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517 lines
15 KiB
C++
517 lines
15 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: barnacle - stationary ceiling mounted 'fishing' monster
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "hl1_npc_barnacle.h"
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#include "npcevent.h"
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#include "gib.h"
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#include "ai_default.h"
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#include "activitylist.h"
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#include "hl2_player.h"
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#include "vstdlib/random.h"
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#include "physics_saverestore.h"
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#include "vcollide_parse.h"
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#include "engine/IEngineSound.h"
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ConVar sk_barnacle_health( "sk_barnacle_health","25");
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//-----------------------------------------------------------------------------
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// Private activities.
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//-----------------------------------------------------------------------------
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static int ACT_EAT = 0;
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//-----------------------------------------------------------------------------
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// Interactions
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//-----------------------------------------------------------------------------
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int g_interactionBarnacleVictimDangle = 0;
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int g_interactionBarnacleVictimReleased = 0;
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int g_interactionBarnacleVictimGrab = 0;
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LINK_ENTITY_TO_CLASS( monster_barnacle, CNPC_Barnacle );
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IMPLEMENT_CUSTOM_AI( monster_barnacle, CNPC_Barnacle );
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//-----------------------------------------------------------------------------
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// Purpose: Initialize the custom schedules
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CNPC_Barnacle::InitCustomSchedules(void)
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{
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INIT_CUSTOM_AI(CNPC_Barnacle);
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ADD_CUSTOM_ACTIVITY(CNPC_Barnacle, ACT_EAT);
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g_interactionBarnacleVictimDangle = CBaseCombatCharacter::GetInteractionID();
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g_interactionBarnacleVictimReleased = CBaseCombatCharacter::GetInteractionID();
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g_interactionBarnacleVictimGrab = CBaseCombatCharacter::GetInteractionID();
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}
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BEGIN_DATADESC( CNPC_Barnacle )
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DEFINE_FIELD( m_flAltitude, FIELD_FLOAT ),
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DEFINE_FIELD( m_flKillVictimTime, FIELD_TIME ),
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DEFINE_FIELD( m_cGibs, FIELD_INTEGER ),// barnacle loads up on gibs each time it kills something.
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DEFINE_FIELD( m_fLiftingPrey, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flTongueAdj, FIELD_FLOAT ),
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DEFINE_FIELD( m_flIgnoreTouchesUntil, FIELD_TIME ),
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// Function pointers
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DEFINE_THINKFUNC( BarnacleThink ),
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DEFINE_THINKFUNC( WaitTillDead ),
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END_DATADESC()
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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Class_T CNPC_Barnacle::Classify ( void )
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{
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return CLASS_ALIEN_MONSTER;
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//
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// Returns number of events handled, 0 if none.
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//=========================================================
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void CNPC_Barnacle::HandleAnimEvent( animevent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case BARNACLE_AE_PUKEGIB:
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CGib::SpawnRandomGibs( this, 1, GIB_HUMAN );
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break;
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default:
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BaseClass::HandleAnimEvent( pEvent );
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break;
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}
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CNPC_Barnacle::Spawn()
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{
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Precache( );
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SetModel( "models/barnacle.mdl" );
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UTIL_SetSize( this, Vector(-16, -16, -32), Vector(16, 16, 0) );
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetMoveType( MOVETYPE_NONE );
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SetBloodColor( BLOOD_COLOR_GREEN );
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m_iHealth = sk_barnacle_health.GetFloat();
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m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_NPCState = NPC_STATE_NONE;
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m_flKillVictimTime = 0;
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m_cGibs = 0;
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m_fLiftingPrey = FALSE;
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m_takedamage = DAMAGE_YES;
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InitBoneControllers();
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InitTonguePosition();
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// set eye position
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SetDefaultEyeOffset();
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SetActivity ( ACT_IDLE );
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SetThink ( &CNPC_Barnacle::BarnacleThink );
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SetNextThink( gpGlobals->curtime + 0.5f );
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//Do not have a shadow
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AddEffects( EF_NOSHADOW );
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m_flIgnoreTouchesUntil = gpGlobals->curtime;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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int CNPC_Barnacle::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
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{
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CTakeDamageInfo info = inputInfo;
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if ( info.GetDamageType() & DMG_CLUB )
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{
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info.SetDamage( m_iHealth );
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}
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return BaseClass::OnTakeDamage_Alive( info );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initialize tongue position when first spawned
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CNPC_Barnacle::InitTonguePosition( void )
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{
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CBaseEntity *pTouchEnt;
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float flLength;
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pTouchEnt = TongueTouchEnt( &flLength );
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m_flAltitude = flLength;
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Vector origin;
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QAngle angle;
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GetAttachment( "TongueEnd", origin, angle );
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m_flTongueAdj = origin.z - GetAbsOrigin().z;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Barnacle::BarnacleThink ( void )
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{
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CBaseEntity *pTouchEnt;
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float flLength;
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SetNextThink( gpGlobals->curtime + 0.1f );
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if (CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI)
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{
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// AI Disabled, don't do anything
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}
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else if ( GetEnemy() != NULL )
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{
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// barnacle has prey.
