mirror of
https://github.com/nillerusr/source-engine.git
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292 lines
9.0 KiB
C++
292 lines
9.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef NPC_BASEZOMBIE_H
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#define NPC_BASEZOMBIE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_basenpc.h"
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#include "ai_blended_movement.h"
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#include "soundenvelope.h"
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#include "ai_behavior_actbusy.h"
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#define ZOM_ATTN_FOOTSTEP ATTN_IDLE
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#define ENVELOPE_CONTROLLER (CSoundEnvelopeController::GetController())
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#define ZOMBIE_MELEE_REACH 55
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extern int AE_ZOMBIE_ATTACK_RIGHT;
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extern int AE_ZOMBIE_ATTACK_LEFT;
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extern int AE_ZOMBIE_ATTACK_BOTH;
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extern int AE_ZOMBIE_SWATITEM;
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extern int AE_ZOMBIE_STARTSWAT;
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extern int AE_ZOMBIE_STEP_LEFT;
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extern int AE_ZOMBIE_STEP_RIGHT;
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extern int AE_ZOMBIE_SCUFF_LEFT;
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extern int AE_ZOMBIE_SCUFF_RIGHT;
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extern int AE_ZOMBIE_ATTACK_SCREAM;
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extern int AE_ZOMBIE_GET_UP;
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extern int AE_ZOMBIE_POUND;
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#define ZOMBIE_BODYGROUP_HEADCRAB 1 // The crab on our head
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// Pass these to claw attack so we know where to draw the blood.
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#define ZOMBIE_BLOOD_LEFT_HAND 0
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#define ZOMBIE_BLOOD_RIGHT_HAND 1
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#define ZOMBIE_BLOOD_BOTH_HANDS 2
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#define ZOMBIE_BLOOD_BITE 3
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enum HeadcrabRelease_t
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{
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RELEASE_NO,
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RELEASE_IMMEDIATE, // release the headcrab right now!
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RELEASE_SCHEDULED, // release the headcrab through the AI schedule.
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RELEASE_VAPORIZE, // just destroy the crab.
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RELEASE_RAGDOLL, // release a dead crab
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RELEASE_RAGDOLL_SLICED_OFF // toss the crab up a bit
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};
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//=========================================================
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// schedules
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//=========================================================
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enum
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{
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SCHED_ZOMBIE_CHASE_ENEMY = LAST_SHARED_SCHEDULE,
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SCHED_ZOMBIE_MOVE_SWATITEM,
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SCHED_ZOMBIE_SWATITEM,
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SCHED_ZOMBIE_ATTACKITEM,
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SCHED_ZOMBIE_RELEASECRAB,
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SCHED_ZOMBIE_MOVE_TO_AMBUSH,
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SCHED_ZOMBIE_WAIT_AMBUSH,
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SCHED_ZOMBIE_WANDER_MEDIUM, // medium range wandering behavior.
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SCHED_ZOMBIE_WANDER_FAIL,
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SCHED_ZOMBIE_WANDER_STANDOFF,
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SCHED_ZOMBIE_MELEE_ATTACK1,
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SCHED_ZOMBIE_POST_MELEE_WAIT,
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LAST_BASE_ZOMBIE_SCHEDULE,
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};
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//=========================================================
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// tasks
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//=========================================================
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enum
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{
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TASK_ZOMBIE_DELAY_SWAT = LAST_SHARED_TASK,
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TASK_ZOMBIE_GET_PATH_TO_PHYSOBJ,
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TASK_ZOMBIE_SWAT_ITEM,
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TASK_ZOMBIE_DIE,
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TASK_ZOMBIE_RELEASE_HEADCRAB,
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TASK_ZOMBIE_WAIT_POST_MELEE,
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LAST_BASE_ZOMBIE_TASK,
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};
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//=========================================================
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// Zombie conditions
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//=========================================================
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enum Zombie_Conds
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{
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COND_ZOMBIE_CAN_SWAT_ATTACK = LAST_SHARED_CONDITION,
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COND_ZOMBIE_RELEASECRAB,
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COND_ZOMBIE_LOCAL_MELEE_OBSTRUCTION,
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LAST_BASE_ZOMBIE_CONDITION,
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};
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typedef CAI_BlendingHost< CAI_BehaviorHost<CAI_BaseNPC> > CAI_BaseZombieBase;
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//=========================================================
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//=========================================================
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abstract_class CNPC_BaseZombie : public CAI_BaseZombieBase
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{
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DECLARE_CLASS( CNPC_BaseZombie, CAI_BaseZombieBase );
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public:
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CNPC_BaseZombie( void );
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~CNPC_BaseZombie( void );
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void Spawn( void );
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void Precache( void );
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void StartTouch( CBaseEntity *pOther );
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bool CreateBehaviors();
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float MaxYawSpeed( void );
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bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval );
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Class_T Classify( void );
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Disposition_t IRelationType( CBaseEntity *pTarget );
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void HandleAnimEvent( animevent_t *pEvent );
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void OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
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void KillMe( void )
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{
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m_iHealth = 5;
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OnTakeDamage( CTakeDamageInfo( this, this, m_iHealth * 2, DMG_GENERIC ) );
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}
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int MeleeAttack1Conditions ( float flDot, float flDist );
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virtual float GetClawAttackRange() const { return ZOMBIE_MELEE_REACH; }
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// No range attacks
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int RangeAttack1Conditions ( float flDot, float flDist ) { return( 0 ); }
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virtual float GetHitgroupDamageMultiplier( int iHitGroup, const CTakeDamageInfo &info );
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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virtual float GetReactionDelay( CBaseEntity *pEnemy ) { return 0.0; }
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virtual int SelectSchedule ( void );
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virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
