ns/releases/valve/source/dlls/barnacle.cpp

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/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// barnacle - stationary ceiling mounted 'fishing' monster
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#define BARNACLE_BODY_HEIGHT 44 // how 'tall' the barnacle's model is.
#define BARNACLE_PULL_SPEED 8
#define BARNACLE_KILL_VICTIM_DELAY 5 // how many seconds after pulling prey in to gib them.
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define BARNACLE_AE_PUKEGIB 2
class CBarnacle : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
CBaseEntity *TongueTouchEnt ( float *pflLength );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void EXPORT BarnacleThink ( void );
void EXPORT WaitTillDead ( void );
void Killed( entvars_t *pevAttacker, int iGib );
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
float m_flAltitude;
float m_flKillVictimTime;
int m_cGibs;// barnacle loads up on gibs each time it kills something.
BOOL m_fTongueExtended;
BOOL m_fLiftingPrey;
float m_flTongueAdj;
};
LINK_ENTITY_TO_CLASS( monster_barnacle, CBarnacle );
TYPEDESCRIPTION CBarnacle::m_SaveData[] =
{
DEFINE_FIELD( CBarnacle, m_flAltitude, FIELD_FLOAT ),
DEFINE_FIELD( CBarnacle, m_flKillVictimTime, FIELD_TIME ),
DEFINE_FIELD( CBarnacle, m_cGibs, FIELD_INTEGER ),// barnacle loads up on gibs each time it kills something.
DEFINE_FIELD( CBarnacle, m_fTongueExtended, FIELD_BOOLEAN ),
DEFINE_FIELD( CBarnacle, m_fLiftingPrey, FIELD_BOOLEAN ),
DEFINE_FIELD( CBarnacle, m_flTongueAdj, FIELD_FLOAT ),
};
IMPLEMENT_SAVERESTORE( CBarnacle, CBaseMonster );
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CBarnacle :: 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 CBarnacle :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case BARNACLE_AE_PUKEGIB:
CGib::SpawnRandomGibs( pev, 1, 1 );
break;
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CBarnacle :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/barnacle.mdl");
UTIL_SetSize( pev, Vector(-16, -16, -32), Vector(16, 16, 0) );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_NONE;
pev->takedamage = DAMAGE_AIM;
m_bloodColor = BLOOD_COLOR_RED;
pev->effects = EF_INVLIGHT; // take light from the ceiling
pev->health = 25;
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_flKillVictimTime = 0;
m_cGibs = 0;
m_fLiftingPrey = FALSE;
m_flTongueAdj = -100;
InitBoneControllers();
SetActivity ( ACT_IDLE );
SetThink ( &CBarnacle::BarnacleThink );
pev->nextthink = gpGlobals->time + 0.5;
UTIL_SetOrigin ( pev, pev->origin );
}
int CBarnacle::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
if ( bitsDamageType & DMG_CLUB )
{
flDamage = pev->health;
}
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
//=========================================================
//=========================================================
void CBarnacle :: BarnacleThink ( void )
{
CBaseEntity *pTouchEnt;
CBaseMonster *pVictim;
float flLength;
pev->nextthink = gpGlobals->time + 0.1;
if ( m_hEnemy != NULL )
{
// barnacle has prey.
if ( !m_hEnemy->IsAlive() )
{
// someone (maybe even the barnacle) killed the prey. Reset barnacle.
m_fLiftingPrey = FALSE;// indicate that we're not lifting prey.
m_hEnemy = NULL;
return;
}
if ( m_fLiftingPrey )
{
if ( m_hEnemy != NULL && m_hEnemy->pev->deadflag != DEAD_NO )
{
// crap, someone killed the prey on the way up.
m_hEnemy = NULL;
m_fLiftingPrey = FALSE;
return;
}
// still pulling prey.
Vector vecNewEnemyOrigin = m_hEnemy->pev->origin;
vecNewEnemyOrigin.x = pev->origin.x;
vecNewEnemyOrigin.y = pev->origin.y;
// guess as to where their neck is
vecNewEnemyOrigin.x -= 6 * cos(m_hEnemy->pev->angles.y * M_PI/180.0);
vecNewEnemyOrigin.y -= 6 * sin(m_hEnemy->pev->angles.y * M_PI/180.0);
m_flAltitude -= BARNACLE_PULL_SPEED;
vecNewEnemyOrigin.z += BARNACLE_PULL_SPEED;
if ( fabs( pev->origin.z - ( vecNewEnemyOrigin.z + m_hEnemy->pev->view_ofs.z - 8 ) ) < 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;
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_bite3.wav", 1, ATTN_NORM );
pVictim = m_hEnemy->MyMonsterPointer();
m_flKillVictimTime = gpGlobals->time + 10;// now that the victim is in place, the killing bite will be administered in 10 seconds.
if ( pVictim )
{
pVictim->BarnacleVictimBitten( pev );
SetActivity ( ACT_EAT );
}
}
UTIL_SetOrigin ( m_hEnemy->pev, vecNewEnemyOrigin );
}
else
{
// prey is lifted fully into feeding position and is dangling there.
pVictim = m_hEnemy->MyMonsterPointer();
if ( m_flKillVictimTime != -1 && gpGlobals->time > m_flKillVictimTime )
{
// kill!
if ( pVictim )
{
pVictim->TakeDamage ( pev, pev, pVictim->pev->health, DMG_SLASH | DMG_ALWAYSGIB );
m_cGibs = 3;
}
return;
}
// bite prey every once in a while
if ( pVictim && ( RANDOM_LONG(0,49) == 0 ) )
{
switch ( RANDOM_LONG(0,2) )
{
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew1.wav", 1, ATTN_NORM ); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew2.wav", 1, ATTN_NORM ); break;
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew3.wav", 1, ATTN_NORM ); break;
}
pVictim->BarnacleVictimBitten( pev );
}
}
}
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
if ( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) )
pev->nextthink = gpGlobals->time + RANDOM_FLOAT(1,1.5); // Stagger a bit to keep barnacles from thinking on the same frame
if ( m_fSequenceFinished )
{// this is done so barnacle will fidget.
