mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
419 lines
12 KiB
C
419 lines
12 KiB
C
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#ifndef NPC_ANTLION_H
|
||
|
#define NPC_ANTLION_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
#include "ai_blended_movement.h"
|
||
|
#include "soundent.h"
|
||
|
#include "ai_behavior_follow.h"
|
||
|
#include "ai_behavior_assault.h"
|
||
|
|
||
|
class CAntlionTemplateMaker;
|
||
|
|
||
|
#define ANTLION_FOLLOW_DISTANCE 350
|
||
|
#define ANTLION_FOLLOW_DISTANCE_SQR (ANTLION_FOLLOW_DISTANCE*ANTLION_FOLLOW_DISTANCE)
|
||
|
#define ANTLION_SKIN_COUNT 4
|
||
|
|
||
|
class CNPC_Antlion;
|
||
|
|
||
|
// Antlion follow behavior
|
||
|
class CAI_AntlionFollowBehavior : public CAI_FollowBehavior
|
||
|
{
|
||
|
typedef CAI_FollowBehavior BaseClass;
|
||
|
|
||
|
public:
|
||
|
|
||
|
CAI_AntlionFollowBehavior()
|
||
|
: BaseClass( AIF_ANTLION )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
bool FarFromFollowTarget( void )
|
||
|
{
|
||
|
return ( GetFollowTarget() && (GetAbsOrigin() - GetFollowTarget()->GetAbsOrigin()).LengthSqr() > ANTLION_FOLLOW_DISTANCE_SQR );
|
||
|
}
|
||
|
|
||
|
bool ShouldFollow( void )
|
||
|
{
|
||
|
if ( GetFollowTarget() == NULL )
|
||
|
return false;
|
||
|
|
||
|
if ( GetEnemy() != NULL )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
//
|
||
|
// Antlion class
|
||
|
//
|
||
|
|
||
|
enum AntlionMoveState_e
|
||
|
{
|
||
|
ANTLION_MOVE_FREE,
|
||
|
ANTLION_MOVE_FOLLOW,
|
||
|
ANTLION_MOVE_FIGHT_TO_GOAL,
|
||
|
};
|
||
|
|
||
|
#define SF_ANTLION_BURROW_ON_ELUDED ( 1 << 16 )
|
||
|
#define SF_ANTLION_USE_GROUNDCHECKS ( 1 << 17 )
|
||
|
#define SF_ANTLION_WORKER ( 1 << 18 ) // Use the "worker" model
|
||
|
|
||
|
typedef CAI_BlendingHost< CAI_BehaviorHost<CAI_BlendedNPC> > CAI_BaseAntlionBase;
|
||
|
|
||
|
class CNPC_Antlion : public CAI_BaseAntlionBase
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
DECLARE_CLASS( CNPC_Antlion, CAI_BaseAntlionBase );
|
||
|
|
||
|
CNPC_Antlion( void );
|
||
|
|
||
|
virtual float InnateRange1MinRange( void ) { return 50*12; }
|
||
|
virtual float InnateRange1MaxRange( void ) { return 250*12; }
|
||
|
|
||
|
bool IsWorker( void ) const { return HasSpawnFlags( SF_ANTLION_WORKER ); } // NOTE: IsAntlionWorker function must agree!
