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3992 lines
106 KiB
C++
3992 lines
106 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements the headcrab, a tiny, jumpy alien parasite.
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//
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// TODO: make poison headcrab hop in response to nearby bullet impacts?
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//
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//=============================================================================//
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#include "cbase.h"
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#include "game.h"
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#include "antlion_dust.h"
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#include "ai_default.h"
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#include "ai_schedule.h"
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#include "ai_hint.h"
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#include "ai_hull.h"
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#include "ai_navigator.h"
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#include "ai_moveprobe.h"
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#include "ai_memory.h"
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#include "bitstring.h"
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#include "hl2_shareddefs.h"
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#include "npcevent.h"
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#include "soundent.h"
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#include "npc_headcrab.h"
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#include "gib.h"
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#include "ai_interactions.h"
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#include "ndebugoverlay.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "movevars_shared.h"
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#include "world.h"
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#include "npc_bullseye.h"
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#include "physics_npc_solver.h"
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#include "hl2_gamerules.h"
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#include "decals.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define CRAB_ATTN_IDLE (float)1.5
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#define HEADCRAB_GUTS_GIB_COUNT 1
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#define HEADCRAB_LEGS_GIB_COUNT 3
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#define HEADCRAB_ALL_GIB_COUNT 5
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#define HEADCRAB_RUNMODE_ACCELERATE 1
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#define HEADCRAB_RUNMODE_IDLE 2
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#define HEADCRAB_RUNMODE_DECELERATE 3
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#define HEADCRAB_RUNMODE_FULLSPEED 4
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#define HEADCRAB_RUNMODE_PAUSE 5
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#define HEADCRAB_RUN_MINSPEED 0.5
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#define HEADCRAB_RUN_MAXSPEED 1.0
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const float HEADCRAB_BURROWED_FOV = -1.0f;
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const float HEADCRAB_UNBURROWED_FOV = 0.5f;
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#define HEADCRAB_IGNORE_WORLD_COLLISION_TIME 0.5
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const int HEADCRAB_MIN_JUMP_DIST = 48;
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const int HEADCRAB_MAX_JUMP_DIST = 256;
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#define HEADCRAB_BURROW_POINT_SEARCH_RADIUS 256.0
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// Debugging
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#define HEADCRAB_DEBUG_HIDING 1
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#define HEADCRAB_BURN_SOUND_FREQUENCY 10
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ConVar g_debug_headcrab( "g_debug_headcrab", "0", FCVAR_CHEAT );
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//------------------------------------
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// Spawnflags
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//------------------------------------
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#define SF_HEADCRAB_START_HIDDEN (1 << 16)
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#define SF_HEADCRAB_START_HANGING (1 << 17)
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//-----------------------------------------------------------------------------
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// Think contexts.
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//-----------------------------------------------------------------------------
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static const char *s_pPitchContext = "PitchContext";
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//-----------------------------------------------------------------------------
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// Animation events.
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//-----------------------------------------------------------------------------
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int AE_HEADCRAB_JUMPATTACK;
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int AE_HEADCRAB_JUMP_TELEGRAPH;
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int AE_POISONHEADCRAB_FLINCH_HOP;
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int AE_POISONHEADCRAB_FOOTSTEP;
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int AE_POISONHEADCRAB_THREAT_SOUND;
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int AE_HEADCRAB_BURROW_IN;
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int AE_HEADCRAB_BURROW_IN_FINISH;
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int AE_HEADCRAB_BURROW_OUT;
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int AE_HEADCRAB_CEILING_DETACH;
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//-----------------------------------------------------------------------------
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// Custom schedules.
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//-----------------------------------------------------------------------------
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enum
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{
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SCHED_HEADCRAB_RANGE_ATTACK1 = LAST_SHARED_SCHEDULE,
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SCHED_HEADCRAB_WAKE_ANGRY,
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SCHED_HEADCRAB_WAKE_ANGRY_NO_DISPLAY,
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SCHED_HEADCRAB_DROWN,
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SCHED_HEADCRAB_FAIL_DROWN,
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SCHED_HEADCRAB_AMBUSH,
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SCHED_HEADCRAB_HOP_RANDOMLY, // get off something you're not supposed to be on.
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SCHED_HEADCRAB_BARNACLED,
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SCHED_HEADCRAB_UNHIDE,
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SCHED_HEADCRAB_HARASS_ENEMY,
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SCHED_HEADCRAB_FALL_TO_GROUND,
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SCHED_HEADCRAB_RUN_TO_BURROW_IN,
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SCHED_HEADCRAB_RUN_TO_SPECIFIC_BURROW,
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SCHED_HEADCRAB_BURROW_IN,
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SCHED_HEADCRAB_BURROW_WAIT,
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SCHED_HEADCRAB_BURROW_OUT,
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SCHED_HEADCRAB_WAIT_FOR_CLEAR_UNBURROW,
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SCHED_HEADCRAB_CRAWL_FROM_CANISTER,
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SCHED_FAST_HEADCRAB_RANGE_ATTACK1,
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SCHED_HEADCRAB_CEILING_WAIT,
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SCHED_HEADCRAB_CEILING_DROP,
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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_HEADCRAB_HOP_ASIDE = LAST_SHARED_TASK,
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TASK_HEADCRAB_HOP_OFF_NPC,
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TASK_HEADCRAB_DROWN,
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TASK_HEADCRAB_WAIT_FOR_BARNACLE_KILL,
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TASK_HEADCRAB_UNHIDE,
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TASK_HEADCRAB_HARASS_HOP,
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TASK_HEADCRAB_FIND_BURROW_IN_POINT,
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TASK_HEADCRAB_BURROW,
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TASK_HEADCRAB_UNBURROW,
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TASK_HEADCRAB_BURROW_WAIT,
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TASK_HEADCRAB_CHECK_FOR_UNBURROW,
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TASK_HEADCRAB_JUMP_FROM_CANISTER,
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TASK_HEADCRAB_CLIMB_FROM_CANISTER,
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TASK_HEADCRAB_CEILING_WAIT,
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TASK_HEADCRAB_CEILING_POSITION,
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TASK_HEADCRAB_CEILING_DETACH,
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TASK_HEADCRAB_CEILING_FALL,
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TASK_HEADCRAB_CEILING_LAND,
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};
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//=========================================================
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// conditions
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//=========================================================
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enum
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{
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COND_HEADCRAB_IN_WATER = LAST_SHARED_CONDITION,
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COND_HEADCRAB_ILLEGAL_GROUNDENT,
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COND_HEADCRAB_BARNACLED,
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COND_HEADCRAB_UNHIDE,
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};
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//=========================================================
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// private activities
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//=========================================================
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int ACT_HEADCRAB_THREAT_DISPLAY;
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int ACT_HEADCRAB_HOP_LEFT;
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int ACT_HEADCRAB_HOP_RIGHT;
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int ACT_HEADCRAB_DROWN;
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int ACT_HEADCRAB_BURROW_IN;
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int ACT_HEADCRAB_BURROW_OUT;
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int ACT_HEADCRAB_BURROW_IDLE;
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int ACT_HEADCRAB_CRAWL_FROM_CANISTER_LEFT;
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int ACT_HEADCRAB_CRAWL_FROM_CANISTER_CENTER;
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int ACT_HEADCRAB_CRAWL_FROM_CANISTER_RIGHT;
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int ACT_HEADCRAB_CEILING_IDLE;
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int ACT_HEADCRAB_CEILING_DETACH;
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int ACT_HEADCRAB_CEILING_FALL;
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int ACT_HEADCRAB_CEILING_LAND;
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//-----------------------------------------------------------------------------
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// Skill settings.
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//-----------------------------------------------------------------------------
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ConVar sk_headcrab_health( "sk_headcrab_health","0");
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ConVar sk_headcrab_fast_health( "sk_headcrab_fast_health","0");
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ConVar sk_headcrab_poison_health( "sk_headcrab_poison_health","0");
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ConVar sk_headcrab_melee_dmg( "sk_headcrab_melee_dmg","0");
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ConVar sk_headcrab_poison_npc_damage( "sk_headcrab_poison_npc_damage", "0" );
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BEGIN_DATADESC( CBaseHeadcrab )
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// m_nGibCount - don't save
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DEFINE_FIELD( m_bHidden, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flTimeDrown, FIELD_TIME ),
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DEFINE_FIELD( m_bCommittedToJump, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_vecCommittedJumpPos, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_flNextNPCThink, FIELD_TIME ),
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DEFINE_FIELD( m_flIgnoreWorldCollisionTime, FIELD_TIME ),
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DEFINE_KEYFIELD( m_bStartBurrowed, FIELD_BOOLEAN, "startburrowed" ),
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DEFINE_FIELD( m_bBurrowed, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flBurrowTime, FIELD_TIME ),
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DEFINE_FIELD( m_nContext, FIELD_INTEGER ),
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DEFINE_FIELD( m_bCrawlFromCanister, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bMidJump, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_nJumpFromCanisterDir, FIELD_INTEGER ),
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DEFINE_FIELD( m_bHangingFromCeiling, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flIlluminatedTime, FIELD_TIME ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Burrow", InputBurrow ),
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DEFINE_INPUTFUNC( FIELD_VOID, "BurrowImmediate", InputBurrowImmediate ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Unburrow", InputUnburrow ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StartHangingFromCeiling", InputStartHangingFromCeiling ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DropFromCeiling", InputDropFromCeiling ),
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// Function Pointers
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DEFINE_THINKFUNC( EliminateRollAndPitch ),
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DEFINE_THINKFUNC( ThrowThink ),
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DEFINE_ENTITYFUNC( LeapTouch ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseHeadcrab::Spawn( void )
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{
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//Precache();
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//SetModel( "models/headcrab.mdl" );
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//m_iHealth = sk_headcrab_health.GetFloat();
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#ifdef _XBOX
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// Always fade the corpse
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AddSpawnFlags( SF_NPC_FADE_CORPSE );
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#endif // _XBOX
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SetHullType(HULL_TINY);
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SetHullSizeNormal();
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetMoveType( MOVETYPE_STEP );
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SetCollisionGroup( HL2COLLISION_GROUP_HEADCRAB );
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SetViewOffset( Vector(6, 0, 11) ) ; // Position of the eyes relative to NPC's origin.
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SetBloodColor( BLOOD_COLOR_GREEN );
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m_flFieldOfView = 0.5;
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m_NPCState = NPC_STATE_NONE;
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m_nGibCount = HEADCRAB_ALL_GIB_COUNT;
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// Are we starting hidden?
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if ( m_spawnflags & SF_HEADCRAB_START_HIDDEN )
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{
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m_bHidden = true;
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AddSolidFlags( FSOLID_NOT_SOLID );
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SetRenderColorA( 0 );
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m_nRenderMode = kRenderTransTexture;
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AddEffects( EF_NODRAW );
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}
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else
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{
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m_bHidden = false;
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}
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CapabilitiesClear();
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CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 );
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CapabilitiesAdd( bits_CAP_SQUAD );
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// headcrabs get to cheat for 5 seconds (sjb)
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GetEnemies()->SetFreeKnowledgeDuration( 5.0 );
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m_bHangingFromCeiling = false;
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m_flIlluminatedTime = -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stuff that must happen after NPCInit is called.
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//-----------------------------------------------------------------------------
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void CBaseHeadcrab::HeadcrabInit()
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{
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// See if we're supposed to start burrowed
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if ( m_bStartBurrowed )
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{
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SetBurrowed( true );
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SetSchedule( SCHED_HEADCRAB_BURROW_WAIT );
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}
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if ( GetSpawnFlags() & SF_HEADCRAB_START_HANGING )
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{
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SetSchedule( SCHED_HEADCRAB_CEILING_WAIT );
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m_flIlluminatedTime = -1;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Precaches all resources this monster needs.
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//-----------------------------------------------------------------------------
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void CBaseHeadcrab::Precache( void )
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{
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// The headcrab will crawl from the cannister, then jump to a burrow point
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//-----------------------------------------------------------------------------
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void CBaseHeadcrab::CrawlFromCanister()
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{
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// This is necessary to prevent ground computations, etc. from happening
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// while the crawling animation is occuring
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AddFlag( FL_FLY );
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m_bCrawlFromCanister = true;
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SetNextThink( gpGlobals->curtime );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : NewActivity -
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//-----------------------------------------------------------------------------
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void CBaseHeadcrab::OnChangeActivity( Activity NewActivity )
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{
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bool fRandomize = false;
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float flRandomRange = 0.0;
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// If this crab is starting to walk or idle, pick a random point within
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// the animation to begin. This prevents lots of crabs being in lockstep.
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if ( NewActivity == ACT_IDLE )
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{
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flRandomRange = 0.75;
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fRandomize = true;
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}
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else if ( NewActivity == ACT_RUN )
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{
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flRandomRange = 0.25;
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fRandomize = true;
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}
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BaseClass::OnChangeActivity( NewActivity );
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if( fRandomize )
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{
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SetCycle( random->RandomFloat( 0.0, flRandomRange ) );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Indicates this monster's place in the relationship table.
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// Output :
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//-----------------------------------------------------------------------------
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Class_T CBaseHeadcrab::Classify( void )
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{
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if( m_bHidden )
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{
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// Effectively invisible to other AI's while hidden.
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return( CLASS_NONE );
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}
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else
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{
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return( CLASS_HEADCRAB );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &posSrc -
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// Output : Vector
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//-----------------------------------------------------------------------------
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Vector CBaseHeadcrab::BodyTarget( const Vector &posSrc, bool bNoisy )
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{
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Vector vecResult;
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vecResult = GetAbsOrigin();
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vecResult.z += 6;
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return vecResult;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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float CBaseHeadcrab::GetAutoAimRadius()
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{
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if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE )
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{
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return 24.0f;
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}
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return 12.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allows each sequence to have a different turn rate associated with it.
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// Output : float
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//-----------------------------------------------------------------------------
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float CBaseHeadcrab::MaxYawSpeed( void )
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{
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return BaseClass::MaxYawSpeed();
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}
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//-----------------------------------------------------------------------------
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// Because the AI code does a tracehull to find the ground under an NPC, headcrabs
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// can often be seen standing with one edge of their box perched on a ledge and
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// 80% or more of their body hanging out over nothing. This is often a case
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// where a headcrab will be unable to pathfind out of its location. This heuristic
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// very crudely tries to determine if this is the case by casting a simple ray
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// down from the center of the headcrab.
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//-----------------------------------------------------------------------------
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#define HEADCRAB_MAX_LEDGE_HEIGHT 12.0f
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bool CBaseHeadcrab::IsFirmlyOnGround()
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{
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if( !(GetFlags()&FL_ONGROUND) )
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return false;
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trace_t tr;
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, HEADCRAB_MAX_LEDGE_HEIGHT ), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
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return tr.fraction != 1.0;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CBaseHeadcrab::MoveOrigin( const Vector &vecDelta )
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{
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UTIL_SetOrigin( this, GetLocalOrigin() + vecDelta );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : vecPos -
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//-----------------------------------------------------------------------------
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void CBaseHeadcrab::ThrowAt( const Vector &vecPos )
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{
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JumpAttack( false, vecPos, true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : vecPos -
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//-----------------------------------------------------------------------------
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void CBaseHeadcrab::JumpToBurrowHint( CAI_Hint *pHint )
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{
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Vector vecVel = VecCheckToss( this, GetAbsOrigin(), pHint->GetAbsOrigin(), 0.5f, 1.0f, false, NULL, NULL );
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// Undershoot by a little because it looks bad if we overshoot and turn around to burrow.
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vecVel *= 0.9f;
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Leap( vecVel );
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GrabHintNode( pHint );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : vecVel -
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//-----------------------------------------------------------------------------
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void CBaseHeadcrab::Leap( const Vector &vecVel )
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{
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SetTouch( &CBaseHeadcrab::LeapTouch );
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SetCondition( COND_FLOATING_OFF_GROUND );
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SetGroundEntity( NULL );
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m_flIgnoreWorldCollisionTime = gpGlobals->curtime + HEADCRAB_IGNORE_WORLD_COLLISION_TIME;
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if( HasHeadroom() )
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{
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// Take him off ground so engine doesn't instantly reset FL_ONGROUND.
