Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npc_hydra.h"
#include "ai_hull.h"
#include "saverestore_utlvector.h"
#include "physics_saverestore.h"
#include "vphysics/constraints.h"
#include "vcollide_parse.h"
#include "ragdoll_shared.h"
#include "physics_prop_ragdoll.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
//
// CNPC_Hydra
//
#define HYDRA_MAX_LENGTH 500
LINK_ENTITY_TO_CLASS( npc_hydra, CNPC_Hydra );
//=========================================================
// Hydra activities
//=========================================================
int ACT_HYDRA_COWER;
int ACT_HYDRA_STAB;
//=========================================================
// Private conditions
//=========================================================
//==================================================
// AntlionConditions
//==================================================
enum
{
COND_HYDRA_SNAGGED = LAST_SHARED_CONDITION,
COND_HYDRA_STUCK,
COND_HYDRA_OVERSHOOT,
COND_HYDRA_OVERSTRETCH, // longer than max distance
COND_HYDRA_STRIKE, // head hit something
COND_HYDRA_NOSTUCK // no segments are stuck
};
//=========================================================
// Hydra schedules
//=========================================================
enum
{
SCHED_HYDRA_DEPLOY = LAST_SHARED_SCHEDULE,
SCHED_HYDRA_RETRACT,
SCHED_HYDRA_IDLE,
SCHED_HYDRA_STAB, // shoot out head and try to hit object
SCHED_HYDRA_PULLBACK, //
SCHED_HYDRA_TIGHTEN_SLACK, // snagged on something, tighten slack up to obstacle and try again from there
SCHED_HYDRA_RETREAT,
SCHED_HYDRA_THROW,
SCHED_HYDRA_RANGE_ATTACK
};
//=========================================================
// Hydra tasks
//=========================================================
enum
{
TASK_HYDRA_RETRACT = LAST_SHARED_TASK,
TASK_HYDRA_DEPLOY,
TASK_HYDRA_GET_OBJECT,
TASK_HYDRA_THROW_OBJECT,
TASK_HYDRA_PREP_STAB,
TASK_HYDRA_STAB,
TASK_HYDRA_PULLBACK,
TASK_HYDRA_SET_MAX_TENSION,
TASK_HYDRA_SET_BLEND_TENSION
};
//---------------------------------------------------------
// Custom Client entity
//---------------------------------------------------------
IMPLEMENT_SERVERCLASS_ST(CNPC_Hydra, DT_NPC_Hydra)
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 0 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 1 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 2 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 3 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 4 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 5 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 6 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 7 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 8 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 9 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 10 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 11 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 12 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 13 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 14 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 15 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 16 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 17 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 18 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 19 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 20 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 21 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 22 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 23 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 24 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 25 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 26 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 27 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 28 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 29 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 30 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 31 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO( m_vecHeadDir ), -1, SPROP_NORMAL ),
SendPropFloat( SENDINFO( m_flRelaxedLength ), 12, 0, 0.0, HYDRA_MAX_LENGTH * 1.5 ),
END_SEND_TABLE()
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_Hydra )
DEFINE_AUTO_ARRAY( m_vecChain, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_activeChain, FIELD_INTEGER ),
DEFINE_FIELD( m_bHasStuckSegments, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flCurrentLength, FIELD_FLOAT ),
DEFINE_FIELD( m_vecHeadGoal, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_flHeadGoalInfluence, FIELD_FLOAT ),
DEFINE_FIELD( m_vecHeadDir, FIELD_VECTOR ),
DEFINE_FIELD( m_flRelaxedLength, FIELD_FLOAT ),
DEFINE_FIELD( m_vecOutward, FIELD_VECTOR ),
DEFINE_UTLVECTOR( m_body, FIELD_EMBEDDED ),
DEFINE_FIELD( m_idealLength, FIELD_FLOAT ),
DEFINE_FIELD( m_idealSegmentLength, FIELD_FLOAT ),
DEFINE_FIELD( m_bExtendSoundActive, FIELD_BOOLEAN ),
DEFINE_SOUNDPATCH( m_pExtendTentacleSound ),
DEFINE_FIELD( m_seed, FIELD_FLOAT ),
DEFINE_FIELD( m_vecTarget, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecTargetDir, FIELD_VECTOR ),
DEFINE_FIELD( m_flLastAdjustmentTime, FIELD_TIME ),
DEFINE_FIELD( m_flTaskStartTime, FIELD_TIME ),
DEFINE_FIELD( m_flTaskEndTime, FIELD_TIME ),
DEFINE_FIELD( m_flLengthTime, FIELD_TIME ),
DEFINE_FIELD( m_bStabbedEntity, FIELD_BOOLEAN ),
END_DATADESC()
//-------------------------------------
BEGIN_SIMPLE_DATADESC( HydraBone )
DEFINE_FIELD( vecPos, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( vecDelta, FIELD_VECTOR ),
DEFINE_FIELD( flIdealLength, FIELD_FLOAT ),
DEFINE_FIELD( flActualLength, FIELD_FLOAT ),
DEFINE_FIELD( bStuck, FIELD_BOOLEAN ),
DEFINE_FIELD( bOnFire, FIELD_BOOLEAN ),
DEFINE_FIELD( vecGoalPos, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( flGoalInfluence,FIELD_FLOAT ),
END_DATADESC()
//-------------------------------------
static ConVar sv_hydraLength( "hydra_length", "100", FCVAR_ARCHIVE, "Hydra Length" );
static ConVar sv_hydraSlack( "hydra_slack", "200", FCVAR_ARCHIVE, "Hydra Slack" );
static ConVar sv_hydraSegmentLength( "hydra_segment_length", "30", FCVAR_ARCHIVE, "Hydra Slack" );
static ConVar sv_hydraTest( "hydra_test", "1", FCVAR_ARCHIVE, "Hydra Slack" );
static ConVar sv_hydraBendTension( "hydra_bend_tension", "0.4", FCVAR_ARCHIVE, "Hydra Slack" );
static ConVar sv_hydraBendDelta( "hydra_bend_delta", "50", FCVAR_ARCHIVE, "Hydra Slack" );
static ConVar sv_hydraGoalTension( "hydra_goal_tension", "0.5", FCVAR_ARCHIVE, "Hydra Slack" );
static ConVar sv_hydraGoalDelta( "hydra_goal_delta", "400", FCVAR_ARCHIVE, "Hydra Slack" );
static ConVar sv_hydraMomentum( "hydra_momentum", "0.5", FCVAR_ARCHIVE, "Hydra Slack" );
static ConVar sv_hydraTestSpike( "sv_hydraTestSpike", "1", 0, "Hydra Test impaling code" );
//-------------------------------------
// Purpose: Initialize the custom schedules
//-------------------------------------
//-------------------------------------
void CNPC_Hydra::Precache()
{
PrecacheModel( "models/Hydra.mdl" );
UTIL_PrecacheOther( "hydra_impale" );
PrecacheScriptSound( "NPC_Hydra.ExtendTentacle" );
BaseClass::Precache();
}
void CNPC_Hydra::Activate( void )
{
CPASAttenuationFilter filter( this );
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
m_pExtendTentacleSound = controller.SoundCreate( filter, entindex(), "NPC_Hydra.ExtendTentacle" );
controller.Play( m_pExtendTentacleSound, 1.0, 100 );
BaseClass::Activate();
}
//-----------------------------------------------------------------------------
// Purpose: Returns this monster's place in the relationship table.