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if ( !GetEnemy()->IsAlive() )
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{
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// someone (maybe even the barnacle) killed the prey. Reset barnacle.
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m_fLiftingPrey = FALSE;// indicate that we're not lifting prey.
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SetEnemy( NULL );
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return;
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}
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CBaseCombatCharacter* pVictim = GetEnemyCombatCharacterPointer();
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Assert( pVictim );
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if ( m_fLiftingPrey )
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{
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if ( GetEnemy() != NULL && pVictim->m_lifeState == LIFE_DEAD )
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{
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// crap, someone killed the prey on the way up.
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SetEnemy( NULL );
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m_fLiftingPrey = FALSE;
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return;
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}
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// still pulling prey.
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Vector vecNewEnemyOrigin = GetEnemy()->GetLocalOrigin();
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vecNewEnemyOrigin.x = GetLocalOrigin().x;
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vecNewEnemyOrigin.y = GetLocalOrigin().y;
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// guess as to where their neck is
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// FIXME: remove, ask victim where their neck is
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vecNewEnemyOrigin.x -= 6 * cos(GetEnemy()->GetLocalAngles().y * M_PI/180.0);
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vecNewEnemyOrigin.y -= 6 * sin(GetEnemy()->GetLocalAngles().y * M_PI/180.0);
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m_flAltitude -= BARNACLE_PULL_SPEED;
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vecNewEnemyOrigin.z += BARNACLE_PULL_SPEED;
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if ( fabs( GetLocalOrigin().z - ( vecNewEnemyOrigin.z + GetEnemy()->GetViewOffset().z ) ) < BARNACLE_BODY_HEIGHT )
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{
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// prey has just been lifted into position ( if the victim origin + eye height + 8 is higher than the bottom of the barnacle, it is assumed that the head is within barnacle's body )
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m_fLiftingPrey = FALSE;
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Barnacle.Bite");
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// Take a while to kill the player
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m_flKillVictimTime = gpGlobals->curtime + 10;
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if ( pVictim )
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{
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pVictim->DispatchInteraction( g_interactionBarnacleVictimDangle, NULL, this );
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SetActivity ( (Activity)ACT_EAT );
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}
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}
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CBaseEntity *pEnemy = GetEnemy();
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trace_t trace;
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UTIL_TraceEntity( pEnemy, pEnemy->GetAbsOrigin(), vecNewEnemyOrigin, MASK_SOLID_BRUSHONLY, pEnemy, COLLISION_GROUP_NONE, &trace );
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if( trace.fraction != 1.0 )
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{
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// The victim cannot be moved from their current origin to this new origin. So drop them.
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SetEnemy( NULL );
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m_fLiftingPrey = FALSE;
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if( pEnemy->MyCombatCharacterPointer() )
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{
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pEnemy->MyCombatCharacterPointer()->DispatchInteraction( g_interactionBarnacleVictimReleased, NULL, this );
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}
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// Ignore touches long enough to let the victim move away.