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MoveOrigin( Vector( 0, 0, 1 ) );
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}
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SetAbsVelocity( vecVel );
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// Think every frame so the player sees the headcrab where he actually is...
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m_bMidJump = true;
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SetThink( &CBaseHeadcrab::ThrowThink );
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SetNextThink( gpGlobals->curtime );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseHeadcrab::ThrowThink( void )
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{
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if (gpGlobals->curtime > m_flNextNPCThink)
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{
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NPCThink();
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m_flNextNPCThink = gpGlobals->curtime + 0.1;
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}
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if( GetFlags() & FL_ONGROUND )
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{
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SetThink( &CBaseHeadcrab::CallNPCThink );
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SetNextThink( gpGlobals->curtime + 0.1 );
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return;
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}
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SetNextThink( gpGlobals->curtime );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Does a jump attack at the given position.
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// Input : bRandomJump - Just hop in a random direction.
|
|
// vecPos - Position to jump at, ignored if bRandom is set to true.
|
|
// bThrown -
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::JumpAttack( bool bRandomJump, const Vector &vecPos, bool bThrown )
|
|
{
|
|
Vector vecJumpVel;
|
|
if ( !bRandomJump )
|
|
{
|
|
float gravity = GetCurrentGravity();
|
|
if ( gravity <= 1 )
|
|
{
|
|
gravity = 1;
|
|
}
|
|
|
|
// How fast does the headcrab need to travel to reach the position given gravity?
|
|
float flActualHeight = vecPos.z - GetAbsOrigin().z;
|
|
float height = flActualHeight;
|
|
if ( height < 16 )
|
|
{
|
|
height = 16;
|
|
}
|
|
else
|
|
{
|
|
float flMaxHeight = bThrown ? 400 : 120;
|
|
if ( height > flMaxHeight )
|
|
{
|
|
height = flMaxHeight;
|
|
}
|
|
}
|
|
|
|
// overshoot the jump by an additional 8 inches
|
|
// NOTE: This calculation jumps at a position INSIDE the box of the enemy (player)
|
|
// so if you make the additional height too high, the crab can land on top of the
|
|
// enemy's head. If we want to jump high, we'll need to move vecPos to the surface/outside
|
|
// of the enemy's box.
|
|
|
|
float additionalHeight = 0;
|
|
if ( height < 32 )
|
|
{
|
|
additionalHeight = 8;
|
|
}
|
|
|
|
height += additionalHeight;
|
|
|
|
// NOTE: This equation here is from vf^2 = vi^2 + 2*a*d
|
|
float speed = sqrt( 2 * gravity * height );
|
|
float time = speed / gravity;
|
|
|
|
// add in the time it takes to fall the additional height
|
|
// So the impact takes place on the downward slope at the original height
|
|
time += sqrt( (2 * additionalHeight) / gravity );
|
|
|
|
// Scale the sideways velocity to get there at the right time
|
|
VectorSubtract( vecPos, GetAbsOrigin(), vecJumpVel );
|
|
vecJumpVel /= time;
|
|
|
|
// Speed to offset gravity at the desired height.
|
|
vecJumpVel.z = speed;
|
|
|
|
// Don't jump too far/fast.
|
|
float flJumpSpeed = vecJumpVel.Length();
|
|
float flMaxSpeed = bThrown ? 1000.0f : 650.0f;
|
|
if ( flJumpSpeed > flMaxSpeed )
|
|
{
|
|
vecJumpVel *= flMaxSpeed / flJumpSpeed;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//
|
|
// Jump hop, don't care where.
|
|
//
|
|
Vector forward, up;
|
|
AngleVectors( GetLocalAngles(), &forward, NULL, &up );
|
|
vecJumpVel = Vector( forward.x, forward.y, up.z ) * 350;
|
|
}
|
|
|
|
AttackSound();
|
|
Leap( vecJumpVel );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Catches the monster-specific messages that occur when tagged
|
|
// animation frames are played.
|
|
// Input : *pEvent -
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::HandleAnimEvent( animevent_t *pEvent )
|
|
{
|
|
if ( pEvent->event == AE_HEADCRAB_JUMPATTACK )
|
|
{
|
|
// Ignore if we're in mid air
|
|
if ( m_bMidJump )
|
|
return;
|
|
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
|
|
if ( pEnemy )
|
|
{
|
|
if ( m_bCommittedToJump )
|
|
{
|
|
JumpAttack( false, m_vecCommittedJumpPos );
|
|
}
|
|
else
|
|
{
|
|
// Jump at my enemy's eyes.
|
|
JumpAttack( false, pEnemy->EyePosition() );
|
|
}
|
|
|
|
m_bCommittedToJump = false;
|
|
|
|
}
|
|
else
|
|
{
|
|
// Jump hop, don't care where.
|
|
JumpAttack( true );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_HEADCRAB_CEILING_DETACH )
|
|
{
|
|
SetMoveType( MOVETYPE_STEP );
|
|
RemoveFlag( FL_ONGROUND );
|
|
RemoveFlag( FL_FLY );
|
|
|
|
SetAbsVelocity( Vector ( 0, 0, -128 ) );
|
|
return;
|
|
}
|
|
if ( pEvent->event == AE_HEADCRAB_JUMP_TELEGRAPH )
|
|
{
|
|
TelegraphSound();
|
|
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
|
|
if ( pEnemy )
|
|
{
|
|
// Once we telegraph, we MUST jump. This is also when commit to what point
|
|
// we jump at. Jump at our enemy's eyes.
|
|
m_vecCommittedJumpPos = pEnemy->EyePosition();
|
|
m_bCommittedToJump = true;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_HEADCRAB_BURROW_IN )
|
|
{
|
|
EmitSound( "NPC_Headcrab.BurrowIn" );
|
|
CreateDust();
|
|
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_HEADCRAB_BURROW_IN_FINISH )
|
|
{
|
|
SetBurrowed( true );
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_HEADCRAB_BURROW_OUT )
|
|
{
|
|
Assert( m_bBurrowed );
|
|
if ( m_bBurrowed )
|
|
{
|
|
EmitSound( "NPC_Headcrab.BurrowOut" );
|
|
CreateDust();
|
|
SetBurrowed( false );
|
|
|
|
// We're done with this burrow hint node. It might be NULL here
|
|
// because we may have started burrowed (no hint node in that case).
|
|
GrabHintNode( NULL );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
CAI_BaseNPC::HandleAnimEvent( pEvent );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Does all the fixup for going to/from the burrowed state.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::SetBurrowed( bool bBurrowed )
|
|
{
|
|
if ( bBurrowed )
|
|
{
|
|
AddEffects( EF_NODRAW );
|
|
AddFlag( FL_NOTARGET );
|
|
m_spawnflags |= SF_NPC_GAG;
|
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
|
m_takedamage = DAMAGE_NO;
|
|
m_flFieldOfView = HEADCRAB_BURROWED_FOV;
|
|
|
|
SetState( NPC_STATE_IDLE );
|
|
SetActivity( (Activity) ACT_HEADCRAB_BURROW_IDLE );
|
|
}
|
|
else
|
|
{
|
|
RemoveEffects( EF_NODRAW );
|
|
RemoveFlag( FL_NOTARGET );
|
|
m_spawnflags &= ~SF_NPC_GAG;
|
|
RemoveSolidFlags( FSOLID_NOT_SOLID );
|
|
m_takedamage = DAMAGE_YES;
|
|
m_flFieldOfView = HEADCRAB_UNBURROWED_FOV;
|
|
}
|
|
|
|
m_bBurrowed = bBurrowed;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pTask -
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::RunTask( const Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_HEADCRAB_CLIMB_FROM_CANISTER:
|
|
AutoMovement( );
|
|
if ( IsActivityFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
case TASK_HEADCRAB_JUMP_FROM_CANISTER:
|
|
GetMotor()->UpdateYaw();
|
|
if ( FacingIdeal() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
case TASK_HEADCRAB_WAIT_FOR_BARNACLE_KILL:
|
|
if ( m_flNextFlinchTime < gpGlobals->curtime )
|
|
{
|
|
m_flNextFlinchTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 2.0f );
|
|
CTakeDamageInfo info;
|
|
PainSound( info );
|
|
}
|
|
break;
|
|
|
|
case TASK_HEADCRAB_HOP_OFF_NPC:
|
|
if( GetFlags() & FL_ONGROUND )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
// Face the direction I've been forced to jump.
|
|
GetMotor()->SetIdealYawToTargetAndUpdate( GetAbsOrigin() + GetAbsVelocity() );
|
|
}
|
|
break;
|
|
|
|
case TASK_HEADCRAB_DROWN:
|
|
if( gpGlobals->curtime > m_flTimeDrown )
|
|
{
|
|
OnTakeDamage( CTakeDamageInfo( this, this, m_iHealth * 2, DMG_DROWN ) );
|
|
}
|
|
break;
|
|
|
|
case TASK_RANGE_ATTACK1:
|
|
case TASK_RANGE_ATTACK2:
|
|
case TASK_HEADCRAB_HARASS_HOP:
|
|
{
|
|
if ( IsActivityFinished() )
|
|
{
|
|
TaskComplete();
|
|
m_bMidJump = false;
|
|
SetTouch( NULL );
|
|
SetThink( &CBaseHeadcrab::CallNPCThink );
|
|
SetIdealActivity( ACT_IDLE );
|
|
|
|
if ( m_bAttackFailed )
|
|
{
|
|
// our attack failed because we just ran into something solid.
|
|
// delay attacking for a while so we don't just repeatedly leap
|
|
// at the enemy from a bad location.
|
|
m_bAttackFailed = false;
|
|
m_flNextAttack = gpGlobals->curtime + 1.2f;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_HEADCRAB_CHECK_FOR_UNBURROW:
|
|
{
|
|
// Must wait for our next check time
|
|
if ( m_flBurrowTime > gpGlobals->curtime )
|
|
return;
|
|
|
|
// See if we can pop up
|
|
if ( ValidBurrowPoint( GetAbsOrigin() ) )
|
|
{
|
|
m_spawnflags &= ~SF_NPC_GAG;
|
|
RemoveSolidFlags( FSOLID_NOT_SOLID );
|
|
|
|
TaskComplete();
|
|
return;
|
|
}
|
|
|
|
// Try again in a couple of seconds
|
|
m_flBurrowTime = gpGlobals->curtime + random->RandomFloat( 0.5f, 1.0f );
|
|
|
|
break;
|
|
}
|
|
|
|
case TASK_HEADCRAB_BURROW_WAIT:
|
|
{
|
|
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) || HasCondition( COND_CAN_RANGE_ATTACK2 ) )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case TASK_HEADCRAB_CEILING_WAIT:
|
|
{
|
|
#ifdef HL2_EPISODIC
|
|
if ( DarknessLightSourceWithinRadius( this, DARKNESS_LIGHTSOURCE_SIZE ) )
|
|
{
|
|
DropFromCeiling();
|
|
}
|
|
#endif
|
|
|
|
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) || HasCondition( COND_CAN_RANGE_ATTACK2 ) )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case TASK_HEADCRAB_CEILING_DETACH:
|
|
{
|
|
if ( IsActivityFinished() )
|
|
{
|
|
ClearCondition( COND_CAN_RANGE_ATTACK1 );
|
|
RemoveFlag(FL_FLY);
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_HEADCRAB_CEILING_FALL:
|
|
{
|
|
Vector vecPrPos;
|
|
trace_t tr;
|
|
|
|
//Figure out where the headcrab is going to be in quarter of a second.
|
|
vecPrPos = GetAbsOrigin() + ( GetAbsVelocity() * 0.25f );
|
|
UTIL_TraceHull( vecPrPos, vecPrPos, GetHullMins(), GetHullMaxs(), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
if ( tr.startsolid == true || GetFlags() & FL_ONGROUND )
|
|
{
|
|
RemoveSolidFlags( FSOLID_NOT_SOLID );
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_HEADCRAB_CEILING_LAND:
|
|
{
|
|
if ( IsActivityFinished() )
|
|
{
|
|
RemoveSolidFlags( FSOLID_NOT_SOLID ); //double-dog verify that we're solid.
|
|
TaskComplete();
|
|
m_bHangingFromCeiling = false;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
{
|
|
BaseClass::RunTask( pTask );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Before jumping, headcrabs usually use SetOrigin() to lift themselves off the
|
|
// ground. If the headcrab doesn't have the clearance to so, they'll be stuck
|
|
// in the world. So this function makes sure there's headroom first.
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseHeadcrab::HasHeadroom()
|
|
{
|
|
trace_t tr;
|
|
UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, 1 ), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
|
|
|
|
#if 0
|
|
if( tr.fraction == 1.0f )
|
|
{
|
|
Msg("Headroom\n");
|
|
}
|
|
else
|
|
{
|
|
Msg("NO Headroom\n");
|
|
}
|
|
#endif
|
|
|
|
return (tr.fraction == 1.0);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: LeapTouch - this is the headcrab's touch function when it is in the air.
|
|
// Input : *pOther -
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::LeapTouch( CBaseEntity *pOther )
|
|
{
|
|
m_bMidJump = false;
|
|
|
|
if ( IRelationType( pOther ) == D_HT )
|
|
{
|
|
// Don't hit if back on ground
|
|
if ( !( GetFlags() & FL_ONGROUND ) )
|
|
{
|
|
if ( pOther->m_takedamage != DAMAGE_NO )
|
|
{
|
|
BiteSound();
|
|
TouchDamage( pOther );
|
|
|
|
// attack succeeded, so don't delay our next attack if we previously thought we failed
|
|
m_bAttackFailed = false;
|
|
}
|
|
else
|
|
{
|
|
ImpactSound();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ImpactSound();
|
|
}
|
|
}
|
|
else if( !(GetFlags() & FL_ONGROUND) )
|
|
{
|
|
// Still in the air...
|
|
if( !pOther->IsSolid() )
|
|
{
|
|
// Touching a trigger or something.
|
|
return;
|
|
}
|
|
|
|
// just ran into something solid, so the attack probably failed. make a note of it
|
|
// so that when the attack is done, we'll delay attacking for a while so we don't
|
|
// just repeatedly leap at the enemy from a bad location.
|
|
m_bAttackFailed = true;
|
|
|
|
if( gpGlobals->curtime < m_flIgnoreWorldCollisionTime )
|
|
{
|
|
// Headcrabs try to ignore the world, static props, and friends for a
|
|
// fraction of a second after they jump. This is because they often brush
|
|
// doorframes or props as they leap, and touching those objects turns off
|
|
// this touch function, which can cause them to hit the player and not bite.
|
|
// A timer probably isn't the best way to fix this, but it's one of our
|
|
// safer options at this point (sjb).
