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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npc_hydra.h"
#include "ai_hull.h"
#include "saverestore_utlvector.h"
#include "physics_saverestore.h"
#include "vphysics/constraints.h"
#include "vcollide_parse.h"
#include "ragdoll_shared.h"
#include "physics_prop_ragdoll.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
//
// CNPC_Hydra
//
#define HYDRA_MAX_LENGTH 500
LINK_ENTITY_TO_CLASS( npc_hydra, CNPC_Hydra );
//=========================================================
// Hydra activities
//=========================================================
int ACT_HYDRA_COWER; int ACT_HYDRA_STAB;
//=========================================================
// Private conditions
//=========================================================
//==================================================
// AntlionConditions
//==================================================
enum { COND_HYDRA_SNAGGED = LAST_SHARED_CONDITION, COND_HYDRA_STUCK, COND_HYDRA_OVERSHOOT, COND_HYDRA_OVERSTRETCH, // longer than max distance
COND_HYDRA_STRIKE, // head hit something
COND_HYDRA_NOSTUCK // no segments are stuck
};
//=========================================================
// Hydra schedules
//=========================================================
enum { SCHED_HYDRA_DEPLOY = LAST_SHARED_SCHEDULE, SCHED_HYDRA_RETRACT, SCHED_HYDRA_IDLE, SCHED_HYDRA_STAB, // shoot out head and try to hit object
SCHED_HYDRA_PULLBACK, //
SCHED_HYDRA_TIGHTEN_SLACK, // snagged on something, tighten slack up to obstacle and try again from there
SCHED_HYDRA_RETREAT, SCHED_HYDRA_THROW, SCHED_HYDRA_RANGE_ATTACK };
//=========================================================
// Hydra tasks
//=========================================================
enum { TASK_HYDRA_RETRACT = LAST_SHARED_TASK, TASK_HYDRA_DEPLOY, TASK_HYDRA_GET_OBJECT, TASK_HYDRA_THROW_OBJECT, TASK_HYDRA_PREP_STAB, TASK_HYDRA_STAB, TASK_HYDRA_PULLBACK, TASK_HYDRA_SET_MAX_TENSION, TASK_HYDRA_SET_BLEND_TENSION };
//---------------------------------------------------------
// Custom Client entity
//---------------------------------------------------------
IMPLEMENT_SERVERCLASS_ST(CNPC_Hydra, DT_NPC_Hydra) SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 0 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 1 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 2 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 3 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 4 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 5 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 6 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 7 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 8 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 9 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 10 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 11 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 12 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 13 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 14 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 15 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 16 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 17 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 18 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 19 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 20 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 21 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 22 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 23 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 24 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 25 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 26 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 27 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 28 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 29 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 30 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 31 ), -1, SPROP_COORD ), SendPropVector( SENDINFO( m_vecHeadDir ), -1, SPROP_NORMAL ), SendPropFloat( SENDINFO( m_flRelaxedLength ), 12, 0, 0.0, HYDRA_MAX_LENGTH * 1.5 ), END_SEND_TABLE()
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_Hydra )
DEFINE_AUTO_ARRAY( m_vecChain, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_activeChain, FIELD_INTEGER ), DEFINE_FIELD( m_bHasStuckSegments, FIELD_BOOLEAN ), DEFINE_FIELD( m_flCurrentLength, FIELD_FLOAT ), DEFINE_FIELD( m_vecHeadGoal, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_flHeadGoalInfluence, FIELD_FLOAT ), DEFINE_FIELD( m_vecHeadDir, FIELD_VECTOR ), DEFINE_FIELD( m_flRelaxedLength, FIELD_FLOAT ), DEFINE_FIELD( m_vecOutward, FIELD_VECTOR ), DEFINE_UTLVECTOR( m_body, FIELD_EMBEDDED ), DEFINE_FIELD( m_idealLength, FIELD_FLOAT ), DEFINE_FIELD( m_idealSegmentLength, FIELD_FLOAT ), DEFINE_FIELD( m_bExtendSoundActive, FIELD_BOOLEAN ), DEFINE_SOUNDPATCH( m_pExtendTentacleSound ), DEFINE_FIELD( m_seed, FIELD_FLOAT ), DEFINE_FIELD( m_vecTarget, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_vecTargetDir, FIELD_VECTOR ), DEFINE_FIELD( m_flLastAdjustmentTime, FIELD_TIME ), DEFINE_FIELD( m_flTaskStartTime, FIELD_TIME ), DEFINE_FIELD( m_flTaskEndTime, FIELD_TIME ), DEFINE_FIELD( m_flLengthTime, FIELD_TIME ), DEFINE_FIELD( m_bStabbedEntity, FIELD_BOOLEAN ),
END_DATADESC()
//-------------------------------------
BEGIN_SIMPLE_DATADESC( HydraBone ) DEFINE_FIELD( vecPos, FIELD_POSITION_VECTOR ), DEFINE_FIELD( vecDelta, FIELD_VECTOR ), DEFINE_FIELD( flIdealLength, FIELD_FLOAT ), DEFINE_FIELD( flActualLength, FIELD_FLOAT ), DEFINE_FIELD( bStuck, FIELD_BOOLEAN ), DEFINE_FIELD( bOnFire, FIELD_BOOLEAN ), DEFINE_FIELD( vecGoalPos, FIELD_POSITION_VECTOR ), DEFINE_FIELD( flGoalInfluence,FIELD_FLOAT ), END_DATADESC()
//-------------------------------------
static ConVar sv_hydraLength( "hydra_length", "100", FCVAR_ARCHIVE, "Hydra Length" ); static ConVar sv_hydraSlack( "hydra_slack", "200", FCVAR_ARCHIVE, "Hydra Slack" );
static ConVar sv_hydraSegmentLength( "hydra_segment_length", "30", FCVAR_ARCHIVE, "Hydra Slack" );
static ConVar sv_hydraTest( "hydra_test", "1", FCVAR_ARCHIVE, "Hydra Slack" );
static ConVar sv_hydraBendTension( "hydra_bend_tension", "0.4", FCVAR_ARCHIVE, "Hydra Slack" ); static ConVar sv_hydraBendDelta( "hydra_bend_delta", "50", FCVAR_ARCHIVE, "Hydra Slack" );
static ConVar sv_hydraGoalTension( "hydra_goal_tension", "0.5", FCVAR_ARCHIVE, "Hydra Slack" ); static ConVar sv_hydraGoalDelta( "hydra_goal_delta", "400", FCVAR_ARCHIVE, "Hydra Slack" );
static ConVar sv_hydraMomentum( "hydra_momentum", "0.5", FCVAR_ARCHIVE, "Hydra Slack" );
static ConVar sv_hydraTestSpike( "sv_hydraTestSpike", "1", 0, "Hydra Test impaling code" );
//-------------------------------------
// Purpose: Initialize the custom schedules
//-------------------------------------
//-------------------------------------
void CNPC_Hydra::Precache() { PrecacheModel( "models/Hydra.mdl" ); UTIL_PrecacheOther( "hydra_impale" );
PrecacheScriptSound( "NPC_Hydra.ExtendTentacle" );
BaseClass::Precache(); }
void CNPC_Hydra::Activate( void ) { CPASAttenuationFilter filter( this ); CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); m_pExtendTentacleSound = controller.SoundCreate( filter, entindex(), "NPC_Hydra.ExtendTentacle" ); controller.Play( m_pExtendTentacleSound, 1.0, 100 );
BaseClass::Activate(); }
//-----------------------------------------------------------------------------
// Purpose: Returns this monster's place in the relationship table.