//-----------------------------------------------------------------------------
Class_T CNPC_Hydra::Classify( void )
{
return CLASS_BARNACLE;
}
//-------------------------------------
#define HYDRA_OUTWARD_BIAS 16
#define HYDRA_INWARD_BIAS 30
void CNPC_Hydra::Spawn()
{
Precache();
BaseClass::Spawn();
SetModel( "models/Hydra.mdl" );
SetHullType(HULL_HUMAN);
SetHullSizeNormal();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
SetBloodColor( BLOOD_COLOR_RED );
ClearEffects();
m_iHealth = 20;
m_flFieldOfView = -1.0;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
GetVectors( NULL, NULL, &m_vecOutward );
SetAbsAngles( QAngle( 0, 0, 0 ) );
m_vecChain.Set( 0, GetAbsOrigin( ) - m_vecOutward * 32 );
m_vecChain.Set( 1, GetAbsOrigin( ) + m_vecOutward * 16 );
m_vecHeadGoal = m_vecChain[1] + m_vecOutward * HYDRA_OUTWARD_BIAS;
m_vecHeadDir = Vector( 0, 0, 1 );
// init bones
HydraBone bone;
bone.vecPos = GetAbsOrigin( ) - m_vecOutward * HYDRA_INWARD_BIAS;
m_body.AddToTail( bone );
bone.vecPos = m_vecChain[1];
m_body.AddToTail( bone );
bone.vecPos = m_vecHeadGoal;
m_body.AddToTail( bone );
bone.vecPos = m_vecHeadGoal + m_vecHeadDir;
m_body.AddToTail( bone );
m_idealSegmentLength = sv_hydraSegmentLength.GetFloat();
for (int i = 2; i < CHAIN_LINKS; i++)
{
m_vecChain.Set( i, m_vecChain[i-1] );
}
m_seed = random->RandomFloat( 0.0, 2000.0 );
NPCInit();
m_takedamage = DAMAGE_NO;
}
//-------------------------------------
void CNPC_Hydra::RunAI( void )
{
CheckLength( );
AdjustLength( );
BaseClass::RunAI();
CalcGoalForces( );
MoveBody( );
int i;
for (i = 1; i < CHAIN_LINKS && i < m_body.Count(); i++)
{
m_vecChain.Set( i, m_body[i].vecPos );
#if 0
if (m_body[i].bStuck)
{
NDebugOverlay::Box(m_body[i].vecPos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 255, 0, 0, 20, .1);
}
else
{
NDebugOverlay::Box(m_body[i].vecPos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 0, 255, 0, 20, .1);
}
NDebugOverlay::Line( m_body[i].vecPos, m_body[i].vecPos + m_body[i].vecDelta, 0, 255, 0, true, .1);
NDebugOverlay::Line( m_body[i-1].vecPos, m_body[i].vecPos, 255, 255, 255, true, .1);
#endif
#if 0
char text[128];
Q_snprintf( text, sizeof( text ), "%d", i );
NDebugOverlay::Text( m_body[i].vecPos, text, false, 0.1 );
#endif
#if 0
char text[128];
Q_snprintf( text, sizeof( text ), "%4.0f", (m_body[i].vecPos - m_body[i-1].vecPos).Length() * 100 / m_idealSegmentLength - 100);
NDebugOverlay::Text( 0.5*(m_body[i-1].vecPos + m_body[i].vecPos), text, false, 0.1 );
#endif
}
//NDebugOverlay::Box(m_body[i].vecPos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 0, 255, 0, 20, .1);
//NDebugOverlay::Box( m_vecHeadGoal, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 255, 255, 0, 20, .1);
for (; i < CHAIN_LINKS; i++)
{
m_vecChain.Set( i, m_vecChain[i-1] );
}
}
Vector CNPC_Hydra::TestPosition( float t )
{
// return GetAbsOrigin( ) + Vector( sin( (m_seed + t) * 2.3 ) * 15, cos( (m_seed + t) * 2.4 ) * 150, sin( ( m_seed + t ) * 1.8 ) * 50 ) + m_vecOutward * sv_hydraLength.GetFloat();;
t = (int)(t * 0.2);
#if 1
Vector tmp = Vector( sin( (m_seed + t) * 0.8 ) * 15, cos( (m_seed + t) * 0.9 ) * 150, sin( ( m_seed + t ) * 0.4 ) * 50 );
tmp += Vector( sin( (m_seed + t) * 1.0 ) * 4, cos( (m_seed + t) * 0.9 ) * 4, sin( ( m_seed + t ) * 1.1 ) * 6 );
tmp += GetAbsOrigin( ) + m_vecOutward * sv_hydraLength.GetFloat();
return tmp;
#else
Vector tmp;
tmp.Init;
CBaseEntity *pPlayer = (CBaseEntity *)UTIL_GetLocalPlayer();
if ( pPlayer )
{
tmp = pPlayer->EyePosition( );
Vector delta = (tmp - GetAbsOrigin( ));
if (delta.Length() > 200)
{
tmp = GetAbsOrigin( ) + Vector( 0, 0, 200 );
}
m_vecHeadDir = (pPlayer->EyePosition( ) - m_body[m_body.Count()-2].vecPos);
VectorNormalize( m_vecHeadDir );
}
return tmp;
#endif
// m_vecHeadGoal = GetAbsOrigin( ) + Vector( sin( gpGlobals->curtime * 0.3 ) * 15, cos( gpGlobals->curtime * 0.4 ) * 150, sin( gpGlobals->curtime * 0.2 ) * 50 + dt );
}
//-----------------------------------------------------------------------------
// Purpose: Calculate the bone forces based on goal positions, bending rules, stretching rules, etc.