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Shut off the touch function.
|
|
SetTouch( NULL );
|
|
SetThink ( &CBaseHeadcrab::CallNPCThink );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CBaseHeadcrab::CalcDamageInfo( CTakeDamageInfo *pInfo )
|
|
{
|
|
pInfo->Set( this, this, sk_headcrab_melee_dmg.GetFloat(), DMG_SLASH );
|
|
CalculateMeleeDamageForce( pInfo, GetAbsVelocity(), GetAbsOrigin() );
|
|
return pInfo->GetDamage();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Deal the damage from the headcrab's touch attack.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::TouchDamage( CBaseEntity *pOther )
|
|
{
|
|
CTakeDamageInfo info;
|
|
CalcDamageInfo( &info );
|
|
pOther->TakeDamage( info );
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
void CBaseHeadcrab::GatherConditions( void )
|
|
{
|
|
// If we're hidden, just check to see if we should unhide
|
|
if ( m_bHidden )
|
|
{
|
|
// See if there's enough room for our hull to fit here. If so, unhide.
|
|
trace_t tr;
|
|
AI_TraceHull( GetAbsOrigin(), GetAbsOrigin(),GetHullMins(), GetHullMaxs(), MASK_SHOT, this, GetCollisionGroup(), &tr );
|
|
if ( tr.fraction == 1.0 )
|
|
{
|
|
SetCondition( COND_PROVOKED );
|
|
SetCondition( COND_HEADCRAB_UNHIDE );
|
|
|
|
if ( g_debug_headcrab.GetInt() == HEADCRAB_DEBUG_HIDING )
|
|
{
|
|
NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 0,255,0, true, 1.0 );
|
|
}
|
|
}
|
|
else if ( g_debug_headcrab.GetInt() == HEADCRAB_DEBUG_HIDING )
|
|
{
|
|
NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 255,0,0, true, 0.1 );
|
|
}
|
|
|
|
// Prevent baseclass thinking, so we don't respond to enemy fire, etc.
|
|
return;
|
|
}
|
|
|
|
BaseClass::GatherConditions();
|
|
|
|
if( m_lifeState == LIFE_ALIVE && GetWaterLevel() > 1 )
|
|
{
|
|
// Start Drowning!
|
|
SetCondition( COND_HEADCRAB_IN_WATER );
|
|
}
|
|
|
|
// See if I've landed on an NPC or player or something else illegal
|
|
ClearCondition( COND_HEADCRAB_ILLEGAL_GROUNDENT );
|
|
CBaseEntity *ground = GetGroundEntity();
|
|
if( (GetFlags() & FL_ONGROUND) && ground && !ground->IsWorld() )
|
|
{
|
|
if ( IsHangingFromCeiling() == false )
|
|
{
|
|
if( ( ground->IsNPC() || ground->IsPlayer() ) )
|
|
{
|
|
SetCondition( COND_HEADCRAB_ILLEGAL_GROUNDENT );
|
|
}
|
|
else if( ground->VPhysicsGetObject() && (ground->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) )
|
|
{
|
|
SetCondition( COND_HEADCRAB_ILLEGAL_GROUNDENT );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::PrescheduleThink( void )
|
|
{
|
|
BaseClass::PrescheduleThink();
|
|
|
|
// Are we fading in after being hidden?
|
|
if ( !m_bHidden && (m_nRenderMode != kRenderNormal) )
|
|
{
|
|
int iNewAlpha = MIN( 255, GetRenderColor().a + 120 );
|
|
if ( iNewAlpha >= 255 )
|
|
{
|
|
m_nRenderMode = kRenderNormal;
|
|
SetRenderColorA( 0 );
|
|
}
|
|
else
|
|
{
|
|
SetRenderColorA( iNewAlpha );
|
|
}
|
|
}
|
|
|
|
//
|
|
// Make the crab coo a little bit in combat state.
|
|
//
|
|
if (( m_NPCState == NPC_STATE_COMBAT ) && ( random->RandomFloat( 0, 5 ) < 0.1 ))
|
|
{
|
|
IdleSound();
|
|
}
|
|
|
|
// Make sure we've turned off our burrow state if we're not in it
|
|
Activity eActivity = GetActivity();
|
|
if ( m_bBurrowed &&
|
|
( eActivity != ACT_HEADCRAB_BURROW_IDLE ) &&
|
|
( eActivity != ACT_HEADCRAB_BURROW_OUT ) &&
|
|
( eActivity != ACT_HEADCRAB_BURROW_IN) )
|
|
{
|
|
DevMsg( "Headcrab failed to unburrow properly!\n" );
|
|
Assert( 0 );
|
|
SetBurrowed( false );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Eliminates roll + pitch from the headcrab
|
|
//-----------------------------------------------------------------------------
|
|
#define HEADCRAB_ROLL_ELIMINATION_TIME 0.3f
|
|
#define HEADCRAB_PITCH_ELIMINATION_TIME 0.3f
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Eliminates roll + pitch potentially in the headcrab at canister jump time
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::EliminateRollAndPitch()
|
|
{
|
|
QAngle angles = GetAbsAngles();
|
|
angles.x = AngleNormalize( angles.x );
|
|
angles.z = AngleNormalize( angles.z );
|
|
if ( ( angles.x == 0.0f ) && ( angles.z == 0.0f ) )
|
|
return;
|
|
|
|
float flPitchRate = 90.0f / HEADCRAB_PITCH_ELIMINATION_TIME;
|
|
float flPitchDelta = flPitchRate * TICK_INTERVAL;
|
|
if ( fabs( angles.x ) <= flPitchDelta )
|
|
{
|
|
angles.x = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
flPitchDelta *= (angles.x > 0.0f) ? -1.0f : 1.0f;
|
|
angles.x += flPitchDelta;
|
|
}
|
|
|
|
float flRollRate = 180.0f / HEADCRAB_ROLL_ELIMINATION_TIME;
|
|
float flRollDelta = flRollRate * TICK_INTERVAL;
|
|
if ( fabs( angles.z ) <= flRollDelta )
|
|
{
|
|
angles.z = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
flRollDelta *= (angles.z > 0.0f) ? -1.0f : 1.0f;
|
|
angles.z += flRollDelta;
|
|
}
|
|
|
|
SetAbsAngles( angles );
|
|
|
|
SetContextThink( &CBaseHeadcrab::EliminateRollAndPitch, gpGlobals->curtime + TICK_INTERVAL, s_pPitchContext );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Begins the climb from the canister
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::BeginClimbFromCanister()
|
|
{
|
|
Assert( GetMoveParent() );
|
|
// Compute a desired position or hint
|
|
Vector vecForward, vecActualForward;
|
|
AngleVectors( GetMoveParent()->GetAbsAngles(), &vecActualForward );
|
|
vecForward = vecActualForward;
|
|
vecForward.z = 0.0f;
|
|
VectorNormalize( vecForward );
|
|
|
|
Vector vecSearchCenter = GetAbsOrigin();
|
|
CAI_Hint *pHint = CAI_HintManager::FindHint( this, HINT_HEADCRAB_BURROW_POINT, 0, HEADCRAB_BURROW_POINT_SEARCH_RADIUS, &vecSearchCenter );
|
|
|
|
if( !pHint && hl2_episodic.GetBool() )
|
|
{
|
|
// Look for exit points within 10 feet.
|
|
pHint = CAI_HintManager::FindHint( this, HINT_HEADCRAB_EXIT_POD_POINT, 0, 120.0f, &vecSearchCenter );
|
|
}
|
|
|
|
if ( pHint && ( !pHint->IsLocked() ) )
|
|
{
|
|
// Claim the hint node so other headcrabs don't try to take it!
|
|
GrabHintNode( pHint );
|
|
|
|
// Compute relative yaw..
|
|
Vector vecDelta;
|
|
VectorSubtract( pHint->GetAbsOrigin(), vecSearchCenter, vecDelta );
|
|
vecDelta.z = 0.0f;
|
|
VectorNormalize( vecDelta );
|
|
|
|
float flAngle = DotProduct( vecDelta, vecForward );
|
|
if ( flAngle >= 0.707f )
|
|
{
|
|
m_nJumpFromCanisterDir = 1;
|
|
}
|
|
else
|
|
{
|
|
// Check the cross product to see if it's on the left or right.
|
|
// All we care about is the sign of the z component. If it's +, the hint is on the left.
|
|
// If it's -, then the hint is on the right.
|
|
float flCrossZ = vecForward.x * vecDelta.y - vecDelta.x * vecForward.y;
|
|
m_nJumpFromCanisterDir = ( flCrossZ > 0 ) ? 0 : 2;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Choose a random direction (forward, left, or right)
|
|
m_nJumpFromCanisterDir = random->RandomInt( 0, 2 );
|
|
}
|
|
|
|
Activity act;
|
|
switch( m_nJumpFromCanisterDir )
|
|
{
|
|
case 0:
|
|
act = (Activity)ACT_HEADCRAB_CRAWL_FROM_CANISTER_LEFT;
|
|
break;
|
|
|
|
default:
|
|
case 1:
|
|
act = (Activity)ACT_HEADCRAB_CRAWL_FROM_CANISTER_CENTER;
|
|
break;
|
|
|
|
case 2:
|
|
act = (Activity)ACT_HEADCRAB_CRAWL_FROM_CANISTER_RIGHT;
|
|
break;
|
|
}
|
|
|
|
SetIdealActivity( act );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Jumps from the canister
|
|
//-----------------------------------------------------------------------------
|
|
#define HEADCRAB_ATTACK_PLAYER_FROM_CANISTER_DIST 250.0f
|
|
#define HEADCRAB_ATTACK_PLAYER_FROM_CANISTER_COSANGLE 0.866f
|
|
|
|
void CBaseHeadcrab::JumpFromCanister()
|
|
{
|
|
Assert( GetMoveParent() );
|
|
|
|
Vector vecForward, vecActualForward, vecActualRight;
|
|
AngleVectors( GetMoveParent()->GetAbsAngles(), &vecActualForward, &vecActualRight, NULL );
|
|
|
|
switch( m_nJumpFromCanisterDir )
|
|
{
|
|
case 0:
|
|
VectorMultiply( vecActualRight, -1.0f, vecForward );
|
|
break;
|
|
case 1:
|
|
vecForward = vecActualForward;
|
|
break;
|
|
case 2:
|
|
vecForward = vecActualRight;
|
|
break;
|
|
}
|
|
|
|
vecForward.z = 0.0f;
|
|
VectorNormalize( vecForward );
|
|
QAngle headCrabAngles;
|
|
VectorAngles( vecForward, headCrabAngles );
|
|
|
|
SetActivity( ACT_RANGE_ATTACK1 );
|
|
StudioFrameAdvanceManual( 0.0 );
|
|
SetParent( NULL );
|
|
RemoveFlag( FL_FLY );
|
|
IncrementInterpolationFrame();
|
|
|
|
GetMotor()->SetIdealYaw( headCrabAngles.y );
|
|
|
|
// Check to see if the player is within jump range. If so, jump at him!
|
|
bool bJumpedAtEnemy = false;
|
|
|
|
// FIXME: Can't use GetEnemy() here because enemy only updates during
|
|
// schedules which are interruptible by COND_NEW_ENEMY or COND_LOST_ENEMY
|
|
CBaseEntity *pEnemy = BestEnemy();
|
|
if ( pEnemy )
|
|
{
|
|
Vector vecDirToEnemy;
|
|
VectorSubtract( pEnemy->GetAbsOrigin(), GetAbsOrigin(), vecDirToEnemy );
|
|
vecDirToEnemy.z = 0.0f;
|
|
float flDist = VectorNormalize( vecDirToEnemy );
|
|
if ( ( flDist < HEADCRAB_ATTACK_PLAYER_FROM_CANISTER_DIST ) &&
|
|
( DotProduct( vecDirToEnemy, vecForward ) >= HEADCRAB_ATTACK_PLAYER_FROM_CANISTER_COSANGLE ) )
|
|
{
|
|
GrabHintNode( NULL );
|
|
JumpAttack( false, pEnemy->EyePosition(), false );
|
|
bJumpedAtEnemy = true;
|
|
}
|
|
}
|
|
|
|
if ( !bJumpedAtEnemy )
|
|
{
|
|
if ( GetHintNode() )
|
|
{
|
|
JumpToBurrowHint( GetHintNode() );
|
|
}
|
|
else
|
|
{
|
|
vecForward *= 100.0f;
|
|
vecForward += GetAbsOrigin();
|
|
JumpAttack( false, vecForward, false );
|
|
}
|
|
}
|
|
|
|
EliminateRollAndPitch();
|
|
}
|
|
|
|
#define HEADCRAB_ILLUMINATED_TIME 0.15f
|
|
|
|
void CBaseHeadcrab::DropFromCeiling( void )
|
|
{
|
|
#ifdef HL2_EPISODIC
|
|
if ( HL2GameRules()->IsAlyxInDarknessMode() )
|
|
{
|
|
if ( IsHangingFromCeiling() )
|
|
{
|
|
if ( m_flIlluminatedTime == -1 )
|
|
{
|
|
m_flIlluminatedTime = gpGlobals->curtime + HEADCRAB_ILLUMINATED_TIME;
|
|
return;
|
|
}
|
|
|
|
if ( m_flIlluminatedTime <= gpGlobals->curtime )
|
|
{
|
|
if ( IsCurSchedule( SCHED_HEADCRAB_CEILING_DROP ) == false )
|
|
{
|
|
SetSchedule( SCHED_HEADCRAB_CEILING_DROP );
|
|
|
|
CBaseEntity *pPlayer = AI_GetSinglePlayer();
|
|
|
|
if ( pPlayer )
|
|
{
|
|
SetEnemy( pPlayer ); //Is this a bad thing to do?
|
|
UpdateEnemyMemory( pPlayer, pPlayer->GetAbsOrigin());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif // HL2_EPISODIC
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Player has illuminated this NPC with the flashlight
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot )
|
|
{
|
|
if ( flDot < 0.97387f )
|
|
return;
|
|
|
|
DropFromCeiling();
|
|
}
|
|
|
|
bool CBaseHeadcrab::CanBeAnEnemyOf( CBaseEntity *pEnemy )
|
|
{
|
|
#ifdef HL2_EPISODIC
|
|
if ( IsHangingFromCeiling() )
|
|
return false;
|
|
#endif
|
|
|
|
return BaseClass::CanBeAnEnemyOf( pEnemy );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pTask -
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::StartTask( const Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_HEADCRAB_WAIT_FOR_BARNACLE_KILL:
|
|
break;
|
|
|
|
case TASK_HEADCRAB_BURROW_WAIT:
|
|
break;
|
|
|
|
case TASK_HEADCRAB_CLIMB_FROM_CANISTER:
|
|
BeginClimbFromCanister();
|
|
break;
|
|
|
|
case TASK_HEADCRAB_JUMP_FROM_CANISTER:
|
|
JumpFromCanister();
|
|
break;
|
|
|
|
case TASK_HEADCRAB_CEILING_POSITION:
|
|
{
|
|
trace_t tr;
|
|
UTIL_TraceHull( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, 512 ), NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
// SetMoveType( MOVETYPE_NONE );
|
|
AddFlag(FL_FLY);
|
|
m_bHangingFromCeiling = true;
|
|
|
|
//Don't need this anymore
|
|
RemoveSpawnFlags( SF_HEADCRAB_START_HANGING );
|
|
|
|
SetAbsOrigin( tr.endpos );
|
|
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
case TASK_HEADCRAB_CEILING_WAIT:
|
|
break;
|
|
|
|
case TASK_HEADCRAB_CEILING_DETACH:
|
|
{
|
|
SetIdealActivity( (Activity)ACT_HEADCRAB_CEILING_DETACH );
|
|
}
|
|
break;
|
|
|
|
case TASK_HEADCRAB_CEILING_FALL:
|
|
{
|
|
SetIdealActivity( (Activity)ACT_HEADCRAB_CEILING_FALL );
|
|
}
|
|
break;
|
|
|
|
case TASK_HEADCRAB_CEILING_LAND:
|
|
{
|
|
SetIdealActivity( (Activity)ACT_HEADCRAB_CEILING_LAND );
|
|
}
|
|
break;
|
|
|
|
case TASK_HEADCRAB_HARASS_HOP:
|
|
{
|
|
// Just pop up into the air like you're trying to get at the
|
|
// enemy, even though it's known you can't reach them.
|
|
if ( GetEnemy() )
|
|
{
|
|
Vector forward, up;
|
|
|
|
GetVectors( &forward, NULL, &up );
|
|
|
|
m_vecCommittedJumpPos = GetAbsOrigin();
|
|
m_vecCommittedJumpPos += up * random->RandomFloat( 80, 150 );
|
|
m_vecCommittedJumpPos += forward * random->RandomFloat( 32, 80 );
|
|
|
|
m_bCommittedToJump = true;
|
|
|
|
SetIdealActivity( ACT_RANGE_ATTACK1 );
|
|
}
|
|
else
|
|
{
|
|
TaskFail( "No enemy" );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_HEADCRAB_HOP_OFF_NPC:
|
|
{
|
|
CBaseEntity *ground = GetGroundEntity();
|
|
if( ground )
|
|
{
|
|
// If jumping off of a physics object that the player is holding, create a
|
|
// solver to prevent the headcrab from colliding with that object for a
|
|
// short time.
|
|
if( ground && ground->VPhysicsGetObject() )
|
|
{
|
|
if( ground->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
|
|
{
|
|
NPCPhysics_CreateSolver( this, ground, true, 0.5 );
|
|
}
|
|
}
|
|
|
|
|
|
Vector vecJumpDir;
|
|
|
|
// Jump in some random direction. This way if the person I'm standing on is
|
|
// against a wall, I'll eventually get away.
|
|
|
|
vecJumpDir.z = 0;
|
|
vecJumpDir.x = 0;
|
|
vecJumpDir.y = 0;
|
|
|
|
while( vecJumpDir.x == 0 && vecJumpDir.y == 0 )
|
|
{
|
|
vecJumpDir.x = random->RandomInt( -1, 1 );
|
|
vecJumpDir.y = random->RandomInt( -1, 1 );
|
|
}
|
|
|
|
vecJumpDir.NormalizeInPlace();
|
|
|
|
SetGroundEntity( NULL );
|
|
|
|
if( HasHeadroom() )
|
|
{
|
|
// Bump up
|
|
MoveOrigin( Vector( 0, 0, 1 ) );
|
|
}
|
|
|
|
SetAbsVelocity( vecJumpDir * 200 + Vector( 0, 0, 200 ) );
|
|
}
|
|
else
|
|
{
|
|
// *shrug* I guess they're gone now. Or dead.