//-----------------------------------------------------------------------------
Class_T CNPC_Hydra::Classify( void ) { return CLASS_BARNACLE; }
//-------------------------------------
#define HYDRA_OUTWARD_BIAS 16
#define HYDRA_INWARD_BIAS 30
void CNPC_Hydra::Spawn() { Precache();
BaseClass::Spawn();
SetModel( "models/Hydra.mdl" );
SetHullType(HULL_HUMAN); SetHullSizeNormal();
SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); SetBloodColor( BLOOD_COLOR_RED ); ClearEffects(); m_iHealth = 20; m_flFieldOfView = -1.0;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
GetVectors( NULL, NULL, &m_vecOutward );
SetAbsAngles( QAngle( 0, 0, 0 ) );
m_vecChain.Set( 0, GetAbsOrigin( ) - m_vecOutward * 32 ); m_vecChain.Set( 1, GetAbsOrigin( ) + m_vecOutward * 16 );
m_vecHeadGoal = m_vecChain[1] + m_vecOutward * HYDRA_OUTWARD_BIAS; m_vecHeadDir = Vector( 0, 0, 1 );
// init bones
HydraBone bone; bone.vecPos = GetAbsOrigin( ) - m_vecOutward * HYDRA_INWARD_BIAS; m_body.AddToTail( bone ); bone.vecPos = m_vecChain[1]; m_body.AddToTail( bone ); bone.vecPos = m_vecHeadGoal; m_body.AddToTail( bone ); bone.vecPos = m_vecHeadGoal + m_vecHeadDir; m_body.AddToTail( bone );
m_idealSegmentLength = sv_hydraSegmentLength.GetFloat();
for (int i = 2; i < CHAIN_LINKS; i++) { m_vecChain.Set( i, m_vecChain[i-1] ); }
m_seed = random->RandomFloat( 0.0, 2000.0 );
NPCInit();
m_takedamage = DAMAGE_NO; }
//-------------------------------------
void CNPC_Hydra::RunAI( void ) { CheckLength( );
AdjustLength( );
BaseClass::RunAI();
CalcGoalForces( ); MoveBody( );
int i; for (i = 1; i < CHAIN_LINKS && i < m_body.Count(); i++) { m_vecChain.Set( i, m_body[i].vecPos );
#if 0
if (m_body[i].bStuck) { NDebugOverlay::Box(m_body[i].vecPos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 255, 0, 0, 20, .1); } else { NDebugOverlay::Box(m_body[i].vecPos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 0, 255, 0, 20, .1); } NDebugOverlay::Line( m_body[i].vecPos, m_body[i].vecPos + m_body[i].vecDelta, 0, 255, 0, true, .1); NDebugOverlay::Line( m_body[i-1].vecPos, m_body[i].vecPos, 255, 255, 255, true, .1); #endif
#if 0
char text[128]; Q_snprintf( text, sizeof( text ), "%d", i ); NDebugOverlay::Text( m_body[i].vecPos, text, false, 0.1 ); #endif
#if 0
char text[128]; Q_snprintf( text, sizeof( text ), "%4.0f", (m_body[i].vecPos - m_body[i-1].vecPos).Length() * 100 / m_idealSegmentLength - 100); NDebugOverlay::Text( 0.5*(m_body[i-1].vecPos + m_body[i].vecPos), text, false, 0.1 ); #endif
} //NDebugOverlay::Box(m_body[i].vecPos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 0, 255, 0, 20, .1);
//NDebugOverlay::Box( m_vecHeadGoal, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 255, 255, 0, 20, .1);
for (; i < CHAIN_LINKS; i++) { m_vecChain.Set( i, m_vecChain[i-1] ); } }
Vector CNPC_Hydra::TestPosition( float t ) { // return GetAbsOrigin( ) + Vector( sin( (m_seed + t) * 2.3 ) * 15, cos( (m_seed + t) * 2.4 ) * 150, sin( ( m_seed + t ) * 1.8 ) * 50 ) + m_vecOutward * sv_hydraLength.GetFloat();;
t = (int)(t * 0.2); #if 1
Vector tmp = Vector( sin( (m_seed + t) * 0.8 ) * 15, cos( (m_seed + t) * 0.9 ) * 150, sin( ( m_seed + t ) * 0.4 ) * 50 ); tmp += Vector( sin( (m_seed + t) * 1.0 ) * 4, cos( (m_seed + t) * 0.9 ) * 4, sin( ( m_seed + t ) * 1.1 ) * 6 ); tmp += GetAbsOrigin( ) + m_vecOutward * sv_hydraLength.GetFloat(); return tmp; #else
Vector tmp; tmp.Init; CBaseEntity *pPlayer = (CBaseEntity *)UTIL_GetLocalPlayer(); if ( pPlayer ) { tmp = pPlayer->EyePosition( );
Vector delta = (tmp - GetAbsOrigin( )); if (delta.Length() > 200) { tmp = GetAbsOrigin( ) + Vector( 0, 0, 200 ); } m_vecHeadDir = (pPlayer->EyePosition( ) - m_body[m_body.Count()-2].vecPos); VectorNormalize( m_vecHeadDir ); }
return tmp; #endif
// m_vecHeadGoal = GetAbsOrigin( ) + Vector( sin( gpGlobals->curtime * 0.3 ) * 15, cos( gpGlobals->curtime * 0.4 ) * 150, sin( gpGlobals->curtime * 0.2 ) * 50 + dt );
}
//-----------------------------------------------------------------------------
// Purpose: Calculate the bone forces based on goal positions, bending rules, stretching rules, etc.
