273 lines
5.9 KiB
C++
273 lines
5.9 KiB
C++
/*
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* Copyright (c) 2016-2019 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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enum {
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HOSTAGE_IDLE,
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HOSTAGE_WALK,
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HOSTAGE_RUN
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};
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enum {
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HOSA_WALK,
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HOSA_WALKSCARED,
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HOSA_RUN,
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HOSA_RUNSCARED,
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HOSA_RUNLOOK,
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HOSA_180LEFT,
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HOSA_180RIGHT,
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HOSA_FLINCH,
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HOSA_PAIN,
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HOSA_PAINLEFT,
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HOSA_PAINRIGHT,
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HOSA_PAINLEGLEFT,
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HOSA_PAINLEGRIGHT,
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HOSA_IDLE1,
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HOSA_IDLE2,
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HOSA_IDLE3,
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HOSA_IDLE4,
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HOSA_IDLE5,
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HOSA_IDLE6,
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HOSA_SCARED_END,
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HOSA_SCARED1,
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HOSA_SCARED2,
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HOSA_SCARED3,
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HOSA_SCARED4,
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HOSA_PANIC,
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HOSA_FEAR1,
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HOSA_FEAR2,
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HOSA_CRY,
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HOSA_SCI1,
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HOSA_SCI2,
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HOSA_SCI3,
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HOSA_DIE_SIMPLE,
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HOSA_DIE_FORWARD1,
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HOSA_DIE_FORWARD2,
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HOSA_DIE_BACKWARD,
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HOSA_DIE_HEADSHOT,
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HOSA_DIE_GUTSHOT,
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HOSA_LYING1,
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HOSA_LYING2,
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HOSA_DEADSIT,
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HOSA_DEADTABLE1,
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HOSA_DEADTABLE2,
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HOSA_DEADTABLE3
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};
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string g_hostsnd[] = {
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"hostage/hos1.wav",
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"hostage/hos2.wav",
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"hostage/hos3.wav",
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"hostage/hos4.wav",
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"hostage/hos5.wav"
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};
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class hostage_entity:CBaseEntity
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{
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vector m_vecLastUserPos;
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entity m_eUser;
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entity m_eRescuer;
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int m_iUsed;
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int m_iScared;
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void() hostage_entity;
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virtual void() touch;
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virtual void() Hide;
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virtual void() Respawn;
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virtual void() PlayerUse;
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virtual void(int) Pain;
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virtual void(int) Death;
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virtual void() Physics;
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};
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void hostage_entity::Physics(void)
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{
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float spvel;
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input_movevalues = [0,0,0];
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input_impulse = 0;
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input_buttons = 0;
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/* Deal with a hostage being rescued when it's following someone else */
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if (m_eRescuer.classname == "hostage_entity") {
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if (m_eRescuer.solid == SOLID_NOT) {
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m_eRescuer = m_eUser;
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}
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}
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/* Deal with the hostage losing its rescuer (death) */
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if (m_eUser.health <= 0) {
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m_eUser = world;
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}
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if (m_eUser!= world) {
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v_angle = vectoangles(m_eRescuer.origin - origin);
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v_angle[0] = 0;
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v_angle[1] = Math_FixDelta(v_angle[1]);
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v_angle[2] = 0;
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/* Give up after 1024 units */
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if (vlen(m_eRescuer.origin - origin) > 1024) {
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m_eUser = world;
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} else if (vlen(m_eRescuer.origin - origin) > 64) {
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input_movevalues[0] = 240;
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other = world;
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traceline(origin, /*mins, maxs, */m_eRescuer.origin, MOVE_OTHERONLY, this);
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/* Tracing failed, there's world geometry in the way */
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if (trace_fraction < 1.0f) {
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v_angle = vectoangles(m_vecLastUserPos - origin);
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v_angle[0] = 0;
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v_angle[1] = Math_FixDelta(v_angle[1]);
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v_angle[2] = 0;
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} else {
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m_vecLastUserPos = m_eRescuer.origin;
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}
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/* Trace again to see if another hostage is in our path and if so
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* follow them instead, this makes pathing easier */