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_HEADCRAB_DROWN:
|
|
{
|
|
// Set the gravity really low here! Sink slowly
|
|
SetGravity( UTIL_ScaleForGravity( 80 ) );
|
|
m_flTimeDrown = gpGlobals->curtime + 4;
|
|
break;
|
|
}
|
|
|
|
case TASK_RANGE_ATTACK1:
|
|
{
|
|
#ifdef WEDGE_FIX_THIS
|
|
CPASAttenuationFilter filter( this, ATTN_IDLE );
|
|
EmitSound( filter, entindex(), CHAN_WEAPON, pAttackSounds[0], GetSoundVolume(), ATTN_IDLE, 0, GetVoicePitch() );
|
|
#endif
|
|
SetIdealActivity( ACT_RANGE_ATTACK1 );
|
|
break;
|
|
}
|
|
|
|
case TASK_HEADCRAB_UNHIDE:
|
|
{
|
|
m_bHidden = false;
|
|
RemoveSolidFlags( FSOLID_NOT_SOLID );
|
|
RemoveEffects( EF_NODRAW );
|
|
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
|
|
case TASK_HEADCRAB_CHECK_FOR_UNBURROW:
|
|
{
|
|
if ( ValidBurrowPoint( GetAbsOrigin() ) )
|
|
{
|
|
m_spawnflags &= ~SF_NPC_GAG;
|
|
RemoveSolidFlags( FSOLID_NOT_SOLID );
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_HEADCRAB_FIND_BURROW_IN_POINT:
|
|
{
|
|
if ( FindBurrow( GetAbsOrigin(), pTask->flTaskData, true ) == false )
|
|
{
|
|
TaskFail( "TASK_HEADCRAB_FIND_BURROW_IN_POINT: Unable to find burrow in position\n" );
|
|
}
|
|
else
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_HEADCRAB_BURROW:
|
|
{
|
|
Burrow();
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
|
|
case TASK_HEADCRAB_UNBURROW:
|
|
{
|
|
Unburrow();
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
|
|
default:
|
|
{
|
|
BaseClass::StartTask( pTask );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: For innate melee attack
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
float CBaseHeadcrab::InnateRange1MinRange( void )
|
|
{
|
|
return HEADCRAB_MIN_JUMP_DIST;
|
|
}
|
|
|
|
float CBaseHeadcrab::InnateRange1MaxRange( void )
|
|
{
|
|
return HEADCRAB_MAX_JUMP_DIST;
|
|
}
|
|
|
|
int CBaseHeadcrab::RangeAttack1Conditions( float flDot, float flDist )
|
|
{
|
|
if ( gpGlobals->curtime < m_flNextAttack )
|
|
return 0;
|
|
|
|
if ( ( GetFlags() & FL_ONGROUND ) == false )
|
|
return 0;
|
|
|
|
// When we're burrowed ignore facing, because when we unburrow we'll cheat and face our enemy.
|
|
if ( !m_bBurrowed && ( flDot < 0.65 ) )
|
|
return COND_NOT_FACING_ATTACK;
|
|
|
|
// This code stops lots of headcrabs swarming you and blocking you
|
|
// whilst jumping up and down in your face over and over. It forces
|
|
// them to back up a bit. If this causes problems, consider using it
|
|
// for the fast headcrabs only, rather than just removing it.(sjb)
|
|
if ( flDist < HEADCRAB_MIN_JUMP_DIST )
|
|
return COND_TOO_CLOSE_TO_ATTACK;
|
|
|
|
if ( flDist > HEADCRAB_MAX_JUMP_DIST )
|
|
return COND_TOO_FAR_TO_ATTACK;
|
|
|
|
// Make sure the way is clear!
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
if( pEnemy )
|
|
{
|
|
bool bEnemyIsBullseye = ( dynamic_cast<CNPC_Bullseye *>(pEnemy) != NULL );
|
|
|
|
trace_t tr;
|
|
AI_TraceLine( EyePosition(), pEnemy->EyePosition(), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
if ( tr.m_pEnt != GetEnemy() )
|
|
{
|
|
if ( !bEnemyIsBullseye || tr.m_pEnt != NULL )
|
|
return COND_NONE;
|
|
}
|
|
|
|
if( GetEnemy()->EyePosition().z - 36.0f > GetAbsOrigin().z )
|
|
{
|
|
// Only run this test if trying to jump at a player who is higher up than me, else this
|
|
// code will always prevent a headcrab from jumping down at an enemy, and sometimes prevent it
|
|
// jumping just slightly up at an enemy.
|
|
Vector vStartHullTrace = GetAbsOrigin();
|
|
vStartHullTrace.z += 1.0;
|
|
|
|
Vector vEndHullTrace = GetEnemy()->EyePosition() - GetAbsOrigin();
|
|
vEndHullTrace.NormalizeInPlace();
|
|
vEndHullTrace *= 8.0;
|
|
vEndHullTrace += GetAbsOrigin();
|
|
|
|
AI_TraceHull( vStartHullTrace, vEndHullTrace,GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
|
|
|
|
if ( tr.m_pEnt != NULL && tr.m_pEnt != GetEnemy() )
|
|
{
|
|
return COND_TOO_CLOSE_TO_ATTACK;
|
|
}
|
|
}
|
|
}
|
|
|
|
return COND_CAN_RANGE_ATTACK1;
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Override to do headcrab specific gibs
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
bool CBaseHeadcrab::CorpseGib( const CTakeDamageInfo &info )
|
|
{
|
|
EmitSound( "NPC_HeadCrab.Gib" );
|
|
|
|
return BaseClass::CorpseGib( info );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHeadcrab::Touch( CBaseEntity *pOther )
|
|
{
|
|
// If someone has smacked me into a wall then gib!
|
|
if (m_NPCState == NPC_STATE_DEAD)
|
|
{
|
|
if (GetAbsVelocity().Length() > 250)
|
|
{
|
|
trace_t tr;
|
|
Vector vecDir = GetAbsVelocity();
|
|
VectorNormalize(vecDir);
|
|
AI_TraceLine(GetAbsOrigin(), GetAbsOrigin() + vecDir * 100,
|
|
MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
|
|
float dotPr = DotProduct(vecDir,tr.plane.normal);
|
|
if ((tr.fraction != 1.0) &&
|
|
(dotPr < -0.8) )
|
|
{
|
|
CTakeDamageInfo info( GetWorldEntity(), GetWorldEntity(), 100.0f, DMG_CRUSH );
|
|
|
|
info.SetDamagePosition( tr.endpos );
|
|
|
|
Event_Gibbed( info );
|
|
}
|
|
|
|
}
|
|
}
|
|
BaseClass::Touch(pOther);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pevInflictor -
|
|
// pevAttacker -
|
|
// flDamage -
|
|
// bitsDamageType -
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
int CBaseHeadcrab::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
|
|
{
|
|
CTakeDamageInfo info = inputInfo;
|
|
|
|
//
|
|
// Don't take any acid damage.
|
|
//
|
|
if ( info.GetDamageType() & DMG_ACID )
|
|
{
|
|
info.SetDamage( 0 );
|
|
}
|
|
|
|
//
|
|
// Certain death from melee bludgeon weapons!
|
|
//
|
|
if ( info.GetDamageType() & DMG_CLUB )
|
|
{
|
|
info.SetDamage( m_iHealth );
|
|
}
|
|
|
|
if( info.GetDamageType() & DMG_BLAST )
|
|
{
|
|
if( random->RandomInt( 0 , 1 ) == 0 )
|
|
{
|
|
// Catch on fire randomly if damaged in a blast.
|
|
Ignite( 30 );
|
|
}
|
|
}
|
|
|
|
if( info.GetDamageType() & DMG_BURN )
|
|
{
|
|
// Slow down burn damage so that headcrabs live longer while on fire.
|
|
info.ScaleDamage( 0.25 );
|
|
|
|
#define HEADCRAB_SCORCH_RATE 5
|
|
#define HEADCRAB_SCORCH_FLOOR 30
|
|
|
|
if( IsOnFire() )
|
|
{
|
|
Scorch( HEADCRAB_SCORCH_RATE, HEADCRAB_SCORCH_FLOOR );
|
|
|
|
if( m_iHealth <= 1 && (entindex() % 2) )
|
|
{
|
|
// Some headcrabs leap at you with their dying breath
|
|
if( !IsCurSchedule( SCHED_HEADCRAB_RANGE_ATTACK1 ) && !IsRunningDynamicInteraction() )
|
|
{
|
|
SetSchedule( SCHED_HEADCRAB_RANGE_ATTACK1 );
|
|
}
|
|
}
|
|
}
|
|
|
|
Ignite( 30 );
|
|
}
|
|
|
|
return CAI_BaseNPC::OnTakeDamage_Alive( info );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::ClampRagdollForce( const Vector &vecForceIn, Vector *vecForceOut )
|
|
{
|
|
// Assumes the headcrab mass is 5kg (100 feet per second)
|
|
float MAX_HEADCRAB_RAGDOLL_SPEED = 100.0f * 12.0f * 5.0f;
|
|
|
|
Vector vecClampedForce;
|
|
BaseClass::ClampRagdollForce( vecForceIn, &vecClampedForce );
|
|
|
|
// Copy the force to vecForceOut, in case we don't change it.
|
|
*vecForceOut = vecClampedForce;
|
|
|
|
float speed = VectorNormalize( vecClampedForce );
|
|
if( speed > MAX_HEADCRAB_RAGDOLL_SPEED )
|
|
{
|
|
// Don't let the ragdoll go as fast as it was going to.
|
|
vecClampedForce *= MAX_HEADCRAB_RAGDOLL_SPEED;
|
|
*vecForceOut = vecClampedForce;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::Event_Killed( const CTakeDamageInfo &info )
|
|
{
|
|
// Create a little decal underneath the headcrab
|
|
// This type of damage combination happens from dynamic scripted sequences
|
|
if ( info.GetDamageType() & (DMG_GENERIC | DMG_PREVENT_PHYSICS_FORCE) )
|
|
{
|
|
trace_t tr;
|
|
AI_TraceLine( GetAbsOrigin()+Vector(0,0,1), GetAbsOrigin()-Vector(0,0,64), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
UTIL_DecalTrace( &tr, "YellowBlood" );
|
|
}
|
|
|
|
BaseClass::Event_Killed( info );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : Type -
|
|
//-----------------------------------------------------------------------------
|
|
int CBaseHeadcrab::TranslateSchedule( int scheduleType )
|
|
{
|
|
switch( scheduleType )
|
|
{
|
|
case SCHED_FALL_TO_GROUND:
|
|
return SCHED_HEADCRAB_FALL_TO_GROUND;
|
|
|
|
case SCHED_WAKE_ANGRY:
|
|
{
|
|
if ( HaveSequenceForActivity((Activity)ACT_HEADCRAB_THREAT_DISPLAY) )
|
|
return SCHED_HEADCRAB_WAKE_ANGRY;
|
|
else
|
|
return SCHED_HEADCRAB_WAKE_ANGRY_NO_DISPLAY;
|
|
}
|
|
|
|
case SCHED_RANGE_ATTACK1:
|
|
return SCHED_HEADCRAB_RANGE_ATTACK1;
|
|
|
|
case SCHED_FAIL_TAKE_COVER:
|
|
return SCHED_ALERT_FACE;
|
|
|
|
case SCHED_CHASE_ENEMY_FAILED:
|
|
{
|
|
if( !GetEnemy() )
|
|
break;
|
|
|
|
if( !HasCondition( COND_SEE_ENEMY ) )
|
|
break;
|
|
|
|
float flZDiff;
|
|
flZDiff = GetEnemy()->GetAbsOrigin().z - GetAbsOrigin().z;
|
|
|
|
// Make sure the enemy isn't so high above me that this would look silly.
|
|
if( flZDiff < 128.0f || flZDiff > 512.0f )
|
|
return SCHED_COMBAT_PATROL;
|
|
|
|
float flDist;
|
|
flDist = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ).Length2D();
|
|
|
|
// Maybe a patrol will bring me closer.
|
|
if( flDist > 384.0f )
|
|
{
|
|
return SCHED_COMBAT_PATROL;
|
|
}
|
|
|
|
return SCHED_HEADCRAB_HARASS_ENEMY;
|
|
}
|
|
break;
|
|
}
|
|
|
|
return BaseClass::TranslateSchedule( scheduleType );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CBaseHeadcrab::SelectSchedule( void )
|
|
{
|
|
if ( m_bCrawlFromCanister )
|
|
{
|
|
m_bCrawlFromCanister = false;
|
|
return SCHED_HEADCRAB_CRAWL_FROM_CANISTER;
|
|
}
|
|
|
|
// If we're hidden or waiting until seen, don't do much at all
|
|
if ( m_bHidden || HasSpawnFlags(SF_NPC_WAIT_TILL_SEEN) )
|
|
{
|
|
if( HasCondition( COND_HEADCRAB_UNHIDE ) )
|
|
{
|
|
// We've decided to unhide
|
|
return SCHED_HEADCRAB_UNHIDE;
|
|
}
|
|
|
|
return m_bBurrowed ? ( int )SCHED_HEADCRAB_BURROW_WAIT : ( int )SCHED_IDLE_STAND;
|
|
}
|
|
|
|
if ( GetSpawnFlags() & SF_HEADCRAB_START_HANGING && IsHangingFromCeiling() == false )
|
|
{
|
|
return SCHED_HEADCRAB_CEILING_WAIT;
|
|
}
|
|
|
|
if ( IsHangingFromCeiling() )
|
|
{
|
|
bool bIsAlyxInDarknessMode = false;
|
|
#ifdef HL2_EPISODIC
|
|
bIsAlyxInDarknessMode = HL2GameRules()->IsAlyxInDarknessMode();
|
|
#endif // HL2_EPISODIC
|
|
|
|
if ( bIsAlyxInDarknessMode == false && ( HasCondition( COND_CAN_RANGE_ATTACK1 ) || HasCondition( COND_NEW_ENEMY ) ) )
|
|
return SCHED_HEADCRAB_CEILING_DROP;
|
|
|
|
if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
|
|
return SCHED_HEADCRAB_CEILING_DROP;
|
|
|
|
return SCHED_HEADCRAB_CEILING_WAIT;
|
|
}
|
|
|
|
if ( m_bBurrowed )
|
|
{
|
|
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
|
|
return SCHED_HEADCRAB_BURROW_OUT;
|
|
|
|
return SCHED_HEADCRAB_BURROW_WAIT;
|
|
}
|
|
|
|
if( HasCondition( COND_HEADCRAB_IN_WATER ) )
|
|
{
|
|
// No matter what, drown in water
|
|
return SCHED_HEADCRAB_DROWN;
|
|
}
|
|
|
|
if( HasCondition( COND_HEADCRAB_ILLEGAL_GROUNDENT ) )
|
|
{
|
|
// You're on an NPC's head. Get off.
|
|
return SCHED_HEADCRAB_HOP_RANDOMLY;
|
|
}
|
|
|
|
if ( HasCondition( COND_HEADCRAB_BARNACLED ) )
|
|
{
|
|
// Caught by a barnacle!