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Hydra::CalcGoalForces( ) { int i;
int iFirst = 2; int iLast = m_body.Count() - 1;
// keep head segment straight
m_body[iLast].vecGoalPos = m_vecHeadGoal; // + m_vecHeadDir * m_body[iLast-1].flActualLength;
m_body[iLast].flGoalInfluence = m_flHeadGoalInfluence;
m_body[iLast-1].vecGoalPos = m_vecHeadGoal - m_vecHeadDir * m_idealSegmentLength; m_body[iLast-1].flGoalInfluence = 1.0; // m_flHeadGoalInfluence;
// momentum?
for (i = iFirst; i <= iLast; i++) { m_body[i].vecDelta = m_body[i].vecDelta * sv_hydraMomentum.GetFloat(); }
//Vector right, up;
//VectorVectors( m_vecHeadDir, right, up );
float flGoalSegmentLength = m_idealSegmentLength * ( m_idealLength / m_flCurrentLength);
// goal forces
#if 1
for (i = iFirst; i <= iLast; i++) { // DevMsg("(%d) %.2f\n", i, t );
float flInfluence = m_body[i].flGoalInfluence; if (flInfluence > 0) { m_body[i].flGoalInfluence = 0.0;
Vector v0 = (m_body[i].vecGoalPos - m_body[i].vecPos); float length = v0.Length(); if (length > sv_hydraGoalDelta.GetFloat()) { v0 = v0 * sv_hydraGoalDelta.GetFloat() / length; } m_body[i].vecDelta += v0 * flInfluence * sv_hydraGoalTension.GetFloat(); // NDebugOverlay::Box(m_body[i].vecGoalPos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 255, 255, 0, flInfluence * 255, .1);
} } #endif
// bending forces
for (i = iFirst-1; i <= iLast - 1; i++) { // DevMsg("(%d) %.2f\n", i, t );
Vector v3 = m_body[i+1].vecPos - m_body[i-1].vecPos; VectorNormalize( v3 );
Vector delta; float length;
//NDebugOverlay::Line( m_body[i].vecPos + v3 * flGoalSegmentLength, m_body[i].vecPos - v3 * flGoalSegmentLength, 255, 0, 0, true, .1);
if (i+1 <= iLast) { // towards head
delta = (m_body[i].vecPos + v3 * flGoalSegmentLength - m_body[i+1].vecPos) * sv_hydraBendTension.GetFloat(); length = delta.Length(); if (length > sv_hydraBendDelta.GetFloat()) { delta = delta * (sv_hydraBendDelta.GetFloat() / length); } m_body[i+1].vecDelta += delta; //NDebugOverlay::Line( m_body[i+1].vecPos, m_body[i+1].vecPos + delta, 255, 0, 0, true, .1);
}
if (i-1 >= iFirst) { // towards tail
delta = (m_body[i].vecPos - v3 * flGoalSegmentLength - m_body[i-1].vecPos) * sv_hydraBendTension.GetFloat(); length = delta.Length(); if (length > sv_hydraBendDelta.GetFloat()) { delta = delta * (sv_hydraBendDelta.GetFloat() / length); } m_body[i-1].vecDelta += delta * 0.8; //NDebugOverlay::Line( m_body[i-1].vecPos, m_body[i-1].vecPos + delta, 255, 0, 0, true, .1);
} }
m_body[0].vecDelta = Vector( 0, 0, 0 ); m_body[1].vecDelta = Vector( 0, 0, 0 );
// normal gravity forces
for (i = iFirst; i <= iLast; i++) { if (!m_body[i].bStuck) { m_body[i].vecDelta.z -= 3.84 * 0.2; } }
#if 0
// move delta's back toward the root
for (i = iLast; i > iFirst; i--) { Vector tmp = m_body[i].vecDelta;
m_body[i].vecDelta = tmp * 0.8; m_body[i-1].vecDelta += tmp * 0.2; } #endif
// prevent stretching
int maxChecks = m_body.Count() * 4; i = iLast; while (i > iFirst && maxChecks > 0) { bool didStretch = false; Vector stretch = (m_body[i].vecPos + m_body[i].vecDelta) - (m_body[i-1].vecPos + m_body[i-1].vecDelta); float t = VectorNormalize( stretch ); if (t > flGoalSegmentLength) { float f0 = DotProduct( m_body[i].vecDelta, stretch ); float f1 = DotProduct( m_body[i-1].vecDelta, stretch ); if (f0 > 0 && f0 > f1) { // Vector limit = stretch * (f0 - flGoalSegmentLength);
Vector limit = stretch * (t - flGoalSegmentLength); // propagate pulling back down the chain
m_body[i].vecDelta -= limit * 0.5; m_body[i-1].vecDelta += limit * 0.5; didStretch = true; } } if (didStretch) { if (i < iLast) { i++; } } else { i--; } maxChecks--; } }
//-----------------------------------------------------------------------------
// Purpose: Move the body, check for collisions
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Hydra::MoveBody( ) { int i;
int iFirst = 2; int iLast = m_body.Count() - 1;
// clear stuck flags
for (i = 0; i <= iLast; i++) { m_body[i].bStuck = false; }
// try to move all the nodes
for (i = iFirst; i <= iLast; i++) { trace_t tr;
// check direct movement
AI_TraceHull(m_body[i].vecPos, m_body[i].vecPos + m_body[i].vecDelta, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr); Vector direct = tr.endpos; Vector delta = Vector( 0, 0, 0 );
Vector slide = m_body[i].vecDelta; if (tr.fraction != 1.0) { // slow down and remove all motion in the direction of the plane
direct += tr.plane.normal; Vector impactSpeed = (slide * tr.plane.normal) * tr.plane.normal;
slide = (slide - impactSpeed) * 0.8;
if (tr.m_pEnt) { if (i == iLast) { Stab( tr.m_pEnt, impactSpeed, tr ); } else { Nudge( tr.m_pEnt, direct, impactSpeed ); } }
// slow down and remove all motion in the direction of the plane
slide = (slide - (slide * tr.plane.normal) * tr.plane.normal) * 0.8;
// try to move the remaining distance anyways
AI_TraceHull(direct, direct + slide * (1 - tr.fraction), Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr);
// NDebugOverlay::Line( m_body[i].vecPos, tr.endpos, 255, 255, 0, true, 1);
direct = tr.endpos;
m_body[i].bStuck = true;
}
// make sure the new segment doesn't intersect the world
AI_TraceHull(direct, m_body[i-1].vecPos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr);
if (tr.fraction == 1.0) { if (i+1 < iLast) { AI_TraceHull(direct, m_body[i+1].vecPos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr); }
if (tr.fraction == 1.0) { m_body[i].vecPos = direct; delta = slide; } else { // FIXME: compute nudge force
m_body[i].bStuck = true; //m_body[i+1].bStuck = true;
} } else { // FIXME: compute nudge force
m_body[i].bStuck = true; //m_body[i-1].bStuck = true;
}
// m_body[i-1].vecDelta += (m_body[i].vecDelta - delta) * 0.25;
// m_body[i+1].vecDelta += (m_body[i].vecDelta - delta) * 0.25;
m_body[i].vecDelta = delta; } }
//-----------------------------------------------------------------------------
// Purpose: Push physics objects around if they get hit
// Input : vecContact = point in space where contact supposidly happened
// vecSpeed = in/sec of contact
// Output :