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traceline(origin, /*mins, maxs,*/ m_vecLastUserPos, FALSE, this);
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if (trace_ent.classname == "hostage_entity") {
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hostage_entity que = (hostage_entity)trace_ent;
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if (que.m_eRescuer == m_eUser) {
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if (trace_ent != this) {
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m_eRescuer = trace_ent;
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}
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}
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}
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}
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}
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spvel = vlen(velocity);
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if (spvel < 5) {
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frame = m_iScared ? HOSA_SCARED1:HOSA_IDLE1;
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} else if (spvel <= 140) {
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frame = m_iScared ? HOSA_WALKSCARED:HOSA_WALK;
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} else if (spvel <= 240) {
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frame = m_iScared ? HOSA_RUNSCARED:HOSA_RUN;
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}
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input_angles = angles = v_angle;
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input_timelength = frametime;
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movetype = MOVETYPE_WALK;
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runstandardplayerphysics(this);
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Footsteps_Update();
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movetype = MOVETYPE_NONE;
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}
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void hostage_entity::touch(void)
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{
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if (other.team != TEAM_T) {
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velocity = normalize(other.origin - origin) * -128;
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}
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}
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void hostage_entity::PlayerUse(void)
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{
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if (eActivator.team == TEAM_CT) {
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if (m_eUser != world) {
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m_eUser = world;
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return;
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}
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/* only give cash to the CT for using it for the first time */
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if (m_iUsed == FALSE) {
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int r = floor(random(0,5));
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sound(this, CHAN_VOICE, g_hostsnd[r], 1.0, ATTN_IDLE);
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Money_AddMoney(eActivator, 150);
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m_iUsed = TRUE;
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}
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m_eUser = eActivator;
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m_eRescuer = m_eUser;
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m_vecLastUserPos = m_eUser.origin;
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}
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}
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void hostage_entity::Pain(int iHitBody)
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{
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frame = HOSA_FLINCH + floor(random(0, 5));
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//m_iScared = TRUE;
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}
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void hostage_entity::Death(int iHitBody)
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{
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solid = SOLID_NOT;
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takedamage = DAMAGE_NO;
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customphysics = Empty;
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Radio_BroadcastMessage(RADIO_HOSDOWN);
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frame = HOSA_DIE_SIMPLE + floor(random(0, 6));
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}
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void hostage_entity::Hide(void)
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{
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setmodel(this, "");
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m_eUser = world;
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solid = SOLID_NOT;
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movetype = MOVETYPE_NONE;
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customphysics = __NULL__;
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}
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void hostage_entity::Respawn(void)
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{
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v_angle[0] = Math_FixDelta(m_oldAngle[0]);
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v_angle[1] = Math_FixDelta(m_oldAngle[1]);
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v_angle[2] = Math_FixDelta(m_oldAngle[2]);
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setorigin(this, m_oldOrigin);
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angles = v_angle;
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solid = SOLID_SLIDEBOX;
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movetype = MOVETYPE_NONE;
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setmodel(this, m_oldModel);
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setsize(this, VEC_HULL_MIN + [0,0,36], VEC_HULL_MAX + [0,0,36]);
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m_eUser = world;
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iBleeds = TRUE;
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takedamage = DAMAGE_YES;
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style = HOSTAGE_IDLE;
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customphysics = Physics;
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frame = HOSA_IDLE1;
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health = 100;
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velocity = [0,0,0];
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m_iUsed = m_iScared = FALSE;
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}
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void hostage_entity::hostage_entity(void)
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{
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for (int i = 0; i < g_hostsnd.length; i++) {
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precache_sound(g_hostsnd[i]);
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}
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/* Path hack, FIXME do it a better way */
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if (model == "/models/hostage.mdl") {
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model = "";
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}
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if (!model) {
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model = "models/hostage.mdl";
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}
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CBaseEntity::CBaseEntity();
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precache_model(m_oldModel);
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setmodel(this, m_oldModel);
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iHostagesMax = iHostagesMax + 1;
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Respawn();
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}
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