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