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126 lines
3.3 KiB
C++
126 lines
3.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base combat character with no AI
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef HL1TALKNPC_H
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#define HL1TALKNPC_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "soundflags.h"
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#include "ai_task.h"
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#include "ai_schedule.h"
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#include "ai_default.h"
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#include "ai_speech.h"
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#include "ai_basenpc.h"
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#include "ai_behavior.h"
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#include "ai_behavior_follow.h"
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#include "npc_talker.h"
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#define SF_NPC_PREDISASTER ( 1 << 16 ) // This is a predisaster scientist or barney. Influences how they speak.
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//=========================================================
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// Talking NPC base class
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// Used for scientists and barneys
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//=========================================================
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//=============================================================================
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// >> CHL1NPCTalker
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//=============================================================================
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class CHL1NPCTalker : public CNPCSimpleTalker
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{
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DECLARE_CLASS( CHL1NPCTalker, CNPCSimpleTalker );
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public:
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CHL1NPCTalker( void )
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{
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}
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virtual void Precache();
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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int SelectSchedule ( void );
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bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
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bool ShouldGib( const CTakeDamageInfo &info );
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int TranslateSchedule( int scheduleType );
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void IdleHeadTurn( CBaseEntity *pTarget, float flDuration = 0.0, float flImportance = 1.0f );
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void SetHeadDirection( const Vector &vTargetPos, float flInterval);
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bool CorpseGib( const CTakeDamageInfo &info );
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Disposition_t IRelationType( CBaseEntity *pTarget );
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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void StartFollowing( CBaseEntity *pLeader );
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void StopFollowing( void );
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int PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener );
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void Touch( CBaseEntity *pOther );
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float PickLookTarget( bool bExcludePlayers = false, float minTime = 1.5, float maxTime = 2.5 );
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bool OnObstructingDoor( AILocalMoveGoal_t *pMoveGoal, CBaseDoor *pDoor, float distClear, AIMoveResult_t *pResult );
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// Hacks! HL2 has a system for avoiding the player, we don't
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// This ensures that we fall back to the real player avoidance
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// Essentially does the opposite of what it says
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virtual bool ShouldPlayerAvoid( void ) { return false; }
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bool IsValidSpeechTarget( int flags, CBaseEntity *pEntity );
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protected:
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virtual void FollowerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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int FIdleSpeak ( void );
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private:
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virtual void DeclineFollowing( void ) {}
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virtual int SelectDeadSchedule( void );
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public:
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bool m_bInBarnacleMouth;
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enum
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{
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SCHED_HL1TALKER_FOLLOW_MOVE_AWAY = BaseClass::NEXT_SCHEDULE,
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SCHED_HL1TALKER_IDLE_SPEAK_WAIT,
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SCHED_HL1TALKER_BARNACLE_HIT,
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SCHED_HL1TALKER_BARNACLE_PULL,
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SCHED_HL1TALKER_BARNACLE_CHOMP,
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SCHED_HL1TALKER_BARNACLE_CHEW,
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NEXT_SCHEDULE,
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};
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enum
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{
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TASK_HL1TALKER_FOLLOW_WALK_PATH_FOR_UNITS = BaseClass::NEXT_TASK,
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NEXT_TASK,
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};
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DECLARE_DATADESC();
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DEFINE_CUSTOM_AI;
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};
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#endif //HL1TALKNPC_H
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