Files
HL2Overcharged/game/server/overcharged/projectile_hornet.cpp
2025-05-21 21:20:08 +03:00

538 lines
14 KiB
C++

#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_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 "hl2_shareddefs.h"
#include "projectile_hornet.h"
int iHornetTrail;
int iHornetPuff;
//extern ConVar oc_weapon_ShockRifle_model;
#define HORNET_MODEL "models/weapons/bee.mdl"//oc_weapon_ShockRifle_model.GetString() //"models/ShockRifle.mdl"
LINK_ENTITY_TO_CLASS(hornet, CNPC_Hornet);
extern ConVar sk_npc_dmg_hornet;// ("sk_npc_dmg_hornet", "5");
extern ConVar sk_plr_dmg_hornet;// ("sk_plr_dmg_hornet", "15");
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_hParticleTrail, FIELD_EHANDLE),
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!
CreateSprites();
if (g_pGameRules->IsMultiplayer())
{
// hornets don't live as long in multiplayer
m_flStopAttack = gpGlobals->curtime + 3.5;
}
else
{
m_flStopAttack = gpGlobals->curtime + 7.0;
}
m_flFieldOfView = 0.5; // +- 25 degrees //0.9
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");
SetModel(HORNET_MODEL);
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();
}
void CNPC_Hornet::Precache()
{
engine->PrecacheModel("models/weapons/bee.mdl");
PrecacheModel(HORNET_MODEL);
enginesound->PrecacheSound("hornet/ag_buzz1.wav");
enginesound->PrecacheSound("hornet/ag_buzz2.wav");
enginesound->PrecacheSound("hornet/ag_buzz3.wav");
enginesound->PrecacheSound("hornet/ag_hornethit1.wav");
enginesound->PrecacheSound("hornet/ag_hornethit2.wav");
enginesound->PrecacheSound("hornet/ag_hornethit3.wav");
PrecacheParticleSystem("blood_trail_alien");
PrecacheParticleSystem("grenade_spit");
PrecacheParticleSystem("grenade_spit_trail");
PrecacheParticleSystem("blood_spit_trail_green");
PrecacheParticleSystem("blood_green_normal_smoke");
PrecacheParticleSystem("blood_drip_green_trail");
PrecacheParticleSystem("hornet_trail");
iHornetPuff = engine->PrecacheModel("sprites/muz1.vmt");
iHornetTrail = engine->PrecacheModel("sprites/laserbeam.vmt");
}
void CNPC_Hornet::CreateSprites(void)
{
if (m_hParticleTrail == NULL)
{
m_hParticleTrail = (CParticleSystem *)CreateEntityByName("info_particle_system");
if (m_hParticleTrail != NULL)
{
// Setup our basic parameters
m_hParticleTrail->KeyValue("start_active", "1");
m_hParticleTrail->KeyValue("effect_name", "hornet_trail");
m_hParticleTrail->SetParent(this);
m_hParticleTrail->SetLocalOrigin(vec3_origin);
DispatchSpawn(m_hParticleTrail);
if (gpGlobals->curtime > 0.5f)
m_hParticleTrail->Activate();
}
}
}
//=========================================================
// 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_BEE_PLR;
}
return CLASS_BEE;
}
//=========================================================
// StartDart - starts a hornet out just flying straight.