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Hydra::CalcGoalForces( )
{
int i;
int iFirst = 2;
int iLast = m_body.Count() - 1;
// keep head segment straight
m_body[iLast].vecGoalPos = m_vecHeadGoal; // + m_vecHeadDir * m_body[iLast-1].flActualLength;
m_body[iLast].flGoalInfluence = m_flHeadGoalInfluence;
m_body[iLast-1].vecGoalPos = m_vecHeadGoal - m_vecHeadDir * m_idealSegmentLength;
m_body[iLast-1].flGoalInfluence = 1.0; // m_flHeadGoalInfluence;
// momentum?
for (i = iFirst; i <= iLast; i++)
{
m_body[i].vecDelta = m_body[i].vecDelta * sv_hydraMomentum.GetFloat();
}
//Vector right, up;
//VectorVectors( m_vecHeadDir, right, up );
float flGoalSegmentLength = m_idealSegmentLength * ( m_idealLength / m_flCurrentLength);
// goal forces
#if 1
for (i = iFirst; i <= iLast; i++)
{
// DevMsg("(%d) %.2f\n", i, t );
float flInfluence = m_body[i].flGoalInfluence;
if (flInfluence > 0)
{
m_body[i].flGoalInfluence = 0.0;
Vector v0 = (m_body[i].vecGoalPos - m_body[i].vecPos);
float length = v0.Length();
if (length > sv_hydraGoalDelta.GetFloat())
{
v0 = v0 * sv_hydraGoalDelta.GetFloat() / length;
}
m_body[i].vecDelta += v0 * flInfluence * sv_hydraGoalTension.GetFloat();
// NDebugOverlay::Box(m_body[i].vecGoalPos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 255, 255, 0, flInfluence * 255, .1);
}
}
#endif
// bending forces
for (i = iFirst-1; i <= iLast - 1; i++)
{
// DevMsg("(%d) %.2f\n", i, t );
Vector v3 = m_body[i+1].vecPos - m_body[i-1].vecPos;
VectorNormalize( v3 );
Vector delta;
float length;
//NDebugOverlay::Line( m_body[i].vecPos + v3 * flGoalSegmentLength, m_body[i].vecPos - v3 * flGoalSegmentLength, 255, 0, 0, true, .1);
if (i+1 <= iLast)
{
// towards head
delta = (m_body[i].vecPos + v3 * flGoalSegmentLength - m_body[i+1].vecPos) * sv_hydraBendTension.GetFloat();
length = delta.Length();
if (length > sv_hydraBendDelta.GetFloat())
{
delta = delta * (sv_hydraBendDelta.GetFloat() / length);
}
m_body[i+1].vecDelta += delta;
//NDebugOverlay::Line( m_body[i+1].vecPos, m_body[i+1].vecPos + delta, 255, 0, 0, true, .1);
}
if (i-1 >= iFirst)
{
// towards tail
delta = (m_body[i].vecPos - v3 * flGoalSegmentLength - m_body[i-1].vecPos) * sv_hydraBendTension.GetFloat();
length = delta.Length();
if (length > sv_hydraBendDelta.GetFloat())
{
delta = delta * (sv_hydraBendDelta.GetFloat() / length);
}
m_body[i-1].vecDelta += delta * 0.8;
//NDebugOverlay::Line( m_body[i-1].vecPos, m_body[i-1].vecPos + delta, 255, 0, 0, true, .1);
}
}
m_body[0].vecDelta = Vector( 0, 0, 0 );
m_body[1].vecDelta = Vector( 0, 0, 0 );
// normal gravity forces
for (i = iFirst; i <= iLast; i++)
{
if (!m_body[i].bStuck)
{
m_body[i].vecDelta.z -= 3.84 * 0.2;
}
}
#if 0
// move delta's back toward the root
for (i = iLast; i > iFirst; i--)
{
Vector tmp = m_body[i].vecDelta;
m_body[i].vecDelta = tmp * 0.8;
m_body[i-1].vecDelta += tmp * 0.2;
}
#endif
// prevent stretching
int maxChecks = m_body.Count() * 4;
i = iLast;
while (i > iFirst && maxChecks > 0)
{
bool didStretch = false;
Vector stretch = (m_body[i].vecPos + m_body[i].vecDelta) - (m_body[i-1].vecPos + m_body[i-1].vecDelta);
float t = VectorNormalize( stretch );
if (t > flGoalSegmentLength)
{
float f0 = DotProduct( m_body[i].vecDelta, stretch );
float f1 = DotProduct( m_body[i-1].vecDelta, stretch );
if (f0 > 0 && f0 > f1)
{
// Vector limit = stretch * (f0 - flGoalSegmentLength);
Vector limit = stretch * (t - flGoalSegmentLength);
// propagate pulling back down the chain
m_body[i].vecDelta -= limit * 0.5;
m_body[i-1].vecDelta += limit * 0.5;
didStretch = true;
}
}
if (didStretch)
{
if (i < iLast)
{
i++;
}
}
else
{
i--;
}
maxChecks--;
}
}
//-----------------------------------------------------------------------------
// Purpose: Move the body, check for collisions
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Hydra::MoveBody( )
{
int i;
int iFirst = 2;
int iLast = m_body.Count() - 1;
// clear stuck flags
for (i = 0; i <= iLast; i++)
{
m_body[i].bStuck = false;
}
// try to move all the nodes
for (i = iFirst; i <= iLast; i++)
{
trace_t tr;
// check direct movement
AI_TraceHull(m_body[i].vecPos, m_body[i].vecPos + m_body[i].vecDelta,
Vector( -2, -2, -2 ), Vector( 2, 2, 2 ),
MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr);
Vector direct = tr.endpos;
Vector delta = Vector( 0, 0, 0 );
Vector slide = m_body[i].vecDelta;
if (tr.fraction != 1.0)
{
// slow down and remove all motion in the direction of the plane
direct += tr.plane.normal;
Vector impactSpeed = (slide * tr.plane.normal) * tr.plane.normal;
slide = (slide - impactSpeed) * 0.8;
if (tr.m_pEnt)
{
if (i == iLast)
{
Stab( tr.m_pEnt, impactSpeed, tr );
}
else
{
Nudge( tr.m_pEnt, direct, impactSpeed );
}
}
// slow down and remove all motion in the direction of the plane
slide = (slide - (slide * tr.plane.normal) * tr.plane.normal) * 0.8;
// try to move the remaining distance anyways
AI_TraceHull(direct, direct + slide * (1 - tr.fraction),
Vector( -2, -2, -2 ), Vector( 2, 2, 2 ),
MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr);
// NDebugOverlay::Line( m_body[i].vecPos, tr.endpos, 255, 255, 0, true, 1);
direct = tr.endpos;
m_body[i].bStuck = true;
}
// make sure the new segment doesn't intersect the world
AI_TraceHull(direct, m_body[i-1].vecPos,
Vector( -2, -2, -2 ), Vector( 2, 2, 2 ),
MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr);
if (tr.fraction == 1.0)
{
if (i+1 < iLast)
{
AI_TraceHull(direct, m_body[i+1].vecPos,
Vector( -2, -2, -2 ), Vector( 2, 2, 2 ),
MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr);
}
if (tr.fraction == 1.0)
{
m_body[i].vecPos = direct;
delta = slide;
}
else
{
// FIXME: compute nudge force
m_body[i].bStuck = true;
//m_body[i+1].bStuck = true;
}
}
else
{
// FIXME: compute nudge force
m_body[i].bStuck = true;
//m_body[i-1].bStuck = true;
}
// m_body[i-1].vecDelta += (m_body[i].vecDelta - delta) * 0.25;
// m_body[i+1].vecDelta += (m_body[i].vecDelta - delta) * 0.25;
m_body[i].vecDelta = delta;
}
}
//-----------------------------------------------------------------------------
// Purpose: Push physics objects around if they get hit