//-----------------------------------------------------------------------------
void CNPC_Hydra::Nudge( CBaseEntity *pOther, const Vector &vecContact, const Vector &vecSpeed ) { if ( pOther->GetMoveType() != MOVETYPE_VPHYSICS ) { return; }
IPhysicsObject *pOtherPhysics = pOther->VPhysicsGetObject();
// Put the force on the line between the "contact point" and hit object origin
//Vector posOther;
//pOtherPhysics->GetPosition( &posOther, NULL );
// force is a 30kg object going 100 in/s
pOtherPhysics->ApplyForceOffset( vecSpeed * 30, vecContact );
}
//-----------------------------------------------------------------------------
// Purpose: Push physics objects around if they get hit
// Input : vecContact = point in space where contact supposidly happened
// vecSpeed = in/sec of contact
// Output :
//-----------------------------------------------------------------------------
void CNPC_Hydra::Stab( CBaseEntity *pOther, const Vector &vecSpeed, trace_t &tr ) { if (pOther->m_takedamage == DAMAGE_YES && !pOther->IsPlayer()) { Vector dir = vecSpeed; VectorNormalize( dir );
if ( !sv_hydraTestSpike.GetInt() ) { ClearMultiDamage(); // FIXME: this is bogus
CTakeDamageInfo info( this, this, pOther->m_iHealth+25, DMG_SLASH ); CalculateMeleeDamageForce( &info, dir, tr.endpos ); pOther->DispatchTraceAttack( info, dir, &tr ); ApplyMultiDamage(); } else { CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating *>(pOther); if ( pAnimating ) { AttachStabbedEntity( pAnimating, vecSpeed * 30, tr ); } } } else { Nudge( pOther, tr.endpos, vecSpeed ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : vecContact = point in space where contact supposidly happened
// vecSpeed = in/sec of contact
// Output :
//-----------------------------------------------------------------------------
void CNPC_Hydra::Kick( CBaseEntity *pHitEntity, const Vector &vecContact, const Vector &vecSpeed ) {
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : vecContact = point in space where contact supposidly happened
// vecSpeed = in/sec of contact
// Output :
//-----------------------------------------------------------------------------
void CNPC_Hydra::Splash( const Vector &vecSplashPos ) {
}
//-----------------------------------------------------------------------------
// Purpose: Calculate the actual hydra length
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Hydra::CheckLength( ) { int i;
ClearCondition( COND_HYDRA_SNAGGED ); ClearCondition( COND_HYDRA_NOSTUCK ); ClearCondition( COND_HYDRA_OVERSTRETCH );
m_bHasStuckSegments = m_body[m_body.Count() - 1].bStuck; m_flCurrentLength = 0;
for (i = 1; i < m_body.Count() - 1; i++) { float length = (m_body[i+1].vecPos - m_body[i].vecPos).Length(); Assert( m_body[i+1].vecPos.IsValid( ) ); Assert( m_body[i].vecPos.IsValid( ) );
Assert( IsFinite( length ) );
m_body[i].flActualLength = length;
m_flCurrentLength += length;
// check for over streatched segements
if (length > m_idealSegmentLength * 3.0 && (m_body[i].bStuck || m_body[i+1].bStuck)) { //NDebugOverlay::Line( m_body[i].vecPos, m_body[i+1].vecPos, 255, 0, 0, true, 1.0);
SetCondition( COND_HYDRA_SNAGGED ); } if (m_body[i].bStuck) { m_bHasStuckSegments = true; } }
if (m_flCurrentLength > HYDRA_MAX_LENGTH) // FIXME
{ SetCondition( COND_HYDRA_OVERSTRETCH ); }
if (!m_bHasStuckSegments) { SetCondition( COND_HYDRA_NOSTUCK ); } }
//-----------------------------------------------------------------------------
// Purpose: Grow or shrink the hydra, as needed
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Hydra::AdjustLength( ) { m_body[0].vecPos = m_body[1].vecPos - m_vecOutward * m_idealSegmentLength ;
// DevMsg( "actual %.0f ideal %.0f relaxed %.0f\n", actualLength, m_idealLength, m_idealSegmentLength * (m_body.Count() - 3) );
CalcRelaxedLength( );
// "NPC_Hydra.ExtendTentacle"
bool bAdjustFailed = false; bool bShouldAdjust = false;
if (m_flCurrentLength < m_idealLength) { if (m_flRelaxedLength + m_idealSegmentLength * 0.5 < m_idealLength) { bShouldAdjust = true; //if (!GrowFromMostStretched( ))
if (!GrowFromVirtualRoot()) { bAdjustFailed = true; } } } else if (m_flCurrentLength > m_idealLength) { // if (relaxedLength > actualLength)
if (m_flRelaxedLength - m_idealSegmentLength * 0.5 > m_idealLength || HasCondition( COND_HYDRA_SNAGGED )) { bShouldAdjust = true; if (!ContractFromRoot()) { if (!ContractBetweenStuckSegments()) { if (!ContractFromHead()) { bAdjustFailed = true; } } } } else if (gpGlobals->curtime - m_flLastAdjustmentTime > 1.0) { bShouldAdjust = true; // start to panic
if (!GrowFromMostStretched( )) { bAdjustFailed = true; } // SplitLongestSegment( );
/*
if (!ContractBetweenStuckSegments()) { if (!ContractFromHead()) {
} } */ } else { bAdjustFailed = true; } }
if (!bAdjustFailed) { m_flLastAdjustmentTime = gpGlobals->curtime; if (bShouldAdjust && !m_bExtendSoundActive) { m_bExtendSoundActive = true; //CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
//controller.SoundChangeVolume( m_pExtendTentacleSound, 1.0, 0.1 );
} } else if (bShouldAdjust) { m_bExtendSoundActive = false; //CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
//controller.SoundChangeVolume( m_pExtendTentacleSound, 0.0, 0.3 );
}
CalcRelaxedLength( ); }
//-----------------------------------------------------------------------------
// Purpose: Remove nodes, starting at the end, regardless of length
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CNPC_Hydra::ContractFromHead( ) { if (m_body.Count() <= 2) { return false; }
int iNode = m_body.Count() - 1;
if (m_body[iNode].bStuck && m_body[iNode-1].flActualLength > m_idealSegmentLength * 2.0) { AddNodeBefore( iNode ); iNode = m_body.Count() - 1; }
if (m_body.Count() <= 3) { return false; }
// always legal since no new link is being formed
m_body.Remove( iNode );
CalcRelaxedLength( );
return true; }
//-----------------------------------------------------------------------------
// Purpose: Starting at the first stuck node back from the head, find a node to remove
// between it and the actual root who is part of a chain that isn't too long.