//=========================================================
void CNPC_Hornet::StartDart(void)
{
IgniteTrail();
SetTouch(&CNPC_Hornet::DartTouch);
SetThink(&CNPC_Hornet::SUB_Remove);
SetNextThink(gpGlobals->curtime + 4);
}
void CNPC_Hornet::DieTouch(CBaseEntity *pOther)
{
if (pOther && pOther->GetOwnerEntity() == this->GetOwnerEntity())
return;
if (pOther && (!pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS)))
{
if (pOther->GetOwnerEntity() && this->GetOwnerEntity())
{
if (pOther->GetOwnerEntity() != this->GetOwnerEntity())
{
}
}
else
return;
}
/*CPASAttenuationFilter filter(this);
switch (random->RandomInt(0, 2))
{// buzz when you plug someone
case 0: enginesound->EmitSound(filter, entindex(), CHAN_VOICE, "hornet/ag_hornethit1.wav", 1, ATTN_NORM); break;
case 1: enginesound->EmitSound(filter, entindex(), CHAN_VOICE, "hornet/ag_hornethit2.wav", 1, ATTN_NORM); break;
case 2: enginesound->EmitSound(filter, entindex(), CHAN_VOICE, "hornet/ag_hornethit3.wav", 1, ATTN_NORM); break;
}*/
trace_t tr;
AI_TraceLine(GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity(), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
const trace_t *pTrace = &tr;
bool bHitWater = ((pTrace->contents & CONTENTS_WATER) != 0);
const Vector tracePlaneNormal = pTrace->plane.normal;
if (bHitWater)
{
// Splash!
CEffectData data;
data.m_fFlags = 0;
data.m_vOrigin = pTrace->endpos;
data.m_vNormal = Vector(0, 0, 1);
data.m_flScale = 8.0f;
DispatchEffect("watersplash", data);
}
else
{
// Make a splat decal
UTIL_DecalTrace(pTrace, "YellowBlood");
}
if (pOther)
{
CTakeDamageInfo info(this, GetOwnerEntity(), m_flDamage, DMG_BULLET);
CalculateBulletDamageForce(&info, GetAmmoDef()->Index("Pistol"), GetAbsVelocity(), GetAbsOrigin());
pOther->TakeDamage(info);
}
m_takedamage = DAMAGE_NO;
AddEffects(EF_NODRAW);
AddSolidFlags(FSOLID_NOT_SOLID);// intangible
//UTIL_Relink(this);
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);
if (GetAbsVelocity().Length() <= 0)
DieTouch(NULL);
}
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);
}
//=========================================================
// 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;
}
if (pOther->GetOwnerEntity() && this->GetOwnerEntity() && pOther->GetOwnerEntity() == this->GetOwnerEntity())
DieTouch(pOther);
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);
trace_t tr;
AI_TraceLine(GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity(), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
const trace_t *pTrace = &tr;
bool bHitWater = ((pTrace->contents & CONTENTS_WATER) != 0);
const Vector tracePlaneNormal = pTrace->plane.normal;
if (bHitWater)
{
// Splash!
CEffectData data;
data.m_fFlags = 0;
data.m_vOrigin = pTrace->endpos;
data.m_vNormal = Vector(0, 0, 1);
data.m_flScale = 8.0f;
DispatchEffect("watersplash", data);
}
else
{
// Make a splat decal
UTIL_DecalTrace(pTrace, "YellowBlood");
}
return;
}
DieTouch(pOther);
}
void CNPC_Hornet::DartTouch(CBaseEntity *pOther)
{
DieTouch(pOther);
}
float m_iBeeFlyOffset;
//=========================================================
// Hornet is flying, gently tracking target
//=========================================================
void CNPC_Hornet::TrackTarget(void)
{
Vector vecFlightDir;
Vector vecDirToEnemy;
float flDelta;
Vector vecEnemyLKP;
//DevMsg("GetAbsVelocity: %.2f %.2f %.2f \n", GetAbsVelocity().x, GetAbsVelocity().y, GetAbsVelocity().z);
StudioFrameAdvance();
