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