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server: restructurized snarks weapon source code
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APAmk2 authored and SNMetamorph committed Dec 5, 2023
1 parent e259e51 commit 5d54c73
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364 changes: 364 additions & 0 deletions server/entities/monster_snark.cpp
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/***
*
* Copyright (c) 1996-2002, 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 "monster_snark.h"
#include "squeakgrenade.h"

#define SQUEEK_DETONATE_DELAY 15.0

LINK_ENTITY_TO_CLASS(monster_snark, CSqueakGrenade);

BEGIN_DATADESC(CSqueakGrenade)
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_FUNCTION(SuperBounceTouch),
DEFINE_FUNCTION(HuntThink),
END_DATADESC()

float CSqueakGrenade::m_flNextBounceSoundTime = 0;

int CSqueakGrenade::Classify(void)
{
if (m_iClass) return m_iClass;

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(void)
{
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));

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(void)
{
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(&CBaseEntity::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, GetAbsOrigin(), SMALL_EXPLOSION_VOLUME, 3.0);

UTIL_BloodDrips(GetAbsOrigin(), 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(void)
{
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200);
}

void CSqueakGrenade::HuntThink(void)
{
// 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 = GetAbsVelocity().Normalize();
pev->health = -1;
Killed(pev, 0);
return;
}

// float
if (pev->waterlevel != 0)
{
if (pev->movetype == MOVETYPE_BOUNCE)
{
pev->movetype = MOVETYPE_FLY;
}
Vector vecVelocity = GetAbsVelocity() * 0.9f;
vecVelocity.z += 8.0f;
SetAbsVelocity(vecVelocity);
}
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 = GetAbsVelocity();
vecFlat.z = 0;
vecFlat = vecFlat.Normalize();

UTIL_MakeVectors(GetAbsAngles());

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, GetAbsOrigin(), 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() - GetAbsOrigin();
m_vecTarget = vecDir.Normalize();
}

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 );
Vector vecVelocity = GetAbsVelocity();

SetAbsVelocity(vecVelocity * flAdj + m_vecTarget * 300);
}

if (pev->flags & FL_ONGROUND)
{
SetLocalAvelocity(g_vecZero);
}
else
{
if (GetLocalAvelocity() == g_vecZero)
{
Vector vecAvelocity;
vecAvelocity.x = RANDOM_FLOAT(-100, 100);
vecAvelocity.z = RANDOM_FLOAT(-100, 100);
vecAvelocity.y = 0;
SetLocalAvelocity(vecAvelocity);
}
}

if ((GetAbsOrigin() - m_posPrev).Length() < 1.0)
{
Vector vecVelocity;
vecVelocity.x = RANDOM_FLOAT(-100, 100);
vecVelocity.y = RANDOM_FLOAT(-100, 100);
vecVelocity.z = 0;
SetAbsVelocity(vecVelocity);
}
m_posPrev = GetAbsOrigin();

Vector vecAngles = UTIL_VecToAngles(GetAbsVelocity());
vecAngles.z = 0;
vecAngles.x = 0;
SetAbsAngles(vecAngles);
}

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;

Vector vecAngles = GetAbsAngles();

vecAngles.x = 0;
vecAngles.z = 0;

SetAbsAngles(vecAngles);

// 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 (pOther->pev->takedamage && m_flNextAttack < gpGlobals->time)
{
// 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))
{
// 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, GetAbsOrigin(), 256, 0.25);
}
else
{
// skittering sound
CSoundEnt::InsertSound(bits_SOUND_COMBAT, GetAbsOrigin(), 100, 0.1);
}

m_flNextBounceSoundTime = gpGlobals->time + 0.5;// half second.
}
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