// Input : vecContact = point in space where contact supposidly happened
// vecSpeed = in/sec of contact
// Output :
//-----------------------------------------------------------------------------
void CNPC_Hydra::Nudge( CBaseEntity *pOther, const Vector &vecContact, const Vector &vecSpeed )
{
if ( pOther->GetMoveType() != MOVETYPE_VPHYSICS )
{
return;
}
IPhysicsObject *pOtherPhysics = pOther->VPhysicsGetObject();
// Put the force on the line between the "contact point" and hit object origin
//Vector posOther;
//pOtherPhysics->GetPosition( &posOther, NULL );
// force is a 30kg object going 100 in/s
pOtherPhysics->ApplyForceOffset( vecSpeed * 30, vecContact );
}
//-----------------------------------------------------------------------------
// Purpose: Push physics objects around if they get hit
// Input : vecContact = point in space where contact supposidly happened
// vecSpeed = in/sec of contact
// Output :
//-----------------------------------------------------------------------------
void CNPC_Hydra::Stab( CBaseEntity *pOther, const Vector &vecSpeed, trace_t &tr )
{
if (pOther->m_takedamage == DAMAGE_YES && !pOther->IsPlayer())
{
Vector dir = vecSpeed;
VectorNormalize( dir );
if ( !sv_hydraTestSpike.GetInt() )
{
ClearMultiDamage();
// FIXME: this is bogus
CTakeDamageInfo info( this, this, pOther->m_iHealth+25, DMG_SLASH );
CalculateMeleeDamageForce( &info, dir, tr.endpos );
pOther->DispatchTraceAttack( info, dir, &tr );
ApplyMultiDamage();
}
else
{
CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating *>(pOther);
if ( pAnimating )
{
AttachStabbedEntity( pAnimating, vecSpeed * 30, tr );
}
}
}
else
{
Nudge( pOther, tr.endpos, vecSpeed );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : vecContact = point in space where contact supposidly happened
// vecSpeed = in/sec of contact
// Output :
//-----------------------------------------------------------------------------
void CNPC_Hydra::Kick( CBaseEntity *pHitEntity, const Vector &vecContact, const Vector &vecSpeed )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : vecContact = point in space where contact supposidly happened
// vecSpeed = in/sec of contact
// Output :
//-----------------------------------------------------------------------------
void CNPC_Hydra::Splash( const Vector &vecSplashPos )
{
}
//-----------------------------------------------------------------------------
// Purpose: Calculate the actual hydra length
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Hydra::CheckLength( )
{
int i;
ClearCondition( COND_HYDRA_SNAGGED );
ClearCondition( COND_HYDRA_NOSTUCK );
ClearCondition( COND_HYDRA_OVERSTRETCH );
m_bHasStuckSegments = m_body[m_body.Count() - 1].bStuck;
m_flCurrentLength = 0;
for (i = 1; i < m_body.Count() - 1; i++)
{
float length = (m_body[i+1].vecPos - m_body[i].vecPos).Length();
Assert( m_body[i+1].vecPos.IsValid( ) );
Assert( m_body[i].vecPos.IsValid( ) );
Assert( IsFinite( length ) );
m_body[i].flActualLength = length;
m_flCurrentLength += length;
// check for over streatched segements
if (length > m_idealSegmentLength * 3.0 && (m_body[i].bStuck || m_body[i+1].bStuck))
{
//NDebugOverlay::Line( m_body[i].vecPos, m_body[i+1].vecPos, 255, 0, 0, true, 1.0);
SetCondition( COND_HYDRA_SNAGGED );
}
if (m_body[i].bStuck)
{
m_bHasStuckSegments = true;
}
}
if (m_flCurrentLength > HYDRA_MAX_LENGTH) // FIXME
{
SetCondition( COND_HYDRA_OVERSTRETCH );
}
if (!m_bHasStuckSegments)
{
SetCondition( COND_HYDRA_NOSTUCK );
}
}
//-----------------------------------------------------------------------------
// Purpose: Grow or shrink the hydra, as needed
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Hydra::AdjustLength( )
{
m_body[0].vecPos = m_body[1].vecPos - m_vecOutward * m_idealSegmentLength ;
// DevMsg( "actual %.0f ideal %.0f relaxed %.0f\n", actualLength, m_idealLength, m_idealSegmentLength * (m_body.Count() - 3) );
CalcRelaxedLength( );
// "NPC_Hydra.ExtendTentacle"
bool bAdjustFailed = false;
bool bShouldAdjust = false;
if (m_flCurrentLength < m_idealLength)
{
if (m_flRelaxedLength + m_idealSegmentLength * 0.5 < m_idealLength)
{
bShouldAdjust = true;
//if (!GrowFromMostStretched( ))
if (!GrowFromVirtualRoot())
{
bAdjustFailed = true;
}
}
}
else if (m_flCurrentLength > m_idealLength)
{
// if (relaxedLength > actualLength)
if (m_flRelaxedLength - m_idealSegmentLength * 0.5 > m_idealLength || HasCondition( COND_HYDRA_SNAGGED ))
{
bShouldAdjust = true;
if (!ContractFromRoot())
{
if (!ContractBetweenStuckSegments())
{
if (!ContractFromHead())
{
bAdjustFailed = true;
}
}
}
}
else if (gpGlobals->curtime - m_flLastAdjustmentTime > 1.0)
{
bShouldAdjust = true;
// start to panic
if (!GrowFromMostStretched( ))
{
bAdjustFailed = true;
}
// SplitLongestSegment( );
/*
if (!ContractBetweenStuckSegments())
{
if (!ContractFromHead())
{
}
}
*/
}
else
{
bAdjustFailed = true;
}
}
if (!bAdjustFailed)
{
m_flLastAdjustmentTime = gpGlobals->curtime;
if (bShouldAdjust && !m_bExtendSoundActive)
{
m_bExtendSoundActive = true;
//CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
//controller.SoundChangeVolume( m_pExtendTentacleSound, 1.0, 0.1 );
}
}
else if (bShouldAdjust)
{
m_bExtendSoundActive = false;
//CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
//controller.SoundChangeVolume( m_pExtendTentacleSound, 0.0, 0.3 );
}
CalcRelaxedLength( );
}
//-----------------------------------------------------------------------------
// Purpose: Remove nodes, starting at the end, regardless of length
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CNPC_Hydra::ContractFromHead( )
{
if (m_body.Count() <= 2)
{
return false;
}
int iNode = m_body.Count() - 1;
if (m_body[iNode].bStuck && m_body[iNode-1].flActualLength > m_idealSegmentLength * 2.0)
{
AddNodeBefore( iNode );
iNode = m_body.Count() - 1;
}
if (m_body.Count() <= 3)
{
return false;
}
// always legal since no new link is being formed
m_body.Remove( iNode );
CalcRelaxedLength( );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Starting at the first stuck node back from the head, find a node to remove
// between it and the actual root who is part of a chain that isn't too long.