|
||
|
|
||
|
float GetIdealAccel( void ) const;
|
||
|
float MaxYawSpeed( void );
|
||
|
bool FInViewCone( CBaseEntity *pEntity );
|
||
|
bool FInViewCone( const Vector &vecSpot );
|
||
|
|
||
|
void Activate( void );
|
||
|
void HandleAnimEvent( animevent_t *pEvent );
|
||
|
void StartTask( const Task_t *pTask );
|
||
|
void RunTask( const Task_t *pTask );
|
||
|
void IdleSound( void );
|
||
|
void PainSound( const CTakeDamageInfo &info );
|
||
|
void Precache( void );
|
||
|
void Spawn( void );
|
||
|
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
|
||
|
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
|
||
|
void BuildScheduleTestBits( void );
|
||
|
void GatherConditions( void );
|
||
|
void PrescheduleThink( void );
|
||
|
void ZapThink( void );
|
||
|
void BurrowUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||
|
bool CreateVPhysics();
|
||
|
|
||
|
bool IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos ) const;
|
||
|
bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sender = NULL );
|
||
|
bool QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC = false );
|
||
|
bool ShouldPlayIdleSound( void );
|
||
|
bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval );
|
||
|
bool IsValidEnemy(CBaseEntity *pEnemy);
|
||
|
bool QueryHearSound( CSound *pSound );
|
||
|
bool IsLightDamage( const CTakeDamageInfo &info );
|
||
|
bool CreateBehaviors( void );
|
||
|
bool ShouldHearBugbait( void ) { return ( m_bIgnoreBugbait == false ); }
|
||
|
int SelectSchedule( void );
|
||
|
|
||
|
void Touch( CBaseEntity *pOther );
|
||
|
|
||
|
virtual int RangeAttack1Conditions( float flDot, float flDist );
|
||
|
virtual int MeleeAttack1Conditions( float flDot, float flDist );
|
||
|
virtual int MeleeAttack2Conditions( float flDot, float flDist );
|
||
|
virtual int GetSoundInterests( void ) { return (BaseClass::GetSoundInterests())|(SOUND_DANGER|SOUND_PHYSICS_DANGER|SOUND_THUMPER|SOUND_BUGBAIT); }
|
||
|
virtual bool IsHeavyDamage( const CTakeDamageInfo &info );
|
||
|
|
||
|
Class_T Classify( void ) { return CLASS_ANTLION; }
|
||
|
|
||
|
void Event_Killed( const CTakeDamageInfo &info );
|
||
|
bool FValidateHintType ( CAI_Hint *pHint );
|
||
|
void GatherEnemyConditions( CBaseEntity *pEnemy );
|
||
|
|
||
|
bool IsAllied( void );
|
||
|
bool ShouldGib( const CTakeDamageInfo &info );
|
||
|
bool CorpseGib( const CTakeDamageInfo &info );
|
||
|
|
||
|
float GetMaxJumpSpeed() const { return 1024.0f; }
|
||
|
|
||
|
void SetFightTarget( CBaseEntity *pTarget );
|
||
|
void InputFightToPosition( inputdata_t &inputdata );
|
||
|
void InputStopFightToPosition( inputdata_t &inputdata );
|
||
|
void InputJumpAtTarget( inputdata_t &inputdata );
|
||
|
|
||
|
void SetFollowTarget( CBaseEntity *pTarget );
|
||
|
int TranslateSchedule( int scheduleType );
|
||
|
|
||
|
virtual Activity NPC_TranslateActivity( Activity baseAct );
|
||
|
|
||
|
bool ShouldResumeFollow( void );
|
||
|
bool ShouldAbandonFollow( void );
|
||
|
|
||
|
void SetMoveState( AntlionMoveState_e state );
|
||
|
int ChooseMoveSchedule( void );
|
||
|
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
bool m_bStartBurrowed;
|
||
|
float m_flNextJumpPushTime;
|
||
|
|
||
|
void SetParentSpawnerName( const char *szName ) { m_strParentSpawner = MAKE_STRING( szName ); }
|
||
|
const char *GetParentSpawnerName( void ) { return STRING( m_strParentSpawner ); }
|
||
|
|
||
|
virtual void StopLoopingSounds( void );
|
||
|
bool AllowedToBePushed( void );
|
||
|
|
||
|
virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true );
|
||
|
virtual float GetAutoAimRadius() { return 36.0f; }
|
||
|
|
||
|
void ClearBurrowPoint( const Vector &origin );
