nuclide/src/server/cstrike.old/hostage_entity.cpp

273 lines
5.9 KiB
C++

/*
* Copyright (c) 2016-2019 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.
*/
enum {
HOSTAGE_IDLE,
HOSTAGE_WALK,
HOSTAGE_RUN
};
enum {
HOSA_WALK,
HOSA_WALKSCARED,
HOSA_RUN,
HOSA_RUNSCARED,
HOSA_RUNLOOK,
HOSA_180LEFT,
HOSA_180RIGHT,
HOSA_FLINCH,
HOSA_PAIN,
HOSA_PAINLEFT,
HOSA_PAINRIGHT,
HOSA_PAINLEGLEFT,
HOSA_PAINLEGRIGHT,
HOSA_IDLE1,
HOSA_IDLE2,
HOSA_IDLE3,
HOSA_IDLE4,
HOSA_IDLE5,
HOSA_IDLE6,
HOSA_SCARED_END,
HOSA_SCARED1,
HOSA_SCARED2,
HOSA_SCARED3,
HOSA_SCARED4,
HOSA_PANIC,
HOSA_FEAR1,
HOSA_FEAR2,
HOSA_CRY,
HOSA_SCI1,
HOSA_SCI2,
HOSA_SCI3,
HOSA_DIE_SIMPLE,
HOSA_DIE_FORWARD1,
HOSA_DIE_FORWARD2,
HOSA_DIE_BACKWARD,
HOSA_DIE_HEADSHOT,
HOSA_DIE_GUTSHOT,
HOSA_LYING1,
HOSA_LYING2,
HOSA_DEADSIT,
HOSA_DEADTABLE1,
HOSA_DEADTABLE2,
HOSA_DEADTABLE3
};
string g_hostsnd[] = {
"hostage/hos1.wav",
"hostage/hos2.wav",
"hostage/hos3.wav",
"hostage/hos4.wav",
"hostage/hos5.wav"
};
class hostage_entity:CBaseEntity
{
vector m_vecLastUserPos;
entity m_eUser;
entity m_eRescuer;
int m_iUsed;
int m_iScared;
void() hostage_entity;
virtual void() touch;
virtual void() Hide;
virtual void() Respawn;
virtual void() PlayerUse;
virtual void(int) Pain;
virtual void(int) Death;
virtual void() Physics;
};
void hostage_entity::Physics(void)
{
float spvel;
input_movevalues = [0,0,0];
input_impulse = 0;
input_buttons = 0;
/* Deal with a hostage being rescued when it's following someone else */
if (m_eRescuer.classname == "hostage_entity") {
if (m_eRescuer.solid == SOLID_NOT) {
m_eRescuer = m_eUser;
}
}
/* Deal with the hostage losing its rescuer (death) */
if (m_eUser.health <= 0) {
m_eUser = world;
}
if (m_eUser!= world) {
v_angle = vectoangles(m_eRescuer.origin - origin);
v_angle[0] = 0;
v_angle[1] = Math_FixDelta(v_angle[1]);
v_angle[2] = 0;
/* Give up after 1024 units */
if (vlen(m_eRescuer.origin - origin) > 1024) {
m_eUser = world;
} else if (vlen(m_eRescuer.origin - origin) > 64) {
input_movevalues[0] = 240;
other = world;
traceline(origin, /*mins, maxs, */m_eRescuer.origin, MOVE_OTHERONLY, this);
/* Tracing failed, there's world geometry in the way */
if (trace_fraction < 1.0f) {
v_angle = vectoangles(m_vecLastUserPos - origin);
v_angle[0] = 0;
v_angle[1] = Math_FixDelta(v_angle[1]);
v_angle[2] = 0;
} else {
m_vecLastUserPos = m_eRescuer.origin;
}
/* Trace again to see if another hostage is in our path and if so
* follow them instead, this makes pathing easier */
traceline(origin, /*mins, maxs,*/ m_vecLastUserPos, FALSE, this);
if (trace_ent.classname == "hostage_entity") {
hostage_entity que = (hostage_entity)trace_ent;
if (que.m_eRescuer == m_eUser) {
if (trace_ent != this) {
m_eRescuer = trace_ent;
}
}
}
}
}
spvel = vlen(velocity);
if (spvel < 5) {
frame = m_iScared ? HOSA_SCARED1:HOSA_IDLE1;
} else if (spvel <= 140) {
frame = m_iScared ? HOSA_WALKSCARED:HOSA_WALK;
} else if (spvel <= 240) {
frame = m_iScared ? HOSA_RUNSCARED:HOSA_RUN;
}
input_angles = angles = v_angle;
input_timelength = frametime;
movetype = MOVETYPE_WALK;
runstandardplayerphysics(this);
Footsteps_Update();
movetype = MOVETYPE_NONE;
}
void hostage_entity::touch(void)
{
if (other.team != TEAM_T) {
velocity = normalize(other.origin - origin) * -128;
}
}
void hostage_entity::PlayerUse(void)
{
if (eActivator.team == TEAM_CT) {
if (m_eUser != world) {
m_eUser = world;
return;
}
/* only give cash to the CT for using it for the first time */
if (m_iUsed == FALSE) {
int r = floor(random(0,5));
sound(this, CHAN_VOICE, g_hostsnd[r], 1.0, ATTN_IDLE);
Money_AddMoney(eActivator, 150);
m_iUsed = TRUE;
}
m_eUser = eActivator;
m_eRescuer = m_eUser;
m_vecLastUserPos = m_eUser.origin;
}
}
void hostage_entity::Pain(int iHitBody)
{
frame = HOSA_FLINCH + floor(random(0, 5));
//m_iScared = TRUE;
}
void hostage_entity::Death(int iHitBody)
{
solid = SOLID_NOT;
takedamage = DAMAGE_NO;
customphysics = Empty;
Radio_BroadcastMessage(RADIO_HOSDOWN);
frame = HOSA_DIE_SIMPLE + floor(random(0, 6));
}
void hostage_entity::Hide(void)
{
setmodel(this, "");
m_eUser = world;
solid = SOLID_NOT;
movetype = MOVETYPE_NONE;
customphysics = __NULL__;
}
void hostage_entity::Respawn(void)
{
v_angle[0] = Math_FixDelta(m_oldAngle[0]);
v_angle[1] = Math_FixDelta(m_oldAngle[1]);
v_angle[2] = Math_FixDelta(m_oldAngle[2]);
setorigin(this, m_oldOrigin);
angles = v_angle;
solid = SOLID_SLIDEBOX;
movetype = MOVETYPE_NONE;
setmodel(this, m_oldModel);
setsize(this, VEC_HULL_MIN + [0,0,36], VEC_HULL_MAX + [0,0,36]);
m_eUser = world;
iBleeds = TRUE;
takedamage = DAMAGE_YES;
style = HOSTAGE_IDLE;
customphysics = Physics;
frame = HOSA_IDLE1;
health = 100;
velocity = [0,0,0];
m_iUsed = m_iScared = FALSE;
}
void hostage_entity::hostage_entity(void)
{
for (int i = 0; i < g_hostsnd.length; i++) {
precache_sound(g_hostsnd[i]);
}
/* Path hack, FIXME do it a better way */
if (model == "/models/hostage.mdl") {
model = "";
}
if (!model) {
model = "models/hostage.mdl";
}
CBaseEntity::CBaseEntity();
precache_model(m_oldModel);
setmodel(this, m_oldModel);
iHostagesMax = iHostagesMax + 1;
Respawn();
}