scihunt/src/server/monster_scientist.qc

338 lines
6.5 KiB
Plaintext

/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
var int autocvar_sh_scialert = FALSE;
var int autocvar_sh_scispeed = 40;
var int autocvar_sh_sciattack = TRUE;
enum
{
SCIA_WALK,
SCIA_WALKSCARED,
SCIA_RUN,
SCIA_RUNSCARED,
SCIA_RUNLOOK,
SCIA_180LEFT,
SCIA_180RIGHT,
SCIA_FLINCH,
SCIA_PAIN,
SCIA_PAINLEFT,
SCIA_PAINRIGHT,
SCIA_PAINLEGLEFT,
SCIA_PAINLEGRIGHT,
SCIA_IDLE1,
SCIA_IDLE2,
SCIA_IDLE3,
SCIA_IDLE4,
SCIA_IDLE5,
SCIA_IDLE6,
SCIA_SCARED_END,
SCIA_SCARED1,
SCIA_SCARED2,
SCIA_SCARED3,
SCIA_SCARED4,
SCIA_PANIC,
SCIA_FEAR1,
SCIA_FEAR2,
SCIA_CRY,
SCIA_SCI1,
SCIA_SCI2,
SCIA_SCI3,
SCIA_DIE_SIMPLE,
SCIA_DIE_FORWARD1,
SCIA_DIE_FORWARD2,
SCIA_DIE_BACKWARD,
SCIA_DIE_HEADSHOT,
SCIA_DIE_GUTSHOT,
SCIA_LYING1,
SCIA_LYING2,
SCIA_DEADSIT,
SCIA_DEADTABLE1,
SCIA_DEADTABLE2,
SCIA_DEADTABLE3
};
class monster_scientist:CBaseNPC
{
void(void) monster_scientist;
virtual void(void) Respawn;
virtual void(void) Pain;
virtual void(void) Death;
virtual void(void) OnPlayerUse;
virtual void(void) TalkPanic;
virtual int(void) AnimIdle;
virtual int(void) AnimWalk;
virtual int(void) AnimRun;
virtual int(void) AttackMelee;
virtual void(void) AttackNeedle;
};
int
monster_scientist::AttackMelee(void)
{
/* visual */
AnimPlay(28);
m_flAttackThink = m_flAnimTime;
float r = random();
if (r < 0.33)
Sentence("!SC_CUREA");
else if (r < 0.66)
Sentence("!SC_CUREB");
else
Sentence("!SC_CUREC");
/* functional */
think = AttackNeedle;
nextthink = 0.25f;
return TRUE;
}
void
monster_scientist::AttackNeedle(void)
{
traceline(origin, m_eEnemy.origin, FALSE, this);
if (trace_fraction >= 1.0 || trace_ent.takedamage != DAMAGE_YES) {
return;
}
Damage_Apply(trace_ent, this, 25, 0, 0);
AnimPlay(30);
}
int
monster_scientist::AnimIdle(void)
{
return SCIA_IDLE1;
}
int
monster_scientist::AnimWalk(void)
{
return SCIA_WALK;
}
int
monster_scientist::AnimRun(void)
{
return SCIA_RUN;
}
void
monster_scientist::TalkPanic(void)
{
int r = floor(random(0,30));
switch (r) {
case 1:
Sentence("!SC_SCARED1"); //scientist/stopattacking
break;
case 2:
Sentence("!SC_SCARED2"); //scientist/youinsane
break;
case 3:
Sentence("!SC_PLFEAR0"); //scientist/whatyoudoing
break;
case 4:
Sentence("!SC_PLFEAR2"); //scientist/madness
break;
case 5:
Sentence("!SC_PLFEAR3"); //scientist/noplease
break;
case 6:
Sentence("!SC_PLFEAR4"); //scientist/getoutofhere
break;
case 7:
Sentence("!SC_FEAR3"); //scientist/dontwantdie
break;
case 8:
Sentence("!SC_FEAR4"); //scientist/getoutalive
break;
case 9:
Sentence("!SC_FEAR5"); //scientist/startle3
break;
case 10:
Sentence("!SC_FEAR6"); //scientist/startle4
break;
case 11:
Sentence("!SC_FEAR7"); //scientist/startle5
break;
case 12:
Sentence("!SC_FEAR8"); //scientist/startle6
break;
case 13:
Sentence("!SC_FEAR9"); //scientist/startle7
break;
case 14:
Sentence("!SC_FEAR10"); //scientist/startle8
break;
case 15:
Sentence("!SC_FEAR11"); //scientist/startle9
break;
case 16:
Sentence("!SC_FEAR12"); //scientist/startle1
break;
default:
Sentence("!SC_SCREAM"); //scientist/sci_fear15
}
m_flNextSentence = time + 2.0 + random(0,3);
}
void
monster_scientist::Pain(void)
{
if (autocvar_sh_sciattack)
CBaseMonster::Pain();
StartleAllies();
if (m_flAnimTime > time) {
return;
}
if (random() < 0.25f) {
return;
}
Sound_Speak(this, "monster_scientist.pain");
frame = SCIA_FLINCH + floor(random(0, 6));
m_flAnimTime = time + 0.25f;
m_iFlags |= MONSTER_FEAR;
}
void
monster_scientist::Death(void)
{
WarnAllies();
if (style != MONSTER_DEAD) {
SHMultiplayerRules rules = (SHMultiplayerRules)g_grMode;
if (g_dmg_eAttacker.flags & FL_CLIENT)
rules.ScientistKill((player)g_dmg_eAttacker, (entity)this);
Plugin_PlayerObituary(g_dmg_eAttacker, this, g_dmg_iWeapon, g_dmg_iHitBody, g_dmg_iDamage);
SetFrame(SCIA_DIE_SIMPLE + floor(random(0, 6)));
Sound_Speak(this, "monster_scientist.die");
}
/* now mark our state as 'dead' */
CBaseNPC::Death();
}
void
monster_scientist::OnPlayerUse(void)
{
if (m_iFlags & MONSTER_FEAR)
return;
CBaseNPC::OnPlayerUse();
}
void
monster_scientist::Respawn(void)
{
CBaseNPC::Respawn();
m_iFlags |= MONSTER_CANFOLLOW;
PlayerUse = OnPlayerUse;
if (autocvar_sh_scialert) {
m_iFlags |= MONSTER_FEAR;
}
}
void
monster_scientist::monster_scientist(void)
{
spawnflags |= MSF_MULTIPLAYER;
Sound_Precache("monster_scientist.die");
Sound_Precache("monster_scientist.pain");
m_iBody = -1;
for (int i = 1; i < (tokenize(__fullspawndata)-1); i += 2) {
switch (argv(i)) {
case "body":
m_iBody = stoi(argv(i+1)) + 1;
break;
default:
break;
}
}
m_talkAsk = "!SC_QUESTION";
m_talkPlayerAsk = "!SC_PQUEST";
m_talkPlayerGreet = "!SC_PHELLO";
m_talkPlayerIdle = "!SC_PIDLE";
m_talkAnswer = "!SC_ANSWER";
m_talkAllyShot = "!SC_PLFEAR";
m_talkGreet = "";
m_talkIdle = "!SC_IDLE";
m_talkHearing = "!SC_HEAR";
m_talkSmelling = "!SC_SMELL";
m_talkStare = "!SC_STARE";
m_talkSurvived = "!SC_WOUND";
m_talkWounded = "!SC_MORTAL";
m_talkUnfollow = "!SC_WAIT";
m_talkFollow = "!SC_OK";
m_talkStopFollow = "!SC_STOP";
m_iBody = -1;
if (autocvar_sh_sciattack)
m_iAlliance = MAL_ALIEN;
model = "models/scientist.mdl";
base_mins = [-16,-16,0];
base_maxs = [16,16,72];
CBaseNPC::CBaseNPC();
precache_model(m_oldModel);
base_health = Skill_GetValue("scientist_health", 20);
if (m_iBody == -1) {
/* This stuff needs to be persistent because we can't guarantee that
* the client-side geomset refresh happens. Don't shove this into Respawn */
m_iBody = floor(random(1,5));
}
switch (m_iBody) {
case 1:
m_flPitch = 105;
netname = "Walter";
break;
case 2:
m_flPitch = 100;
netname = "Einstein";
break;
case 3:
m_flPitch = 95;
netname = "Luther";
skin = 1;
break;
default:
m_flPitch = 100;
netname = "Slick";
}
}