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