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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/hl2/npc_barnacle.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/hl2/npc_barnacle.h')
| -rw-r--r-- | game/server/hl2/npc_barnacle.h | 239 |
1 files changed, 239 insertions, 0 deletions
diff --git a/game/server/hl2/npc_barnacle.h b/game/server/hl2/npc_barnacle.h new file mode 100644 index 0000000..bcb191c --- /dev/null +++ b/game/server/hl2/npc_barnacle.h @@ -0,0 +1,239 @@ +//========= 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 |