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2020-08-04 13:13:01 -04:00

239 lines
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C++

//========= 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 "physics_prop_ragdoll.h"
#include "studio.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