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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/hl2/npc_barnacle.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/hl2/npc_barnacle.h')
| -rw-r--r-- | mp/src/game/server/hl2/npc_barnacle.h | 478 |
1 files changed, 239 insertions, 239 deletions
diff --git a/mp/src/game/server/hl2/npc_barnacle.h b/mp/src/game/server/hl2/npc_barnacle.h index 3e812b0a..bcb191cf 100644 --- a/mp/src/game/server/hl2/npc_barnacle.h +++ b/mp/src/game/server/hl2/npc_barnacle.h @@ -1,239 +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
+//========= 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 |