|
||
|
|
||
|
void Flip( bool bZapped = false );
|
||
|
|
||
|
bool CanBecomeRagdoll();
|
||
|
|
||
|
virtual void NotifyDeadFriend( CBaseEntity *pFriend );
|
||
|
|
||
|
private:
|
||
|
|
||
|
inline CBaseEntity *EntityToWatch( void );
|
||
|
void UpdateHead( void );
|
||
|
|
||
|
bool FindChasePosition( const Vector &targetPos, Vector &result );
|
||
|
bool GetGroundPosition( const Vector &testPos, Vector &result );
|
||
|
bool GetPathToSoundFleePoint( int soundType );
|
||
|
inline bool IsFlipped( void );
|
||
|
|
||
|
void Burrow( void );
|
||
|
void Unburrow( void );
|
||
|
|
||
|
void InputUnburrow( inputdata_t &inputdata );
|
||
|
void InputBurrow( inputdata_t &inputdata );
|
||
|
void InputBurrowAway( inputdata_t &inputdata );
|
||
|
void InputDisableJump( inputdata_t &inputdata );
|
||
|
void InputEnableJump( inputdata_t &inputdata );
|
||
|
void InputIgnoreBugbait( inputdata_t &inputdata );
|
||
|
void InputHearBugbait( inputdata_t &inputdata );
|
||
|
|
||
|
bool FindBurrow( const Vector &origin, float distance, int type, bool excludeNear = true );
|
||
|
void CreateDust( bool placeDecal = true );
|
||
|
|
||
|
bool ValidBurrowPoint( const Vector &point );
|
||
|
bool CheckLanding( void );
|
||
|
bool Alone( void );
|
||
|
bool CheckAlertRadius( void );
|
||
|
bool ShouldJump( void );
|
||
|
|
||
|
void MeleeAttack( float distance, float damage, QAngle& viewPunch, Vector& shove );
|
||
|
void SetWings( bool state );
|
||
|
void StartJump( void );
|
||
|
void LockJumpNode( void );
|
||
|
|
||
|
bool IsUnusableNode(int iNodeID, CAI_Hint *pHint);
|
||
|
|
||
|
bool OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
|
||
|
|
||
|
void ManageFleeCapabilities( bool bEnable );
|
||
|
|
||
|
int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
|
||
|
bool IsFirmlyOnGround( void );
|
||
|
void CascadePush( const Vector &vecForce );
|
||
|
|
||
|
virtual bool CanRunAScriptedNPCInteraction( bool bForced = false );
|
||
|
|
||
|
virtual void Ignite ( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner );
|
||
|
virtual bool GetSpitVector( const Vector &vecStartPos, const Vector &vecTarget, Vector *vecOut );
|
||
|
virtual bool InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions );
|
||
|
virtual bool FCanCheckAttacks( void );
|
||
|
|
||
|
bool SeenEnemyWithinTime( float flTime );
|
||
|
void DelaySquadAttack( float flDuration );
|
||
|
|
||
|
#if HL2_EPISODIC
|
||
|
void DoPoisonBurst();
|
||
|
#endif
|
||
|
|
||
|
float m_flIdleDelay;
|
||
|
float m_flBurrowTime;
|
||
|
float m_flJumpTime;
|
||
|
float m_flAlertRadius;
|
||
|
|
||
|
float m_flPounceTime;
|
||
|
int m_iUnBurrowAttempts;
|
||
|
int m_iContext; //for FValidateHintType context
|
||
|
|
||
|
Vector m_vecSaveSpitVelocity; // Saved when we start to attack and used if we failed to get a clear shot once we release
|
||
|
|
||
|
CAI_AntlionFollowBehavior m_FollowBehavior;
|
||
|
CAI_AssaultBehavior m_AssaultBehavior;
|
||
|
|
||
|
AntlionMoveState_e m_MoveState;
|
||
|
|
||
|
COutputEvent m_OnReachFightGoal; //Reached our scripted destination to fight to
|
||
|
COutputEvent m_OnUnBurrowed; //Unburrowed
|
||
|
|
||
|
Vector m_vecSavedJump;
|
||
|
Vector m_vecLastJumpAttempt;
|
||
|
|
||
|
float m_flIgnoreSoundTime; // Sound time to ignore if earlier than
|
||
|
float m_flNextAcknowledgeTime; // Next time an antlion can make an acknowledgement noise
|
||
|
float m_flSuppressFollowTime; // Amount of time to suppress our follow time
|
||
|
float m_flObeyFollowTime; // A range of time the antlions must be obedient
|
||
|
|
||
|
Vector m_vecHeardSound;
|
||
|
bool m_bHasHeardSound;
|
||
|
bool m_bAgitatedSound; //Playing agitated sound?
