239 lines
7.4 KiB
C++
239 lines
7.4 KiB
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
|