|
|
return SCHED_HEADCRAB_BARNACLED;
|
|
}
|
|
|
|
switch ( m_NPCState )
|
|
{
|
|
case NPC_STATE_ALERT:
|
|
{
|
|
if (HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ))
|
|
{
|
|
if ( fabs( GetMotor()->DeltaIdealYaw() ) < ( 1.0 - m_flFieldOfView) * 60 ) // roughly in the correct direction
|
|
{
|
|
return SCHED_TAKE_COVER_FROM_ORIGIN;
|
|
}
|
|
else if ( SelectWeightedSequence( ACT_SMALL_FLINCH ) != -1 )
|
|
{
|
|
m_flNextFlinchTime = gpGlobals->curtime + random->RandomFloat( 1, 3 );
|
|
return SCHED_SMALL_FLINCH;
|
|
}
|
|
}
|
|
else if (HasCondition( COND_HEAR_DANGER ) ||
|
|
HasCondition( COND_HEAR_PLAYER ) ||
|
|
HasCondition( COND_HEAR_WORLD ) ||
|
|
HasCondition( COND_HEAR_COMBAT ))
|
|
{
|
|
return SCHED_ALERT_FACE_BESTSOUND;
|
|
}
|
|
else
|
|
{
|
|
return SCHED_PATROL_WALK;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( HasCondition( COND_FLOATING_OFF_GROUND ) )
|
|
{
|
|
SetGravity( 1.0 );
|
|
SetGroundEntity( NULL );
|
|
return SCHED_FALL_TO_GROUND;
|
|
}
|
|
|
|
if ( GetHintNode() && GetHintNode()->HintType() == HINT_HEADCRAB_BURROW_POINT )
|
|
{
|
|
// Only burrow if we're not within leap attack distance of our enemy.
|
|
if ( ( GetEnemy() == NULL ) || ( ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ).Length() > HEADCRAB_MAX_JUMP_DIST ) )
|
|
{
|
|
return SCHED_HEADCRAB_RUN_TO_SPECIFIC_BURROW;
|
|
}
|
|
else
|
|
{
|
|
// Forget about burrowing, we've got folks to leap at!
|
|
GrabHintNode( NULL );
|
|
}
|
|
}
|
|
|
|
int nSchedule = BaseClass::SelectSchedule();
|
|
if ( nSchedule == SCHED_SMALL_FLINCH )
|
|
{
|
|
m_flNextFlinchTime = gpGlobals->curtime + random->RandomFloat( 1, 3 );
|
|
}
|
|
|
|
return nSchedule;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CBaseHeadcrab::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
|
|
{
|
|
if ( failedSchedule == SCHED_BACK_AWAY_FROM_ENEMY && failedTask == TASK_FIND_BACKAWAY_FROM_SAVEPOSITION )
|
|
{
|
|
if ( HasCondition( COND_SEE_ENEMY ) )
|
|
{
|
|
return SCHED_RANGE_ATTACK1;
|
|
}
|
|
}
|
|
|
|
if ( failedSchedule == SCHED_BACK_AWAY_FROM_ENEMY || failedSchedule == SCHED_PATROL_WALK || failedSchedule == SCHED_COMBAT_PATROL )
|
|
{
|
|
if( !IsFirmlyOnGround() )
|
|
{
|
|
return SCHED_HEADCRAB_HOP_RANDOMLY;
|
|
}
|
|
}
|
|
|
|
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &info -
|
|
// &vecDir -
|
|
// *ptr -
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
|
|
{
|
|
CTakeDamageInfo newInfo = info;
|
|
|
|
// Ignore if we're in a dynamic scripted sequence
|
|
if ( info.GetDamageType() & DMG_PHYSGUN && !IsRunningDynamicInteraction() )
|
|
{
|
|
Vector puntDir = ( info.GetDamageForce() * 1000.0f );
|
|
|
|
newInfo.SetDamage( m_iMaxHealth / 3.0f );
|
|
|
|
if( info.GetDamage() >= GetHealth() )
|
|
{
|
|
// This blow will be fatal, so scale the damage force
|
|
// (it's a unit vector) so that the ragdoll will be
|
|
// affected.
|
|
newInfo.SetDamageForce( info.GetDamageForce() * 3000.0f );
|
|
}
|
|
|
|
PainSound( newInfo );
|
|
SetGroundEntity( NULL );
|
|
ApplyAbsVelocityImpulse( puntDir );
|
|
}
|
|
|
|
BaseClass::TraceAttack( newInfo, vecDir, ptr, pAccumulator );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::Ignite( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner )
|
|
{
|
|
// Can't start on fire if we're burrowed
|
|
if ( m_bBurrowed )
|
|
return;
|
|
|
|
bool bWasOnFire = IsOnFire();
|
|
|
|
#ifdef HL2_EPISODIC
|
|
if( GetHealth() > flFlameLifetime )
|
|
{
|
|
// Add some burn time to very healthy headcrabs to fix a bug where
|
|
// black headcrabs would sometimes spontaneously extinguish (and survive)
|
|
flFlameLifetime += 10.0f;
|
|
}
|
|
#endif// HL2_EPISODIC
|
|
|
|
BaseClass::Ignite( flFlameLifetime, bNPCOnly, flSize, bCalledByLevelDesigner );
|
|
|
|
if( !bWasOnFire )
|
|
{
|
|
#ifdef HL2_EPISODIC
|
|
if ( HL2GameRules()->IsAlyxInDarknessMode() == true )
|
|
{
|
|
GetEffectEntity()->AddEffects( EF_DIMLIGHT );
|
|
}
|
|
#endif // HL2_EPISODIC
|
|
|
|
// For the poison headcrab, who runs around when ignited
|
|
SetActivity( TranslateActivity(GetIdealActivity()) );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: This is a generic function (to be implemented by sub-classes) to
|
|
// handle specific interactions between different types of characters
|
|
// (For example the barnacle grabbing an NPC)
|
|
// Input : Constant for the type of interaction
|
|
// Output : true - if sub-class has a response for the interaction
|
|
// false - if sub-class has no response
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseHeadcrab::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
|
|
{
|
|
if (interactionType == g_interactionBarnacleVictimDangle)
|
|
{
|
|
// Die instantly
|
|
return false;
|
|
}
|
|
else if (interactionType == g_interactionVortigauntStomp)
|
|
{
|
|
SetIdealState( NPC_STATE_PRONE );
|
|
return true;
|
|
}
|
|
else if (interactionType == g_interactionVortigauntStompFail)
|
|
{
|
|
SetIdealState( NPC_STATE_COMBAT );
|
|
return true;
|
|
}
|
|
else if (interactionType == g_interactionVortigauntStompHit)
|
|
{
|
|
// Gib the existing guy, but only with legs and guts
|
|
m_nGibCount = HEADCRAB_LEGS_GIB_COUNT;
|
|
OnTakeDamage ( CTakeDamageInfo( sourceEnt, sourceEnt, m_iHealth, DMG_CRUSH|DMG_ALWAYSGIB ) );
|
|
|
|
// Create dead headcrab in its place
|
|
CBaseHeadcrab *pEntity = (CBaseHeadcrab*) CreateEntityByName( "npc_headcrab" );
|
|
pEntity->Spawn();
|
|
pEntity->SetLocalOrigin( GetLocalOrigin() );
|
|
pEntity->SetLocalAngles( GetLocalAngles() );
|
|
pEntity->m_NPCState = NPC_STATE_DEAD;
|
|
return true;
|
|
}
|
|
else if ( interactionType == g_interactionVortigauntKick
|
|
/* || (interactionType == g_interactionBullsquidThrow) */
|
|
)
|
|
{
|
|
SetIdealState( NPC_STATE_PRONE );
|
|
|
|
if( HasHeadroom() )
|
|
{
|
|
MoveOrigin( Vector( 0, 0, 1 ) );
|
|
}
|
|
|
|
Vector vHitDir = GetLocalOrigin() - sourceEnt->GetLocalOrigin();
|
|
VectorNormalize(vHitDir);
|
|
|
|
CTakeDamageInfo info( sourceEnt, sourceEnt, m_iHealth+1, DMG_CLUB );
|
|
CalculateMeleeDamageForce( &info, vHitDir, GetAbsOrigin() );
|
|
|
|
TakeDamage( info );
|
|
|
|
return true;
|
|
}
|
|
|
|
return BaseClass::HandleInteraction( interactionType, data, sourceEnt );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseHeadcrab::FValidateHintType( CAI_Hint *pHint )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &origin -
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::ClearBurrowPoint( const Vector &origin )
|
|
{
|
|
CBaseEntity *pEntity = NULL;
|
|
float flDist;
|
|
Vector vecSpot, vecCenter, vecForce;
|
|
|
|
//Cause a ruckus
|
|
UTIL_ScreenShake( origin, 1.0f, 80.0f, 1.0f, 256.0f, SHAKE_START );
|
|
|
|
//Iterate on all entities in the vicinity.
|
|
for ( CEntitySphereQuery sphere( origin, 128 ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
|
|
{
|
|
if ( pEntity->m_takedamage != DAMAGE_NO && pEntity->Classify() != CLASS_PLAYER && pEntity->VPhysicsGetObject() )
|
|
{
|
|
vecSpot = pEntity->BodyTarget( origin );
|
|
vecForce = ( vecSpot - origin ) + Vector( 0, 0, 16 );
|
|
|
|
// decrease damage for an ent that's farther from the bomb.
|
|
flDist = VectorNormalize( vecForce );
|
|
|
|
//float mass = pEntity->VPhysicsGetObject()->GetMass();
|
|
CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1.0f, 1.0f, 1.0f ), &vecCenter );
|
|
|
|
if ( flDist <= 128.0f )
|
|
{
|
|
pEntity->VPhysicsGetObject()->Wake();
|
|
pEntity->VPhysicsGetObject()->ApplyForceOffset( vecForce * 250.0f, vecCenter );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determine whether a point is valid or not for burrowing up into
|
|
// Input : &point - point to test for validity
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseHeadcrab::ValidBurrowPoint( const Vector &point )
|
|
{
|
|
trace_t tr;
|
|
|
|
AI_TraceHull( point, point+Vector(0,0,1), GetHullMins(), GetHullMaxs(),
|
|
MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
|
|
|
|
// See if we were able to get there
|
|
if ( ( tr.startsolid ) || ( tr.allsolid ) || ( tr.fraction < 1.0f ) )
|
|
{
|
|
CBaseEntity *pEntity = tr.m_pEnt;
|
|
|
|
//If it's a physics object, attempt to knock is away, unless it's a car
|
|
if ( ( pEntity ) && ( pEntity->VPhysicsGetObject() ) && ( pEntity->GetServerVehicle() == NULL ) )
|
|
{
|
|
ClearBurrowPoint( point );
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::GrabHintNode( CAI_Hint *pHint )
|
|
{
|
|
// Free up the node for use
|
|
ClearHintNode();
|
|
|
|
if ( pHint )
|
|
{
|
|
SetHintNode( pHint );
|
|
pHint->Lock( this );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Finds a point where the headcrab can burrow underground.
|
|
// Input : distance - radius to search for burrow spot in
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseHeadcrab::FindBurrow( const Vector &origin, float distance, bool excludeNear )
|
|
{
|
|
// Attempt to find a burrowing point
|
|
CHintCriteria hintCriteria;
|
|
|
|
hintCriteria.SetHintType( HINT_HEADCRAB_BURROW_POINT );
|
|
hintCriteria.SetFlag( bits_HINT_NODE_NEAREST );
|
|
|
|
hintCriteria.AddIncludePosition( origin, distance );
|
|
|
|
if ( excludeNear )
|
|
{
|
|
hintCriteria.AddExcludePosition( origin, 128 );
|
|
}
|
|
|
|
CAI_Hint *pHint = CAI_HintManager::FindHint( this, hintCriteria );
|
|
|
|
if ( pHint == NULL )
|
|
return false;
|
|
|
|
GrabHintNode( pHint );
|
|
|
|
// Setup our path and attempt to run there
|
|
Vector vHintPos;
|
|
pHint->GetPosition( this, &vHintPos );
|
|
|
|
AI_NavGoal_t goal( vHintPos, ACT_RUN );
|
|
|
|
return GetNavigator()->SetGoal( goal );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::Burrow( void )
|
|
{
|
|
// Stop us from taking damage and being solid
|
|
m_spawnflags |= SF_NPC_GAG;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::Unburrow( void )
|
|
{
|
|
// Become solid again and visible
|
|
m_spawnflags &= ~SF_NPC_GAG;
|
|
RemoveSolidFlags( FSOLID_NOT_SOLID );
|
|
m_takedamage = DAMAGE_YES;
|
|
|
|
SetGroundEntity( NULL );
|
|
|
|
// If we have an enemy, come out facing them
|
|
if ( GetEnemy() )
|
|
{
|
|
Vector dir = GetEnemy()->GetAbsOrigin() - GetAbsOrigin();
|
|
VectorNormalize(dir);
|
|
|
|
GetMotor()->SetIdealYaw( dir );
|
|
|
|
QAngle angles = GetLocalAngles();
|
|
angles[YAW] = UTIL_VecToYaw( dir );
|
|
SetLocalAngles( angles );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tells the headcrab to unburrow as soon the space is clear.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::InputUnburrow( inputdata_t &inputdata )
|
|
{
|
|
if ( IsAlive() == false )
|
|
return;
|
|
|
|
SetSchedule( SCHED_HEADCRAB_WAIT_FOR_CLEAR_UNBURROW );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tells the headcrab to run to a nearby burrow point and burrow.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::InputBurrow( inputdata_t &inputdata )
|
|
{
|
|
if ( IsAlive() == false )
|
|
return;
|
|
|
|
SetSchedule( SCHED_HEADCRAB_RUN_TO_BURROW_IN );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tells the headcrab to burrow right where he is.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::InputBurrowImmediate( inputdata_t &inputdata )
|
|
{
|
|
if ( IsAlive() == false )
|
|
return;
|
|
|
|
SetSchedule( SCHED_HEADCRAB_BURROW_IN );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::InputStartHangingFromCeiling( inputdata_t &inputdata )
|
|
{
|
|
if ( IsAlive() == false )
|
|
return;
|
|
|
|
SetSchedule( SCHED_HEADCRAB_CEILING_WAIT );
|
|
m_flIlluminatedTime = -1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::InputDropFromCeiling( inputdata_t &inputdata )
|
|
{
|
|
if ( IsAlive() == false )
|
|
return;
|
|
|
|
if ( IsHangingFromCeiling() == false )
|
|
return;
|
|
|
|
SetSchedule( SCHED_HEADCRAB_CEILING_DROP );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::CreateDust( bool placeDecal )
|
|
{
|
|
trace_t tr;
|
|
AI_TraceLine( GetAbsOrigin()+Vector(0,0,1), GetAbsOrigin()-Vector(0,0,64), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
if ( tr.fraction < 1.0f )
|
|
{
|
|
const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps );
|
|
|
|
if ( ( (char) pdata->game.material == CHAR_TEX_CONCRETE ) || ( (char) pdata->game.material == CHAR_TEX_DIRT ) )
|
|
{
|
|
UTIL_CreateAntlionDust( tr.endpos + Vector(0, 0, 24), GetLocalAngles() );
|
|
|
|
//CEffectData data;
|
|
//data.m_vOrigin = GetAbsOrigin();
|
|
//data.m_vNormal = tr.plane.normal;
|
|
//DispatchEffect( "headcrabdust", data );
|
|
|
|
if ( placeDecal )
|
|
{
|
|
UTIL_DecalTrace( &tr, "Headcrab.Unburrow" );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHeadcrab::Precache( void )
|
|
{
|
|
PrecacheModel( "models/headcrabclassic.mdl" );
|
|
|
|
PrecacheScriptSound( "NPC_HeadCrab.Gib" );
|
|
PrecacheScriptSound( "NPC_HeadCrab.Idle" );
|
|
PrecacheScriptSound( "NPC_HeadCrab.Alert" );
|
|
PrecacheScriptSound( "NPC_HeadCrab.Pain" );
|
|
PrecacheScriptSound( "NPC_HeadCrab.Die" );
|
|
PrecacheScriptSound( "NPC_HeadCrab.Attack" );
|
|
PrecacheScriptSound( "NPC_HeadCrab.Bite" );
|
|
PrecacheScriptSound( "NPC_Headcrab.BurrowIn" );
|
|
PrecacheScriptSound( "NPC_Headcrab.BurrowOut" );
|
|
|
|
BaseClass::Precache();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHeadcrab::Spawn( void )
|
|
{
|
|
Precache();
|
|
SetModel( "models/headcrabclassic.mdl" );
|
|
|
|
BaseClass::Spawn();
|
|
|
|
m_iHealth = sk_headcrab_health.GetFloat();
|
|
m_flBurrowTime = 0.0f;
|
|
m_bCrawlFromCanister = false;
|
|
m_bMidJump = false;
|
|
|
|
NPCInit();
|
|
HeadcrabInit();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
Activity CHeadcrab::NPC_TranslateActivity( Activity eNewActivity )
|
|
{
|
|
if ( eNewActivity == ACT_WALK )
|
|
return ACT_RUN;
|
|
|
|
return BaseClass::NPC_TranslateActivity( eNewActivity );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHeadcrab::IdleSound( void )
|
|
{
|
|
EmitSound( "NPC_HeadCrab.Idle" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHeadcrab::AlertSound( void )
|
|
{
|
|
EmitSound( "NPC_HeadCrab.Alert" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHeadcrab::PainSound( const CTakeDamageInfo &info )
|
|
{
|
|
if( IsOnFire() && random->RandomInt( 0, HEADCRAB_BURN_SOUND_FREQUENCY ) > 0 )
|
|
{
|
|
// Don't squeak every think when burning.