|
||
|
bool m_bWingsOpen; //Are the wings open?
|
||
|
bool m_bIgnoreBugbait; //If the antlion should ignore bugbait sounds
|
||
|
string_t m_strParentSpawner; //Name of our spawner
|
||
|
|
||
|
EHANDLE m_hFollowTarget;
|
||
|
EHANDLE m_hFightGoalTarget;
|
||
|
float m_flEludeDistance; //Distance until the antlion will consider himself "eluded" if so flagged
|
||
|
bool m_bLeapAttack;
|
||
|
bool m_bDisableJump;
|
||
|
float m_flTimeDrown;
|
||
|
float m_flTimeDrownSplash;
|
||
|
bool m_bDontExplode; // Suppresses worker poison burst when drowning, failing to unburrow, etc.
|
||
|
bool m_bLoopingStarted;
|
||
|
bool m_bSuppressUnburrowEffects; // Don't kick up dust when spawning
|
||
|
#if HL2_EPISODIC
|
||
|
bool m_bHasDoneAirAttack; ///< only allowed to apply this damage once per glide
|
||
|
#endif
|
||
|
|
||
|
bool m_bForcedStuckJump;
|
||
|
int m_nBodyBone;
|
||
|
|
||
|
// Used to trigger a heavy damage interrupt if sustained damage is taken
|
||
|
int m_nSustainedDamage;
|
||
|
float m_flLastDamageTime;
|
||
|
float m_flZapDuration;
|
||
|
|
||
|
protected:
|
||
|
int m_poseHead_Yaw, m_poseHead_Pitch;
|
||
|
virtual void PopulatePoseParameters( void );
|
||
|
|
||
|
private:
|
||
|
|
||
|
HSOUNDSCRIPTHANDLE m_hFootstep;
|
||
|
|
||
|
DEFINE_CUSTOM_AI;
|
||
|
|
||
|
//==================================================
|
||
|
// AntlionConditions
|
||
|
//==================================================
|
||
|
|
||
|
enum
|
||
|
{
|
||
|
COND_ANTLION_FLIPPED = LAST_SHARED_CONDITION,
|
||
|
COND_ANTLION_ON_NPC,
|
||
|
COND_ANTLION_CAN_JUMP,
|
||
|
COND_ANTLION_FOLLOW_TARGET_TOO_FAR,
|
||
|
COND_ANTLION_RECEIVED_ORDERS,
|
||
|
COND_ANTLION_IN_WATER,
|
||
|
COND_ANTLION_CAN_JUMP_AT_TARGET,
|
||
|
COND_ANTLION_SQUADMATE_KILLED
|
||
|
};
|
||
|
|
||
|
//==================================================
|
||
|
// AntlionSchedules
|
||
|
//==================================================
|
||
|
|
||
|
enum
|
||
|
{
|
||
|
SCHED_ANTLION_CHASE_ENEMY_BURROW = LAST_SHARED_SCHEDULE,
|
||
|
SCHED_ANTLION_JUMP,
|
||
|
SCHED_ANTLION_RUN_TO_BURROW_IN,
|
||
|
SCHED_ANTLION_BURROW_IN,
|
||
|
SCHED_ANTLION_BURROW_WAIT,
|
||
|
SCHED_ANTLION_BURROW_OUT,
|
||
|
SCHED_ANTLION_WAIT_FOR_UNBORROW_TRIGGER,
|
||
|
SCHED_ANTLION_WAIT_FOR_CLEAR_UNBORROW,
|
||
|
SCHED_ANTLION_WAIT_UNBORROW,
|
||
|
SCHED_ANTLION_FLEE_THUMPER,
|
||
|
SCHED_ANTLION_CHASE_BUGBAIT,
|
||
|
SCHED_ANTLION_FLIP,
|
||
|
SCHED_ANTLION_DISMOUNT_NPC,
|
||
|
SCHED_ANTLION_RUN_TO_FIGHT_GOAL,
|
||
|