SetActivity ( ACT_IDLE );
m_flTongueAdj = -100;
}
if ( m_cGibs && RANDOM_LONG(0,99) == 1 )
{
// cough up a gib.
CGib::SpawnRandomGibs( pev, 1, 1 );
m_cGibs--;
switch ( RANDOM_LONG(0,2) )
{
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew1.wav", 1, ATTN_NORM ); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew2.wav", 1, ATTN_NORM ); break;
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew3.wav", 1, ATTN_NORM ); break;
}
}
pTouchEnt = TongueTouchEnt( &flLength );
if ( pTouchEnt != NULL && m_fTongueExtended )
{
// tongue is fully extended, and is touching someone.
if ( pTouchEnt->FBecomeProne() )
{
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_alert2.wav", 1, ATTN_NORM );
SetSequenceByName ( "attack1" );
m_flTongueAdj = -20;
m_hEnemy = pTouchEnt;
pTouchEnt->pev->movetype = MOVETYPE_FLY;
pTouchEnt->pev->velocity = g_vecZero;
pTouchEnt->pev->basevelocity = g_vecZero;
pTouchEnt->pev->origin.x = pev->origin.x;
pTouchEnt->pev->origin.y = pev->origin.y;
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 = (pev->origin.z - pTouchEnt->EyePosition().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;
m_fTongueExtended = FALSE;
}
else
{
m_flAltitude = flLength;
m_fTongueExtended = TRUE;
}
}
}
// ALERT( at_console, "tounge %f\n", m_flAltitude + m_flTongueAdj );
SetBoneController( 0, -(m_flAltitude + m_flTongueAdj) );
StudioFrameAdvance( 0.1 );
}
//=========================================================
// Killed.
//=========================================================
void CBarnacle :: Killed( entvars_t *pevAttacker, int iGib )
{
CBaseMonster *pVictim;
pev->solid = SOLID_NOT;
pev->takedamage = DAMAGE_NO;
if ( m_hEnemy != NULL )
{
pVictim = m_hEnemy->MyMonsterPointer();
if ( pVictim )
{
pVictim->BarnacleVictimReleased();
}
}
// CGib::SpawnRandomGibs( pev, 4, 1 );
switch ( RANDOM_LONG ( 0, 1 ) )
{
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_die1.wav", 1, ATTN_NORM ); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_die3.wav", 1, ATTN_NORM ); break;
}
SetActivity ( ACT_DIESIMPLE );
SetBoneController( 0, 0 );
StudioFrameAdvance( 0.1 );
pev->nextthink = gpGlobals->time + 0.1;
SetThink ( &CBarnacle::WaitTillDead );
}
//=========================================================
//=========================================================
void CBarnacle :: WaitTillDead ( void )
{
pev->nextthink = gpGlobals->time + 0.1;
float flInterval = StudioFrameAdvance( 0.1 );
DispatchAnimEvents ( flInterval );
if ( m_fSequenceFinished )
{
// death anim finished.
StopAnimation();
SetThink ( NULL );
}
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CBarnacle :: Precache()
{
PRECACHE_MODEL("models/barnacle.mdl");
PRECACHE_SOUND("barnacle/bcl_alert2.wav");//happy, lifting food up
PRECACHE_SOUND("barnacle/bcl_bite3.wav");//just got food to mouth
PRECACHE_SOUND("barnacle/bcl_chew1.wav");
PRECACHE_SOUND("barnacle/bcl_chew2.wav");
PRECACHE_SOUND("barnacle/bcl_chew3.wav");
PRECACHE_SOUND("barnacle/bcl_die1.wav" );
PRECACHE_SOUND("barnacle/bcl_die3.wav" );
}
//=========================================================
// 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 *CBarnacle :: TongueTouchEnt ( float *pflLength )
{
TraceResult tr;
float length;
// trace once to hit architecture and see if the tongue needs to change position.
UTIL_TraceLine ( pev->origin, pev->origin - Vector ( 0 , 0 , 2048 ), ignore_monsters, ENT(pev), &tr );
length = fabs( pev->origin.z - tr.vecEndPos.z );
if ( pflLength )
{
*pflLength = length;
}
Vector delta = Vector( BARNACLE_CHECK_SPACING, BARNACLE_CHECK_SPACING, 0 );
Vector mins = pev->origin - delta;
Vector maxs = pev->origin + delta;
maxs.z = pev->origin.z;
mins.z -= length;
CBaseEntity *pList[10];
int count = UTIL_EntitiesInBox( pList, 10, mins, maxs, (FL_CLIENT|FL_MONSTER) );
if ( count )
{
for ( int i = 0; i < count; i++ )
{
// only clients and monsters
if ( pList[i] != this && IRelationship( pList[i] ) > R_NO && pList[ i ]->pev->deadflag == DEAD_NO ) // this ent is one of our enemies. Barnacle tries to eat it.
{
return pList[i];
}
}
}
return NULL;
}