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CNPC_Hydra::ContractBetweenStuckSegments( )
{
if (m_body.Count() <= 3)
return false;
// first first stuck segment closest to head;
int iStuckHead = VirtualRoot( );
if (iStuckHead < 3)
return false;
// find a non stuck node with the shortest distance between its neighbors
int iShortest = -1;
float dist = m_idealSegmentLength * 2;
int i;
for (i = iStuckHead - 1; i > 2; i--)
{
if (!m_body[i].bStuck)
{
float length = (m_body[i-1].vecPos - m_body[i+1].vecPos).Length();
// check segment length
if (length < dist )
{
if (IsValidConnection( i-1, i+1 ))
{
dist = length;
iShortest = i;
}
}
}
}
if (iShortest = -1)
return false;
// FIXME: check for tunneling
m_body.Remove( iShortest );
CalcRelaxedLength( );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Try to remove segment closest to root
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CNPC_Hydra::ContractFromRoot( )
{
if (m_body.Count() <= 3)
return false;
// don't contract overly long segments
if (m_body[2].flActualLength > m_idealSegmentLength * 2.0)
return false;
if (!IsValidConnection( 1, 3 ))
return false;
m_body.Remove( 2 );
CalcRelaxedLength( );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Find the first stuck node that's closest to the head
// Input :
// Output :
//-----------------------------------------------------------------------------
int CNPC_Hydra::VirtualRoot( )
{
// first first stuck segment closest to head;
int iStuckHead;
for (iStuckHead = m_body.Count() - 2; iStuckHead > 1; iStuckHead--)
{
if (m_body[iStuckHead].bStuck)
{
return iStuckHead;
}
}
return 1;
}
//-----------------------------------------------------------------------------
// Purpose: Insert a node before the given node.
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CNPC_Hydra::AddNodeBefore( int iNode )
{
if (iNode < 1)
return false;
HydraBone bone;
bone.vecPos = (m_body[iNode].vecPos + m_body[iNode-1].vecPos) * 0.5;
bone.vecDelta = (m_body[iNode].vecDelta + m_body[iNode-1].vecDelta) * 0.5;
/*
// FIXME: can't do this, may be embedded in the world
int i0 = (iNode>2)?iNode-2:0;
int i1 = (iNode>1)?iNode-1:0;
int i2 = iNode;
int i3 = (iNode<m_body.Count()-1)?iNode+1:m_body.Count()-1;
Catmull_Rom_Spline( m_body[i0].vecPos, m_body[i1].vecPos, m_body[i2].vecPos, m_body[i3].vecPos, 0.5, bone.vecPos );
*/
bone.flActualLength = (m_body[iNode].vecPos - bone.vecPos).Length();
bone.flIdealLength = m_idealSegmentLength;
m_body[iNode-1].flActualLength = bone.flActualLength;
//Vector vecGoalPos;
//float flGoalInfluence;
m_body.InsertBefore( iNode, bone );
return true;
}
bool CNPC_Hydra::AddNodeAfter( int iNode )
{
AddNodeBefore( iNode + 1 );
return false;
}
bool CNPC_Hydra::GrowFromVirtualRoot( )
{
if (m_body[1].flActualLength < m_idealSegmentLength * 0.5)
return false;
return AddNodeAfter( 1 );
}
bool CNPC_Hydra::GrowFromMostStretched( )
{
int iNode = VirtualRoot( );
int iLongest = iNode;
float dist = m_idealSegmentLength * 0.5;
for (iNode; iNode < m_body.Count() - 1; iNode++)
{
if (m_body[iNode].flActualLength > dist)
{
iLongest = iNode;
dist = m_body[iNode].flActualLength;
}
}
if (m_body[iLongest].flActualLength <= dist)
{
return AddNodeAfter( iLongest );
}
return false;
}
void CNPC_Hydra::CalcRelaxedLength( )
{
m_flRelaxedLength = m_idealSegmentLength * (m_body.Count() -2) + HYDRA_OUTWARD_BIAS;
}
bool CNPC_Hydra::IsValidConnection( int iNode0, int iNode1 )
{
trace_t tr;
// check to make sure new connection is valid
AI_TraceHull(m_body[iNode0].vecPos, m_body[iNode1].vecPos,
Vector( -2, -2, -2 ), Vector( 2, 2, 2 ),
MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr);
if (tr.fraction == 1.0)
{
return true;
}
return false;
}
//-------------------------------------
float CNPC_Hydra::MaxYawSpeed()
{
return 0;
if( IsMoving() )
{
return 20;
}
switch( GetActivity() )
{
case ACT_180_LEFT:
return 30;
break;
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
return 30;
break;
default:
return 15;
break;
}
}
//-------------------------------------
int CNPC_Hydra::TranslateSchedule( int scheduleType )
{
return BaseClass::TranslateSchedule( scheduleType );
}
//-------------------------------------
void CNPC_Hydra::HandleAnimEvent( animevent_t *pEvent )
{
BaseClass::HandleAnimEvent( pEvent );
}
//-------------------------------------
void CNPC_Hydra::PrescheduleThink()
{
BaseClass::PrescheduleThink();
if ( m_bStabbedEntity )
{
UpdateStabbedEntity();
}
}
//-------------------------------------
int CNPC_Hydra::SelectSchedule ()
{
switch ( m_NPCState )
{
case NPC_STATE_IDLE:
{
SetState( NPC_STATE_ALERT );
return SCHED_HYDRA_DEPLOY;
}
break;
case NPC_STATE_ALERT:
{
return SCHED_HYDRA_STAB;
}
break;
case NPC_STATE_COMBAT:
{
if (HasCondition( COND_HYDRA_SNAGGED ))
{
return SCHED_HYDRA_PULLBACK;
}
else if (HasCondition( COND_HYDRA_OVERSTRETCH ))
{
return SCHED_HYDRA_STAB;
}
return SCHED_HYDRA_STAB;
}
break;
}
return BaseClass::SelectSchedule();
}
//-------------------------------------
