halflife-photomode/dlls/barnacle.cpp

441 lines
12 KiB
C++

/***
*
* Copyright (c) 1996-2001, 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() override;
void Precache() override;
CBaseEntity* TongueTouchEnt(float* pflLength);
int Classify() override;
void HandleAnimEvent(MonsterEvent_t* pEvent) override;
void EXPORT BarnacleThink();
void EXPORT WaitTillDead();
void Killed(entvars_t* pevAttacker, int iGib) override;
bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override;
bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
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()
{
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, true);
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);
}
bool CBarnacle::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
{
if ((bitsDamageType & DMG_CLUB) != 0)
{
flDamage = pev->health;
}
return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
}
//=========================================================
//=========================================================
void CBarnacle::BarnacleThink()
{
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 (0 != m_cGibs && RANDOM_LONG(0, 99) == 1)
{
// cough up a gib.
CGib::SpawnRandomGibs(pev, 1, true);
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()
{
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 (0 != 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;
}