|
|
return;
|
|
}
|
|
|
|
EmitSound( "NPC_HeadCrab.Pain" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHeadcrab::DeathSound( const CTakeDamageInfo &info )
|
|
{
|
|
EmitSound( "NPC_HeadCrab.Die" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHeadcrab::TelegraphSound( void )
|
|
{
|
|
//FIXME: Need a real one
|
|
EmitSound( "NPC_HeadCrab.Alert" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHeadcrab::AttackSound( void )
|
|
{
|
|
EmitSound( "NPC_Headcrab.Attack" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHeadcrab::BiteSound( void )
|
|
{
|
|
EmitSound( "NPC_HeadCrab.Bite" );
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------
|
|
// Save/Restore
|
|
//---------------------------------------------------------
|
|
BEGIN_DATADESC( CFastHeadcrab )
|
|
|
|
DEFINE_FIELD( m_iRunMode, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_flRealGroundSpeed, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_flSlowRunTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flPauseTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_vecJumpVel, FIELD_VECTOR ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFastHeadcrab::Precache( void )
|
|
{
|
|
PrecacheModel( "models/headcrab.mdl" );
|
|
|
|
PrecacheScriptSound( "NPC_FastHeadcrab.Idle" );
|
|
PrecacheScriptSound( "NPC_FastHeadcrab.Alert" );
|
|
PrecacheScriptSound( "NPC_FastHeadcrab.Pain" );
|
|
PrecacheScriptSound( "NPC_FastHeadcrab.Die" );
|
|
PrecacheScriptSound( "NPC_FastHeadcrab.Bite" );
|
|
PrecacheScriptSound( "NPC_FastHeadcrab.Attack" );
|
|
|
|
BaseClass::Precache();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFastHeadcrab::Spawn( void )
|
|
{
|
|
Precache();
|
|
SetModel( "models/headcrab.mdl" );
|
|
|
|
BaseClass::Spawn();
|
|
|
|
m_iHealth = sk_headcrab_health.GetFloat();
|
|
|
|
m_iRunMode = HEADCRAB_RUNMODE_IDLE;
|
|
m_flPauseTime = 999999;
|
|
|
|
NPCInit();
|
|
HeadcrabInit();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFastHeadcrab::IdleSound( void )
|
|
{
|
|
EmitSound( "NPC_FastHeadcrab.Idle" );
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFastHeadcrab::AlertSound( void )
|
|
{
|
|
EmitSound( "NPC_FastHeadcrab.Alert" );
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFastHeadcrab::PainSound( const CTakeDamageInfo &info )
|
|
{
|
|
if( IsOnFire() && random->RandomInt( 0, HEADCRAB_BURN_SOUND_FREQUENCY ) > 0 )
|
|
{
|
|
// Don't squeak every think when burning.
|
|
return;
|
|
}
|
|
|
|
EmitSound( "NPC_FastHeadcrab.Pain" );
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFastHeadcrab::DeathSound( const CTakeDamageInfo &info )
|
|
{
|
|
EmitSound( "NPC_FastHeadcrab.Die" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFastHeadcrab::PrescheduleThink( void )
|
|
{
|
|
#if 1 // #IF 0 this to stop the accelrating/decelerating movement.
|
|
#define HEADCRAB_ACCELERATION 0.1
|
|
if( IsAlive() && GetNavigator()->IsGoalActive() )
|
|
{
|
|
switch( m_iRunMode )
|
|
{
|
|
case HEADCRAB_RUNMODE_IDLE:
|
|
if ( GetActivity() == ACT_RUN )
|
|
{
|
|
m_flRealGroundSpeed = m_flGroundSpeed;
|
|
m_iRunMode = HEADCRAB_RUNMODE_ACCELERATE;
|
|
m_flPlaybackRate = HEADCRAB_RUN_MINSPEED;
|
|
}
|
|
break;
|
|
|
|
case HEADCRAB_RUNMODE_FULLSPEED:
|
|
if( gpGlobals->curtime > m_flSlowRunTime )
|
|
{
|
|
m_iRunMode = HEADCRAB_RUNMODE_DECELERATE;
|
|
}
|
|
break;
|
|
|
|
case HEADCRAB_RUNMODE_ACCELERATE:
|
|
if( m_flPlaybackRate < HEADCRAB_RUN_MAXSPEED )
|
|
{
|
|
m_flPlaybackRate += HEADCRAB_ACCELERATION;
|
|
}
|
|
|
|
if( m_flPlaybackRate >= HEADCRAB_RUN_MAXSPEED )
|
|
{
|
|
m_flPlaybackRate = HEADCRAB_RUN_MAXSPEED;
|
|
m_iRunMode = HEADCRAB_RUNMODE_FULLSPEED;
|
|
|
|
m_flSlowRunTime = gpGlobals->curtime + random->RandomFloat( 0.1, 1.0 );
|
|
}
|
|
break;
|
|
|
|
case HEADCRAB_RUNMODE_DECELERATE:
|
|
m_flPlaybackRate -= HEADCRAB_ACCELERATION;
|
|
|
|
if( m_flPlaybackRate <= HEADCRAB_RUN_MINSPEED )
|
|
{
|
|
m_flPlaybackRate = HEADCRAB_RUN_MINSPEED;
|
|
|
|
// Now stop the crab.
|
|
m_iRunMode = HEADCRAB_RUNMODE_PAUSE;
|
|
SetActivity( ACT_IDLE );
|
|
GetNavigator()->SetMovementActivity(ACT_IDLE);
|
|
m_flPauseTime = gpGlobals->curtime + random->RandomFloat( 0.2, 0.5 );
|
|
m_flRealGroundSpeed = 0.0;
|
|
}
|
|
break;
|
|
|
|
case HEADCRAB_RUNMODE_PAUSE:
|
|
{
|
|
if( gpGlobals->curtime > m_flPauseTime )
|
|
{
|
|
m_iRunMode = HEADCRAB_RUNMODE_IDLE;
|
|
SetActivity( ACT_RUN );
|
|
GetNavigator()->SetMovementActivity(ACT_RUN);
|
|
m_flPauseTime = gpGlobals->curtime - 1;
|
|
m_flRealGroundSpeed = m_flGroundSpeed;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
Warning( "BIG TIME HEADCRAB ERROR\n" );
|
|
break;
|
|
}
|
|
|
|
m_flGroundSpeed = m_flRealGroundSpeed * m_flPlaybackRate;
|
|
}
|
|
else
|
|
{
|
|
m_flPauseTime = gpGlobals->curtime - 1;
|
|
}
|
|
#endif
|
|
|
|
BaseClass::PrescheduleThink();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : scheduleType -
|
|
//-----------------------------------------------------------------------------
|
|
int CFastHeadcrab::SelectSchedule( void )
|
|
{
|
|
if ( HasSpawnFlags(SF_NPC_WAIT_TILL_SEEN) )
|
|
{
|
|
return SCHED_IDLE_STAND;
|
|
}
|
|
|
|
if ( HasCondition(COND_CAN_RANGE_ATTACK1) && IsHangingFromCeiling() == false )
|
|
{
|
|
if ( OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) )
|
|
return SCHED_RANGE_ATTACK1;
|
|
ClearCondition(COND_CAN_RANGE_ATTACK1);
|
|
}
|
|
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : scheduleType -
|
|
//-----------------------------------------------------------------------------
|
|
int CFastHeadcrab::TranslateSchedule( int scheduleType )
|
|
{
|
|
switch( scheduleType )
|
|
{
|
|
case SCHED_IDLE_STAND:
|
|
return SCHED_PATROL_WALK;
|
|
break;
|
|
|
|
case SCHED_RANGE_ATTACK1:
|
|
return SCHED_FAST_HEADCRAB_RANGE_ATTACK1;
|
|
break;
|
|
|
|
case SCHED_CHASE_ENEMY:
|
|
if ( !OccupyStrategySlotRange( SQUAD_SLOT_ENGAGE1, SQUAD_SLOT_ENGAGE4 ) )
|
|
return SCHED_PATROL_WALK;
|
|
break;
|
|
}
|
|
|
|
return BaseClass::TranslateSchedule( scheduleType );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pTask -
|
|
//-----------------------------------------------------------------------------
|
|
void CFastHeadcrab::RunTask( const Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_RANGE_ATTACK1:
|
|
case TASK_RANGE_ATTACK2:
|
|
|
|
if ( GetEnemy() )
|
|
// Fast headcrab faces the target in flight.
|
|
GetMotor()->SetIdealYawAndUpdate( GetEnemy()->GetAbsOrigin() - GetAbsOrigin(), AI_KEEP_YAW_SPEED );
|
|
|
|
// Call back up into base headcrab for collision.
|
|
BaseClass::RunTask( pTask );
|
|
break;
|
|
|
|
case TASK_HEADCRAB_HOP_ASIDE:
|
|
if ( GetEnemy() )
|
|
GetMotor()->SetIdealYawAndUpdate( GetEnemy()->GetAbsOrigin() - GetAbsOrigin(), AI_KEEP_YAW_SPEED );
|
|
|
|
if( GetFlags() & FL_ONGROUND )
|
|
{
|
|
SetGravity(1.0);
|
|
SetMoveType( MOVETYPE_STEP );
|
|
|
|
if( GetEnemy() && ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ).Length() > HEADCRAB_MAX_JUMP_DIST )
|
|
{
|
|
TaskFail( "");
|
|
}
|
|
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
default:
|
|
BaseClass::RunTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pTask -
|
|
//-----------------------------------------------------------------------------
|
|
void CFastHeadcrab::StartTask( const Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_HEADCRAB_HOP_ASIDE:
|
|
{
|
|
Vector vecDir, vecForward, vecRight;
|
|
bool fJumpIsLeft;
|
|
trace_t tr;
|
|
|
|
GetVectors( &vecForward, &vecRight, NULL );
|
|
|
|
fJumpIsLeft = false;
|
|
if( random->RandomInt( 0, 100 ) < 50 )
|
|
{
|
|
fJumpIsLeft = true;
|
|
vecRight.Negate();
|
|
}
|
|
|
|
vecDir = ( vecRight + ( vecForward * 2 ) );
|
|
VectorNormalize( vecDir );
|
|
vecDir *= 150.0;
|
|
|
|
// This could be a problem. Since I'm adjusting the headcrab's gravity for flight, this check actually
|
|
// checks farther ahead than the crab will actually jump. (sjb)
|
|
AI_TraceHull( GetAbsOrigin(), GetAbsOrigin() + vecDir,GetHullMins(), GetHullMaxs(), MASK_SHOT, this, GetCollisionGroup(), &tr );
|
|
|
|
//NDebugOverlay::Line( tr.startpos, tr.endpos, 0, 255, 0, false, 1.0 );
|
|
|
|
if( tr.fraction == 1.0 )
|
|
{
|
|
AIMoveTrace_t moveTrace;
|
|
GetMoveProbe()->MoveLimit( NAV_JUMP, GetAbsOrigin(), tr.endpos, MASK_NPCSOLID, GetEnemy(), &moveTrace );
|
|
|
|
// FIXME: Where should this happen?
|
|
m_vecJumpVel = moveTrace.vJumpVelocity;
|
|
|
|
if( !IsMoveBlocked( moveTrace ) )
|
|
{
|
|
SetAbsVelocity( m_vecJumpVel );// + 0.5f * Vector(0,0,GetCurrentGravity()) * flInterval;
|
|
SetGravity( UTIL_ScaleForGravity( 1600 ) );
|
|
SetGroundEntity( NULL );
|
|
SetNavType( NAV_JUMP );
|
|
|
|
if( fJumpIsLeft )
|
|
{
|
|
SetIdealActivity( (Activity)ACT_HEADCRAB_HOP_LEFT );
|
|
GetNavigator()->SetMovementActivity( (Activity) ACT_HEADCRAB_HOP_LEFT );
|
|
}
|
|
else
|
|
{
|
|
SetIdealActivity( (Activity)ACT_HEADCRAB_HOP_RIGHT );
|
|
GetNavigator()->SetMovementActivity( (Activity) ACT_HEADCRAB_HOP_RIGHT );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Can't jump, just fall through.
|
|
TaskComplete();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Can't jump, just fall through.
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
{
|
|
BaseClass::StartTask( pTask );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( npc_headcrab, CHeadcrab );
|
|
LINK_ENTITY_TO_CLASS( npc_headcrab_fast, CFastHeadcrab );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Make the sound of this headcrab chomping a target.
|
|
// Input :
|
|
//-----------------------------------------------------------------------------
|
|
void CFastHeadcrab::BiteSound( void )
|
|
{
|
|
EmitSound( "NPC_FastHeadcrab.Bite" );
|
|
}
|
|
|
|
void CFastHeadcrab::AttackSound( void )
|
|
{
|
|
EmitSound( "NPC_FastHeadcrab.Attack" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
float CHeadcrab::MaxYawSpeed ( void )
|
|
{
|
|
switch ( GetActivity() )
|
|
{
|
|
case ACT_IDLE:
|
|
return 30;
|
|
|
|
case ACT_RUN:
|
|
case ACT_WALK:
|
|
return 20;
|
|
|
|
case ACT_TURN_LEFT:
|
|
case ACT_TURN_RIGHT:
|
|
return 15;
|
|
|
|
case ACT_RANGE_ATTACK1:
|
|
{
|
|
const Task_t *pCurTask = GetTask();
|
|
if ( pCurTask && pCurTask->iTask == TASK_HEADCRAB_JUMP_FROM_CANISTER )
|
|
return 15;
|
|
}
|
|
return 30;
|
|
|
|
default:
|
|
return 30;
|
|
}
|
|
|
|
return BaseClass::MaxYawSpeed();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allows for modification of the interrupt mask for the current schedule.
|
|
// In the most cases the base implementation should be called first.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHeadcrab::BuildScheduleTestBits( void )
|
|
{
|
|
if ( !IsCurSchedule(SCHED_HEADCRAB_DROWN) )
|
|
{
|
|
// Interrupt any schedule unless already drowning.
|
|
SetCustomInterruptCondition( COND_HEADCRAB_IN_WATER );
|
|
}
|
|
else
|
|
{
|
|
// Don't stop drowning just because you're in water!
|
|
ClearCustomInterruptCondition( COND_HEADCRAB_IN_WATER );
|
|
}
|
|
|
|
if( !IsCurSchedule(SCHED_HEADCRAB_HOP_RANDOMLY) )
|
|
{
|
|
SetCustomInterruptCondition( COND_HEADCRAB_ILLEGAL_GROUNDENT );
|
|
}
|
|
else
|
|
{
|
|
ClearCustomInterruptCondition( COND_HEADCRAB_ILLEGAL_GROUNDENT );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
float CFastHeadcrab::MaxYawSpeed( void )
|
|
{
|
|
switch ( GetActivity() )
|
|
{
|
|
case ACT_IDLE:
|
|
{
|
|
return( 120 );
|
|
}
|
|
|
|
case ACT_RUN:
|
|
case ACT_WALK:
|
|
{
|
|
return( 150 );
|
|
}
|
|
|
|
case ACT_TURN_LEFT:
|
|
case ACT_TURN_RIGHT:
|
|
{
|
|
return( 120 );
|
|
}
|
|
|
|
case ACT_RANGE_ATTACK1:
|
|
{
|
|
return( 120 );
|
|
}
|
|
|
|
default:
|
|
{
|
|
return( 120 );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
bool CFastHeadcrab::QuerySeeEntity(CBaseEntity *pSightEnt, bool bOnlyHateOrFearIfNPC )
|
|
{
|
|
if ( IsHangingFromCeiling() == true )
|
|
return BaseClass::QuerySeeEntity(pSightEnt, bOnlyHateOrFearIfNPC);
|
|
|
|
if( m_NPCState != NPC_STATE_COMBAT )
|
|
{
|
|
if( fabs( pSightEnt->GetAbsOrigin().z - GetAbsOrigin().z ) >= 150 )
|
|
{
|
|
// Don't see things much higher or lower than me unless
|
|
// I'm already pissed.