void CNPC_Hydra::StartTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_HYDRA_DEPLOY:
m_vecHeadGoal = GetAbsOrigin( ) + m_vecOutward * 100;
m_idealLength = 100;
m_vecHeadDir = m_vecOutward;
return;
case TASK_HYDRA_PREP_STAB:
{
m_flTaskEndTime = gpGlobals->curtime + pTask->flTaskData;
// Go outward
m_vecHeadGoal = GetAbsOrigin( ) + m_vecOutward * 100;
SetTarget( (CBaseEntity *)UTIL_GetLocalPlayer() );
if (GetEnemy())
{
SetTarget( GetEnemy() );
}
//CPASAttenuationFilter filter( this, "NPC_Hydra.Alert" );
//Vector vecHead = EyePosition();
//EmitSound( filter, entindex(), "NPC_Hydra.Alert", &vecHead );
}
return;
case TASK_HYDRA_STAB:
{
//CPASAttenuationFilter filter( this, "NPC_Hydra.Attack" );
//Vector vecHead = EyePosition();
//EmitSound( filter, entindex(), "NPC_Hydra.Attack", &vecHead );
m_flTaskEndTime = gpGlobals->curtime + 0.5;
}
return;
case TASK_HYDRA_PULLBACK:
m_vecHeadGoal = GetAbsOrigin( ) + m_vecOutward * pTask->flTaskData;
m_idealLength = pTask->flTaskData * 1.1;
return;
default:
BaseClass::StartTask( pTask );
break;
}
}
//-------------------------------------
void CNPC_Hydra::RunTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_HYDRA_DEPLOY:
{
m_flHeadGoalInfluence = 1.0;
float dist = (EyePosition() - m_vecHeadGoal).Length();
if (dist < m_idealSegmentLength)
{
TaskComplete();
}
AimHeadInTravelDirection( 0.2 );
}
break;
case TASK_HYDRA_PREP_STAB:
{
int i;
if (m_body.Count() < 2)
{
TaskFail( "hydra is too short to begin stab" );
return;
}
CBaseEntity *pTarget = GetTarget();
if (pTarget == NULL)
{
TaskFail( FAIL_NO_TARGET );
}
if (pTarget->IsPlayer())
{
m_vecTarget = pTarget->EyePosition( );
}
else
{
m_vecTarget = pTarget->BodyTarget( EyePosition( ) );
}
float distToTarget = (m_vecTarget - m_vecHeadGoal).Length();
float distToBase = (m_vecHeadGoal - GetAbsOrigin()).Length();
m_idealLength = distToTarget + distToBase * 0.5;
if (m_idealLength > HYDRA_MAX_LENGTH)
m_idealLength = HYDRA_MAX_LENGTH;
if (distToTarget < 100.0)
{
m_vecTargetDir = (m_vecTarget - m_vecHeadGoal);
VectorNormalize( m_vecTargetDir );
m_vecHeadGoal = m_vecHeadGoal - m_vecTargetDir * (100 - distToTarget) * 0.5;
}
else if (distToTarget > 200.0)
{
m_vecTargetDir = (m_vecTarget - m_vecHeadGoal);
VectorNormalize( m_vecTargetDir );
m_vecHeadGoal = m_vecHeadGoal - m_vecTargetDir * (200.0 - distToTarget) * 0.5;
}
// face enemy
m_vecTargetDir = (m_vecTarget - m_body[m_body.Count()-1].vecPos);
VectorNormalize( m_vecTargetDir );
m_vecHeadDir = m_vecHeadDir * 0.6 + m_vecTargetDir * 0.4;
VectorNormalize( m_vecHeadDir.GetForModify() );
// build tension towards strike time
float influence = 1.0 - (m_flTaskEndTime - gpGlobals->curtime) / pTask->flTaskData;
if (influence > 1)
influence = 1.0;
influence = influence * influence * influence;
m_flHeadGoalInfluence = influence;
// keep head segment straight
i = m_body.Count() - 2;
m_body[i].vecGoalPos = m_vecHeadGoal - m_vecHeadDir * m_body[i].flActualLength;
m_body[i].flGoalInfluence = influence;
// curve neck into spiral
float distBackFromHead = m_body[i].flActualLength;
Vector right, up;
VectorVectors( m_vecHeadDir, right, up );
for (i = i - 1; i > 1 && distBackFromHead < distToTarget; i--)
{
distBackFromHead += m_body[i].flActualLength;
float r = (distBackFromHead / 200) * 3.1415 * 2;
// spiral
Vector p0 = m_vecHeadGoal
- m_vecHeadDir * distBackFromHead * 0.5
+ cos( r ) * m_body[i].flActualLength * right
+ sin( r ) * m_body[i].flActualLength * up;
// base
r = (distBackFromHead / m_idealLength) * 3.1415 * 0.2;
r = sin( r );
p0 = p0 * (1 - r) + r * GetAbsOrigin();
m_body[i].vecGoalPos = p0;
m_body[i].flGoalInfluence = influence * (1.0 - (distBackFromHead / distToTarget));
/*
if ( (pEnemy->EyePosition( ) - m_body[i].vecPos).Length() < distBackFromHead)
{
if ( gpGlobals->curtime - m_flLastAttackTime > 4.0)
{
TaskComplete();
}
return;
}
*/
}
// look to see if any of the goal positions are stuck
for (i = i; i < m_body.Count() - 1; i++)
{
if (m_body[i].bStuck)
{
Vector delta = DotProduct( m_body[i].vecGoalPos - m_body[i].vecPos, m_vecHeadDir) * m_vecHeadDir;
m_vecHeadGoal -= delta * m_body[i].flGoalInfluence;
break;
}
}
if ( gpGlobals->curtime >= m_flTaskEndTime )
{
if (distToTarget < 500)
{
TaskComplete( );
return;
}
else
{
TaskFail( "target is too far away" );
return;
}
}
}
return;
case TASK_HYDRA_STAB:
{
int i;
if (m_body.Count() < 2)
{
TaskFail( "hydra is too short to begin stab" );
return;
}
if (m_flTaskEndTime <= gpGlobals->curtime)
{
TaskComplete( );
return;
}
m_flHeadGoalInfluence = 1.0;
// face enemy
//m_vecHeadDir = (pEnemy->EyePosition( ) - m_body[m_body.Count()-1].vecPos);
//VectorNormalize( m_vecHeadDir.GetForModify() );
// keep head segment straight
i = m_body.Count() - 2;
m_body[i].vecGoalPos = m_vecHeadGoal + m_vecHeadDir * m_body[i].flActualLength;
m_body[i].flGoalInfluence = 1.0;
Vector vecToTarget = (m_vecTarget - EyePosition( ));
// check to see if we went past target
if (DotProduct( vecToTarget, m_vecHeadDir ) < 0.0)