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virtual void BuildScheduleTestBits( void );
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virtual int TranslateSchedule( int scheduleType );
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virtual Activity NPC_TranslateActivity( Activity baseAct );
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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void GatherConditions( void );
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void PrescheduleThink( void );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual bool BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector );
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void StopLoopingSounds();
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virtual void OnScheduleChange( void );
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virtual void PoundSound();
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// Custom damage/death
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bool ShouldIgnite( const CTakeDamageInfo &info );
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bool ShouldIgniteZombieGib( void );
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virtual bool IsChopped( const CTakeDamageInfo &info );
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virtual bool IsSquashed( const CTakeDamageInfo &info ) { return false; }
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virtual void DieChopped( const CTakeDamageInfo &info );
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virtual void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false );
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void CopyRenderColorTo( CBaseEntity *pOther );
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virtual bool ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold );
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virtual HeadcrabRelease_t ShouldReleaseHeadcrab( const CTakeDamageInfo &info, float flDamageThreshold );
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// Headcrab releasing/breaking apart
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void RemoveHead( void );
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virtual void SetZombieModel( void ) { };
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virtual void BecomeTorso( const Vector &vecTorsoForce, const Vector &vecLegsForce );
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virtual bool CanBecomeLiveTorso() { return false; }
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virtual bool HeadcrabFits( CBaseAnimating *pCrab );
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void ReleaseHeadcrab( const Vector &vecOrigin, const Vector &vecVelocity, bool fRemoveHead, bool fRagdollBody, bool fRagdollCrab = false );
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void SetHeadcrabSpawnLocation( int iCrabAttachment, CBaseAnimating *pCrab );
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// Slumping/sleeping
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bool IsSlumped( void );
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bool IsGettingUp( void );
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// Swatting physics objects
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int GetSwatActivity( void );
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bool FindNearestPhysicsObject( int iMaxMass );
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float DistToPhysicsEnt( void );
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virtual bool CanSwatPhysicsObjects( void ) { return true; }
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// Returns whether we must be very near our enemy to attack them.
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virtual bool MustCloseToAttack(void) { return true; }
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virtual CBaseEntity *ClawAttack( float flDist, int iDamage, QAngle &qaViewPunch, Vector &vecVelocityPunch, int BloodOrigin );
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// Sounds & sound envelope
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virtual bool ShouldPlayFootstepMoan( void );
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virtual void PainSound( const CTakeDamageInfo &info ) = 0;
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virtual void AlertSound( void ) = 0;
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virtual void IdleSound( void ) = 0;
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virtual void AttackSound( void ) = 0;
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virtual void AttackHitSound( void ) = 0;
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virtual void AttackMissSound( void ) = 0;
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virtual void FootstepSound( bool fRightFoot ) = 0;
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virtual void FootscuffSound( bool fRightFoot ) = 0;
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// make a sound Alyx can hear when in darkness mode
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void MakeAISpookySound( float volume, float duration = 0.5 );
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virtual bool CanPlayMoanSound();
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virtual void MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize );
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bool ShouldPlayIdleSound( void ) { return false; }
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virtual const char *GetMoanSound( int nSound ) = 0;
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virtual const char *GetHeadcrabClassname( void ) = 0;
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virtual const char *GetLegsModel( void ) = 0;
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virtual const char *GetTorsoModel( void ) = 0;
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virtual const char *GetHeadcrabModel( void ) = 0;
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virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy );
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virtual Vector HeadTarget( const Vector &posSrc );
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virtual float GetAutoAimRadius();
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virtual void TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition );
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bool OnInsufficientStopDist( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
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virtual bool AllowedToIgnite( void ) { return true; }
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public:
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CAI_ActBusyBehavior m_ActBusyBehavior;
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protected:
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CSoundPatch *m_pMoanSound;
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bool m_fIsTorso; // is this is a half-zombie?
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bool m_fIsHeadless; // is this zombie headless
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float m_flNextFlinch;
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bool m_bHeadShot; // Used to determine the survival of our crab beyond our death.
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//
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// Zombies catch on fire if they take too much burn damage in a given time period.
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//
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float m_flBurnDamage; // Keeps track of how much burn damage we've incurred in the last few seconds.
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float m_flBurnDamageResetTime; // Time at which we reset the burn damage.
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EHANDLE m_hPhysicsEnt;
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float m_flNextMoanSound;
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float m_flNextSwat;
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float m_flNextSwatScan;
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float m_crabHealth;
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float m_flMoanPitch;
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EHANDLE m_hObstructor;
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static int g_numZombies; // counts total number of existing zombies.
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int m_iMoanSound; // each zombie picks one of the 4 and keeps it.
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static int ACT_ZOM_SWATLEFTMID;
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static int ACT_ZOM_SWATRIGHTMID;
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static int ACT_ZOM_SWATLEFTLOW;
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static int ACT_ZOM_SWATRIGHTLOW;
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static int ACT_ZOM_RELEASECRAB;
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static int ACT_ZOM_FALL;
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DECLARE_DATADESC();
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DEFINE_CUSTOM_AI;
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private:
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bool m_bIsSlumped;
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};
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#endif // NPC_BASEZOMBIE_H
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