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return BaseClass::QuerySeeEntity(pSightEnt, bOnlyHateOrFearIfNPC);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Black headcrab stuff
|
|
//-----------------------------------------------------------------------------
|
|
int ACT_BLACKHEADCRAB_RUN_PANIC;
|
|
|
|
BEGIN_DATADESC( CBlackHeadcrab )
|
|
|
|
DEFINE_FIELD( m_bPanicState, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_flPanicStopTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flNextHopTime, FIELD_TIME ),
|
|
|
|
DEFINE_ENTITYFUNC( EjectTouch ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( npc_headcrab_black, CBlackHeadcrab );
|
|
LINK_ENTITY_TO_CLASS( npc_headcrab_poison, CBlackHeadcrab );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Make the sound of this headcrab chomping a target.
|
|
//-----------------------------------------------------------------------------
|
|
void CBlackHeadcrab::BiteSound( void )
|
|
{
|
|
EmitSound( "NPC_BlackHeadcrab.Bite" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: The sound we make when leaping at our enemy.
|
|
//-----------------------------------------------------------------------------
|
|
void CBlackHeadcrab::AttackSound( void )
|
|
{
|
|
EmitSound( "NPC_BlackHeadcrab.Attack" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBlackHeadcrab::TelegraphSound( void )
|
|
{
|
|
EmitSound( "NPC_BlackHeadcrab.Telegraph" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBlackHeadcrab::Spawn( void )
|
|
{
|
|
Precache();
|
|
SetModel( "models/headcrabblack.mdl" );
|
|
|
|
BaseClass::Spawn();
|
|
|
|
m_bPanicState = false;
|
|
m_iHealth = sk_headcrab_poison_health.GetFloat();
|
|
|
|
NPCInit();
|
|
HeadcrabInit();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBlackHeadcrab::Precache( void )
|
|
{
|
|
PrecacheModel( "models/headcrabblack.mdl" );
|
|
|
|
PrecacheScriptSound( "NPC_BlackHeadcrab.Telegraph" );
|
|
PrecacheScriptSound( "NPC_BlackHeadcrab.Attack" );
|
|
PrecacheScriptSound( "NPC_BlackHeadcrab.Bite" );
|
|
PrecacheScriptSound( "NPC_BlackHeadcrab.Threat" );
|
|
PrecacheScriptSound( "NPC_BlackHeadcrab.Alert" );
|
|
PrecacheScriptSound( "NPC_BlackHeadcrab.Idle" );
|
|
PrecacheScriptSound( "NPC_BlackHeadcrab.Talk" );
|
|
PrecacheScriptSound( "NPC_BlackHeadcrab.AlertVoice" );
|
|
PrecacheScriptSound( "NPC_BlackHeadcrab.Pain" );
|
|
PrecacheScriptSound( "NPC_BlackHeadcrab.Die" );
|
|
PrecacheScriptSound( "NPC_BlackHeadcrab.Impact" );
|
|
PrecacheScriptSound( "NPC_BlackHeadcrab.ImpactAngry" );
|
|
|
|
PrecacheScriptSound( "NPC_BlackHeadcrab.FootstepWalk" );
|
|
PrecacheScriptSound( "NPC_BlackHeadcrab.Footstep" );
|
|
|
|
BaseClass::Precache();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the max yaw speed for the current activity.
|
|
//-----------------------------------------------------------------------------
|
|
float CBlackHeadcrab::MaxYawSpeed( void )
|
|
{
|
|
// Not a constant, can't be in a switch statement.
|
|
if ( GetActivity() == ACT_BLACKHEADCRAB_RUN_PANIC )
|
|
{
|
|
return 30;
|
|
}
|
|
|
|
switch ( GetActivity() )
|
|
{
|
|
case ACT_WALK:
|
|
case ACT_RUN:
|
|
{
|
|
return 10;
|
|
}
|
|
|
|
case ACT_TURN_LEFT:
|
|
case ACT_TURN_RIGHT:
|
|
{
|
|
return( 30 );
|
|
}
|
|
|
|
case ACT_RANGE_ATTACK1:
|
|
{
|
|
return( 30 );
|
|
}
|
|
|
|
default:
|
|
{
|
|
return( 30 );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
Activity CBlackHeadcrab::NPC_TranslateActivity( Activity eNewActivity )
|
|
{
|
|
if ( eNewActivity == ACT_RUN || eNewActivity == ACT_WALK )
|
|
{
|
|
if( m_bPanicState || IsOnFire() )
|
|
{
|
|
return ( Activity )ACT_BLACKHEADCRAB_RUN_PANIC;
|
|
}
|
|
}
|
|
|
|
return BaseClass::NPC_TranslateActivity( eNewActivity );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBlackHeadcrab::PrescheduleThink( void )
|
|
{
|
|
BaseClass::PrescheduleThink();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CBlackHeadcrab::TranslateSchedule( int scheduleType )
|
|
{
|
|
switch ( scheduleType )
|
|
{
|
|
// Keep trying to take cover for at least a few seconds.
|
|
case SCHED_FAIL_TAKE_COVER:
|
|
{
|
|
if ( ( m_bPanicState ) && ( gpGlobals->curtime > m_flPanicStopTime ) )
|
|
{
|
|
//DevMsg( "I'm sick of panicking\n" );
|
|
m_bPanicState = false;
|
|
return SCHED_CHASE_ENEMY;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
return BaseClass::TranslateSchedule( scheduleType );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allows for modification of the interrupt mask for the current schedule.
|
|
// In the most cases the base implementation should be called first.
|
|
//-----------------------------------------------------------------------------
|
|
void CBlackHeadcrab::BuildScheduleTestBits( void )
|
|
{
|
|
// Ignore damage if we're attacking or are fleeing and recently flinched.
|
|
if ( IsCurSchedule( SCHED_HEADCRAB_CRAWL_FROM_CANISTER ) || IsCurSchedule( SCHED_RANGE_ATTACK1 ) || ( IsCurSchedule( SCHED_TAKE_COVER_FROM_ENEMY ) && HasMemory( bits_MEMORY_FLINCHED ) ) )
|
|
{
|
|
ClearCustomInterruptCondition( COND_LIGHT_DAMAGE );
|
|
ClearCustomInterruptCondition( COND_HEAVY_DAMAGE );
|
|
}
|
|
else
|
|
{
|
|
SetCustomInterruptCondition( COND_LIGHT_DAMAGE );
|
|
SetCustomInterruptCondition( COND_HEAVY_DAMAGE );
|
|
}
|
|
|
|
// If we're committed to jump, carry on even if our enemy hides behind a crate. Or a barrel.
|
|
if ( IsCurSchedule( SCHED_RANGE_ATTACK1 ) && m_bCommittedToJump )
|
|
{
|
|
ClearCustomInterruptCondition( COND_ENEMY_OCCLUDED );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
int CBlackHeadcrab::SelectSchedule( void )
|
|
{
|
|
// don't override inherited behavior when hanging from ceiling
|
|
if ( !IsHangingFromCeiling() )
|
|
{
|
|
if ( HasSpawnFlags(SF_NPC_WAIT_TILL_SEEN) )
|
|
{
|
|
return SCHED_IDLE_STAND;
|
|
}
|
|
|
|
if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
|
|
{
|
|
if ( ( gpGlobals->curtime >= m_flNextHopTime ) && SelectWeightedSequence( ACT_SMALL_FLINCH ) != -1 )
|
|
{
|
|
m_flNextHopTime = gpGlobals->curtime + random->RandomFloat( 1, 3 );
|
|
return SCHED_SMALL_FLINCH;
|
|
}
|
|
}
|
|
|
|
if ( m_bPanicState )
|
|
{
|
|
// We're looking for a place to hide, and we've found one. Lurk!
|
|
if ( HasMemory( bits_MEMORY_INCOVER ) )
|
|
{
|
|
m_bPanicState = false;
|
|
m_flPanicStopTime = gpGlobals->curtime;
|
|
|
|
return SCHED_HEADCRAB_AMBUSH;
|
|
}
|
|
|
|
return SCHED_TAKE_COVER_FROM_ENEMY;
|
|
}
|
|
}
|
|
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Black headcrab's touch attack damage. Evil!
|
|
//-----------------------------------------------------------------------------
|
|
void CBlackHeadcrab::TouchDamage( CBaseEntity *pOther )
|
|
{
|
|
if ( pOther->m_iHealth > 1 )
|
|
{
|
|
CTakeDamageInfo info;
|
|
if ( CalcDamageInfo( &info ) >= pOther->m_iHealth )
|
|
info.SetDamage( pOther->m_iHealth - 1 );
|
|
|
|
pOther->TakeDamage( info );
|
|
|
|
if ( pOther->IsAlive() && pOther->m_iHealth > 1)
|
|
{
|
|
// Episodic change to avoid NPCs dying too quickly from poison bites
|
|
if ( hl2_episodic.GetBool() )
|
|
{
|
|
if ( pOther->IsPlayer() )
|
|
{
|
|
// That didn't finish them. Take them down to one point with poison damage. It'll heal.
|
|
pOther->TakeDamage( CTakeDamageInfo( this, this, pOther->m_iHealth - 1, DMG_POISON ) );
|
|
}
|
|
else
|
|
{
|
|
// Just take some amount of slash damage instead
|
|
pOther->TakeDamage( CTakeDamageInfo( this, this, sk_headcrab_poison_npc_damage.GetFloat(), DMG_SLASH ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// That didn't finish them. Take them down to one point with poison damage. It'll heal.
|
|
pOther->TakeDamage( CTakeDamageInfo( this, this, pOther->m_iHealth - 1, DMG_POISON ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Bails out of our host zombie, either because he died or was blown
|
|
// into two pieces by an explosion.
|
|
// Input : vecAngles - The yaw direction we should face.
|
|
// flVelocityScale - A multiplier for our ejection velocity.
|
|
// pEnemy - Who we should acquire as our enemy. Usually our zombie host's enemy.
|
|
//-----------------------------------------------------------------------------
|
|
void CBlackHeadcrab::Eject( const QAngle &vecAngles, float flVelocityScale, CBaseEntity *pEnemy )
|
|
{
|
|
SetGroundEntity( NULL );
|
|
m_spawnflags |= SF_NPC_FALL_TO_GROUND;
|
|
|
|
SetIdealState( NPC_STATE_ALERT );
|
|
|
|
if ( pEnemy )
|
|
{
|
|
SetEnemy( pEnemy );
|
|
UpdateEnemyMemory(pEnemy, pEnemy->GetAbsOrigin());
|
|
}
|
|
|
|
SetActivity( ACT_RANGE_ATTACK1 );
|
|
|
|
SetNextThink( gpGlobals->curtime );
|
|
PhysicsSimulate();
|
|
|
|
GetMotor()->SetIdealYaw( vecAngles.y );
|
|
|
|
SetAbsVelocity( flVelocityScale * random->RandomInt( 20, 50 ) *
|
|
Vector( random->RandomFloat( -1.0, 1.0 ), random->RandomFloat( -1.0, 1.0 ), random->RandomFloat( 0.5, 1.0 ) ) );
|
|
|
|
m_bMidJump = false;
|
|
SetTouch( &CBlackHeadcrab::EjectTouch );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Touch function for when we are ejected from the poison zombie.
|
|
// Panic when we hit the ground.
|
|
//-----------------------------------------------------------------------------
|
|
void CBlackHeadcrab::EjectTouch( CBaseEntity *pOther )
|
|
{
|
|
LeapTouch( pOther );
|
|
if ( GetFlags() & FL_ONGROUND )
|
|
{
|
|
// Keep trying to take cover for at least a few seconds.
|
|
Panic( random->RandomFloat( 2, 8 ) );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Puts us in a state in which we just want to hide. We'll stop
|
|
// hiding after the given duration.
|
|
//-----------------------------------------------------------------------------
|
|
void CBlackHeadcrab::Panic( float flDuration )
|
|
{
|
|
m_flPanicStopTime = gpGlobals->curtime + flDuration;
|
|
m_bPanicState = true;
|
|
}
|
|
|
|
|
|
#if HL2_EPISODIC
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Black headcrabs have 360-degree vision when they are in the ambush
|
|
// schedule. This is because they ignore sounds when in ambush, and
|
|
// you could walk up behind them without having them attack you.
|
|
// This vision extends only 24 feet.
|
|
//-----------------------------------------------------------------------------
|
|
#define CRAB_360_VIEW_DIST_SQR (12 * 12 * 24 * 24)
|
|
bool CBlackHeadcrab::FInViewCone( CBaseEntity *pEntity )
|
|
{
|
|
if( IsCurSchedule( SCHED_HEADCRAB_AMBUSH ) &&
|
|
(( pEntity->IsNPC() || pEntity->IsPlayer() ) && pEntity->GetAbsOrigin().DistToSqr(GetAbsOrigin()) <= CRAB_360_VIEW_DIST_SQR ) )
|
|
{
|
|
// Only see players and NPC's with 360 cone
|
|
// For instance, DON'T tell the eyeball/head tracking code that you can see an object that is behind you!
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return BaseClass::FInViewCone( pEntity );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Does a spastic hop in a random or provided direction.
|
|
// Input : pvecDir - 2D direction to hop, NULL picks a random direction.
|
|
//-----------------------------------------------------------------------------
|
|
void CBlackHeadcrab::JumpFlinch( const Vector *pvecDir )
|
|
{
|
|
SetGroundEntity( NULL );
|
|
|
|
//
|
|
// Take him off ground so engine doesn't instantly reset FL_ONGROUND.
|
|
//
|
|
if( HasHeadroom() )
|
|
{
|
|
MoveOrigin( Vector( 0, 0, 1 ) );
|
|
}
|
|
|
|
//
|
|
// Jump in a random direction.
|
|
//
|
|
Vector up;
|
|
AngleVectors( GetLocalAngles(), NULL, NULL, &up );
|
|
|
|
if (pvecDir)
|
|
{
|
|
SetAbsVelocity( Vector( pvecDir->x * 4, pvecDir->y * 4, up.z ) * random->RandomFloat( 40, 80 ) );
|
|
}
|
|
else
|
|
{
|
|
SetAbsVelocity( Vector( random->RandomFloat( -4, 4 ), random->RandomFloat( -4, 4 ), up.z ) * random->RandomFloat( 40, 80 ) );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Catches the monster-specific messages that occur when tagged
|
|
// animation frames are played.
|
|
// Input : pEvent -
|
|
//-----------------------------------------------------------------------------
|
|
void CBlackHeadcrab::HandleAnimEvent( animevent_t *pEvent )
|
|
{
|
|
if ( pEvent->event == AE_POISONHEADCRAB_FOOTSTEP )
|
|
{
|
|
bool walk = ( GetActivity() == ACT_WALK ); // ? 1.0 : 0.6; !!cgreen! old code had bug
|
|
|
|
if ( walk )
|
|
{
|
|
EmitSound( "NPC_BlackHeadcrab.FootstepWalk" );
|
|
}
|
|
else
|
|
{
|
|
EmitSound( "NPC_BlackHeadcrab.Footstep" );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_HEADCRAB_JUMP_TELEGRAPH )
|
|
{
|
|
EmitSound( "NPC_BlackHeadcrab.Telegraph" );
|
|
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
|
|
if ( pEnemy )
|
|
{
|
|
// Once we telegraph, we MUST jump. This is also when commit to what point
|
|
// we jump at. Jump at our enemy's eyes.
|
|
m_vecCommittedJumpPos = pEnemy->EyePosition();
|
|
m_bCommittedToJump = true;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_POISONHEADCRAB_THREAT_SOUND )
|
|
{
|
|
EmitSound( "NPC_BlackHeadcrab.Threat" );
|
|
EmitSound( "NPC_BlackHeadcrab.Alert" );
|
|
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_POISONHEADCRAB_FLINCH_HOP )
|
|
{
|
|
//
|
|
// Hop in a random direction, then run and hide. If we're already running
|
|
// to hide, jump forward -- hopefully that will take us closer to a hiding spot.
|
|
//
|
|
if (m_bPanicState)
|
|
{
|
|
Vector vecForward;
|
|
AngleVectors( GetLocalAngles(), &vecForward );
|
|
JumpFlinch( &vecForward );
|
|
}
|
|
else
|
|
{
|
|
JumpFlinch( NULL );
|
|
}
|
|
|
|
Panic( random->RandomFloat( 2, 5 ) );
|
|
|
|
return;
|
|
}
|
|
|
|
BaseClass::HandleAnimEvent( pEvent );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CBlackHeadcrab::IsHeavyDamage( const CTakeDamageInfo &info )
|
|
{
|
|
if ( !HasMemory(bits_MEMORY_FLINCHED) && info.GetDamage() > 1.0f )
|
|
{
|
|
// If I haven't flinched lately, any amount of damage is interpreted as heavy.