{
TaskComplete( );
return;
}
float distToTarget = vecToTarget.Length();
float distToBase = (EyePosition( ) - GetAbsOrigin()).Length();
m_idealLength = distToTarget + distToBase;
/*
if (distToTarget < 20)
{
m_vecHeadGoal = m_vecTarget;
SetLastAttackTime( gpGlobals->curtime );
TaskComplete();
return;
}
else
*/
{
// hit enemy
m_vecHeadGoal = m_vecTarget + m_vecHeadDir * 300;
}
if (m_idealLength > HYDRA_MAX_LENGTH)
m_idealLength = HYDRA_MAX_LENGTH;
// curve neck into spiral
float distBackFromHead = m_body[i].flActualLength;
Vector right, up;
VectorVectors( m_vecHeadDir, right, up );
#if 1
for (i = i - 1; i > 1 && distBackFromHead < distToTarget; i--)
{
Vector p0 = m_vecHeadGoal - m_vecHeadDir * distBackFromHead * 1.0;
m_body[i].vecGoalPos = p0;
if ((m_vecTarget - m_body[i].vecPos).Length() > distToTarget + distBackFromHead)
{
m_body[i].flGoalInfluence = 1.0 - (distBackFromHead / distToTarget);
}
else
{
m_body[i].vecGoalPos = EyePosition( ) - m_vecHeadDir * distBackFromHead;
m_body[i].flGoalInfluence = 1.0 - (distBackFromHead / distToTarget);
}
distBackFromHead += m_body[i].flActualLength;
}
#endif
}
return;
case TASK_HYDRA_PULLBACK:
{
if (m_body.Count() < 2)
{
TaskFail( "hydra is too short to begin stab" );
return;
}
CBaseEntity *pEnemy = (CBaseEntity *)UTIL_GetLocalPlayer();
if (GetEnemy() != NULL)
{
pEnemy = GetEnemy();
}
AimHeadInTravelDirection( 0.2 );
// float dist = (EyePosition() - m_vecHeadGoal).Length();
if (m_flCurrentLength < m_idealLength + m_idealSegmentLength)
{
TaskComplete();
}
}
break;
default:
BaseClass::RunTask( pTask );
break;
}
}
//-------------------------------------
Vector CNPC_Hydra::EyePosition( )
{
int i = m_body.Count() - 1;
if (i >= 0)
{
return m_body[i].vecPos;
}
return GetAbsOrigin();
}
const QAngle &CNPC_Hydra::EyeAngles()
{
return GetAbsAngles();
}
Vector CNPC_Hydra::BodyTarget( const Vector &posSrc, bool bNoisy)
{
int i;
if (m_body.Count() < 2)
{
return GetAbsOrigin();
}
int iShortest = 1;
float flShortestDist = (posSrc - m_body[iShortest].vecPos).LengthSqr();
for (i = 2; i < m_body.Count(); i++)
{
float flDist = (posSrc - m_body[i].vecPos).LengthSqr();
if (flDist < flShortestDist)
{
iShortest = i;
flShortestDist = flDist;
}
}
// NDebugOverlay::Box(m_body[iShortest].vecPos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 0, 0, 255, 20, .1);
return m_body[iShortest].vecPos;
}
void CNPC_Hydra::AimHeadInTravelDirection( float flInfluence )
{
// aim in the direction of movement enemy
Vector delta = m_body[m_body.Count()-1].vecDelta;
VectorNormalize( delta );
if (DotProduct( delta, m_vecHeadDir ) < 0)
{
delta = -delta;
}
m_vecHeadDir = m_vecHeadDir * (1 - flInfluence) + delta * flInfluence;
VectorNormalize( m_vecHeadDir.GetForModify() );
}
//-------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Hydra impaling is done by creating an entity, forming a constraint
// between that entity and the target ragdoll, and then updating then
// entity to follow the hydra.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: This is the entity we create to follow the hydra
//-----------------------------------------------------------------------------
class CHydraImpale : public CBaseAnimating
{
DECLARE_CLASS( CHydraImpale, CBaseAnimating );
public:
DECLARE_DATADESC();
void Spawn( void );
void Precache( void );
void ImpaleThink( void );
IPhysicsConstraint *CreateConstraint( CNPC_Hydra *pHydra, IPhysicsObject *pTargetPhys, IPhysicsConstraintGroup *pGroup );
static CHydraImpale *Create( CNPC_Hydra *pHydra, CBaseEntity *pObject2 );
public:
IPhysicsConstraint *m_pConstraint;
CHandle<CNPC_Hydra> m_hHydra;
};
BEGIN_DATADESC( CHydraImpale )
DEFINE_PHYSPTR( m_pConstraint ),
DEFINE_FIELD( m_hHydra, FIELD_EHANDLE ),
DEFINE_THINKFUNC( ImpaleThink ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( hydra_impale, CHydraImpale );
//-----------------------------------------------------------------------------
// Purpose: To by usable by the constraint system, this needs to have a phys model.
//-----------------------------------------------------------------------------
void CHydraImpale::Spawn( void )
{
Precache();
SetModel( "models/props_junk/cardboard_box001a.mdl" );
AddEffects( EF_NODRAW );
// We don't want this to be solid, because we don't want it to collide with the hydra.
SetSolid( SOLID_VPHYSICS );
AddSolidFlags( FSOLID_NOT_SOLID );
VPhysicsInitShadow( false, false );
// Disable movement on this sucker, we're going to move him manually
SetMoveType( MOVETYPE_FLY );
BaseClass::Spawn();
m_pConstraint = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHydraImpale::Precache( void )
{
PrecacheModel( "models/props_junk/cardboard_box001a.mdl" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: Update the impale entity's position to the hydra's desired
//-----------------------------------------------------------------------------
void CHydraImpale::ImpaleThink( void )
{
if ( !m_hHydra )
{
// Remove ourselves.
