Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

239 lines
6.9 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef NPC_BARNACLE_H
#define NPC_BARNACLE_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_basenpc.h"
#include "studio.h"
#include "physics_prop_ragdoll.h"
class CNPC_Barnacle;
#define BARNACLE_PULL_SPEED 80
#define BARNACLE_KILL_VICTIM_DELAY 5 // how many seconds after pulling prey in to gib them.
// Tongue
#define BARNACLE_TONGUE_POINTS 8
#define BARNACLE_MIN_PULL_TIME 3.0f
#define NUM_BARNACLE_GIBS 4
#define SF_BARNACLE_CHEAP_DEATH (1<<16) // Don't spawn as many gibs
#define SF_BARNACLE_AMBUSH (1<<17) // Start with tongue retracted and wait for input.
// when true, causes the barnacle's visible tongue to offset
// from the physical one when pulling the player.
#define BARNACLE_USE_TONGUE_OFFSET 1
//-----------------------------------------------------------------------------
// Purpose: This is the entity we place at the top & bottom of the tongue, to create a vphysics spring
//-----------------------------------------------------------------------------
class CBarnacleTongueTip : public CBaseAnimating
{
DECLARE_CLASS( CBarnacleTongueTip, CBaseAnimating );
public:
DECLARE_DATADESC();
virtual void Spawn( void );
virtual void Precache( void );
virtual void UpdateOnRemove( );
virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
virtual int UpdateTransmitState( void );
bool CreateSpring( CBaseAnimating *pTongueRoot );
static CBarnacleTongueTip *CreateTongueTip( CNPC_Barnacle *pBarnacle, CBaseAnimating *pTongueRoot, const Vector &vecOrigin, const QAngle &vecAngles );
static CBarnacleTongueTip *CreateTongueRoot( const Vector &vecOrigin, const QAngle &vecAngles );
IPhysicsSpring *m_pSpring;
private:
CHandle<CNPC_Barnacle> m_hBarnacle;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CNPC_Barnacle : public CAI_BaseNPC
{
DECLARE_CLASS( CNPC_Barnacle, CAI_BaseNPC );
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CNPC_Barnacle();
~CNPC_Barnacle();
void Spawn( void );
virtual void Activate( void );
void Precache( void );
Class_T Classify ( void );
virtual void ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
virtual void HandleAnimEvent( animevent_t *pEvent );
void Event_Killed( const CTakeDamageInfo &info );
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
void PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot );
// The tongue's vphysics updated
void OnTongueTipUpdated();
private:
void SetAltitude( float flAltitude );
void SpawnDeathGibs( void );
void InitTonguePosition( void );
CBaseEntity* TongueTouchEnt ( float *pflLength );
void BarnacleThink ( void );
void SwallowPrey( void );
void WaitTillDead ( void );
void AttachTongueToTarget( CBaseEntity *pTouchEnt, Vector vecGrabPos );
CRagdollProp *AttachRagdollToTongue( CBaseAnimating *pAnimating );
void RemoveRagdoll( bool bDestroyRagdoll );
void LostPrey( bool bRemoveRagdoll );
void BitePrey( void );
// Updates the tongue length
void UpdateTongue( void );
// Spit out the prey; add physics force!
void SpitPrey();
void SprayBlood();
// What type of enemy do we have?