if (gpGlobals->curtime > m_flStopAttack)
{
SetTouch(NULL);
SetThink(&CNPC_Hornet::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(512);
SetEnemy(BestEnemy());
}
if (GetEnemy() != NULL && FVisible(GetEnemy()))
{
vecEnemyLKP = GetEnemy()->BodyTarget(GetAbsOrigin());
}
else
{
//Vector EnemyLastPos = GetEnemyLKP();
//VectorNormalize(EnemyLastPos);
vecEnemyLKP = /*EnemyLastPos + */GetAbsVelocity() * m_flFlySpeed * 0.1;
}
vecDirToEnemy = vecEnemyLKP - GetAbsOrigin();
VectorNormalize(vecDirToEnemy);
//DevMsg("vecEnemyLKP: %.2f %.2f %.2f \n", vecEnemyLKP.x, vecEnemyLKP.y, vecEnemyLKP.z);
//DevMsg("vecDirToEnemy: %.2f %.2f %.2f \n", vecDirToEnemy.x, vecDirToEnemy.y, vecDirToEnemy.z);
if (GetEnemy() != NULL && FVisible(GetEnemy()))
{
vecFlightDir = vecDirToEnemy;
}
else
{
vecFlightDir = GetAbsVelocity();
VectorNormalize(vecFlightDir);
}
/*if (GetAbsVelocity().Length() < 0.1)
vecFlightDir = vecDirToEnemy;
else
{
vecFlightDir = GetAbsVelocity();
VectorNormalize(vecFlightDir);
}*/
//DevMsg("vecFlightDir: %.2f %.2f %.2f \n", vecFlightDir.x, vecFlightDir.y, vecFlightDir.z);
SetAbsVelocity(vecFlightDir + vecDirToEnemy);
// measure how far the turn is, the wider the turn, the slow we'll go this time.
flDelta = DotProduct(vecFlightDir, vecDirToEnemy);
//DevMsg("flDelta: %.2f \n", flDelta);
if (flDelta < 0.5)
{// hafta turn wide again. play sound
CPASAttenuationFilter filter(this);
switch (random->RandomInt(0, 2))
{
case 0: enginesound->EmitSound(filter, entindex(), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
case 1: enginesound->EmitSound(filter, entindex(), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
case 2: enginesound->EmitSound(filter, entindex(), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
}
}
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 = 0.5;
}
Vector vecVel = GetAbsVelocity();
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);
}*/
//DevMsg("SetAbsVelocity: %.2f %.2f %.2f \n", vecVel.x, vecVel.y, vecVel.z);
SetAbsVelocity(vecVel);
//DevMsg("flDelta: %.2f\n", flDelta);
switch (m_iHornetType)
{
case HORNET_TYPE_RED:
//DevMsg("SetAbsVelocity: %.2f %.2f %.2f \n", vecVel.x, vecVel.y, vecVel.z);
SetAbsVelocity(GetAbsVelocity() * (m_flFlySpeed * flDelta));// scale the dir by the ( speed * width of turn )
SetNextThink(gpGlobals->curtime + random->RandomFloat(0.1f));
break;
case HORNET_TYPE_ORANGE:
//DevMsg("SetAbsVelocity: %.2f %.2f %.2f \n", vecVel.x, vecVel.y, vecVel.z);
SetAbsVelocity(GetAbsVelocity() * 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 (GetAbsVelocity().Length() <= 300)
DieTouch(NULL);
/*if (GetAbsVelocity().Length() <= 0.1f)
DieTouch(GetEnemy());*/
// 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() - vecEnemyLKP).Length() <= 300)
{
CPVSFilter filter(GetAbsOrigin());
te->Sprite(filter, 0.0,
&GetAbsOrigin(), // pos
iHornetPuff, // model
0.2, //size
128 // brightness
);
CPASAttenuationFilter filter2(this);
switch (random->RandomInt(0, 2))
{
case 0: enginesound->EmitSound(filter2, entindex(), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
case 1: enginesound->EmitSound(filter2, entindex(), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
case 2: enginesound->EmitSound(filter2, entindex(), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
}
SetAbsVelocity(GetAbsVelocity() * 2);
SetNextThink(gpGlobals->curtime + 1.0f);
// don't attack again
m_flStopAttack = gpGlobals->curtime;
}
}
}