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CNPC_Hydra::ContractBetweenStuckSegments( ) { if (m_body.Count() <= 3) return false;
// first first stuck segment closest to head;
int iStuckHead = VirtualRoot( ); if (iStuckHead < 3) return false;
// find a non stuck node with the shortest distance between its neighbors
int iShortest = -1; float dist = m_idealSegmentLength * 2; int i; for (i = iStuckHead - 1; i > 2; i--) { if (!m_body[i].bStuck) { float length = (m_body[i-1].vecPos - m_body[i+1].vecPos).Length(); // check segment length
if (length < dist ) { if (IsValidConnection( i-1, i+1 )) { dist = length; iShortest = i; } } } } if (iShortest = -1) return false;
// FIXME: check for tunneling
m_body.Remove( iShortest );
CalcRelaxedLength( );
return true; }
//-----------------------------------------------------------------------------
// Purpose: Try to remove segment closest to root
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CNPC_Hydra::ContractFromRoot( ) { if (m_body.Count() <= 3) return false;
// don't contract overly long segments
if (m_body[2].flActualLength > m_idealSegmentLength * 2.0) return false;
if (!IsValidConnection( 1, 3 )) return false;
m_body.Remove( 2 );
CalcRelaxedLength( );
return true; }
//-----------------------------------------------------------------------------
// Purpose: Find the first stuck node that's closest to the head
// Input :
// Output :
//-----------------------------------------------------------------------------
int CNPC_Hydra::VirtualRoot( ) { // first first stuck segment closest to head;
int iStuckHead; for (iStuckHead = m_body.Count() - 2; iStuckHead > 1; iStuckHead--) { if (m_body[iStuckHead].bStuck) { return iStuckHead; } }
return 1; }
//-----------------------------------------------------------------------------
// Purpose: Insert a node before the given node.
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CNPC_Hydra::AddNodeBefore( int iNode ) { if (iNode < 1) return false; HydraBone bone;
bone.vecPos = (m_body[iNode].vecPos + m_body[iNode-1].vecPos) * 0.5; bone.vecDelta = (m_body[iNode].vecDelta + m_body[iNode-1].vecDelta) * 0.5;
/*
// FIXME: can't do this, may be embedded in the world
int i0 = (iNode>2)?iNode-2:0; int i1 = (iNode>1)?iNode-1:0; int i2 = iNode; int i3 = (iNode<m_body.Count()-1)?iNode+1:m_body.Count()-1; Catmull_Rom_Spline( m_body[i0].vecPos, m_body[i1].vecPos, m_body[i2].vecPos, m_body[i3].vecPos, 0.5, bone.vecPos ); */
bone.flActualLength = (m_body[iNode].vecPos - bone.vecPos).Length(); bone.flIdealLength = m_idealSegmentLength;
m_body[iNode-1].flActualLength = bone.flActualLength;
//Vector vecGoalPos;
//float flGoalInfluence;
m_body.InsertBefore( iNode, bone );
return true; }
bool CNPC_Hydra::AddNodeAfter( int iNode ) { AddNodeBefore( iNode + 1 ); return false; }
bool CNPC_Hydra::GrowFromVirtualRoot( ) { if (m_body[1].flActualLength < m_idealSegmentLength * 0.5) return false;
return AddNodeAfter( 1 ); }
bool CNPC_Hydra::GrowFromMostStretched( ) { int iNode = VirtualRoot( );
int iLongest = iNode; float dist = m_idealSegmentLength * 0.5;
for (iNode; iNode < m_body.Count() - 1; iNode++) { if (m_body[iNode].flActualLength > dist) { iLongest = iNode; dist = m_body[iNode].flActualLength; } }
if (m_body[iLongest].flActualLength <= dist) { return AddNodeAfter( iLongest ); } return false; }
void CNPC_Hydra::CalcRelaxedLength( ) { m_flRelaxedLength = m_idealSegmentLength * (m_body.Count() -2) + HYDRA_OUTWARD_BIAS; }
bool CNPC_Hydra::IsValidConnection( int iNode0, int iNode1 ) { trace_t tr; // check to make sure new connection is valid
AI_TraceHull(m_body[iNode0].vecPos, m_body[iNode1].vecPos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr);
if (tr.fraction == 1.0) { return true; } return false; }
//-------------------------------------
float CNPC_Hydra::MaxYawSpeed() { return 0;
if( IsMoving() ) { return 20; }
switch( GetActivity() ) { case ACT_180_LEFT: return 30; break;
case ACT_TURN_LEFT: case ACT_TURN_RIGHT: return 30; break; default: return 15; break; } }
//-------------------------------------
int CNPC_Hydra::TranslateSchedule( int scheduleType ) { return BaseClass::TranslateSchedule( scheduleType ); }
//-------------------------------------
void CNPC_Hydra::HandleAnimEvent( animevent_t *pEvent ) { BaseClass::HandleAnimEvent( pEvent ); }
//-------------------------------------
void CNPC_Hydra::PrescheduleThink() { BaseClass::PrescheduleThink(); if ( m_bStabbedEntity ) { UpdateStabbedEntity(); } }
//-------------------------------------
int CNPC_Hydra::SelectSchedule () { switch ( m_NPCState ) { case NPC_STATE_IDLE: { SetState( NPC_STATE_ALERT ); return SCHED_HYDRA_DEPLOY; } break;
case NPC_STATE_ALERT: { return SCHED_HYDRA_STAB; } break;
case NPC_STATE_COMBAT: { if (HasCondition( COND_HYDRA_SNAGGED )) { return SCHED_HYDRA_PULLBACK; } else if (HasCondition( COND_HYDRA_OVERSTRETCH )) { return SCHED_HYDRA_STAB; } return SCHED_HYDRA_STAB; } break; }
return BaseClass::SelectSchedule(); }