bool IsEnemyAPlayer();
bool IsEnemyARagdoll();
bool IsEnemyAPhysicsObject();
bool IsEnemyAnNPC();
bool CanPickup( CBaseCombatCharacter *pBCC );
// Allows the ragdoll to settle before biting it
bool WaitForRagdollToSettle( float flBiteZOffset );
// Allows the physics prop to settle before biting it
bool WaitForPhysicsObjectToSettle( float flBiteZOffset );
// Play a scream right before biting
void PlayLiftingScream( float flBiteZOffset );
// Pulls the prey upward toward the mouth
void PullEnemyTorwardsMouth( bool bAdjustEnemyOrigin );
// Lift the prey stuck to our tongue up towards our mouth
void LiftPrey( void );
void LiftPlayer( float flBiteZOffset );
void LiftRagdoll( float flBiteZOffset );
void LiftPhysicsObject( float flBiteZOffset );
void LiftNPC( float flBiteZOffset );
void UpdatePlayerConstraint( void );
void InputDropTongue( inputdata_t &inputdata );
void InputSetDropTongueSpeed( inputdata_t &inputdata );
void DropTongue( void );
#if HL2_EPISODIC
/// Decides whether something should poison the barnacle upon eating
static bool IsPoisonous( CBaseEntity *pVictim );
void InputLetGo( inputdata_t &inputdata );
COutputEHANDLE m_OnGrab, m_OnRelease;
const impactdamagetable_t &GetPhysicsImpactDamageTable( void );
#endif
CNetworkVar( float, m_flAltitude );
int m_cGibs; // barnacle loads up on gibs each time it kills something.
bool m_bLiftingPrey; // true when the prey's on the tongue and being lifted to the mouth
bool m_bSwallowingPrey; // if it's a human, true while the barnacle chews it and swallows it whole.
float m_flDigestFinish; // time at which we've finished digesting something we chewed
float m_flVictimHeight;
int m_iGrabbedBoneIndex;
bool m_bPlayedPullSound;
bool m_bPlayerWasStanding;
static const char *m_szGibNames[NUM_BARNACLE_GIBS];
// Tongue spline points
CNetworkVar( Vector, m_vecRoot );
CNetworkVar( Vector, m_vecTip );
CNetworkVar( Vector, m_vecTipDrawOffset );
// Tongue tip & root
CHandle<CBarnacleTongueTip> m_hTongueRoot;
CHandle<CBarnacleTongueTip> m_hTongueTip;
CHandle<CRagdollProp> m_hRagdoll;
matrix3x4_t m_pRagdollBones[MAXSTUDIOBONES];
IPhysicsConstraint *m_pConstraint;
float m_flRestUnitsAboveGround;
int m_nSpitAttachment;
EHANDLE m_hLastSpitEnemy;
int m_nShakeCount;
float m_flNextBloodTime;
#ifndef _XBOX
int m_nBloodColor;
#endif
Vector m_vecBloodPos;
float m_flBarnaclePullSpeed;
float m_flLocalTimer;
Vector m_vLastEnemyPos;
float m_flLastPull;
CSimpleSimTimer m_StuckTimer;
bool m_bSwallowingBomb;
#ifdef HL2_EPISODIC
bool m_bSwallowingPoison;
#endif
#if BARNACLE_USE_TONGUE_OFFSET
// Static because only one barnacle can be holding the player
// at a time, and because it's not really a big deal if it
// resets to zero after reload.
const static Vector m_svPlayerHeldTipOffset;
#endif
DEFINE_CUSTOM_AI;
};
//-----------------------------------------------------------------------------
// What type of enemy do we have?
//-----------------------------------------------------------------------------
inline bool CNPC_Barnacle::IsEnemyAPlayer()
{
return GetEnemy() && GetEnemy()->IsPlayer();
}
inline bool CNPC_Barnacle::IsEnemyARagdoll()
{
return m_hRagdoll != NULL;
}
inline bool CNPC_Barnacle::IsEnemyAPhysicsObject()
{
return !m_hRagdoll && GetEnemy() && !GetEnemy()->IsPlayer() &&
!GetEnemy()->MyNPCPointer() && (GetEnemy()->GetMoveType() == MOVETYPE_VPHYSICS);
}
inline bool CNPC_Barnacle::IsEnemyAnNPC()
{
return !IsEnemyARagdoll() && (GetEnemy()->MyNPCPointer() != NULL);
}
#endif // NPC_BARNACLE_H