Team Fortress 2 Source Code as on 22/4/2020
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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;
}