vecAbsVelocity );
if ( flSpeedSqr < ( 30 * 30 ) )
{
if ( pEntity->IsStandable() )
{
SetGroundEntity( pEntity );
}
// Reset velocities.
SetAbsVelocity( vec3_origin );
SetLocalAngularVelocity( vec3_angle );
}
else
{
vecAbsVelocity += GetBaseVelocity();
vecAbsVelocity *= ( 1.0f - trace.fraction ) * gpGlobals->frametime * flSurfaceFriction;
PhysicsPushEntity( vecAbsVelocity, &trace );
}
}
void CSnark::SuperBounceTouch( CBaseEntity *pOther )
{
float flpitch;
trace_t tr;
tr = CBaseEntity::GetTouchTrace( );
// don't hit the guy that launched this grenade
if ( GetOwnerEntity() && ( pOther == GetOwnerEntity() ) )
return;
// at least until we've bounced once
SetOwnerEntity( NULL );
QAngle angles = GetAbsAngles();
angles.x = 0;
angles.z = 0;
SetAbsAngles( angles );
// avoid bouncing too much
if ( m_flNextHit > gpGlobals->curtime)
return;
// higher pitch as squeeker gets closer to detonation time
flpitch = 155.0 - 60.0 * ( ( m_flDie - gpGlobals->curtime ) / SQUEEK_DETONATE_DELAY );
if ( pOther->m_takedamage && m_flNextAttack < gpGlobals->curtime )
{
// attack!
// make sure it's me who has touched them
if ( tr.m_pEnt == pOther )
{
// and it's not another squeakgrenade
if ( tr.m_pEnt->GetModelIndex() != GetModelIndex() )
{
// ALERT( at_console, "hit enemy\n");
ClearMultiDamage();
Vector vecForward;
AngleVectors( GetAbsAngles(), &vecForward );
if ( m_hOwner != NULL )
{
CTakeDamageInfo info( this, m_hOwner, sk_snark_dmg_bite.GetFloat(), DMG_SLASH );
CalculateMeleeDamageForce( &info, vecForward, tr.endpos );
pOther->DispatchTraceAttack( info, vecForward, &tr );
}
else
{
CTakeDamageInfo info( this, this, sk_snark_dmg_bite.GetFloat(), DMG_SLASH );
CalculateMeleeDamageForce( &info, vecForward, tr.endpos );
pOther->DispatchTraceAttack( info, vecForward, &tr );
}
ApplyMultiDamage();
SetDamage( GetDamage() + sk_snark_dmg_pop.GetFloat() ); // add more explosion damage
// m_flDie += 2.0; // add more life
// make bite sound
CPASAttenuationFilter filter( this );
CSoundParameters params;
if ( GetParametersForSound( "Snark.Deploy", params, NULL ) )
{
EmitSound_t ep( params );
ep.m_nPitch = (int)flpitch;
EmitSound( filter, entindex(), ep );
}
m_flNextAttack = gpGlobals->curtime + 0.5;
}
}
else
{
// ALERT( at_console, "been hit\n");
}
}
m_flNextHit = gpGlobals->curtime + 0.1;
m_flNextHunt = gpGlobals->curtime;
if ( g_pGameRules->IsMultiplayer() )
{
// in multiplayer, we limit how often snarks can make their bounce sounds to prevent overflows.
if ( gpGlobals->curtime < m_flNextBounceSoundTime )
{
// too soon!
return;
}
}
if ( !( GetFlags() & FL_ONGROUND ) )
{
// play bounce sound
CPASAttenuationFilter filter2( this );
CSoundParameters params;
if ( GetParametersForSound( "Snark.Bounce", params, NULL ) )
{
EmitSound_t ep( params );
ep.m_nPitch = (int)flpitch;
EmitSound( filter2, entindex(), ep );
}
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 256, 0.25 );
}
else
{
// skittering sound
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 100, 0.1 );
}
m_flNextBounceSoundTime = gpGlobals->curtime + 0.5;// half second.
}
bool CSnark::IsValidEnemy( CBaseEntity *pEnemy )
{
return CHL1BaseNPC::IsValidEnemy( pEnemy );
}