SCHED_ANTLION_RUN_TO_FOLLOW_GOAL,
|
||
|
SCHED_ANTLION_BUGBAIT_IDLE_STAND,
|
||
|
SCHED_ANTLION_BURROW_AWAY,
|
||
|
SCHED_ANTLION_FLEE_PHYSICS_DANGER,
|
||
|
SCHED_ANTLION_POUNCE,
|
||
|
SCHED_ANTLION_POUNCE_MOVING,
|
||
|
SCHED_ANTLION_DROWN,
|
||
|
SCHED_ANTLION_WORKER_RANGE_ATTACK1,
|
||
|
SCHED_ANTLION_WORKER_RUN_RANDOM,
|
||
|
SCHED_ANTLION_TAKE_COVER_FROM_ENEMY,
|
||
|
SCHED_ANTLION_ZAP_FLIP,
|
||
|
SCHED_ANTLION_WORKER_FLANK_RANDOM,
|
||
|
SCHED_ANTLION_TAKE_COVER_FROM_SAVEPOSITION
|
||
|
};
|
||
|
|
||
|
//==================================================
|
||
|
// AntlionTasks
|
||
|
//==================================================
|
||
|
|
||
|
enum
|
||
|
{
|
||
|
TASK_ANTLION_SET_CHARGE_GOAL = LAST_SHARED_TASK,
|
||
|
TASK_ANTLION_FIND_BURROW_IN_POINT,
|
||
|
TASK_ANTLION_FIND_BURROW_OUT_POINT,
|
||
|
TASK_ANTLION_BURROW,
|
||
|
TASK_ANTLION_UNBURROW,
|
||
|
TASK_ANTLION_VANISH,
|
||
|
TASK_ANTLION_BURROW_WAIT,
|
||
|
TASK_ANTLION_CHECK_FOR_UNBORROW,
|
||
|
TASK_ANTLION_JUMP,
|
||
|
TASK_ANTLION_WAIT_FOR_TRIGGER,
|
||
|
TASK_ANTLION_GET_THUMPER_ESCAPE_PATH,
|
||
|
TASK_ANTLION_GET_PATH_TO_BUGBAIT,
|
||
|
TASK_ANTLION_FACE_BUGBAIT,
|
||
|
TASK_ANTLION_DISMOUNT_NPC,
|
||
|
TASK_ANTLION_REACH_FIGHT_GOAL,
|
||
|
TASK_ANTLION_GET_PHYSICS_DANGER_ESCAPE_PATH,
|
||
|
TASK_ANTLION_FACE_JUMP,
|
||
|
TASK_ANTLION_DROWN,
|
||
|
TASK_ANTLION_GET_PATH_TO_RANDOM_NODE,
|
||
|
TASK_ANTLION_FIND_COVER_FROM_SAVEPOSITION,
|
||
|
};
|
||
|
};
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Shield
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CAntlionRepellant : public CPointEntity
|
||
|
{
|
||
|
DECLARE_DATADESC();
|
||
|
public:
|
||
|
DECLARE_CLASS( CAntlionRepellant, CPointEntity );
|
||
|
~CAntlionRepellant();
|
||
|
|
||
|
public:
|
||
|
void Spawn( void );
|
||
|
void InputEnable( inputdata_t &inputdata );
|
||
|
void InputDisable( inputdata_t &inputdata );
|
||
|
float GetRadius( void );
|
||
|
void SetRadius( float flRadius ) { m_flRepelRadius = flRadius; }
|
||
|
|
||
|
static bool IsPositionRepellantFree( Vector vDesiredPos );
|
||
|
|
||
|
void OnRestore( void );
|
||
|
|
||
|
private:
|
||
|
|
||
|
float m_flRepelRadius;
|
||
|
bool m_bEnabled;
|
||
|
};
|
||
|
|
||
|
extern bool IsAntlion( CBaseEntity *pEntity );
|
||
|
extern bool IsAntlionWorker( CBaseEntity *pEntity );
|
||
|
|
||
|
#ifdef HL2_EPISODIC
|
||
|
extern float AntlionWorkerBurstRadius( void );
|
||
|
#endif // HL2_EPISODIC
|
||
|
|
||
|
#endif // NPC_ANTLION_H
|