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m_flIgnoreTouchesUntil = gpGlobals->curtime + 1.5;
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SetActivity( ACT_IDLE );
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return;
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}
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UTIL_SetOrigin ( GetEnemy(), vecNewEnemyOrigin );
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}
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else
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{
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// prey is lifted fully into feeding position and is dangling there.
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if ( m_flKillVictimTime != -1 && gpGlobals->curtime > m_flKillVictimTime )
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{
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// kill!
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if ( pVictim )
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{
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// DMG_CRUSH added so no physics force is generated
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pVictim->TakeDamage( CTakeDamageInfo( this, this, pVictim->m_iHealth, DMG_SLASH | DMG_ALWAYSGIB | DMG_CRUSH ) );
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m_cGibs = 3;
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}
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return;
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}
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// bite prey every once in a while
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if ( pVictim && ( random->RandomInt( 0, 49 ) == 0 ) )
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{
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Barnacle.Chew" );
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if ( pVictim )
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{
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pVictim->DispatchInteraction( g_interactionBarnacleVictimDangle, NULL, this );
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}
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}
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}
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}
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else
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{
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// barnacle has no prey right now, so just idle and check to see if anything is touching the tongue.
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// If idle and no nearby client, don't think so often. Client should be out of PVS and not within 50 feet.
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if ( !UTIL_FindClientInPVS(edict()) )
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
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if( pPlayer )
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{
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Vector vecDist = pPlayer->GetAbsOrigin() - GetAbsOrigin();
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if( vecDist.Length2DSqr() >= Square(600.0f) )
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{
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SetNextThink( gpGlobals->curtime + 1.5f );
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}
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}
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}
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if ( IsActivityFinished() )
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{// this is done so barnacle will fidget.
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SetActivity ( ACT_IDLE );
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}
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if ( m_cGibs && random->RandomInt(0,99) == 1 )
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{
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// cough up a gib.
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CGib::SpawnRandomGibs( this, 1, GIB_HUMAN );
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m_cGibs--;
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Barnacle.Chew" );
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}
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pTouchEnt = TongueTouchEnt( &flLength );
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//NDebugOverlay::Box( GetAbsOrigin() - Vector( 0, 0, flLength ), Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 255,0,0, 0, 0.1 );
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if ( pTouchEnt != NULL )
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{
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// tongue is fully extended, and is touching someone.
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CBaseCombatCharacter* pBCC = (CBaseCombatCharacter *)pTouchEnt;
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// FIXME: humans should return neck position
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Vector vecGrabPos = pTouchEnt->GetAbsOrigin();
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if ( pBCC && pBCC->DispatchInteraction( g_interactionBarnacleVictimGrab, &vecGrabPos, this ) )
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{
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Barnacle.Alert" );
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SetSequenceByName ( "attack1" );
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SetEnemy( pTouchEnt );
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pTouchEnt->SetMoveType( MOVETYPE_FLY );
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pTouchEnt->SetAbsVelocity( vec3_origin );
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pTouchEnt->SetBaseVelocity( vec3_origin );
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Vector origin = GetAbsOrigin();
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origin.z = pTouchEnt->GetAbsOrigin().z;
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pTouchEnt->SetLocalOrigin( origin );
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m_fLiftingPrey = TRUE;// indicate that we should be lifting prey.
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m_flKillVictimTime = -1;// set this to a bogus time while the victim is lifted.
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m_flAltitude = (GetAbsOrigin().z - vecGrabPos.z);
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}
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}
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else
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{
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// calculate a new length for the tongue to be clear of anything else that moves under it.
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if ( m_flAltitude < flLength )
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{
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// if tongue is higher than is should be, lower it kind of slowly.