//-------------------------------------
void CNPC_Hydra::StartTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_HYDRA_DEPLOY: m_vecHeadGoal = GetAbsOrigin( ) + m_vecOutward * 100; m_idealLength = 100; m_vecHeadDir = m_vecOutward; return; case TASK_HYDRA_PREP_STAB: { m_flTaskEndTime = gpGlobals->curtime + pTask->flTaskData;
// Go outward
m_vecHeadGoal = GetAbsOrigin( ) + m_vecOutward * 100; SetTarget( (CBaseEntity *)UTIL_GetLocalPlayer() ); if (GetEnemy()) { SetTarget( GetEnemy() ); }
//CPASAttenuationFilter filter( this, "NPC_Hydra.Alert" );
//Vector vecHead = EyePosition();
//EmitSound( filter, entindex(), "NPC_Hydra.Alert", &vecHead );
} return;
case TASK_HYDRA_STAB: { //CPASAttenuationFilter filter( this, "NPC_Hydra.Attack" );
//Vector vecHead = EyePosition();
//EmitSound( filter, entindex(), "NPC_Hydra.Attack", &vecHead );
m_flTaskEndTime = gpGlobals->curtime + 0.5; } return;
case TASK_HYDRA_PULLBACK: m_vecHeadGoal = GetAbsOrigin( ) + m_vecOutward * pTask->flTaskData; m_idealLength = pTask->flTaskData * 1.1; return;
default: BaseClass::StartTask( pTask ); break; }
}
//-------------------------------------
void CNPC_Hydra::RunTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_HYDRA_DEPLOY: { m_flHeadGoalInfluence = 1.0; float dist = (EyePosition() - m_vecHeadGoal).Length();
if (dist < m_idealSegmentLength) { TaskComplete(); }
AimHeadInTravelDirection( 0.2 ); } break;
case TASK_HYDRA_PREP_STAB: { int i;
if (m_body.Count() < 2) { TaskFail( "hydra is too short to begin stab" ); return; }
CBaseEntity *pTarget = GetTarget(); if (pTarget == NULL) { TaskFail( FAIL_NO_TARGET ); }
if (pTarget->IsPlayer()) { m_vecTarget = pTarget->EyePosition( ); } else { m_vecTarget = pTarget->BodyTarget( EyePosition( ) ); }
float distToTarget = (m_vecTarget - m_vecHeadGoal).Length(); float distToBase = (m_vecHeadGoal - GetAbsOrigin()).Length(); m_idealLength = distToTarget + distToBase * 0.5;
if (m_idealLength > HYDRA_MAX_LENGTH) m_idealLength = HYDRA_MAX_LENGTH;
if (distToTarget < 100.0) { m_vecTargetDir = (m_vecTarget - m_vecHeadGoal); VectorNormalize( m_vecTargetDir ); m_vecHeadGoal = m_vecHeadGoal - m_vecTargetDir * (100 - distToTarget) * 0.5; } else if (distToTarget > 200.0) { m_vecTargetDir = (m_vecTarget - m_vecHeadGoal); VectorNormalize( m_vecTargetDir ); m_vecHeadGoal = m_vecHeadGoal - m_vecTargetDir * (200.0 - distToTarget) * 0.5; }
// face enemy
m_vecTargetDir = (m_vecTarget - m_body[m_body.Count()-1].vecPos); VectorNormalize( m_vecTargetDir ); m_vecHeadDir = m_vecHeadDir * 0.6 + m_vecTargetDir * 0.4; VectorNormalize( m_vecHeadDir.GetForModify() );
// build tension towards strike time
float influence = 1.0 - (m_flTaskEndTime - gpGlobals->curtime) / pTask->flTaskData; if (influence > 1) influence = 1.0;
influence = influence * influence * influence;
m_flHeadGoalInfluence = influence;
// keep head segment straight
i = m_body.Count() - 2; m_body[i].vecGoalPos = m_vecHeadGoal - m_vecHeadDir * m_body[i].flActualLength; m_body[i].flGoalInfluence = influence;
// curve neck into spiral
float distBackFromHead = m_body[i].flActualLength; Vector right, up; VectorVectors( m_vecHeadDir, right, up );
for (i = i - 1; i > 1 && distBackFromHead < distToTarget; i--) { distBackFromHead += m_body[i].flActualLength;
float r = (distBackFromHead / 200) * 3.1415 * 2;
// spiral
Vector p0 = m_vecHeadGoal - m_vecHeadDir * distBackFromHead * 0.5 + cos( r ) * m_body[i].flActualLength * right + sin( r ) * m_body[i].flActualLength * up;
// base
r = (distBackFromHead / m_idealLength) * 3.1415 * 0.2; r = sin( r ); p0 = p0 * (1 - r) + r * GetAbsOrigin();
m_body[i].vecGoalPos = p0;
m_body[i].flGoalInfluence = influence * (1.0 - (distBackFromHead / distToTarget));
/*
if ( (pEnemy->EyePosition( ) - m_body[i].vecPos).Length() < distBackFromHead) { if ( gpGlobals->curtime - m_flLastAttackTime > 4.0) { TaskComplete(); } return; } */ }
// look to see if any of the goal positions are stuck
for (i = i; i < m_body.Count() - 1; i++) { if (m_body[i].bStuck) { Vector delta = DotProduct( m_body[i].vecGoalPos - m_body[i].vecPos, m_vecHeadDir) * m_vecHeadDir; m_vecHeadGoal -= delta * m_body[i].flGoalInfluence; break; } }
if ( gpGlobals->curtime >= m_flTaskEndTime ) { if (distToTarget < 500) { TaskComplete( ); return; } else { TaskFail( "target is too far away" ); return; } } } return;
case TASK_HYDRA_STAB: { int i;
if (m_body.Count() < 2) { TaskFail( "hydra is too short to begin stab" ); return; }
if (m_flTaskEndTime <= gpGlobals->curtime) { TaskComplete( ); return; }
m_flHeadGoalInfluence = 1.0;
// face enemy
//m_vecHeadDir = (pEnemy->EyePosition( ) - m_body[m_body.Count()-1].vecPos);
//VectorNormalize( m_vecHeadDir.GetForModify() );
// keep head segment straight
i = m_body.Count() - 2; m_body[i].vecGoalPos = m_vecHeadGoal + m_vecHeadDir * m_body[i].flActualLength; m_body[i].flGoalInfluence = 1.0;
Vector vecToTarget = (m_vecTarget - EyePosition( ));
// check to see if we went past target