m_pConstraint->Deactivate();
UTIL_Remove( this );
return;
}
// Ask the Hydra where he'd like the ragdoll, and move ourselves there
Vector vecOrigin;
QAngle vecAngles;
m_hHydra->GetDesiredImpaledPosition( &vecOrigin, &vecAngles );
SetAbsOrigin( vecOrigin );
SetAbsAngles( vecAngles );
//NDebugOverlay::Cross3D( vecOrigin, Vector( -5, -5, -5 ), Vector( 5, 5, 5 ), 255, 0, 0, 20, .1);
SetNextThink( gpGlobals->curtime + 0.1f );
}
//-----------------------------------------------------------------------------
// Purpose: Activate/create the constraint
//-----------------------------------------------------------------------------
IPhysicsConstraint *CHydraImpale::CreateConstraint( CNPC_Hydra *pHydra, IPhysicsObject *pTargetPhys, IPhysicsConstraintGroup *pGroup )
{
m_hHydra = pHydra;
IPhysicsObject *pImpalePhysObject = VPhysicsGetObject();
Assert( pImpalePhysObject );
constraint_fixedparams_t fixed;
fixed.Defaults();
fixed.InitWithCurrentObjectState( pImpalePhysObject, pTargetPhys );
fixed.constraint.Defaults();
m_pConstraint = physenv->CreateFixedConstraint( pImpalePhysObject, pTargetPhys, pGroup, fixed );
if ( m_pConstraint )
{
m_pConstraint->SetGameData( (void *)this );
}
SetThink( ImpaleThink );
SetNextThink( gpGlobals->curtime );
return m_pConstraint;
}
//-----------------------------------------------------------------------------
// Purpose: Create a Hydra Impale between the hydra and the entity passed in
//-----------------------------------------------------------------------------
CHydraImpale *CHydraImpale::Create( CNPC_Hydra *pHydra, CBaseEntity *pTarget )
{
Vector vecOrigin;
QAngle vecAngles;
pHydra->GetDesiredImpaledPosition( &vecOrigin, &vecAngles );
pTarget->Teleport( &vecOrigin, &vecAngles, &vec3_origin );
CHydraImpale *pImpale = (CHydraImpale *)CBaseEntity::Create( "hydra_impale", vecOrigin, vecAngles );
if ( !pImpale )
return NULL;
IPhysicsObject *pTargetPhysObject = pTarget->VPhysicsGetObject();
if ( !pTargetPhysObject )
{
DevMsg(" Error: Tried to hydra_impale an entity without a physics model.\n" );
return NULL;
}
IPhysicsConstraintGroup *pGroup = NULL;
// Ragdoll? If so, use it's constraint group
CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp*>(pTarget);
if ( pRagdoll )
{
pGroup = pRagdoll->GetRagdoll()->pGroup;
}
if ( !pImpale->CreateConstraint( pHydra, pTargetPhysObject, pGroup ) )
return NULL;
return pImpale;
}
void CNPC_Hydra::AttachStabbedEntity( CBaseAnimating *pAnimating, Vector vecForce, trace_t &tr )
{
CTakeDamageInfo info( this, this, pAnimating->m_iHealth+25, DMG_SLASH );
info.SetDamageForce( vecForce );
info.SetDamagePosition( tr.endpos );
CBaseEntity *pRagdoll = CreateServerRagdoll( pAnimating, 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS );
// Create our impale entity
CHydraImpale::Create( this, pRagdoll );
m_bStabbedEntity = true;
UTIL_Remove( pAnimating );
}
void CNPC_Hydra::UpdateStabbedEntity( void )
{
/*
CBaseEntity *pEntity = m_grabController.GetAttached();
if ( !pEntity )
{
DetachStabbedEntity( false );
return;
}
QAngle vecAngles(0,0,1);
Vector vecOrigin = m_body[m_body.Count()-2].vecPos;
//NDebugOverlay::Cross3D( vecOrigin, Vector( -5, -5, -5 ), Vector( 5, 5, 5 ), 255, 0, 0, 20, .1);
m_grabController.SetTargetPosition( vecOrigin, vecAngles );
*/
}
void CNPC_Hydra::DetachStabbedEntity( bool playSound )
{
/*
CBaseEntity *pObject = m_grabController.GetAttached();
if ( pObject != NULL )
{
IPhysicsObject *pPhysics = pObject->VPhysicsGetObject();
// Enable collision with this object again
if ( pPhysics != NULL )
{
physenv->EnableCollisions( pPhysics, VPhysicsGetObject() );
pPhysics->RecheckCollisionFilter();
}
}
m_grabController.DetachEntity();
*/
if ( playSound )
{
//Play the detach sound
}
m_bStabbedEntity = false;
}
void CNPC_Hydra::GetDesiredImpaledPosition( Vector *vecOrigin, QAngle *vecAngles )
{
*vecOrigin = m_body[m_body.Count()-2].vecPos;
*vecAngles = QAngle(0,0,0);
}
//-----------------------------------------------------------------------------
//
// CNPC_Hydra Schedules
//
//-------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_hydra, CNPC_Hydra )
//Register our interactions
//Conditions
DECLARE_CONDITION( COND_HYDRA_SNAGGED )
DECLARE_CONDITION( COND_HYDRA_STUCK )
DECLARE_CONDITION( COND_HYDRA_OVERSHOOT )
DECLARE_CONDITION( COND_HYDRA_OVERSTRETCH )
DECLARE_CONDITION( COND_HYDRA_STRIKE )
DECLARE_CONDITION( COND_HYDRA_NOSTUCK )
//Squad slots
//Tasks
DECLARE_TASK( TASK_HYDRA_RETRACT )
DECLARE_TASK( TASK_HYDRA_DEPLOY )
DECLARE_TASK( TASK_HYDRA_GET_OBJECT )
DECLARE_TASK( TASK_HYDRA_THROW_OBJECT )
DECLARE_TASK( TASK_HYDRA_PREP_STAB )
DECLARE_TASK( TASK_HYDRA_STAB )
DECLARE_TASK( TASK_HYDRA_PULLBACK )
//Activities
DECLARE_ACTIVITY( ACT_HYDRA_COWER )
DECLARE_ACTIVITY( ACT_HYDRA_STAB )
//=========================================================
// > SCHED_HYDRA_STAND_LOOK
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HYDRA_DEPLOY,
" Tasks"
" TASK_HYDRA_DEPLOY 0"
" TASK_WAIT 0.5"
""
" Interrupts"
" COND_NEW_ENEMY"
)
//=========================================================
// > SCHED_HYDRA_COWER
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HYDRA_RETRACT,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_HYDRA_COWER"
" TASK_WAIT 0.5"
""
" Interrupts"
)
DEFINE_SCHEDULE
(
SCHED_HYDRA_IDLE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_WAIT_INDEFINITE 0"
""
" Interrupts "
" COND_NEW_ENEMY"
)
DEFINE_SCHEDULE
(
SCHED_HYDRA_STAB,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HYDRA_DEPLOY"
" TASK_HYDRA_PREP_STAB 4.0"
" TASK_HYDRA_STAB 0"
" TASK_WAIT 0.5"
// " TASK_HYDRA_PULLBACK 100"
""
" Interrupts "
" COND_NEW_ENEMY"
" COND_HYDRA_OVERSTRETCH"
)
DEFINE_SCHEDULE
(
SCHED_HYDRA_PULLBACK,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_WAIT 0.4"
" TASK_HYDRA_PULLBACK 100"
""
" Interrupts "
" COND_NEW_ENEMY"
)
DEFINE_SCHEDULE
(
SCHED_HYDRA_THROW,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_HYDRA_GET_OBJECT 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_HYDRA_THROW_OBJECT 0"
" TASK_WAIT 1"
""
" Interrupts"
)
DEFINE_SCHEDULE
(
SCHED_HYDRA_RANGE_ATTACK,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_FACE_ENEMY 0"
" TASK_RANGE_ATTACK1 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_ENEMY_OCCLUDED"
" COND_NO_PRIMARY_AMMO"
" COND_HEAR_DANGER"
)
AI_END_CUSTOM_NPC()