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBlackHeadcrab::IdleSound( void )
|
|
{
|
|
// TODO: hook up "Marco" / "Polo" talking with nearby buddies
|
|
if ( m_NPCState == NPC_STATE_IDLE )
|
|
{
|
|
EmitSound( "NPC_BlackHeadcrab.Idle" );
|
|
}
|
|
else if ( m_NPCState == NPC_STATE_ALERT )
|
|
{
|
|
EmitSound( "NPC_BlackHeadcrab.Talk" );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBlackHeadcrab::AlertSound( void )
|
|
{
|
|
EmitSound( "NPC_BlackHeadcrab.AlertVoice" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBlackHeadcrab::PainSound( const CTakeDamageInfo &info )
|
|
{
|
|
if( IsOnFire() && random->RandomInt( 0, HEADCRAB_BURN_SOUND_FREQUENCY ) > 0 )
|
|
{
|
|
// Don't squeak every think when burning.
|
|
return;
|
|
}
|
|
|
|
EmitSound( "NPC_BlackHeadcrab.Pain" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBlackHeadcrab::DeathSound( const CTakeDamageInfo &info )
|
|
{
|
|
EmitSound( "NPC_BlackHeadcrab.Die" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Played when we jump and hit something that we can't bite.
|
|
//-----------------------------------------------------------------------------
|
|
void CBlackHeadcrab::ImpactSound( void )
|
|
{
|
|
EmitSound( "NPC_BlackHeadcrab.Impact" );
|
|
|
|
if ( !( GetFlags() & FL_ONGROUND ) )
|
|
{
|
|
// Hit a wall - make a pissed off sound.
|
|
EmitSound( "NPC_BlackHeadcrab.ImpactAngry" );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Schedules
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
AI_BEGIN_CUSTOM_NPC( npc_headcrab, CBaseHeadcrab )
|
|
|
|
DECLARE_TASK( TASK_HEADCRAB_HOP_ASIDE )
|
|
DECLARE_TASK( TASK_HEADCRAB_DROWN )
|
|
DECLARE_TASK( TASK_HEADCRAB_HOP_OFF_NPC )
|
|
DECLARE_TASK( TASK_HEADCRAB_WAIT_FOR_BARNACLE_KILL )
|
|
DECLARE_TASK( TASK_HEADCRAB_UNHIDE )
|
|
DECLARE_TASK( TASK_HEADCRAB_HARASS_HOP )
|
|
DECLARE_TASK( TASK_HEADCRAB_BURROW )
|
|
DECLARE_TASK( TASK_HEADCRAB_UNBURROW )
|
|
DECLARE_TASK( TASK_HEADCRAB_FIND_BURROW_IN_POINT )
|
|
DECLARE_TASK( TASK_HEADCRAB_BURROW_WAIT )
|
|
DECLARE_TASK( TASK_HEADCRAB_CHECK_FOR_UNBURROW )
|
|
DECLARE_TASK( TASK_HEADCRAB_JUMP_FROM_CANISTER )
|
|
DECLARE_TASK( TASK_HEADCRAB_CLIMB_FROM_CANISTER )
|
|
|
|
DECLARE_TASK( TASK_HEADCRAB_CEILING_POSITION )
|
|
DECLARE_TASK( TASK_HEADCRAB_CEILING_WAIT )
|
|
DECLARE_TASK( TASK_HEADCRAB_CEILING_DETACH )
|
|
DECLARE_TASK( TASK_HEADCRAB_CEILING_FALL )
|
|
DECLARE_TASK( TASK_HEADCRAB_CEILING_LAND )
|
|
|
|
DECLARE_ACTIVITY( ACT_HEADCRAB_THREAT_DISPLAY )
|
|
DECLARE_ACTIVITY( ACT_HEADCRAB_HOP_LEFT )
|
|
DECLARE_ACTIVITY( ACT_HEADCRAB_HOP_RIGHT )
|
|
DECLARE_ACTIVITY( ACT_HEADCRAB_DROWN )
|
|
DECLARE_ACTIVITY( ACT_HEADCRAB_BURROW_IN )
|
|
DECLARE_ACTIVITY( ACT_HEADCRAB_BURROW_OUT )
|
|
DECLARE_ACTIVITY( ACT_HEADCRAB_BURROW_IDLE )
|
|
DECLARE_ACTIVITY( ACT_HEADCRAB_CRAWL_FROM_CANISTER_LEFT )
|
|
DECLARE_ACTIVITY( ACT_HEADCRAB_CRAWL_FROM_CANISTER_CENTER )
|
|
DECLARE_ACTIVITY( ACT_HEADCRAB_CRAWL_FROM_CANISTER_RIGHT )
|
|
DECLARE_ACTIVITY( ACT_HEADCRAB_CEILING_FALL )
|
|
|
|
DECLARE_ACTIVITY( ACT_HEADCRAB_CEILING_IDLE )
|
|
DECLARE_ACTIVITY( ACT_HEADCRAB_CEILING_DETACH )
|
|
DECLARE_ACTIVITY( ACT_HEADCRAB_CEILING_LAND )
|
|
|
|
DECLARE_CONDITION( COND_HEADCRAB_IN_WATER )
|
|
DECLARE_CONDITION( COND_HEADCRAB_ILLEGAL_GROUNDENT )
|
|
DECLARE_CONDITION( COND_HEADCRAB_BARNACLED )
|
|
DECLARE_CONDITION( COND_HEADCRAB_UNHIDE )
|
|
|
|
//Adrian: events go here
|
|
DECLARE_ANIMEVENT( AE_HEADCRAB_JUMPATTACK )
|
|
DECLARE_ANIMEVENT( AE_HEADCRAB_JUMP_TELEGRAPH )
|
|
DECLARE_ANIMEVENT( AE_HEADCRAB_BURROW_IN )
|
|
DECLARE_ANIMEVENT( AE_HEADCRAB_BURROW_IN_FINISH )
|
|
DECLARE_ANIMEVENT( AE_HEADCRAB_BURROW_OUT )
|
|
DECLARE_ANIMEVENT( AE_HEADCRAB_CEILING_DETACH )
|
|
|
|
//=========================================================
|
|
// > SCHED_HEADCRAB_RANGE_ATTACK1
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_RANGE_ATTACK1,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_RANGE_ATTACK1 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_FACE_IDEAL 0"
|
|
" TASK_WAIT_RANDOM 0.5"
|
|
""
|
|
" Interrupts"
|
|
" COND_ENEMY_OCCLUDED"
|
|
" COND_NO_PRIMARY_AMMO"
|
|
)
|
|
|
|
//=========================================================
|
|
//
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_WAKE_ANGRY,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE "
|
|
" TASK_FACE_IDEAL 0"
|
|
" TASK_SOUND_WAKE 0"
|
|
" TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_HEADCRAB_THREAT_DISPLAY"
|
|
""
|
|
" Interrupts"
|
|
)
|
|
|
|
//=========================================================
|
|
//
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_WAKE_ANGRY_NO_DISPLAY,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE "
|
|
" TASK_FACE_IDEAL 0"
|
|
" TASK_SOUND_WAKE 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
""
|
|
" Interrupts"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_FAST_HEADCRAB_RANGE_ATTACK1
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_FAST_HEADCRAB_RANGE_ATTACK1,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_RANGE_ATTACK1 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_FACE_IDEAL 0"
|
|
" TASK_WAIT_RANDOM 0.5"
|
|
""
|
|
" Interrupts"
|
|
)
|
|
|
|
//=========================================================
|
|
// The irreversible process of drowning
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_DROWN,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HEADCRAB_FAIL_DROWN"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_HEADCRAB_DROWN"
|
|
" TASK_HEADCRAB_DROWN 0"
|
|
""
|
|
" Interrupts"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_FAIL_DROWN,
|
|
|
|
" Tasks"
|
|
" TASK_HEADCRAB_DROWN 0"
|
|
""
|
|
" Interrupts"
|
|
)
|
|
|
|
|
|
//=========================================================
|
|
// Headcrab lurks in place and waits for a chance to jump on
|
|
// some unfortunate soul.
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_AMBUSH,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_WAIT_INDEFINITE 0"
|
|
|
|
" Interrupts"
|
|
" COND_SEE_ENEMY"
|
|
" COND_SEE_HATE"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_PROVOKED"
|
|
)
|
|
|
|
//=========================================================
|
|
// Headcrab has landed atop another NPC or has landed on
|
|
// a ledge. Get down!
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_HOP_RANDOMLY,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_HEADCRAB_HOP_OFF_NPC 0"
|
|
|
|
" Interrupts"
|
|
)
|
|
|
|
//=========================================================
|
|
// Headcrab is in the clutches of a barnacle
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_BARNACLED,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_HEADCRAB_DROWN"
|
|
" TASK_HEADCRAB_WAIT_FOR_BARNACLE_KILL 0"
|
|
|
|
" Interrupts"
|
|
)
|
|
|
|
//=========================================================
|
|
// Headcrab is unhiding
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_UNHIDE,
|
|
|
|
" Tasks"
|
|
" TASK_HEADCRAB_UNHIDE 0"
|
|
|
|
" Interrupts"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_HARASS_ENEMY,
|
|
|
|
" Tasks"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_HEADCRAB_HARASS_HOP 0"
|
|
" TASK_WAIT_FACE_ENEMY 1"
|
|
" TASK_SET_ROUTE_SEARCH_TIME 2" // Spend 2 seconds trying to build a path if stuck
|
|
" TASK_GET_PATH_TO_RANDOM_NODE 300"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_FALL_TO_GROUND,
|
|
|
|
" Tasks"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_HEADCRAB_DROWN"
|
|
" TASK_FALL_TO_GROUND 0"
|
|
""
|
|
" Interrupts"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_CRAWL_FROM_CANISTER,
|
|
" Tasks"
|
|
" TASK_HEADCRAB_CLIMB_FROM_CANISTER 0"
|
|
" TASK_HEADCRAB_JUMP_FROM_CANISTER 0"
|
|
""
|
|
" Interrupts"
|
|
)
|
|
|
|
//==================================================
|
|
// Burrow In
|
|
//==================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_BURROW_IN,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED"
|
|
" TASK_HEADCRAB_BURROW 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_HEADCRAB_BURROW_IN"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_HEADCRAB_BURROW_IDLE"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HEADCRAB_BURROW_WAIT"
|
|
""
|
|
" Interrupts"
|
|
" COND_TASK_FAILED"
|
|
)
|
|
|
|
//==================================================
|
|
// Run to a nearby burrow hint and burrow there
|
|
//==================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_RUN_TO_BURROW_IN,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED"
|
|
" TASK_HEADCRAB_FIND_BURROW_IN_POINT 512"
|
|
" TASK_SET_TOLERANCE_DISTANCE 8"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HEADCRAB_BURROW_IN"
|
|
""
|
|
" Interrupts"
|
|
" COND_TASK_FAILED"
|
|
" COND_GIVE_WAY"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
)
|
|
|
|
//==================================================
|
|
// Run to m_pHintNode and burrow there
|
|
//==================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_RUN_TO_SPECIFIC_BURROW,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED"
|
|
" TASK_SET_TOLERANCE_DISTANCE 8"
|
|
" TASK_GET_PATH_TO_HINTNODE 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HEADCRAB_BURROW_IN"
|
|
""
|
|
" Interrupts"
|
|
" COND_TASK_FAILED"
|
|
" COND_GIVE_WAY"
|
|
)
|
|
|
|
//==================================================
|
|
// Wait until we can unburrow and attack something
|
|
//==================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_BURROW_WAIT,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HEADCRAB_BURROW_WAIT"
|
|
" TASK_HEADCRAB_BURROW_WAIT 1"
|
|
""
|
|
" Interrupts"
|
|
" COND_TASK_FAILED"
|
|
" COND_NEW_ENEMY" // HACK: We don't actually choose a new schedule on new enemy, but
|
|
// we need this interrupt so that the headcrab actually acquires
|
|
// new enemies while burrowed. (look in ai_basenpc.cpp for "DO NOT mess")
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
)
|
|
|
|
//==================================================
|
|
// Burrow Out
|
|
//==================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_BURROW_OUT,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HEADCRAB_BURROW_WAIT"
|
|
" TASK_HEADCRAB_UNBURROW 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_HEADCRAB_BURROW_OUT"
|
|
""
|
|
" Interrupts"
|
|
" COND_TASK_FAILED"
|
|
)
|
|
|
|
//==================================================
|
|
// Wait for it to be clear for unburrowing
|
|
//==================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_WAIT_FOR_CLEAR_UNBURROW,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HEADCRAB_BURROW_WAIT"
|
|
" TASK_HEADCRAB_CHECK_FOR_UNBURROW 1"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HEADCRAB_BURROW_OUT"
|
|
""
|
|
" Interrupts"
|
|
" COND_TASK_FAILED"
|
|
)
|
|
|
|
//==================================================
|
|
// Wait until we can drop.
|
|
//==================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_CEILING_WAIT,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HEADCRAB_CEILING_DROP"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_HEADCRAB_CEILING_IDLE"
|
|
" TASK_HEADCRAB_CEILING_POSITION 0"
|
|
" TASK_HEADCRAB_CEILING_WAIT 1"
|
|
""
|
|
" Interrupts"
|
|
" COND_TASK_FAILED"
|
|
" COND_NEW_ENEMY"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
)
|
|
|
|
//==================================================
|
|
// Deatch from ceiling.
|
|
//==================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HEADCRAB_CEILING_DROP,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HEADCRAB_CEILING_WAIT"
|
|
" TASK_HEADCRAB_CEILING_DETACH 0"
|
|
" TASK_HEADCRAB_CEILING_FALL 0"
|
|
" TASK_HEADCRAB_CEILING_LAND 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_TASK_FAILED"
|
|
)
|
|
|
|
AI_END_CUSTOM_NPC()
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
AI_BEGIN_CUSTOM_NPC( npc_headcrab_poison, CBlackHeadcrab )
|
|
|
|
DECLARE_ACTIVITY( ACT_BLACKHEADCRAB_RUN_PANIC )
|
|
|
|
//Adrian: events go here
|
|
DECLARE_ANIMEVENT( AE_POISONHEADCRAB_FLINCH_HOP )
|
|
DECLARE_ANIMEVENT( AE_POISONHEADCRAB_FOOTSTEP )
|
|
DECLARE_ANIMEVENT( AE_POISONHEADCRAB_THREAT_SOUND )
|
|
|
|
AI_END_CUSTOM_NPC()
|
|
|
|
|
|
AI_BEGIN_CUSTOM_NPC( npc_headcrab_fast, CFastHeadcrab )
|
|
DECLARE_SQUADSLOT( SQUAD_SLOT_ENGAGE1 )
|
|
DECLARE_SQUADSLOT( SQUAD_SLOT_ENGAGE2 )
|
|
DECLARE_SQUADSLOT( SQUAD_SLOT_ENGAGE3 )
|
|
DECLARE_SQUADSLOT( SQUAD_SLOT_ENGAGE4 )
|
|
AI_END_CUSTOM_NPC()
|