if (DotProduct( vecToTarget, m_vecHeadDir ) < 0.0) { TaskComplete( ); return; }
float distToTarget = vecToTarget.Length(); float distToBase = (EyePosition( ) - GetAbsOrigin()).Length(); m_idealLength = distToTarget + distToBase;
/*
if (distToTarget < 20) { m_vecHeadGoal = m_vecTarget; SetLastAttackTime( gpGlobals->curtime ); TaskComplete(); return; } else */ { // hit enemy
m_vecHeadGoal = m_vecTarget + m_vecHeadDir * 300; }
if (m_idealLength > HYDRA_MAX_LENGTH) m_idealLength = HYDRA_MAX_LENGTH;
// curve neck into spiral
float distBackFromHead = m_body[i].flActualLength; Vector right, up; VectorVectors( m_vecHeadDir, right, up );
#if 1
for (i = i - 1; i > 1 && distBackFromHead < distToTarget; i--) { Vector p0 = m_vecHeadGoal - m_vecHeadDir * distBackFromHead * 1.0;
m_body[i].vecGoalPos = p0;
if ((m_vecTarget - m_body[i].vecPos).Length() > distToTarget + distBackFromHead) { m_body[i].flGoalInfluence = 1.0 - (distBackFromHead / distToTarget); } else { m_body[i].vecGoalPos = EyePosition( ) - m_vecHeadDir * distBackFromHead; m_body[i].flGoalInfluence = 1.0 - (distBackFromHead / distToTarget); }
distBackFromHead += m_body[i].flActualLength; } #endif
} return;
case TASK_HYDRA_PULLBACK: { if (m_body.Count() < 2) { TaskFail( "hydra is too short to begin stab" ); return; } CBaseEntity *pEnemy = (CBaseEntity *)UTIL_GetLocalPlayer(); if (GetEnemy() != NULL) { pEnemy = GetEnemy(); }
AimHeadInTravelDirection( 0.2 );
// float dist = (EyePosition() - m_vecHeadGoal).Length();
if (m_flCurrentLength < m_idealLength + m_idealSegmentLength) { TaskComplete(); } } break;
default: BaseClass::RunTask( pTask ); break; }
}
//-------------------------------------
Vector CNPC_Hydra::EyePosition( ) { int i = m_body.Count() - 1;
if (i >= 0) { return m_body[i].vecPos; } return GetAbsOrigin(); }
const QAngle &CNPC_Hydra::EyeAngles() { return GetAbsAngles(); }
Vector CNPC_Hydra::BodyTarget( const Vector &posSrc, bool bNoisy) { int i;
if (m_body.Count() < 2) { return GetAbsOrigin(); }
int iShortest = 1; float flShortestDist = (posSrc - m_body[iShortest].vecPos).LengthSqr(); for (i = 2; i < m_body.Count(); i++) { float flDist = (posSrc - m_body[i].vecPos).LengthSqr(); if (flDist < flShortestDist) { iShortest = i; flShortestDist = flDist; } }
// NDebugOverlay::Box(m_body[iShortest].vecPos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 0, 0, 255, 20, .1);
return m_body[iShortest].vecPos; }
void CNPC_Hydra::AimHeadInTravelDirection( float flInfluence ) {
// aim in the direction of movement enemy
Vector delta = m_body[m_body.Count()-1].vecDelta; VectorNormalize( delta ); if (DotProduct( delta, m_vecHeadDir ) < 0) { delta = -delta; }
m_vecHeadDir = m_vecHeadDir * (1 - flInfluence) + delta * flInfluence; VectorNormalize( m_vecHeadDir.GetForModify() ); }
//-------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Hydra impaling is done by creating an entity, forming a constraint
// between that entity and the target ragdoll, and then updating then
// entity to follow the hydra.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: This is the entity we create to follow the hydra
//-----------------------------------------------------------------------------
class CHydraImpale : public CBaseAnimating { DECLARE_CLASS( CHydraImpale, CBaseAnimating ); public: DECLARE_DATADESC();
void Spawn( void ); void Precache( void ); void ImpaleThink( void );
IPhysicsConstraint *CreateConstraint( CNPC_Hydra *pHydra, IPhysicsObject *pTargetPhys, IPhysicsConstraintGroup *pGroup ); static CHydraImpale *Create( CNPC_Hydra *pHydra, CBaseEntity *pObject2 );
public: IPhysicsConstraint *m_pConstraint; CHandle<CNPC_Hydra> m_hHydra; };
BEGIN_DATADESC( CHydraImpale ) DEFINE_PHYSPTR( m_pConstraint ), DEFINE_FIELD( m_hHydra, FIELD_EHANDLE ),
DEFINE_THINKFUNC( ImpaleThink ), END_DATADESC()
LINK_ENTITY_TO_CLASS( hydra_impale, CHydraImpale );
//-----------------------------------------------------------------------------
// Purpose: To by usable by the constraint system, this needs to have a phys model.
//-----------------------------------------------------------------------------
void CHydraImpale::Spawn( void ) { Precache(); SetModel( "models/props_junk/cardboard_box001a.mdl" ); AddEffects( EF_NODRAW );
// We don't want this to be solid, because we don't want it to collide with the hydra.
SetSolid( SOLID_VPHYSICS ); AddSolidFlags( FSOLID_NOT_SOLID ); VPhysicsInitShadow( false, false );
// Disable movement on this sucker, we're going to move him manually
SetMoveType( MOVETYPE_FLY ); BaseClass::Spawn();
m_pConstraint = NULL; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHydraImpale::Precache( void ) { PrecacheModel( "models/props_junk/cardboard_box001a.mdl" ); BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose: Update the impale entity's position to the hydra's desired
//-----------------------------------------------------------------------------
void CHydraImpale::ImpaleThink( void ) { if ( !m_hHydra ) { // Remove ourselves.
