Team Fortress 2 Source Code as on 22/4/2020
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//========= 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
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