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m_flAltitude += BARNACLE_PULL_SPEED;
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}
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else
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{
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m_flAltitude = flLength;
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}
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}
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}
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// ALERT( at_console, "tounge %f\n", m_flAltitude + m_flTongueAdj );
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//NDebugOverlay::Box( GetAbsOrigin() - Vector( 0, 0, m_flAltitude ), Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 255,255,255, 0, 0.1 );
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SetBoneController( 0, -(m_flAltitude + m_flTongueAdj) );
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StudioFrameAdvance();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Barnacle::Event_Killed( const CTakeDamageInfo &info )
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{
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AddSolidFlags( FSOLID_NOT_SOLID );
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m_takedamage = DAMAGE_NO;
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m_lifeState = LIFE_DEAD;
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if ( GetEnemy() != NULL )
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{
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CBaseCombatCharacter *pVictim = GetEnemyCombatCharacterPointer();
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if ( pVictim )
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{
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pVictim->DispatchInteraction( g_interactionBarnacleVictimReleased, NULL, this );
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}
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}
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CGib::SpawnRandomGibs( this, 4, GIB_HUMAN );
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Barnacle.Die" );
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SetActivity ( ACT_DIESIMPLE );
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SetBoneController( 0, 0 );
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StudioFrameAdvance();
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SetNextThink( gpGlobals->curtime + 0.1f );
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SetThink ( &CNPC_Barnacle::WaitTillDead );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Barnacle::WaitTillDead ( void )
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{
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SetNextThink( gpGlobals->curtime + 0.1f );
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StudioFrameAdvance();
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DispatchAnimEvents ( this );
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if ( IsActivityFinished() )
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{
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// death anim finished.
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StopAnimation();
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SetThink ( NULL );
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}
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CNPC_Barnacle::Precache()
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{
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PrecacheModel("models/barnacle.mdl");
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PrecacheScriptSound( "Barnacle.Bite" );
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PrecacheScriptSound( "Barnacle.Chew" );
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PrecacheScriptSound( "Barnacle.Alert" );
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PrecacheScriptSound( "Barnacle.Die" );
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BaseClass::Precache();
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}
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//=========================================================
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// TongueTouchEnt - does a trace along the barnacle's tongue
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// to see if any entity is touching it. Also stores the length
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// of the trace in the int pointer provided.
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//=========================================================
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#define BARNACLE_CHECK_SPACING 8
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CBaseEntity *CNPC_Barnacle::TongueTouchEnt ( float *pflLength )
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{
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trace_t tr;
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float length;
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// trace once to hit architecture and see if the tongue needs to change position.
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UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() - Vector ( 0 , 0 , 2048 ),
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MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
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length = fabs( GetAbsOrigin().z - tr.endpos.z );
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// Pull it up a tad
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length -= 16;
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if ( pflLength )
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{
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*pflLength = length;
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}
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// Don't try to touch any prey.
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if ( m_flIgnoreTouchesUntil > gpGlobals->curtime )
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return NULL;
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Vector delta = Vector( BARNACLE_CHECK_SPACING, BARNACLE_CHECK_SPACING, 0 );
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Vector mins = GetAbsOrigin() - delta;
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Vector maxs = GetAbsOrigin() + delta;
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maxs.z = GetAbsOrigin().z;
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// Take our current tongue's length or a point higher if we hit a wall
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// NOTENOTE: (this relieves the need to know if the tongue is currently moving)
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mins.z -= MIN( m_flAltitude, length );
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CBaseEntity *pList[10];
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int count = UTIL_EntitiesInBox( pList, 10, mins, maxs, (FL_CLIENT|FL_NPC) );
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if ( count )
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{
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for ( int i = 0; i < count; i++ )
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{
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CBaseCombatCharacter *pVictim = ToBaseCombatCharacter( pList[ i ] );
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bool bCanHurt = false;
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if ( IRelationType( pList[i] ) == D_HT || IRelationType( pList[i] ) == D_FR )
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bCanHurt = true;
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if ( pList[i] != this && bCanHurt == true && pVictim->m_lifeState == LIFE_ALIVE )
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{
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return pList[i];
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}
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}
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}
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return NULL;
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}
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