m_pConstraint->Deactivate(); UTIL_Remove( this ); return; }
// Ask the Hydra where he'd like the ragdoll, and move ourselves there
Vector vecOrigin; QAngle vecAngles; m_hHydra->GetDesiredImpaledPosition( &vecOrigin, &vecAngles ); SetAbsOrigin( vecOrigin ); SetAbsAngles( vecAngles );
//NDebugOverlay::Cross3D( vecOrigin, Vector( -5, -5, -5 ), Vector( 5, 5, 5 ), 255, 0, 0, 20, .1);
SetNextThink( gpGlobals->curtime + 0.1f ); }
//-----------------------------------------------------------------------------
// Purpose: Activate/create the constraint
//-----------------------------------------------------------------------------
IPhysicsConstraint *CHydraImpale::CreateConstraint( CNPC_Hydra *pHydra, IPhysicsObject *pTargetPhys, IPhysicsConstraintGroup *pGroup ) { m_hHydra = pHydra; IPhysicsObject *pImpalePhysObject = VPhysicsGetObject(); Assert( pImpalePhysObject );
constraint_fixedparams_t fixed; fixed.Defaults(); fixed.InitWithCurrentObjectState( pImpalePhysObject, pTargetPhys ); fixed.constraint.Defaults();
m_pConstraint = physenv->CreateFixedConstraint( pImpalePhysObject, pTargetPhys, pGroup, fixed ); if ( m_pConstraint ) { m_pConstraint->SetGameData( (void *)this ); }
SetThink( ImpaleThink ); SetNextThink( gpGlobals->curtime ); return m_pConstraint; }
//-----------------------------------------------------------------------------
// Purpose: Create a Hydra Impale between the hydra and the entity passed in
//-----------------------------------------------------------------------------
CHydraImpale *CHydraImpale::Create( CNPC_Hydra *pHydra, CBaseEntity *pTarget ) { Vector vecOrigin; QAngle vecAngles; pHydra->GetDesiredImpaledPosition( &vecOrigin, &vecAngles ); pTarget->Teleport( &vecOrigin, &vecAngles, &vec3_origin );
CHydraImpale *pImpale = (CHydraImpale *)CBaseEntity::Create( "hydra_impale", vecOrigin, vecAngles ); if ( !pImpale ) return NULL;
IPhysicsObject *pTargetPhysObject = pTarget->VPhysicsGetObject(); if ( !pTargetPhysObject ) { DevMsg(" Error: Tried to hydra_impale an entity without a physics model.\n" ); return NULL; }
IPhysicsConstraintGroup *pGroup = NULL; // Ragdoll? If so, use it's constraint group
CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp*>(pTarget); if ( pRagdoll ) { pGroup = pRagdoll->GetRagdoll()->pGroup; }
if ( !pImpale->CreateConstraint( pHydra, pTargetPhysObject, pGroup ) ) return NULL;
return pImpale; }
void CNPC_Hydra::AttachStabbedEntity( CBaseAnimating *pAnimating, Vector vecForce, trace_t &tr ) { CTakeDamageInfo info( this, this, pAnimating->m_iHealth+25, DMG_SLASH ); info.SetDamageForce( vecForce ); info.SetDamagePosition( tr.endpos );
CBaseEntity *pRagdoll = CreateServerRagdoll( pAnimating, 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS );
// Create our impale entity
CHydraImpale::Create( this, pRagdoll );
m_bStabbedEntity = true;
UTIL_Remove( pAnimating ); }
void CNPC_Hydra::UpdateStabbedEntity( void ) { /*
CBaseEntity *pEntity = m_grabController.GetAttached(); if ( !pEntity ) { DetachStabbedEntity( false ); return; }
QAngle vecAngles(0,0,1); Vector vecOrigin = m_body[m_body.Count()-2].vecPos;
//NDebugOverlay::Cross3D( vecOrigin, Vector( -5, -5, -5 ), Vector( 5, 5, 5 ), 255, 0, 0, 20, .1);
m_grabController.SetTargetPosition( vecOrigin, vecAngles ); */ }
void CNPC_Hydra::DetachStabbedEntity( bool playSound ) { /*
CBaseEntity *pObject = m_grabController.GetAttached(); if ( pObject != NULL ) { IPhysicsObject *pPhysics = pObject->VPhysicsGetObject();
// Enable collision with this object again
if ( pPhysics != NULL ) { physenv->EnableCollisions( pPhysics, VPhysicsGetObject() ); pPhysics->RecheckCollisionFilter(); } }
m_grabController.DetachEntity(); */
if ( playSound ) { //Play the detach sound
}
m_bStabbedEntity = false; }
void CNPC_Hydra::GetDesiredImpaledPosition( Vector *vecOrigin, QAngle *vecAngles ) { *vecOrigin = m_body[m_body.Count()-2].vecPos; *vecAngles = QAngle(0,0,0); }
//-----------------------------------------------------------------------------
//
// CNPC_Hydra Schedules
//
//-------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_hydra, CNPC_Hydra )
//Register our interactions
//Conditions
DECLARE_CONDITION( COND_HYDRA_SNAGGED ) DECLARE_CONDITION( COND_HYDRA_STUCK ) DECLARE_CONDITION( COND_HYDRA_OVERSHOOT ) DECLARE_CONDITION( COND_HYDRA_OVERSTRETCH ) DECLARE_CONDITION( COND_HYDRA_STRIKE ) DECLARE_CONDITION( COND_HYDRA_NOSTUCK )
//Squad slots
//Tasks
DECLARE_TASK( TASK_HYDRA_RETRACT ) DECLARE_TASK( TASK_HYDRA_DEPLOY ) DECLARE_TASK( TASK_HYDRA_GET_OBJECT ) DECLARE_TASK( TASK_HYDRA_THROW_OBJECT ) DECLARE_TASK( TASK_HYDRA_PREP_STAB ) DECLARE_TASK( TASK_HYDRA_STAB ) DECLARE_TASK( TASK_HYDRA_PULLBACK )
//Activities
DECLARE_ACTIVITY( ACT_HYDRA_COWER ) DECLARE_ACTIVITY( ACT_HYDRA_STAB )
//=========================================================
// > SCHED_HYDRA_STAND_LOOK
//=========================================================
DEFINE_SCHEDULE ( SCHED_HYDRA_DEPLOY,
" Tasks" " TASK_HYDRA_DEPLOY 0" " TASK_WAIT 0.5" "" " Interrupts" " COND_NEW_ENEMY" )
//=========================================================
// > SCHED_HYDRA_COWER
//=========================================================
DEFINE_SCHEDULE ( SCHED_HYDRA_RETRACT,
" Tasks" " TASK_STOP_MOVING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_HYDRA_COWER" " TASK_WAIT 0.5" "" " Interrupts" )
DEFINE_SCHEDULE ( SCHED_HYDRA_IDLE,
" Tasks" " TASK_STOP_MOVING 0" " TASK_WAIT_INDEFINITE 0" "" " Interrupts " " COND_NEW_ENEMY" )
DEFINE_SCHEDULE ( SCHED_HYDRA_STAB,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HYDRA_DEPLOY" " TASK_HYDRA_PREP_STAB 4.0" " TASK_HYDRA_STAB 0" " TASK_WAIT 0.5" // " TASK_HYDRA_PULLBACK 100"
"" " Interrupts " " COND_NEW_ENEMY" " COND_HYDRA_OVERSTRETCH" )
DEFINE_SCHEDULE ( SCHED_HYDRA_PULLBACK,
" Tasks" " TASK_STOP_MOVING 0" " TASK_WAIT 0.4" " TASK_HYDRA_PULLBACK 100" "" " Interrupts " " COND_NEW_ENEMY" )
DEFINE_SCHEDULE ( SCHED_HYDRA_THROW,
" Tasks" " TASK_STOP_MOVING 0" " TASK_HYDRA_GET_OBJECT 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_HYDRA_THROW_OBJECT 0" " TASK_WAIT 1" "" " Interrupts" )
DEFINE_SCHEDULE ( SCHED_HYDRA_RANGE_ATTACK,
" Tasks" " TASK_STOP_MOVING 0" " TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_FACE_ENEMY 0" " TASK_RANGE_ATTACK1 0" "" " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_ENEMY_OCCLUDED" " COND_NO_PRIMARY_AMMO" " COND_HEAR_DANGER" )
AI_END_CUSTOM_NPC()
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